Company

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1ST PLAYABLE PRODUCTIONS LLC

Address

5 3RD ST # 300
TROY, NY, 12180-3282
USA

View website

UEI: PLDFSKNXC883

Number of Employees: 44

HUBZone Owned: No

Woman Owned: Yes

Socially and Economically Disadvantaged: No

SBIR/STTR Involvement

Year of first award: 2012

3

Phase I Awards

0

Phase II Awards

N/A

Conversion Rate

$524,999

Phase I Dollars

$0

Phase II Dollars

$524,999

Total Awarded

Awards

Up to 10 of the most recent awards are being displayed. To view all of this company's awards, visit the Award Data search page.

Seal of the Agency: HHS

Memory Lane: A neuro-exergame to mitigate cognitive decline in later life

Amount: $149,999   Topic: NIA

DESCRIPTION provided by applicant st Playable Productions and Union College propose to develop a commercializable product combining physical exercise and cognitive activities through interactive gaming on a stationary bicycle to help prevent cognitive decline and dementia in older adults The Interactive Physical and Cognitive Exercise System iPACES developed by Union Collegeandapos s Healthy Aging and Neuropsychology Lab is the first system to combine physical and cognitive interventions and has already proven to have a greater cognitive benefit to older adults than either of these two interventions alone While behavioral interventions are unlikely to completely prevent or halt dementia there is the potential for synergistic physical and cognitive exercise specifically to reduce the risk of onset dementia or slow progression Creating an affordable and easily distributed product will enable wide access to this intervention while also furthering understanding of what combinations have biggest impact This Phase I project includes the development of a game that combines physical and cognitive exercise a hardware configuration that is safe for older adults and suited for in home installation and the further collection of user data to inform further developments in engaging design Participants will be recruited from area retirement communities and advertising and screened for suitability Participants are assessed after two weeks of playing the cognitive game without exercise then as participants engage in the full experience they are assessed at and weeks Normative individuals interested in maintaining brain health patients who are prescribed iPACES to slow or ameliorate cognitive decline retirement and assisted living communities are all potential beneficiaries of the dementia treatment The incidence of dementia in North America is projected to nearly triple from million cases in to million by with a worldwide increase from to million over the same time period Considering multiple causes of dementia no known cure and minimal benefit from medication behavioral interventions to improve brain health are a critical component for extending quality of life for patients families and their support systems PUBLIC HEALTH RELEVANCE Memory Lane c is a neuro exergame that utilizes an interactive physical and cognitive exercise system iPACES c to help prevent or ameliorate cognitive decline and dementia in older adults This project extends prior research on the benefits of interactive phsycial and cognitive exercise Anderson Hanley et al as well as promising preliminary data from a single bout pilot study using Memory Lane with older adults which found greater cognitive benefit of neuro exergaming than either exercise or gaming alone Anderson Hanley The goal is create an accessible easily distributed product that can protect against and ameliorate cognitive decline to improve quality of life for an aging population

Tagged as:

STTR

Phase I

2016

HHS

NIH

Seal of the Agency: HHS

PlayScope: An Interactive Biotics Game Kit - Learning life sciences by building, playing and inquiring.

Amount: $225,000   Topic: OD

DESCRIPTION provided by applicant st Playable Productions and Stanford University propose to develop a commercialized version of biotic games a novel medium for formal and informal biology education that allows student users to playfully control the behavior of living cells The Playscope is an interactive biotics gaming kit designed to engage middle and high school students in the sciences by combining phone based gaming with traditional science microscopy The proposed project combines the development of a variety of hardware platforms for biotic game play such as an attachment for existing school microscopes and a D printable kit that users can assemble themselves an initial biotic game called andquot Euglena Ballandquot where users must control Euglena cells in a microfluidic chamber to move a virtual soccer ball into a goal by using a joystick to activate light sources that repel the cells and a modular extensible toolkit for development of future games using different organism and stimuli By transforming microscopy from an observation based to an interactive process the Playscope Biotics Game Kit puts the student in the role of a first hand researcher interacting directly with simple organisms in a discovery experience that provokes curiosity and creativity The Playscope has the potential to increase student understanding of living systems that are currently taught through abstract textbooks static models and directive hands on materials that have remained unchanged for decades with a long term objective of increasing the number of young people choosing science related career paths We expect wide distribution of this approach over the next few years every school microscope will be empowered to be interactive and playful PUBLIC HEALTH RELEVANCE The PlayScope combines phone based gaming with traditional microscopy allowing students to observe and interact with living systems in formal and informal educational settings The goal of the PlayScope is to grow studentsandapos interests in biotechnology with authentic unicellular interactions inspiring young people to choose related career paths including those that can benefit public health

Tagged as:

SBIR

Phase I

2016

HHS

NIH

Seal of the Agency: ED

Possible Worlds: Explorer Series

Amount: $150,000  

This project team is developing a prototype of a delivery platform to host four web-based interactive games to help students overcome scientific misconceptions in middle-grade science. At present, the games are compatible with the Nintendo DSi platform, and include classroom activities that include PowerPoint and print materials. This project team will convert and enhance the games and materials for use on tablet-based devices with touch-screen capability to enable more in-depth and interactive gameplay. The games will supplement classroom lessons for topics such as genetics, photosynthesis, electricity, and energy. Pilot research in Phase I will seek to demonstrate that the software prototype functions as planned, teachers are able to integrate it within the classroom environment, and students are engaged with the prototype.

Tagged as:

SBIR

Phase I

2012

ED