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Thank you, Fredo, thank you a thousand times for your help and contribution.
I had an idea.
If we implement a mode where feedback is more impactful than what is currently in place were to be implemented to encourage/condition the mind to retain information:
• Positive feedback would trigger when the player has retained all the information.
• Negative feedback would trigger when the player has not retained all the information or has retained some information that doesn’t exist.
I have several ideas regarding the feedback model:
Idea 1: the rpg mode
When the session starts, an “experience bar” appears. By default, it is filled to 100% (in blue, gray, or another color, but not red or green). For every correct response (where all information is retained), the substance of the experience bar remains intact. To illustrate this maintenance, a green color temporarily fills the bar (to illustrate the temporary nature : like in Call of Duty when you score a headshot and get a temporary +100 on the screen). If an answer is wrong (for instance, the player forgets to retain some information or retains information that doesn’t exist), the bar loses points. Naturally, a proportional points system would need to be established to ensure the logic of the system.
Idea 2 : basic mode
Positive feedback triggers as soon as all information is retained. This is represented by a green (transparent) color spreading across the entire screen for a few seconds.
Negative feedback (represented by a red transparent color spreading) triggers as soon as:
• An information is retained but doesn’t exist, or
• Not all information is retained.
Idea 3 : current mode
The current feedback in the game is great, but it just needs an added feedback system for the missing information that the player failed to retain.