IntelliGym

IntelliGym is a video-game-like training program designed to improve cognitive performance of competitive athletes. Due to its content and delivery methodology, it is considered a serious game. However, unlike many serious games, the IntelliGym is not a high fidelity simulation. Current release is available for basketball players (dubbed The Basketball IntelliGym) while a version for hockey players is under development in conjunction with USA Hockey.

According to its creators, IntelliGym addresses a broad range of cognitive skills, such as perception, anticipation, decision making under pressure, special relations and pattern recognition.

Contents

History

According to the official website, the IntelliGym technology is based on a concept originally developed for Israeli Air Force pilots. The research was conducted by Professor Daniel Gopher of the Technion, Israel, following a DARPA project reviewing the cognitive training system called the Space Fortress.[1] This study showed significant improvement in performance of trainees after using a specially designed computer game, compared to a control group.[2] Following the introduction of the basketball application NCAA Division-I basketball teams (including Kentucky, Memphis, Florida and Kansas)[3] as well as high school varsity teams adopted the IntelliGym as a training tool for their players. Coaches have reported significant improvement in performance of trainees, as shown by their statistical measures.[4]

The Basketball IntelliGym

The Basketball IntelliGym
Developer(s) ACE Applied Cognitive Engineering Ltd.
Platform(s) Windows
Release date(s) 2005
Genre(s) Serious game
Mode(s) Single-player

Gameplay

The Basketball IntelliGym presents the player with situations where rapid decisions are needed to be made. The game takes place in a space-like environment, and includes different scenarios. In its main training settings, two teams of five spaceships on each team are competing. Using various weapons and ammunition types loaded on a ‘Super Cannon’, a player can either steal points from its rival team or prevent the opponent from gaining points. The game is consisted of a given number of training sessions (19 sessions on the basic version and 34 on the premium release), each taking approximately 30 minutes to complete. The difficulty level is adjusted to the individual performance of the player.

Scientific Background

The IntelliGym is based on the notion of “Low Fidelity Simulation”: the game stimulates exactly the same cognitive skill-set that is required to play basketball, but without the visual resemblance. This way, the player is required to make meaningful choices with respect to making the right game decisions, but without the negative artifacts of a high-fidelity simulation found in research.[5]

Availability

The Basketball IntelliGym is available on a CD, with 2 versions for Microsoft Windows. The game requires Internet connection for initial registration, but thereafter can be played offline.

Reception

The game has been reported by mainstream media sources such as ESPN,[6] Fox News,[7] the LAB,[8] primarily when leading NCAA Division-I teams have started to use it. The official site lists some 20 teams that are using the product but fails to provide the number of individual users.

The Hockey IntelliGym

In June 2009, USA Hockey and Applied Cognitive Engineering Ltd. announced a collaborative development of a training system for ice hockey players.[9] The research and development is funded by Bird Foundation (the research and development fund operated by the US and Israeli governments).[10]

See also

References

  1. ^ Technology assessment in education and training, Volume 1 By Eva L. Baker, Harold F. O'Neil, pages 84-85
  2. ^ Gopher, D., Weil, M, and Bareket, T. (1994). Transfer of skill from a computer game trainer to flight. Human Factors, 36, 387-405. http://md1.csa.com/partners/viewrecord.php?requester=gs&collection=ENV&recid=3641616&q=&uid=789319901&&q=&uid=789319901&
  3. ^ Fernandez A., Goldberg E. (2009) The Sharp Brains Guide to Brain Fitness, p.109
  4. ^ http://www.gizmag.com/basketball-intelligym-computer-game-improves-on-court-basketball-skill/9280/
  5. ^ POPCORN: A supervisory control simulation for workload and performance research (NASA-CP-2341 (1984) by S G Hart, V Battiste, P T Lester In Proceedings of the 20th Annual Conference on Manual Control
  6. ^ http://www.youtube.com/watch?v=wKVbxu-CY0s
  7. ^ http://www.youtube.com/watch?v=XG4r7nv_LxA
  8. ^ http://www.youtube.com/watch?v=2yZExoA63fo
  9. ^ "USA Hockey to form Intelligym". USA Hockey press release. http://www.usahockey.com/Template_Usahockey.aspx?NAV=AU_01&id=249072. Retrieved Dec. 16, 2008. 
  10. ^ "Martel K. (2009). Releasing Your Inner Gretzky.". USA Hockey Magazine. http://www.birdf.com/_Uploads/263USA_H_Magazine_0109.pdf. Retrieved June 2009. .

External links