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terça-feira, 26 de janeiro de 2016

From lab to laptop: the origins of Lumosity games

For decades, researchers have created tasks that measure cognitive abilities. Traditionally, these are often administered during in-person studies using pen and paper — which means they rarely get far from the lab.
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From lab to laptop: The origins of Lumosity games
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From lab to laptop: The origins of Lumosity games
For decades, researchers have created tasks that measure cognitive abilities. Traditionally, these are often administered during in-person studies using pen and paper — which means they rarely get far from the lab.
That's where we come in. Our scientists and game designers work together to turn common cognitive and neuropsychological research tasks into fun, exciting games — bringing cognitive research to 70 million people worldwide.
From cognitive task to engaging game
When creating a new game, our in-house scientists first identify a cognitive ability, such as working memory or divided attention. They then find a way to challenge that skill. They'll either adapt cognitive or neuropsychological tasks used by researchers for decades to test cognition, or they'll use their knowledge and research experience to design entirely new, experimental challenges.
Working with experienced game designers, our scientists transform these tasks into over 50 beautiful, challenging, and fun games that anyone can access from a computer or mobile device. Many of our games adapt to a player's ability level, ensuring that each person is challenged to the full extent of their abilities.
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The origins of popular Lumosity games
Let's examine the roots of some popular Lumosity games. The much-loved Color Match is inspired by the Stroop Task, which was first published in English in 1935 as a way to assess impulse control. Since that time, the Stroop Task has been cited in over 2000 psychological studies and adapted by many researchers.
Or how about Lost in Migration, which you may have played to challenge your selective attention? It's based on the 1974 Flanker Task, which was designed to help researchers investigate selective attention.
More than games: creating a personal trainer
Modeled from the concept of a physical personal trainer, Lumosity gives you a wide variety of games that challenge many abilities, such as Memory and Attention. Game difficulty adapts to you — pushing you to operate at the limits of your abilities and stay challenged.
As we learn more about the possibilities of brain training, we invite you to keep training, and join us in our mission to advance the understanding of human cognition.
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