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Industry Pioneers Gather at the University of Southern California for the Second Annual Conference of the Entertainment Software and Cognitive Neurotherapeutics Society (ESCoNS)
LOS ANGELES --(Business Wire)--
Following on the extraordinary success of its inaugural symposium in San
Francisco, The Entertainment Software and Cognitive Neurotherapeutics
Society (ESCoNS: www.escons.org)
is proud to announce that ESCoNS 2, its next conference and meeting,
will be held on March 15-17, 2013 at the University of Southern
California. ESCoNS 2 is hosted in partnership with USC's world-renowned
School of Cinematic Arts Interactive Media Division and its Game
Innovation Lab, an experimental game design and research lab headed by
Tracy Fullerton Associate Professor and Chair of the Interactive Media
Division.
ESCoNS was created by a dedicated group of pioneering scientists and
business leaders. The event was conceived by:
1. George Rose, Founder, The Rose Family
Foundation; and
2. Sophia Vinogradov, MD, Associate Chief
of Staff for Mental Health, San Francisco VA Medical Center; Professor
and Vice-Chair, Department of Psychiatry, University of California, San
Francisco
The following individuals joined them to form the organizing committee
and the scientific advisory board for ESCoNS:
1. Adam Gazzaley, MD, Associate Professor
of Neurology, Physiology and Psychiatry, University of California, San
Francisco;
2. Daphne Bavelier, MD, Professor, Brain &
Cognitive Sciences, Center for Visual Science. Center for Language
Studies and Director, Mind-Space Laboratory at the University of
Rochester Medical Center;
3. Laird Malamed, Adjunct Professor, USC
School of Cinematic Arts, Interactive Media Division;
4. Mor Nahum, Ph.D, Senior Brain Plasticity
Research Fellow, Brain Plasticity Inc.; and
5. Takeo Watanabe, MD: Professor of
Cognitive, Linguistic, and Psychological Sciences at Brown University.
ESCoNS is fostering a new and exciting field of cognitive
neurotherapeutics, an innovative approach to mapping and training the
brain to improve cognitive function and capacity through interactive
gameplay. By gathering the collective strengths of visionary scientists,
researchers and video game pioneers, ESCoNS and its partners are making
scientific and medical breakthroughs in interactive games and media.
The 2011 ESCoNS Meeting was a unique symposium that brought together
academicians and scientists from around the world who study or are
interested in learning how computerized training and engaging and
compelling video games can assist in the diagnosis and treatment of
serious disorders in various cognitive brain functions. It allowed
participants to share their research findings and to interact directly
with members of the entertainment software industry and government
officials. ESCoNS 1 already spawned several exciting collaborations and
follow-up meetings, including a summit meeting at the White House in
August of 2012, and has further strengthened the potential of applying
entertainment software methods as clinical interventions. The National
Institute of Mental Health recently adopted Clinical Neuroscience and
Entertainment Software Pilot Partnership Program to Develop
Neuropsychiatric Interventions to provide funding for ventures that
bring together entertainment software and mental health research and
treatment.
"Our first ESCoNS meeting in 2011 was an unmitigated and well-deserved
success that has put our efforts on the scientific map. We had over 220
attendees - scientists, clinicians, officials from the National
Institute of Health and the Department of Defense, leaders of the video
game industry and the scientific media. We all had one purpose - to
learn from each other and create a whole new and exciting field of
'cognitiv neurotherapeutics'- and we certainly succeeded", said Dr.
Sophia Vinogradov of UCSF Medical Center. "It was an unbelievable shot
in the arm for the whole field of study, nothing could compare", added
Dr. Adam Gazzaley.
ESCoNS 2 will further build on these goals and create an extraordinary
learning environment and opportunity to unite influencers in a variety
of fields, with the common goal of advancing medicine and education
through the use of games. This year's event will bring together
startups, video game and technology companies, academia, clinicians and
government agencies to get these pioneering ideas developed and into the
hands and view of those that need it most. The stated purpose of
ESCoNS 2 is to push the edge of collaboration between neuroscience and
game industry by commencing a series of coordinated efforts designed to
make cognitive neurotherapeutics a reality, enhancing the arsenal of
tools in combating debilitating brain disorders affecting millions of
people around the world.
"The ESCoNS conference was born to address complex issues by bridging
the chasm between video game developers and neuroscientists. We are
making tremendous strides as the key stakeholders work toward the
advancement of video game technology for science, education and
medicine," said George Rose, formerly an executive at
Activision (News - Alert)-Blizzard, Inc., and the, founder of the Rose Family
Foundation. "We are creating a new industry by mixing the latest
research on the brain, supported by hard-science with technological
advancements in interactive gaming."
