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A. "The SMART BrainGames system, released in 2003, made it harder to control the play as the user's attention wandered." (paragraph 6) B. "But Greco said the core customer base will be home users who struggle with attention disorders or just want to improve their concentration." (paragraph 17) C. "The glasses would darken as the user became distracted, providing a real-time incentive to stay focused." (paragraph 7) D. "And because they're choosing, they're more engaged and having a more successful outcome." (paragraph 11)

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The subject of this question is Computers and Technology, specifically the SMART BrainGames system and its effect on user attention. The system aims to engage users and improve their concentration through various features.

The subject of this question is Computers and Technology. The question discusses the SMART BrainGames system, which was released in 2003 and aimed to make it harder to control the play as the user's attention wandered. It also mentions that the core customer base of the system would be home users who struggle with attention disorders or want to improve their concentration. The question provides examples of how the system would work, such as using glasses that darken when the user becomes distracted, providing a real-time incentive to stay focused. It also mentions that the system aims to engage users and improve their concentration.

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