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To support a wide range of research activities that contribute to achieving the SDGs, the Social Engagement Fund (SEF) program was launched in July of 2018. Students and researchers around the world were called to submit research and project proposals that emphasized implementing and evaluating the impact of the SDGs, which can also result in tangible outputs on top of knowledge alone. The entries were screened by a number of expert panels.

A Neuroimaging-Based Study on the Efficacy of a Cognitive Behavioral Therapy Application in Suppressing Short-Form Video Viewing
SDG로고 3. Good Health and Well-Being 4. Quality Education
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Date : 2025-11-03  |  Read : 257

Research and Activity Objectives and Content   This study aims to demonstrate, through neuroimaging techniques (EEG, fNIRS), the effect of cognitive behavioral therapy applied via the mobile application BrainPT in suppressing short-form video viewing. By doing so, we seek to enhance understanding of various psychological and behavioral variables related to short-form media consumption and to propose digital technology–based strategies for improving quality of life.

Research and Activity Plans or Methodology   Through a literature review, we will investigate the importance of exploring cognitive and neural mechanism changes using neuroimaging techniques. Participants will be recruited to complete preliminary surveys, undergo tests while wearing EEG and fNIRS devices, and participate in additional tests using the BrainPT application. These steps will form the core of the research process.

Expected Effects and Follow-up Plans   By developing a cognitive enhancement program tailored to university students, this study aims to provide students who were unaware of their ADHD-like symptoms an opportunity to assess their own cognitive abilities. For students who have already recognized issues stemming from decreased cognitive function and a decline in quality of life, the program is expected to help prevent further deterioration and improve daily well-being.

Unlike existing game-related therapeutic applications that have not adequately explained the medical and neuroscientific seriousness of such problems, this study plans to verify the program’s effectiveness through direct brainwave measurements, thereby scientifically demonstrating the utility of the BrainPT program.

The program is also designed to be accessible via smartphone, allowing students to continue participation amid their busy schedules, which is expected to support daily consistency. A cognitive ability improvement report will be provided to help participants observe their progress.

Finally, the name of the program, “BrainPT: The Generation That Trains Its Brain,” embodies the team’s vision—advocating for a society where brain training and efforts for brain health become an integral part of modern healthcare. This project is expected to take a meaningful step toward realizing that vision.

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