Technologies
I Scanned My Brain With Headphones to Gauge My Stress While Gaming
Gamers might soon be able to scan their brains using specialized commercial headphones to get midmatch snapshots of mental performance.
Up in a hotel room during CES 2026, I sat down at a gaming laptop to play a target-practice program. After testing my first-person shooter skills, I put on headphones lined with capacitive bands that read my brain activity, and on the laptop screen, a visualization of my mental stress slowly diminished as I did some relaxed breathing. I tried the target practice again and, voila, I did better.
Neurable, the company behind the software, has been scanning brains for a decade to research soldiers’ brain activity for the US Army. The company recently released its brain-computer interfaces as over-ear headphones like the ones I wore. But at this year’s CES, it showcased a new frontier for their research: improving gamers’ performance by showing their brain activity during intense play sessions.
It’s part of a larger trend toward software and hardware designed to elevate gameplay. But unlike other solutions, like Microsoft’s Copilot for Gaming and Razer’s Project Ava, which act like AI assistants to help you through a tough level, Neurable’s insights to gamers don’t rely on AI that watches how you play. Instead, it shows players what’s happening in their brains so they can refocus and improve their gameplay.
Neurable isn’t releasing the software powering these brain insights — Prime and Broadcast — publicly. Instead, it’s looking for partners to pair that software with products that have BCI contacts built in, like the Master & Dynamic headphones I wore. While those come with focus-tracking and brain-health features that tell you when to take breaks, neither of them, nor the Neurable-powered HyperX headphones announced at CES 2026, has the full brain-scanning-while-gaming software that I was pitched.
Neurable’s purpose and design are intriguing. Who doesn’t want brain insights to improve their gaming performance? But it depends on which companies partner with Neurable to release gadgets using their conductive tech. Ideally, the company wants every Neurable device to have access to all the focus-tracking, mental performance software it releases.
A quick sample of brain-training for better gaming
Neurable’s biggest goal with gamers is to reduce their cognitive load by visualizing it, both in warmups and in the middle of tense matches. I experienced the former in person, but only saw screenshot examples for the latter, which is implemented in software called Broadcast. That platform brings up additional gauges on-screen that let players see how their brain is doing if they’re frustrated or just need a moment to chill out. Both software proposals will seemingly be finalized when Neurable finds a company to partner up with to make a bespoke BCI-packing product (headphones, earbuds, smart glasses or otherwise).
«We essentially are able to help you visualize those kinds of things, like focus, your cognitive load and what’s impacting you, and then be able to not only provide you the feedback, but then also enable you to provide [it] to your streaming [viewers],» said Ramses Alcaide, co-founder and CEO of Neurable.
Neurable has refined its warm-up procedure that preps gamer brains for better performance: its Prime software, which I experienced in the Vegas hotel room. Its simple improvement circuit had me trying out the Gridshot exercise in the popular target practice software Aimlabs, in which I shot randomly appearing spheres for a full minute. Then I popped open Prime, which measured my brain activity and visualized it as a large globe of interconnected dots that slowly shrank as I manually calmed my breathing. After that, I tried Gridshot again, and my overall score improved around 4,000 points, my reaction time went down by 44 milliseconds, and I shot 10 more targets — a solid improvement.
That’s about in line with the results Neurable’s seen with its test samples. In a white paper published shortly before CES, 25 players surveyed through 34 of these test sessions reduced their reaction time by about 40ms on average, Alcaide said, as well as increased the number of targets hit.
«It’s really key, because normally gamers have to choose between reaction time and target hit, but because we’re creating this capacity and cognitive load, it’s actually enabled them to essentially improve both areas,» Alcaide said.
Could I have improved just as much if I had closed my eyes and done a simple breathing exercise instead? Possibly. But all the studies that Neurable research scientist Alicia Howell-Munson pored over showed that both focus and cognitive load affect in-game performance — not just reducing stress, but locking in.
«So the thing with just meditation is that generally, it will relax you. It may not increase your focus, though. Or if it’s increasing your focus, you might be stressed trying to hone in on that,» Howell-Munson said.
