ATENTIVmynd™ games use FOCUSforward™ cognitive training technology to develop attention and impulse control. Tiered products are available for age groups 4-7, 8-12, 13-18, and 19+. The company was founded by its current CEO, Eric B. Gordon, a veteran entrepreneur in the medical and healthcare technologies fields.

Designed primarily for home use, the computer games teach cognitive skills by immersing students in a virtual adventure story. A neurofeedback headset connected to monitoring software is worn by the participant to measure brainwave attention states that affect the pace of the game. The headset and monitor give the user instant feedback on their attention control via messages on the screen, allowing them to adjust attention accordingly. As a player’s attention level rises, new cognitive skill challenges emerge within the story.
Students learn to control their attention and impulsivity by overcoming multiple challenges, which develops 13 attention and impulse control skills. Among the skills targeted are: focused, sustained, divided, selective and alternating attention; behavioral inhibition; self-regulation; delayed gratification; and novelty inhibition.

Each adventure lasts about 8 hours, divided into 24 training sessions of 20-25 minutes each, over 4-8 weeks. Mission Performance Reports (MPRs) allow parents to monitor their child’s progress.