Inner Active Health Project is a non-profit 501(c)(3) corporation, dedicated
to developing biofeedback computer gaming technology to promote health and
personal growth.
At the Inner Active Health Project (IAHP), our goal is to provide access
to state of the art software tools for improved focus and awareness, pain
relief, and anxiety and mood management to all those in need. These tools
are particularly designed to help people suffering from psychological
disorders or other chronic conditions which produce pain or which affect
the mind. Our intent is to also make these powerful tools available to everyone
who feels a need for a shift in perspective in order to cope with the stresses
of modern life, and the upcoming dramatic changes in lifestyle that will be
necessary as our species adapts to a changing world and a changing climate.
Recent scientific advances have made possible a new generation of bio-cybernetic
computer games. These games incorporate physiological sensors such as EEG
(measures brain waves), EMG (measures muscle tension, and HRV (measures heart-rate
patterns). These sensors can be used to manipulate the action in the game
through biofeedback, along with keyboard, mouse and joystick controls. Until
recently, these games have been primarily used under the supervision of professional
trainers and therapists, with the intention of helping people manage conditions
such as attention deficit, anxiety or chronic pain. The games operate on the
principle of training new neurological states through biofeedback. By measuring
neurological activity with the sensors, then pairing the intended neurological
state with repeated positive re-enforcement given by success in the games,
the user learns to recognize and maintain the desired state. Currently, there
are several games on the market which are available to the general public.
These games are mainly intended to train users in relaxation, focus and meditation
skills.
With the upcoming availability of inexpensive, easy-to-use electrodes for
measuring brain waves, the field of biofeedback video gaming is undergoing
a rapid expansion. The possibility of using muscular relaxation, for example,
to increase the speed of a race car, or using brain waves to cast spells is
extremely enticing to developers and gamers alike. Many companies are investing
millions of dollars to create the hardware and software that will allow them
to profit in this exciting new market. If this technology is implemented effectively
and responsibly, the potential for improving the lives of millions of people
is tremendous.
Unfortunately, the current state of affairs is that companies are rapidly
developing products for market with no independent oversight to insure the
effectiveness or safety of their products. While most companies are conscientious
and have the intention of providing products that heal, rather than harm,
there is no guarantee that all companies will have that attitude. Some companies
do employ experts on physiology and biofeedback. Yet even the most learned
expert may not be able to predict the outcome of the wide scale use of a particular
game. The field, after all, is still a very young one, so there are many unknowns,
and the reality is that development of these games will be largely driven
by market forces. Furthermore, since game biofeedback protocols may be proprietary,
there is likely to be little in the way of wide-scale cooperation in moving
the field forward, particularly in the area of brain wave driven gaming, which,
in our opinion, holds the greatest degree of mystery, potential benefit, and
potential danger. It is conceivable that some games will be produced that
utilize biofeedback protocols that are intended to simply get people hooked
on the game by increasing excitement or even producing addiction. Alternatively,
the pairing of a particular biofeedback protocol designed to produce relaxation
with violent game content, for example, might produce unwanted social programming,
particularly in children. The effects of these pairings have not been sufficiently
studied.
Even when the intent is therapeutic, there is still a chance that certain
protocols will produce negative effects for a particular segment of the population.
While properly managed biofeedback training generally produces very little
in the way of negative side effects, it is not completely free of them. Outside
of the therapeutic setting, the potential for harm could be much greater.
What is needed is a comprehensive research effort to determine the precise
physiological characteristics of the desired states of consciousness, and
the safest, most effective ways of guiding people to these states through
unsupervised gaming. This effort must be achieved by an independent organization,
without the conflict of interest that would exist if it were done by a game
manufacturer.
A specific mission of IAHP is to produce a computer program that will act
as a virtual therapist. It will monitor the changes in physiology that occur
while playing any video game (biofeedback or traditional). It would also potentially
interact with the game code to guide the user toward a healthy state. In this
way, users and parents can be assured that playing video games is a positive,
health-enhancing experience.
The virtual therapist software will be offered free of charge to game developers.
Two levels of monitoring will be available. The first will simply be to test
a sufficient number of people playing the particular game with the virtual
therapist software, to determine the game’s general physiological effects.
The second level of monitoring will be the incorporation of the virtual therapist
software into the game code, to oversee the physiological reaction to the
game, and to intervene when necessary to guide the user toward a safe and
healthy state. Consumers can then make an informed choice whether or not they
want to take the risk of buying software from a company that does not choose
to use the safeguards that the software provides.
The first project of the IAHP is to perform as complete an analysis as possible
of the current literature on the physiology of the mental, emotional and spiritual
states that we want to help people achieve, and what has been done so far
to achieve them through biofeedback. Next, we will outline and conduct research
with the specific aim of producing the safest, most effective protocols possible
for unsupervised biofeedback video gaming. This research will include the
interactions of specific biofeedback protocols with general categories of
game conditions, such as virtual risk-taking, violence, or strategizing. During
the final stage in the project, we will produce the code that will allow for
the implementation of the knowledge produced by our research. The project
is intended to be ongoing, producing continual additions to our knowledge
base through research and periodically upgrading the virtual therapist program.
To accomplish this critical task, we need your assistance. We are seeking
help in the form of expert advice, organizing, outreach, and financial assistance.
Please give generously to this essential project. It is our belief that this revolutionary technology
will relieve widespread suffering, improve the mental, emotional, and spiritual
lives of millions of individuals, and help to empower them to become part
of a movement toward a more self-aware, environmentally responsible and compassionate
society.
Thank you,
Langdon Roberts
President
InnerActive Health Project