In any case, I appreciated having Prime’s visual globe to watch shrink as I calmed myself — and to make sure it was actually responsive to my mental load, I intentionally flooded my brain with thoughts about all my deadlines and stressors (of which CES had many). The condensed ball started to expand a bit, presumably reacting to my exasperation. I didn’t tell Alcaide that I was doing it intentionally, and he chalked it up to the stress gamers might feel when getting close to breaking a record or clinching a match.
«So [Prime] helps you practice those moments and manage your emotion and your mental load so that when you’re actually doing it, you can do better,» Alcaide said. «All of that is to give you feedback on your brain because it’s so hard to feel it out yourself.»
That real-time feedback is the core of Neurable’s value proposition. While there’s obvious benefit for high-performance players like esports professionals who would seriously benefit from trimming 40ms off their response time, casual players could harness that feedback not to improve their gameplay, but their enjoyment. For gamers who don’t have much time to play, it can be hard to leave life’s stress behind and be mentally present during their leisure time.
«What if I can maximize the hour that I have, feel great about how well I played, and at least know I did the best I could, given the limitations I have and be able to do that consistently?» Alcaide said. With Neurable, even players who aren’t concerned about their performance can recenter and enjoy the limited low-stakes play they can fit into their days.
Neurable’s pivot to measure gamer brains
Neurable was founded in 2016 as a research group at the University of Michigan and worked on brain-input in VR and AR before pivoting to BCIs in conventional wearables.
When considering «measuring brain activity,» I think of science fiction-style big metal cages that wrap around my cranium that connect to my forehead via big coin-sized conductors affixed to my skin with a dollop of gooey gel. Neurable’s been working on less onerous methods of measuring brain activity: using conductive stripes on the earcups of headphones, which take readings from other parts of the brain than the conductor-and-gel method (specifically, my frontal lobe through my ears). Then, Neurable’s software uses AI to infer similar data and extrapolate brain activity.
In that sense, they aren’t taking quite as accurate readings as the conductor-and-gel method, though they say they get close: in a validation paper reporting on a study done with the US Army, Neurable’s tech had a 90% correlation coefficient compared with conventional full-scalp electroencephalograms, getting the majority of the signal, Alcaide said. Plus, it doesn’t take as long — rather than sit for an hour waiting for my data to calibrate, Alcaide had me do a few simple exercises while wearing an over-ear headset to get preliminary readings that were matched with preexisting models.
Neurable says it has years of experience with Department of Defense contracts, specifically in researching the brain activity of military veterans. The company worked with the US Army to help develop its proprietary brain metrics to measure soldiers’ mental performance and developed its cognitive load algorithm while working with the Singapore Air Force, Alcaide said.
When I asked why they didn’t transition into a more conventional use for brain reading in tech, such as providing insights for accessories like health wearables, they said their pivot to gaming was organic. Many of the company’s staff are gamers themselves, playing intense games like the strategy title StarCraft 2, and examining player activity is a natural pivot.
Gamer health metrics are also a less proven field than generic health wearables, which are saturated with devices that track things like heart rate and blood pressure. In contrast, gamers are often tech-savvy enthusiasts who are early adopters of the next big technology. They spend a lot of money to get the hardware edge with faster graphics processing units and more RAM — it stands to reason that they’d want insights on how to improve the performance of their own fleshy processing, too.
If I had to guess, I’d expect gamers to prefer objective data about what’s going on in their brain rather than to get hints and tips from AI assistants watching their gameplay. But whether gamers understand and embrace Neurable’s proprietary brain metrics, like brain battery and focus, is tough to predict. These measurements are created by the company, and players will have to adapt to understanding what they mean.
For instance, if they see their brain battery is low, will they stop playing for the day? If they notice their focus meter indicates they’re stressed and angry (or in gamer parlance, «tilted»), will they take a break to cool down?
How measuring gamer brains can lead to more mental performance insights
Neurable’s big focus is on bringing brain insights to gamers through tried-and-true headphones, but it’s worked toward other formats. In its recent work for the US Department of Defense, it used helmet-mounted brain scanning to measure microtraumatic brain injuries when in the vicinity of explosive blasts. It’s something that could be integrated into consumer products, like measuring impacts in sports.
