Innovative Tools for Stroke Rehabilitation

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Innovative Tools for Stroke Rehabilitation PVHMC Stroke Symposium 2017 Elizabeth Amini CEO & Co-Founder, Anti-Aging Games, LLC Adjunct Professor, USC Marshall School of Business Elizabeth@Anti-AgingGames.com Direct (310) 363-0785

The biggest limitation of studies of new innovations. The Central Limit Theorem states that a minimum of 30 data points is necessary otherwise the results of a study may be skewed.

Innovative Tools for Stroke Rehabilitation A robotic exoskeleton at Wyss Institute at Harvard helps stroke survivors with partial paralysis learn to walk again http://www.sciencemag.org/news/2017 /07/watch-robotic-exoskeleton-helpstroke-patient-walk Image Credit: Science Magazine

Innovative Tools for Stroke Rehabilitation Rejoyce hand and arm rehabilitation system Video: https://www.y outube.com/ watch?v=yi8 JDGh4Hw8&f eature=youtu. be Image Credit: Saebo.com Study: https://www.ncbi.nlm.nih.gov/pmc/articles/pmc4792998/

Innovative Tools for Stroke Rehabilitation Making a FREE playlist of the patient s favorite songs using Spotify may help with patients with aphasia and may even help boost mood for patients without aphasia Image Credit: Spotify.com

Innovative Tools for Stroke Rehabilitation Virtual Reality for Unilateral Spatial Neglect (USN) https://www.ncbi.nlm.nih.gov/pmc/arti cles/pmc4548208/ Image Credit: CreativeCommons.org

Innovative Tools for Stroke Rehabilitation Neuro-Gaming Companies Blue Marble Game Company Posit Science Focus Pro Games from Anti-AgingGames.com Image Credit: Blue Marble Game Company (Zoezi Park)

Neuro-gaming is frequently featured in the news:

Neuro-gaming is frequently featured in the news: But articles and news are often incorrect.

Games may be good for: Training working memory Improving speed of processing Training attention/focus Educating about Rx compliance Tracking progress/improvements Tracking physical activity Rehab for strokes, TBI, MCI Key point: does the learning generalize (aka skill transfer)?

It s harder* for games to train: Reasoning Executive thinking Decision-making Behavioral issues * Not impossible necessarily

Neuro-gaming studies are exponentially increasing and will play a larger role in the future Graph shows number of studies on PubMed including wording cognitive & games Every 5 years since 1977 2013-2017 statistics only include studies up to 10/7/17 1000 900 800 700 600 500 400 300 200 100 Number of Games & Cognitive Studies on NIH's PubMed (in 5 year increments) 0 1977 1982 1987 1992 1997 2002 2007 2012 2017

The Pizza Factory 2010 2017 Anti-Aging Games, LLC

Easy to understand labels

Adaptive gaming

Your baseline score (your first score) and your progress is tracked on each brain game

2010 2017 Anti-Aging Games, LLC

2010 2017 Anti-Aging Games, LLC

Created with only the best sources of information Our cognitive science principles are based on published research Our scientists reviewed more than 17,000 medical studies We have permission to use tips and experts from the following:

Thank you. Please feel free to contact us for collaboration. For more information, please email Elizabeth@Anti-AgingGames.com or call 310-363-0785

Extra Slides (use as needed)

Innovative, Fun, & Effective Anti-AgingGames.com has been featured in: TEDxTalks Editor s Pick

About Anti-AgingGames.com Anti-AgingGames.com is the only site specializing in games for cognitively healthy adults Our company s focus is on prevention, scientific excellence, and social responsibility World-class team: Atari Founder Nolan Bushnell + B. McEwen, Ph.D., L. Kaplan, M.D. & more Our goal is to help the world in these ways: 1. Offer effective and fun brain stimulation games and relaxation tools at a reasonable price 2. Teach how to keep your brain young (we reviewed over 17,000 medical studies) 3. Donate 20% of our pre-tax profits to improve lives around the world 4. Offer a pay-what-you-can policy for low-income users We care about your privacy! 1. We have no data-sharing partnerships with insurance companies 2. Our company cannot be sold to insurance, pharmaceutical, or supplement companies

