What sold her on games instead of medication was NASA technology. The technology would help "tune" her child‘s brain to focus and relax while he played fairly innocuous, off-the-shelf games like "Ratchet and Clank" on Sony‘s PlayStation 2.
The system, called Smart BrainGames, essentially monitors her son‘s brain waves through the use of sensors in a helmet while he plays a game. A box that can be hooked up to PS2 then initiates changes in the game. The more the player concentrates, for example, the faster a car will go in a racing game.
The BrainGames technology was originally created at NASA to improve pilots‘ attention while flying. San Diego-based CyberLearning Technologies obtained an exclusive license for the technology in 2002, and followed up a year later by creating the patented overall learning system.
BrainGames includes a helmet with three sensors, which can be easily attached to the head to measure brain waves. The data feeds a so-called smart box that hangs around the player‘s neck and is hooked up to the PS2. The smart box is a modified game controller that collects a real-time signal from the brain, or a snapshot of brain activity every 30 seconds. The data is then processed with a program that affects the game.
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