What it is enthusiastic about is bringing brain scanning to products other than over-ear headphones. In fact, Neurable researcher Howell-Munson prefers earbuds so much that it’s already figured out how to integrate the company’s brain-scanning tech into that gadget category, but is waiting for a partnership with the right device-maker.
While earbuds are likely their next frontier, Neurable is also looking into applying its tech to smart glasses, too — presumably, the company could use the stems and ear hooks as conductive surfaces to read brain activity. That’s even less surface area touching the head than the earcups of headphones, so it leads me to wonder how good its AI models can be to accurately extrapolate brain activity from potentially limited data.
Bringing brain scanning to earbuds also makes me wonder about getting those mental insights in other parts of my everyday life, beyond the computer desk. Jessica Randazza-Pade, Neurable’s vice president of marketing, noted that the insights could be helpful in her competitive races; I’ve got a half-marathon coming up in a couple of weeks, where reminders of my slipping mental focus could help me zone back in during my long run. I’ve already got plenty of fitness metrics that my Apple Watch Ultra feeds me, but they can only tell me so much about my circulation and blood oxygen — not so much about when my mental stress spikes and it’s time to take a slow, chill break.
With only a few minutes of testing Neurable’s brain activity visualization tech, I can’t speak to the future it’s working toward — only that I feel a lot of gamers would want to try it out for themselves. Whether that comes sooner or later depends on one of the biggest computer accessory companies on the market, Alcaide teased: Before players can actually get their hands on Neurable’s brain-scanning-while-gaming software, «We need to close our negotiations with HP,» he said.
Technologies
The Witcher 3, Kingdom Come Deliverance 2 Bring the Heat to Xbox Game Pass
Two amazing games will be available soon for Xbox Game Pass subscribers.
The second half of February and early March could be considered one of the best stretches in recent memory for Xbox Game Pass subscribers. The Witcher 3: Wild Hunt, widely regarded as one of the best games of the past decade, and Kingdom Come: Deliverance 2 headline a lineup that leans heavily into sprawling, choice-driven adventures but does throw in some football to mix things up a bit.
Xbox Game Pass offers hundreds of games you can play on your Xbox Series X, Xbox Series S, Xbox One, Amazon Fire TV, smart TV, PC or mobile device, with prices starting at $10 a month. While all Game Pass tiers offer you a library of games, Game Pass Ultimate ($30 a month) gives you access to the most games, as well as Day 1 games, meaning they hit Game Pass the day they go on sale.
Here are all the latest games subscribers can play on Game Pass. You can also check out other games the company added to the service in early February, including Madden NFL 26.
The Witcher 3: Wild Hunt – Complete Edition
Available on Feb. 19 for Game Pass Ultimate and Premium Game Pass subscribers.
The Witcher 3 came out 10 years ago, and it’s still being praised as one of the best games ever made. To celebrate, developer CD Projekt Red is bringing over The Witcher 3: Wild Hunt Complete Edition to Xbox Game Pass. Subscribers will be able to play The Witcher 3 and its expansions, Hearts of Stone and Blood and Wine. Players once more take on the role of monster-slayer Geralt, who goes on an epic search for his daughter, Ciri. As he pieces together what happened to her, he comes across vicious monsters, devious spirits, and the most evil of humans who seek to end his quest.
Death Howl
Available on Feb. 19 for Game Pass Ultimate, Game Pass Premium and PC Game Pass subscribers.
Death Howl is a dark fantasy tactical roguelike that blends turn-based grid combat with deck-building mechanics. Players move across compact battlefield maps, weighing positioning and card synergies to survive increasingly difficult encounters. Progression comes through incremental upgrades that reshape each run. Battles reward careful planning, as overextending or mismanaging your hand can quickly end a run.
EA Sports College Football 26
Available on Feb. 19 for Game Pass Ultimate subscribers.
EA Sports College Football 26 delivers a new take on college football gameplay with enhanced offensive and defensive mechanics, smarter AI and dynamic play-calling that reflects real strategic football systems. Featuring over 2,800 plays and more than 300 real-world coaches with distinct schemes, it offers expanded Dynasty and Road to Glory modes where team building and personnel decisions matter. On the field, dynamic substitutions, improved blocking and coverage logic make matches feel more fluid and tactical.
