Category Archives: Products
The National Football League (NFL) and Football Research, Inc. (FRI) today announced the winners of HeadHealthTECH Challenge II, which invited proposals for improvements in football protective equipment including helmets and related technologies, turf systems, shoulder and other pads, and additional innovative concepts.
Launched in November 2016, the TECH Challenge series is operated and managed on behalf of FRI by Duke University’s Clinical and Translational Science Institute (Duke CTSI).
“The TECH Challenge series is designed to identify promising innovations that improve sports safety,” said Jeff Miller, NFL Executive Vice President of Health and Safety Initiatives. “This effort not only provides finalists with needed funding to advance these technologies, but all of those who submit proposals also receive invaluable mentorship and feedback from our partners at Duke CTSI.”
FRI awards the most promising TECH Challenge proposals with a cumulative value of up to $1 million a year, including in-kind support. For TECH Challenge II, a panel of expert judges selected by Duke CTSI, in collaboration with FRI, reviewed and provided feedback on 85 proposals all focused on improved protective equipment. Every TECH Challenge applicant is invited to reapply and receives constructive feedback from Duke CTSI biomechanical experts to help refine innovations and increase chances for success on future submissions.
TECH Challenge II Winners:
- 2ND Skull—Pittsburgh, PA— received a grant of $100,000 to further evaluate the effectiveness of the 2nd Skull® skull cap in reducing impact forces and developing a second-generation version.
- Baytech Products—Asheville, NC— received a grant of $178,000 to build and test its prototype HitGard® multi-component helmet system concept.
- Windpact—Leesburg, VA— received a grant of $148,000 to support prototyping and testing of its Crash Cloud™, an impact liner system using restricted air flow and foam in helmets and protective gear.
“We want to help these and all innovators who participate in the TECH Challenges to succeed—stimulating the marketplace and raising the bar for sports safety,” said Barry Myers, MD, PhD, MBA, Director of Innovation Duke CTSI, Coulter Program Director and Professor of Biomedical Engineering at Duke University and a consultant to the NFL Players Association (NFLPA). “We’re excited about the technologies that surfaced in TECH Challenges I and II, and look forward to discovering and advancing even more innovations with TECH Challenge III.”
The HeadHealthTECH Challenge series is one component of the Play Smart. Play Safe. Engineering Roadmap—a $60-million comprehensive plan funded by the NFL and managed by FRI to create incentives for sporting goods companies, as well as other manufacturers, small businesses, entrepreneurs, and universities from around the world to develop improved helmets and protective equipment in the next two to four years.
TECH Challenge III is open for submissions through September 29, 2017. Information about TECH Challenges and the process for making a submission can be found at:www.PlaySmartPlaySafe.com/HeadHealthTECH. TECH Challenge III winners are expected to be announced in early 2018.
Winners of TECH Challenge I, announced in April 2017, include VyaTek Sports for its highly efficient energy-absorbing Zorbz technology and Guardian Innovations for its Guardian Cap technology—a soft helmet cover designed to reduce the severity of impacts.
The September issue of Concussion Litigation Reporter features many great stories. But one in particular may strike a nerve. Steven E. Pachman, Esq., Montgomery McCracken Walker & Rhoads and Kimberly L. Sachs, Villanova University Charles Widger School of Law co-wrote an article entitled “Second Impact Syndrome: Diagnosis versus Myth.”
Other stories in the issue include:
Appeals Court Grants Relief to Riddell in Coverage Action
Jury Awards Concussed Softball Player $1.1 Million
Court Filing Urges Helmet Requirements to Protect Women Lacrosse Players
New Study Suggests Brain is in Recovery Mode Long After Athletes Have Been Cleared to Return to Play
The Golden State’s Golden Payouts No Longer Available to All Retired Athletes
Insurance Company and Conference Reportedly Settle Coverage Question
Letters of Protection, Deferred Medical Payments, and the Law
Attorney Assails CTE Study, Praises the Benefits of ‘Combat’ Sports
Generally, after suffering a concussion, patients are encouraged to avoid reading, watching TV and using mobile devices to help their brains heal. But new research shows that teen-agers who used a mobile health app once a day in conjunction with medical care improved concussion symptoms and optimism more than with standard medical treatment alone.
Researchers from The Ohio State University Wexner Medical Center and Cincinnati Children’s Hospital Medical Center collaborated on the study with Jane McGonigal of the Institute for the Future, who developed the mobile health app called SuperBetter after she suffered a concussion.
Results of the study are published online in the journal Brain Injury.
The 19 teens who participated in the study received standard of care for concussion symptoms that persisted beyond 3 weeks after the head injury, and the experimental group also used the SuperBetter app as a gamified symptoms journal.
“We found that mobile apps incorporating social game mechanics and a heroic narrative can complement medical care to improve health among teenagers with unresolved concussion symptoms, said first author Lise Worthen-Chaudhari, a physical rehabilitation specialist who studies movement at Ohio State’s Wexner Medical Center’s Neurological Institute.
The American Academy of Neurology recommends limiting cognitive and physical effort and prohibiting sports involvement until a concussed individual is asymptomatic without using medication. However, this level of physical, cognitive and social inactivity represents a lifestyle change with its own risk factors, including social isolation, depression and increased incidence of suicidal ideology, the researchers noted.
In addition, cognitive rest often involves limiting screen stimulation associated with popular modes of interpersonal interaction, such as text messaging and social networking on digital platforms, including Facebook, Twitter, Instagram and multiplayer video gaming, thereby blocking common avenues for social connection.
“Teens who’ve had a concussion are told not to use media or screens, and we wanted to test if it was possible for them to use screens just a little bit each day, and get the bang for the buck with that,” Worthen-Chaudhari said. “The app rewrites things you might be frustrated about as a personal, heroic narrative. So you might start out feeling ‘I’m frustrated. I can’t get rid of this headache,’ and then the app helps reframe that frustration to ‘I battled the headache bad guy today. And I feel good about that hard work’.”
Concussion symptoms can include a variety of complaints, including headaches, confusion, depression, sleep disturbance, fatigue, irritability, agitation, anxiety, dizziness, difficulty concentrating or thinking clearly, sensitivity to light and noise, and impaired cognitive function.
Within the SuperBetter app, symptoms were represented as bad guys such as headaches, dizziness or feeling confused, and medical recommendations were represented as power ups, including sleep, sunglasses or an academic concussion management plan. Participants invited allies to join their personal network in the app and they could view their in-app activity and could send resilience points, achievements, comments and personalized emails in response to activity.
“Since 2005, the rate of reported concussions in high school athletes has doubled, and youth are especially at risk,” said study collaborator Dr. Kelsey Logan, director of the division of sports medicine at Cincinnati Children’s. “Pairing the social, mobile app SuperBetter with traditional medical care appears to improve outcomes and optimism for youth with unresolved concussion symptoms. More study is needed to investigate ways that leveraging interactive media may complement medical care and promote health outcomes among youth with concussion and the general population.”