Smart Brain Games


Focus. Attention. With Video Games!

NASA’s latest software technology transforms ordinary video game play into highly effective treatment for attention deficit, hyperactivity, and autistic spectrum disorders. Programming specific to your child trains flexibility of focus and attention. Enhanced ability to learn occurs naturally while playing favorite video games – XBox, PlayStation, and more, with S.M.A.R.T. BrainGamesTM

The Center for Advanced NeuroTherapy has specialized in precise assessment and proven clinical treatment of ADD/ADHD and depression for over a decade, earning us exclusive rights to offer this breakthrough treatment. Learn more at 


Self Mastery And Regulation Training

S.M.A.R.T. BrainGames Transforming the video game experience and improving brain function.


Our mission is to develop state of the art devices and systems for the improvement of brain functioning and mental awareness, and to make these products available for widespread use in a fun and enjoyable way.

NASA Video

Working jointly with NASA, CyberLearning Technology, LLC has developed new brain technologies using off the shelf videogames that measure brain function. Our first product, S.M.A.R.T. BrainGames is designed to work with a Sony PlayStation One or PlayStation 2.

Simply playing your favorite video games like Gran Tourismo, Tony Hawk Skateboarding and Spyro the Dragon can now be used to improve mental awareness. NASA research has found improvements in pilots engagement to task, and indicates this fun engaging training may be helpful in improving attention in children.

Parents no longer need to worry about the negative effects or wasted time playing videogames.

S.M.A.R.T. BrainGames transforms the fun pastime of playing a video game into a positive experience.

Brief Description of Products and Services We develop EEG based equipment, using patented NASA technology, directed toward the emerging fields of neurofeedback, mental fitness, peak performance, and brain modification technology.


Neurofeedback training uses a computer assisted EEG (Electroencephalogram) which accurately measures Brainwave activity through sensors, safely placed on the surface of the head. This brainwave activity can then be monitored visually and auditorally.

Through this sophisticated feedback system, individuals are taught, in a game-like format, to effectively exercise their brain, leading to increased awareness and differentiation of mental states.

BEG Neurofeedback naturally empowers the brain to effortlessly develop increased control and strength, much like the effects of weight lifting to develop muscle strength or jogging to improve cardiovascular fitness.

Go-No-Go Vs. Video Games

Neurofeedback training systems provide visual and auditory feedback of the measured state of brain activity. The purpose of this feedback is to identify and learn the differences between these different states of awareness.

Most neurofeedback systems provide a direct measurement and feedback of a particular brain wave pattern. In an attempt to make this feedback more engaging, some type of visual display or animation is used. When the trainee displays the appropriate brain state, the animation moves along a pre-determined path. One training system uses a Pac-Man display moving through a maze. Others use a plane moving up and down on a computer screen, or flying through a canyon on a predetermined path. There is no interactivity or user control over the “game” itself.

When the trainee displays the appropriate brain state, Pac-Man moves a space. When the trainee is not displaying the appropriate state, Pac-Man does not move. This type of feedback is called “Go-No-Go” feedback. It was designed to provide a more interesting and engaging form of feedback,
rather than simply looking a frequency pattern, or a line or bar graph representing changes in brain activity.

Enter NASA and S.M.A.R.T. BrainGames

Using patented NASA technology, S.M.A.R.T. BrainGames provides the only true interactive training experience. Real video games, played on a PlayStation replace the non-interactive Go-No-Go feedback of other systems.

As the user enters and maintains the desired brain state, full control of the game controller is enabled. the game player is able to play the video game seamlessly. If the user does not maintain the desired state, speed and steering control decrease.

Imagine playing a race car game. You are racing in time trials or against other players. As you improve your focus, your car goes faster. If your focus wanders you lose ground to the other racers. Your brain is the accelerator, your calmness the steering


NASA and Eastern Virginia Medical School conducted a research study to determine the effectiveness of video game neurofeedback on ADHD. Berkeley Medical Journal

In one research group kids received standard neurotherapy for the treatment of ADHD. In the other research group, kids played brain wave enabled video games.

Both the videogame and standard neurofeedback groups improved significantly on most main ADHD outcome measures. No significant difference in treatment change was seen in group comparisons.

Parents’ appraisal of treatment effect on ADHD was more positive for the videogame group. The treatment was rated significantly more enjoyable by both parents and children.

Trends on pre-post QEEG change maps indicate that the videogame training may have advantages in creating more quantitative EEG effect in the therapeutic direction.