Dice A Million
Available on Feb. 25 for Game Pass Ultimate and PC Game Pass subscribers.
Dice A Million centers on rolling and managing dice to build toward increasingly higher scores. Each round asks players to weigh risk against reward, deciding when to bank points and when to push for bigger combinations. Progression introduces modifiers and new rules that subtly shift probabilities, making runs feel distinct while keeping the core loop focused on calculated gambling.
Towerborne
Available on Feb. 26 for Game Pass Ultimate, PC, and Premium Game Pass subscribers.
After months in preview, Towerborne will get its full release on Xbox Game Pass. The fast-paced action game blends procedural dungeons and light RPG progression, with players fighting through waves of enemies. You’ll unlock permanent upgrades between runs and equip weapons, spells and talents that change how combat feels each time. The core loop pushes risk versus reward as you dive deeper into tougher floors, adapting builds on the fly, and mastering movement and timing to survive increasingly chaotic battles.
Final Fantasy 3
Available on March 3 for Game Pass Ultimate, Premium and PC Game Pass subscribers.
Another Final Fantasy game is coming to Xbox Game Pass. This time, it’s Final Fantasy 3, originally released on the Famicom (the Japanese version of the NES) back in 1990. Since then, Final Fantasy 3 has been ported to a slew of devices and operating systems, including the Nintendo Wii, iOS and Android. Now, you’ll be able to play on your Xbox or PC with a Game Pass subscription. A new group of heroes is once again tasked with saving the world before it’s covered in darkness. Four orphans from the village of Ur find a Crystal of Light in a secret cave, which tasks them as the new Warriors of Light. They’ll have to stop Xande, an evil wizard looking to use the power of darkness to become immortal.
Kingdom Come: Deliverance 2
Available on March 3 for Game Pass Ultimate, Premium and PC Game Pass subscribers.
Last year was stacked with amazing games, and Kingdom Come: Deliverance 2 was one of the best. Developer Warhorse Studios’ RPG series takes place in the real medieval kingdom of Bohemia, which is now the Czech Republic, and tasks players with a somewhat realistic gaming experience where you have to use the weapons, armor and items from those times. The sequel picks up right after the first game (also on Xbox Game Pass) as Henry of Skalitz is attacked by bandits, which starts a series of events that disrupts the entire country.
Games leaving Game Pass in February
For February, Microsoft is removing four games. If you’re still playing them, now’s a good time to finish up what you can before they’re gone for good on Feb. 28.
For more on Xbox, discover other games available on Game Pass now, and check out our hands-on review of the gaming service. You can also learn about recent changes to Game Pass.
Technologies
Tom Cruise and Brad Pitt Trade Blows in Latest AI Slop Video, and Hollywood Won’t Stand for It
While some Hollywood icons are feeling doom and gloom over the AI-generated clip, labor unions are fighting back with legal threats.
Brad Pitt and Tom Cruise are trading blows in a viral AI-generated clip on social media, sparking backlash from the film industry. Chinese company ByteDance’s new video generation model, Seedance 2.0, allowed people to create fictional videos of real likenesses with short prompts. Irish filmmaker Ruairi Robinson used two lines to generate the clip of Pitt and Cruise fighting.
If ByteDance sounds familiar to you, it’s because the company also owns TikTok internationally, though it recently sold its US ownership of the social media and video-sharing platform to US companies. Oracle, MGX and Silver Lake each hold a 15% stake.
The actors in this latest viral AI slop video still don’t look like perfect re-creations — close-up shots of the fake Brad Pitt’s face, especially, have an «uncanny valley,» dreamlike AI look where the cuts blend into his flesh a little too smoothly. However, a CNET survey from earlier Tuesday showed that while 94% of US adults believe they encounter AI slop on social media, just 44% say they’re confident they can tell real videos from AI-generated ones.
