Come find out what happens when neuroscience meets gaming and how serious gaming can enhance the quality of life
Zack Lynch, the founder and executive director of Neurotechnology Industry Organization (NIO) is visiting Helsinki on 8th April. The visit is focusing on the emerging field of neurogaming, which expands playing games into a truly serious business by combining cutting edge knowledge in neurosciences and the gaming industry.
He will be discussing about new advances in neuroscience and their impact on the entertainement, education and healthcare industries in an open event at the brand new Helsinki Think Company premises (Vuorikatu 5) starting at 17.00. The event is moderated by Tiina Zilliacus, the founder of Gajatri Studios, a well-being focused games development studio.
This is a unique opportunity to be in the forefront! Participants will get a sneak preview of the Helsinki Think Company, a joint project of University of Helsinki and Enterprise Helsinki that will officially open its doors on 9 April 2013.
Sign up for the event: firstname.lastname@example.org.
For more information about the event, please contact YC Felin.
More about neurogaming: www.helsinkibusinesshub.fi
About Zack Lynch
Zack Lynch is CEO and founder of the Neurotechnology Industry Organization, a global trade association of neuroscience companies and brain research institutes. He is the founder of NeuroInsights, a neurotech market research firm and author of the best selling book, The Neuro Revolution: How Brain Science Is Changing our World. He is involved in several start-ups and is on the leadership board of the McGovern Institute for Brain Research at M.I.T. He is the organizer of the first ever NeuroGaming Conference and Expo on May 1-2 in San Francisco. Follow him @neurorev.
About Tiina Zilliacus
Tiina Zilliacus is the Founder and CEO of Gajatri Studios. Tiina has an extensive background in international service business (e.g. Sonera Zed, Nokia) before joining exciting world of start-ups in 2007. She founded Gajatri Studios in 2011. Company produces well-being games targeted to mainly female audience.