E / Education

Game and Brain

An immersive lecture on game engagement, attention and biofeedback.

All programmes
E.01

Question and programme

Games are explored as situations that change attention, engagement and interaction strategies. A discussion of flow and game rules meets a live neurointerface demonstration. This educational programme is separate from the Brain Hack concept and Paradox of Success artwork.

  • Why we engage in games
  • Feedback as a rule
  • Games and shared experience

Why we engage in games

Discussion of game rules, attention and the subjective experience of flow.

Feedback as a rule

During a demonstration, signal changes become part of a visual process; participants discuss which interpretations observation supports.

Games and shared experience

Techno-empathy and images of collective consciousness are discussion questions, not evidence of thought transmission.

Programme

Audience
Audience and adaptation are scoped for the invitation.
Authorship and facilitators
An ODA.dream programme; facilitators are scoped for the invitation.
E.02

Practice and outcome

A conversation and voluntary neurovisual demonstration; audience members can observe and discuss without measurement.

A vocabulary for discussing game mechanics, engagement and the limits of game neurofeedback.

E.03

Preparation and conditions

Delivery arrangements

Programme conditions
The exact duration, audience age and size, facilitators, equipment and recording permissions are scoped for the invitation.

We adapt the programme, participation arrangements and materials to the aims of the meeting.

We adapt the content and practical activities to the audience and meeting conditions.

Discuss the programme