One of the most inflammatory parts of the Pitt-Cruise video is the dialogue, as the computerized facsimiles of the actors fight over a supposed assassination plot regarding Jeffrey Epstein, the convicted sex offender who maintained ties to rich and powerful people worldwide. The two actors’ likenesses became a vehicle to push conspiracy theories that have been picking up steam as the millions of pages of redacted emails, receipts and other documents that make up the Epstein files continue to trickle out of the US Department of Justice.
Hollywood is fighting back as AI-generated content consumes and spits out actor likenesses and copyrighted content alike. Major studios and their labor forces alike have united to push back against the precedent set by the viral AI video.
According to The Hollywood Reporter, the Motion Picture Association demanded that ByteDance «immediately cease its infringing activity» through Seedance. SAG-AFTRA, the labor union that represents Hollywood performers, released a statement on Friday saying it «stands with the studios» in condemning the Seedance video generation model.
The Screen Actors Guild specifically pointed to Seedance’s unauthorized use of members’ faces, likenesses and voices as a threat that could put actors out of work.
«Seedance 2.0 disregards law, ethics, industry standards and basic principles of consent,» the actors’ guild said in its statement.
Representatives for the MPA and SAG-AFTRA didn’t immediately respond to a request for comment.
Similar videos generated by Seedance have depicted Star Wars characters dueling with lightsabers as well as Marvel superheroes Spider-Man and Captain America brawling. Disney issued a cease-and-desist order to ByteDance on Friday in response to these videos, which it alleges constitute copyright infringement, according to the BBC.
A representative for ByteDance didn’t immediately respond to CNET’s request for comment, but issued a statement to the BBC saying it is «taking steps to strengthen current safeguards as we work to prevent the unauthorized use of intellectual property and likeness by users.»
Following the viral incident, ByteDance updated its tool to prevent people from uploading images of real people for AI-generated content, but it remains to be seen how effective that policy will be. Certainly, it won’t curb the output of videos depicting fictional masked or anthropomorphic characters like Spider-Man or Mickey Mouse.
As AI models continue to create mediocre copies of cultural icons, this won’t be the first — or last — legal battleground for AI video generation.
Technologies
Today’s NYT Connections Hints, Answers and Help for Feb. 18, #983
Here are some hints and the answers for the NYT Connections puzzle for Feb. 18 #983.
Looking for the most recent Connections answers? Click here for today’s Connections hints, as well as our daily answers and hints for The New York Times Mini Crossword, Wordle, Connections: Sports Edition and Strands puzzles.
Today’s NYT Connections puzzle was great fun for me, as I’m the co-author of two pop-culture encyclopedias, one about the 1970s, and 1980s and the other about the 1990s. Two of the categories are retro-themed! Read on for clues and today’s Connections answers.
The Times has a Connections Bot, like the one for Wordle. Go there after you play to receive a numeric score and to have the program analyze your answers. Players who are registered with the Times Games section can now nerd out by following their progress, including the number of puzzles completed, win rate, number of times they nabbed a perfect score and their win streak.
Read more: Hints, Tips and Strategies to Help You Win at NYT Connections Every Time
Hints for today’s Connections groups
Here are four hints for the groupings in today’s Connections puzzle, ranked from the easiest yellow group to the tough (and sometimes bizarre) purple group.
Yellow group hint: Farrah hair.
Green group hint: Totally tubular!
Blue group hint: Bock-bock!
Purple group hint: Can refer to a dairy product or a cosmetic.
Answers for today’s Connections groups
Yellow group: Retro hair directives.
Green group: Retro slang for cool.
Blue group: Chicken descriptors.
Purple group: ____ cream.
Read more: Wordle Cheat Sheet: Here Are the Most Popular Letters Used in English Words
What are today’s Connections answers?
The yellow words in today’s Connections
The theme is retro hair directives. The four answers are crimp, curl, feather and tease.
The green words in today’s Connections
The theme is retro slang for cool. The four answers are bad, fly, rad and wicked.
The blue words in today’s Connections
The theme is chicken descriptors. The four answers are bantam, crested, free-range and leghorn.
The purple words in today’s Connections
The theme is ____ cream. The four answers are heavy, shaving, sour and topical.
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