In addition to the USC School of Cinematic Arts, ESCoNS has also
benefited from the support of many other parties who selflessly devoted
their time and energy to making this symposium a reality. The ESCoNS
organizing committee is particularly grateful for the support of the
National Institute of Health and the National Institute of Mental
Health, Lumos Labs, E-Line Media, The Brain Plasticity Institute, inova,
The Staglin Family and One Mind for Research Foundation, Games for
Health, Autism Speaks ®, and the law firms of Greenberg Traurig LLP and
SoCal IP Law Group LLP. ESCoNS also recognizes tireless efforts of Tara
Miller of The Miller Events and her staff, who organized both events,
from top to bottom.
Advancements in research of a concept called neuroplasticity, pioneered
by The Brain Plasticity Institute in San Francisco founded by Dr.
Michael Merzenich, have proven that the brain is a complex muscle
and with rigorous and medically supervised training, can be improved
when it is introduced to various direct exercises. Moving forward on
this research and using cutting-edge forms of technology, scientists are
beginning to learn how illnesses, such as autism, schizophrenia,
post-traumatic stress or attention deficit disorder, result from
dysfunction in key brain systems. It is the joint belief of scientists,
medical professionals and entertainment software creators, proven by
many years of hard research, that interactive games, including games
specifically designed for such purpose, can offer brain-training
exercises that will bring unimaginable relief to millions of people
managing complex mental illnesses or suffering pain, and can
progressively improve cognitive function within the realm of brain
plasticity.
"I believe that technology provides the answers to many of the world's
most pressing problems. As we continue to pour billions of dollars into
a failing education system, for example, that seeks to advance teaching
methodologies, it is time we flipped the model on its head," said Naveen
Jain, CEO, inome and keynote speaker at this year's ESCoNS event.
"Instead, let's focus on our 'learners.' The brain constantly evolves to
its surroundings and rewires itself at any age. By triggering the brain
using videogames and other interactive software solutions, we can
improve its processing speed, as well as decision-making and spatial
skills."
"We have a major scientific issue that involves one of the greatest
frontiers in medicine benefited by products that have already become a
household staple - videogames," George Rose added. "Interactive products
have become the new language of younger generations, a way of
expression. But games also provide us with a window into interactive
cognitive therapies that can address pain, brain dysfunction and other
illnesses with dramatic results."
ESCoNS 2 will feature four half-day sessions addressing a range of
topics as vast as the brain itself, including computerized brain
training, brain plasticity measurement, game design, motivated targeted
behaviors, funding opportunities for academic-industry partnerships, and
business development in the field of cognitive therapeutics, or brain
therapy. Attendees will also be invited to numerous workshops on the
principles of successful game design for therapeutic applications and a
presentation of works dedicated to showcasing new computerized
therapeutic tools. For more information on the program, speakers, or to
register for the event, please go to: http://www.escons.org/
ABOUT ESCoNS
Over the past 10 years, we have learned a great deal about the structure
and function of the brain. We have also learned about how the brain can
change when given various "training" opportunities (brain plasticity).
At the same time, we have made great strides in understanding how human
neuropsychiatric illnesses - such as autism, schizophrenia, ADD, and
PTSD - result from dysfunction in key brain systems. At the first ESCoNS
meeting in September 19-20, 2011, over 220 attendees - scientists,
clinicians, officials from the National Institute of Health and the
Department of Defense, leaders of the videogame industry and the
scientific media - got together to discuss what we know about brain
plasticity. In 21 talks given by world-leading scientists, 2 panel
discussions and over 50 posters, the consensus was that we can now push
the edge of the envelope and combine the neuroscience of brain training
with video game technology to target brain dysfunction in any number of
human illnesses, creating a whole new and exciting field of "cognitive
neurotherapeutics." The purpose of ESCoNS 2 is to push the edge of this
envelope even further by bringing together researchers and interested
members of the entertainment software industry to begin a series of
coordinated efforts and make cognitive neurotherapeutics a reality.
ABOUT THE ROSE FAMILY FOUNDATION
The Rose Family Foundation is committed to the belief that video game
technology will help us understand and solve some of society's most
pressing problems in areas such as medicine and education. Interactive
software has potential to improve treatment of post-traumatic stress
disorder, child autism, neurological disorders associated with memory
and aging, vision problems, and fitness training to fight obesity. The
Foundation works to promote the progress of such efforts by connecting
individuals and organizations from various academic, business and
governmental entities to help them exchange ideas and resources
necessary for socially-beneficial innovation.
About USC School of Cinematic Arts
In 1929, USC became the first university in the country to offer a
Bachelor of Arts degree in film. The School's founding faculty included
William C. DeMille, Douglas Fairbanks, D.W. Griffith, Ernst Lubitsch,
Mary Pickford, Irving Thalberg and Darryl Zanuck, among others. Since
its founding, the School of Cinematic Arts has had a profound impact on
the global entertainment industry and the academic study of film,
television, animation, games and emerging media.

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