Signals from sensors attached to the player's head and body are fed through a signal-processing unit to a video game joystick or other control device. As the player's brainwaves come closer to an optimal, stress-free pattern, the video game's joystick becomes easier to control. This encourages the player to produce these patterns or signals to succeed at the game. In this way, recreational video games have the potential to help both children and adults with a variety of health problems - from concentration difficulties to physical stress. Unlike earlier biofeedback methods, which tended to be monotonous and simplistic, this technology adapts to today's most popular games, giving players a healthful side effect, while fully preserving the high-tech entertainment value.
Flight simulators are essentially very sophisticated video games.
Early results from a video game biofeedback study suggest that the technology is effective. In this first test, to be completed this fall, the technology is being applied as a treatment for attention deficit hyperactivity disorder. Children with ADHD, between the ages of 9 and 14, either play popular video games or receive more traditional brainwave biofeedback treatment. Both forms of treatment help the children's symptoms, but the video game treatment seems to have distinct advantages. Several companies have applied for a license to produce training systems for the general public.