Our goal is to have big, positive impact on lives around the world The Anti-AgingGames.com is very different from anything else in the marketplace Fun- made by Nolan Bushnell, Founder of Atari + team of scientists Scientifically solid- team reviewed 17,000 medical studies to make 253 daily tips on how to help reduce the risk of early memory loss The only games optimized for healthy adults over the age of 35 Holistic system includes relaxation and stress-reduction games Flexible game play (play as much or as little as you want) Unlimited game play- new games and tips are unlocked regularly Compatible with Macs and PCs- no CDs or special hardware needed Twenty percent of pre-tax profits are given to charities and research AAG Competitors

Three important studies in the field of cognitive science 1. Leisure Activities and Risk of Dementia in the Elderly People with more leisure activities had less dementia, Alzheimer s, and vascular strokes over five yrs Taking part in more cognitive activities was linked to reduced rate of memory decline Note that study is old and didn t include computer-based brain stimulation games Leisure activities included: reading, playing board games, playing musical instruments, and dancing For this and most studies, there is uncertainty about cause versus effect (Did the activities make the participants healthier or did healthier participants prefer these activities? Scientists don t know.) See study: http://www.nejm.org/doi/full/10.1056/nejmoa022252 (June 2003) Click here 2. ACTIVE Study: Effects of cognitive training interventions with older adults (Continued on next page)

Three important cognitive science studies (continued from previous page) 2. ACTIVE Study: Effects of cognitive training interventions with older adults Healthy older people (ages 65 to 94) who played cognitive games improved in some mental area Most notable improvement was in speed-of-processing and next was working memory Effects lasted years and faded over time like other forms of learning 40 hours of training was administered and booster session was added in the second year See study: http://www.ncbi.nlm.nih.gov/pubmed/12425704 (November 2002) Click here See study: http://www.ncbi.nlm.nih.gov/pubmed/17234829 (December 2006) Click here 3. Iowa Healthy and Active Minds Study: Brain Training Exercises Are More Effective at Improving Cognitive Function than Crossword Puzzles People playing cognitive games improved more than those doing crossword puzzles (in some ways) 10 hours of training on cognitive games was enough to show cognitive improvement See study: http://bit.ly/betterthancrosswords (Sept 2017) Click here (Please Note: link is case sensitive)

Keep in mind this information about brain health Just playing games is not enough to maintain the health of your brain (a good brain health program is multi-dimensional and includes walking, social contact, good nutrition, regular relaxation, enough sleep (7-7.5 hours/night; less than 6 hours/night is bad for memory and more than 9 hours/night), night is even worse, lifelong learning, volunteering, cognitive stimulation, etc.) Play the video below for your whole community so that everyone learns about brain health, not just the people playing games For the best tips on how to maintain brain health, click on the video and link below (and feel free to share the video and link with your residents and staff!) Top 10 Tips to Keep Your Brain Young: Findings from a Review of Over 17,000 Medical Studies (TEDxTalks Editor s Pick) Video link: http://bit.ly/braintips Click here (Please note that link is case-sensitive) Written list: http://www.anti-aginggames.com/braintips.html Click here

What is aging? Row header: Good Aging Chronological and inevitable (currently not reversible) Many good changes take place after 35 or 40 years (increased wisdom, emotional regulation, experience) Some bad changes may happen (slower speed of processing, less flexibility, working memory changes, physical wear-and-tear) but these changes may potentially be may be managed or trained Bad Aging Unnecessary aging due to lifestyle choices - Cigarette smokers age faster on a cellular level - Too much sun exposure premature skin aging - Mind tends to follow use it or lose it rule May be able to be sharply reduced by changes to exercise, diet, and/or lifestyle Goal should be successful aging (improving quality of life and length of life) Goal should be to learn what anti-aging habits and lifestyles may eliminate, reverse, or reduce unnecessary aging

This screen shows you which skill sets are targeted for each brain game Green buttons are brain stimulation games Blue buttons are either classic just-for-fun games or experimental games (these unlock as a prize after you play two brain games each time) Yellow buttons are MindSpa Relaxation Tools Skip button

Invitation to Collaborate Rehabilitation Prevention Stanford study find 58% type 2 Diabetes Easily able to implement, track, and measure low-cost improvements Tele-heatlh