Tentative Agenda – Updated February 22, 2013, 12:15PM
Friday, March 15, 2013
| 8:15-8:30pm | Welcome to ESCoNs 2, Norris Auditorium |
| 8:30-12:30pm | Plenary Session 1: Brain Plasticity, Learning and Interactive Software, Norris Auditorium. Chair: Sophia Vinogradov |
| Torsten Schubert & Tilo Strobach, U of Munich and Torsten Schubart, Humboldt-U Berlin: On gains of action video gaming: What about multi-tasking? | |
| Jeremy Wolfe,Harvard Medical: If I can see so much, why do I miss so much? | |
| Paul Schrater, U of Minnesota: Curious? The science of motivational hooks | |
| Group Discussion with Audience | |
| Coffee Break | |
| Alison Adcock, Duke University: Sticks are not carrots: reward vs. threat-based learning | |
| Amit Etkin, Stanford University: Stop Stressing! Brain games to improve anxiety and depression | |
| Ben Sawyer, Games for Health, RWJF: How do cognitive neurotherapeutics fit into the eco-system of games for health? | |
| Group Discussion with Audience | |
| 12:30-2:00pm | Lunch Break, Courtyard |
| 2:00-5:30pm | Afternoon Oral Sessions and Panel Discussions, Theater 108 & 110 |
| 2:00-3:30pm | Brain Science for game-makers Part 1: Design principles for successful brain change |
| Takeo Watanabe, Brown University (Chair): Decoded on-line neurofeedback (DecNef) can change visual and emotional systems | |
| Diego A. Pizzagalli, Harvard Medical School: Cognitive Training Targeting Frontocingulate Dysfunction in Depression: Rationale and Proof-of-Concept Studies | |
| Srikantan Nagarajan, UCSF: Imaging plasticity in neural oscillatory network dynamics during speech processing: implications for cognitive training strategies | |
| Paul Reber, Northwestern University: Using the Cognitive Neuroscience of Memory to Make Brain Training Work | |
| Michael Silver, UC Berkeley: Pharmacological enhancement of perceptual learning | |
| Adam Piper, Akili Laboratories: The Reward Cycle Onion: A useful tool for mapping and adding rewards to your game. | |
| 2:00-3:30pm | Game making for brain scientists Part 1: Design principles of successful video Games |
| Shawn Green, U of Wisconsin (Chair): Games For Learning to Learn | |
| Laird Malamed, USC: No Concept, No Go | |
| Sean Vesce, E-line game designer: The Greenlight Process Demystified | |
| Sasha Barab, ASU (game designer): Where does meaning make: brain functioning From an ecological perspective | |
| Marientina Gotsis, USC: Designing Life Experiences (vs. Hamster Wheels): Games for Humans | |
| Nick Fortugno, Playmatics: Chasing the Fun | |
| 4:00-5:30pm | Training the social-emotional brain |
| Mor Nahum, BPI and UC Berkeley (Chair): Using neuroplasticity-based training principles to remediate social cognition deficits | |
| Debra Lieberman, UC Santa Barbara: Using Emotion, Social Interaction, Self-Awareness, and Cognitive Challenge in the Design of Games to Boost the Brain | |
| Christine Hooker, Harvard University: Malleability of the Social Brain and the Potential to Prevent Psychosis | |
| Michael P. McCreery, University of Arkansas at Little Rock: The Emerging Virtual Self: Implications for Psychological Systems Design | |
| Reza Farajian, University of Wisconsin: Development of Contemplative Video Games | |
| Susana Ruiz, USC and Take Action Games: Crafting creative intersections between game mechanics, motivation, and social justice impact. | 4:00-5:30pm | Marriage of Science & Industry Part 1: How to create a sustainable business model that proves end-user value |
| Alvaro Fernandez (Chair), SharpBrains.com: Five lessons learned from leading successes and failures to commercialize neuroscience-based innovation since 2005 | |
| Joe Hardy, Lumosity: Customer Driven Innovation in Cognitive Training | |
| Rich Keefe, Duke University: Seeking FDA Device Approval for Cognitive Remediation in Schizophrenia: the e-Caesar Trial | |
| Adam Haim, NIMH, The NIMH, IT Enhanced Interventions, and Industry – Opportunities for Synergy | |
| Eddie Martucci, Akili Interactive Labs: Beyond the Consumer: Video Games as Mainstream Medical Tools | |
| Thomas Klein, Esq., Shareholder, GreenbergTraurig (Silicon Valley): Capitalization and Business Structures of New Ventures | |
| 5:30-7:00pm | Scientific Poster Session A and Social Hour, Pickford Lobby |
Saturday, March 16, 2013
| 8:30-12:30pm | Plenary Session 2: Computerized Training to Target Neural System Dysfunction, Norris Auditorium. Chair: Adam Gazzaley |
| Bernhard Hommel, Leiden U: Building better brains: fronto-striatal interactions and the tailored cognitive enhancement of executive control | |
| Bruce Wexler, Yale: Integrated Brain and Body Exercises for ADD: The Place of Work in a Culture of Fun | |
