Zukor's Grind - Biofeedback and Neurofeedback Game

  • Designed by professional video game developers
  • Unprecedented control over patient feedback
  • Great for kids, teens, or the young at heart
  • Works with major bio and neurofeedback systems
Our Part #
ZIC ZUKOR

In Stock
$495.00

Zukor's Grind 3.0 is a next-generation feedback game for use in neurofeedback and biofeedback designed by professional game developers under the guidance of clinical practitioners. For use with Brainmaster, Thought Technology Biograph Infiniti, Neuroguide and the Nexus systems.

3.0 version has added:

  • Level 4 “Infinity Tunnel” which is a dynamically generated colorful tube which constantly changes direction and never repeats.
  • 12 more Bonus Characters, including Robots, a Mermaid, male and female Pirates, a fun Grandmother, a Sumo Wrestler and more.
  • Points-based unlocking of levels and bonus characters. A great motivator!!!

Zukor’s Grind 3.0 benefits neurofeedback and biofeedback clinicians by giving them an unprecedented level of control of the patient feedback experience to increase both neurotherapy training efficacy and patient retention.

Zukor's Grind’s youth-oriented graphics and skateboarding theme are perfect for use with teens, pre-teens and young adults, or anyone that is young at heart.

Interesting, but not over stimulating

Clinicians in the field of neurofeedback have varying opinions and preferences about the level of visual and auditory complexity and stimulation needed for patient feedback options. Some clinicians and patients prefer a simple environment, keeping the stimulation level at a minimum. Others prefer some complexity to the feedback, as found in games, but do not want anything too stimulating.

Zukor's Grind is unique in that the clinician can tailor the complexity and involvement of the game to meet the clinical needs of each patient. Zukor’s Grind effectively allows the clinician to “dial up or dial down” the stimulation level to suit their neurofeedback training beliefs and/or the needs of individual patients.

The clinician can achieve this through the abundant options built into the game, such as increasingly sophisticated levels, standard and fantasy characters, night or day mode, plus dozens of additional game variables the clinician can easily control.

Moreover, the gameplay in Zukor’s Grind is low-intensity and inherently neutral and balanced in terms stimulation. The competitive element in most modern video games is not present in Zukor's Grind, because it is designed as a single player game with the goal of succeeding in the moment rather than racing on a track or "beating" another player.

Instead, Zukor’s Grind offers a skateboarding activity in which the goal is obtaining an “optimal” speed, not too fast and not too slow. Thus, the gameplay dynamic of Zukor’s Grind mimics the goal of most neurofeedback protocols, which is to find a balance.

The only goal of Zukor's Grind is to meet the conditions set by the clinician in order to achieve an optimal speed, do tricks and earn points. Success in the game is driven by the protocols and thresholds defined by the clinician in their neurofeedback or biofeedback system software.