| David Chesney, University of Michigan: I Gotta Feva (And The Only Cure is More Cowbell) | |
| Group Discussion with Audience | |
| Coffee Break | |
| Shelli Kesler, Stanford University: Using Brain Training to Improve Chemo Brain | |
| Dennis Wixon, USC: Emotions for fun and profit. | |
| Skip Rizzo, USC: Virtual Reality Goes to War: Clinical Applications for the Prevention, Assessment and Treatment of PTSD | |
| Group Discussion with Audience | |
| 12:30-2:00pm | Lunch Break, Courtyard |
| 2:00-5:30pm | Afternoon Oral Sessions and Panel Discussions, Theater 108 & 110 |
| 2:00-3:30pm | Brain Science for game-makers Part 2: Emerging findings in neuropsychiatric disorders |
| Dan Mathalon, UCSF (Chair): LTP-like visual cortical plasticity deficits in schizophrenia: implications for cognitive training | |
| Warren Bickel, VTC Research Institute: Repairing Self-Control Failure in Addiction | |
| Gerald Voelbel, NYU Steinhardt: What? I can hear you, but you’re talking too fast”: An auditory processing speed intervention study of adults with a traumatic brain injury. | |
| Tom Van Vleet, UC Berkeley and BPI: Training the attentional state | |
| Matcheri Keshavan, Harvard University: Can gamification lead to gains in social cognition? | |
| Henry Mahncke, BPI and Positscience: Brush That Dirt Off Your Shoulder | |
| 2:00-3:30pm | Game making for brain scientists Part 2: Video game approaches to the 3 A’s (amblyopia, autism, aging) |
| Dennis Levi, UC Berkeley (Chair): Gaming the Amblyopic Visual System: Using Videogames to induce neural plasticity | |
| Aaron Seitz, UC Riverside: When science meets gaming; a novel visual therapy | |
| Elysa Marco, UCSF: Off to the “neuro” races for kids with autism and sensory processing disorders: computer training as treatment | |
| Matt Omernick, Akili Chief Creative Office | |
| Dr. Elizabeth Zelinski, USC” What activities improves cognition in healthy older adults? Thoughts for game development | |
| Louis Bherer, Concordia university, Montréal, Canada: Training the aging brain to keep Control: Cognitive training for attentional control in older adults | 4:00-5:30pm | Virtual reality as a brain treatment |
| Joann Difede, Cornell University (Chair): Virtual Reality Psychotherapy: Learning in a Healing Environment or Healing in a Learning Environment? | |
| Skip Rizzo, USC: Clinical Virtual Reality: A Brief Review of the Future | |
| Hunter Hoffman, University of Washington: SnowWorld: Digital Morphine | |
| Palmer Luckey, Oculus VR: The Oculus Rift: VR for Everyone | |
| Alan Liu, SimCen’s Wave Project: Riding the WAVE: Using the Wide Area Virtual Environment for Medical Training | |
| Amy Kruse, VP, Intific, Inc. : Immersive Environments and User Engagement – Quantitative Measures | |
| 4:00-5:30pm | Marriage of Science & Industry Part 2: Intellectual property and technology transfer |
| George Rose, Rose Family Foundation (Chair) | |
| Dan Dardani, MIT: Translating Research Findings into the Marketplace: the role of the university tech transfer office | |
| Michael Angst, Eline: Lessons learned from Education and Social Impact Ventures | |
| Heather Meeker, Esq., Co-Managing Shareholder, GreenbergTraurig: Town Meets Gown – doing technology deals with universities | |
| Steven Sereboff, Esq., Founder, SoCal IP Law Group: Protection of Intellectual Properties: Patents, Trademarks, Copyrights | |
| Henry Mahncke, BPI and Posit Science: The Rules: Time-tested Secrets for Capturing the Heart of Your Industry or Academic Partner | |
| 5:30-7:00pm | Scientific Poster Session B, Training/Games Demonstration Session and Social Hour, Pickford Lobby |
Sunday, March 17, 2013
| 8:30-12:45pm | Plenary Session 3: Future Direction, Norris Auditorium, Chair: Naveen Jain |
| Alan Kingstone, University of British Columbia, Social attention: Reel vs. real (And what one can learn with a sexy calendar and a spy camera) | |
| Noah Falstein, (Industry): On the Effects of Aggregation of Pedantic Pedagogy with Experiential Hedonic Jocosity (Colloq: Fun) | |
| Alvaro Pascual-Leone, Harvard University: Brain stimulation to enhance cognitive training | |
| Group Discussion with Audience | |
| Coffee Break | |
| Adam Gazzaley, UCSF: Bridging Academics and the Video Game Industry | |
| Constance Steinkuehler, University of Wisconsin: The White House Conference on Games, Well-being, and Attention | |
| Alan Gershenfeld, (E-line): Mind the Gap: Turning promising research into sustainable, scalable game-based products and services | |
| Group Discussion with Audience | |
| 12:45-1:00pm | Wrap-Up and Farewell |




