• Skip to main content
  • Skip to primary sidebar

Tracking Health and Wellness Applications of Brain Science

Spanish
sb-logo-with-brain
  • Resources
    • Monthly eNewsletter
    • Solving the Brain Fitness Puzzle
    • The SharpBrains Guide to Brain Fitness
    • How to evaluate brain training claims
    • Resources at a Glance
  • Brain Teasers
    • Top 25 Brain Teasers & Games for Teens and Adults
    • Brain Teasers for each Cognitive Ability
    • More Mind Teasers & Games for Adults of any Age
  • Virtual Summits
    • 2019 SharpBrains Virtual Summit
    • Speaker Roster
    • Brainnovations Pitch Contest
    • 2017 SharpBrains Virtual Summit
    • 2016 SharpBrains Virtual Summit
    • 2015 SharpBrains Virtual Summit
    • 2014 SharpBrains Virtual Summit
  • Report: Pervasive Neurotechnology
  • Report: Digital Brain Health
  • About
    • Mission & Team
    • Endorsements
    • Public Speaking
    • In the News
    • Contact Us

computer-games

To treat depression, we will likely combine neuroplasticity-based brain training games with antidepressants

August 13, 2014 by SharpBrains

BrainTrainingCom­put­er Games Bet­ter Than Med­ica­tion in Treat­ing Elder­ly Depres­sion (Live Science):

“Com­put­er games could help in treat­ing old­er peo­ple with depres­sion who haven’t been helped by anti­de­pres­sant drugs or oth­er treat­ments for the disorder…In a study of 11 old­er patients, researchers found play­ing cer­tain com­put­er games was just as effec­tive at reduc­ing symp­toms of depres­sion as [Read more…] about To treat depres­sion, we will like­ly com­bine neu­ro­plas­tic­i­ty-based brain train­ing games with antidepressants

Share this:

  • Tweet
  • Email
  • Print
  • More
  • Share on Tumblr
  • Pock­et

Filed Under: Brain/ Mental Health, Technology & Innovation Tagged With: antidepressant, Brain-games, Brain-Training, brain-training-games, cognitive remediation, computer therapy, computer-games, escitalopram, geriatric depression, Lexapro, neuroplasticity, treat depression, video-game

Learning with Video Games: A Revolution in Education and Training?

July 29, 2011 by Marshall Weinstein

In recent years, we have wit­nessed the begin­nings of a rev­o­lu­tion in edu­ca­tion.  Tech­nol­o­gy has fun­da­men­tal­ly altered the way we do many things in dai­ly life, but it is just start­ing to make head­way in chang­ing the way we teach.  Just as tele­vi­sion shows like Sesame Street enhanced the pas­sive learn­ing of infor­ma­tion for kids by teach­ing in a fun for­mat, elec­tron­ic games offer to great­ly enhance the way kids and adults are taught by active­ly engag­ing them in the process. [Read more…] about Learn­ing with Video Games: A Rev­o­lu­tion in Edu­ca­tion and Training?

Share this:

  • Tweet
  • Email
  • Print
  • More
  • Share on Tumblr
  • Pock­et

Filed Under: Education & Lifelong Learning Tagged With: angry birds, Anne McLaughlin, attention, brain, Brain-exercises, Cheryl-Olson, classroom, cognitive effects, computer-games, dyslexia, Education & Lifelong Learning, electronic games, Eric Klopfer, EVOKE, Fast-ForWord, games, Gaming, human-brain, information, Johns-Hopkins-University, Learning, learning deficits, Learning styles, malleable, memory, Michael-Merzenich, multitasking, neuroplasticity, neuroscience, PISA, probabilistic inference, Psychology, Rise-of-Nations, Second Life, Sesame Street, software, speed-of-processing, strategy, strategy video game, technology, technology integration, transfer effects, videogames, virtual environment, visual-attention, World of Warcraft

Serious Games: Developing a Research Agenda for Educational Games and Simulations

June 11, 2011 by Chris Dede @ Harvard

(Edi­tor’s Note: the recent trade book Com­put­er Games and Instruc­tion brings togeth­er the lead­ing edge per­spec­tives of over a dozen sci­en­tists in the area of videogames and learn­ing, includ­ing a very insight­ful analy­sis ‑excerpt­ed below- by Har­vard’s Chris Dede. Please pay atten­tion to his thoughts on scal­a­bil­i­ty below, and enjoy!)

—

The research overview pro­vid­ed by Tobias, Fletch­er, and Dai (this vol­ume) is very help­ful in sum­ma­riz­ing stud­ies to date on var­i­ous dimen­sions of edu­ca­tion­al games and sim­u­la­tions. The next chal­lenge for the field is to move beyond iso­lat­ed research in which each group of inves­ti­ga­tors uses an idio­syn­crat­ic set of def­i­n­i­tions, con­cep­tu­al frame­works, and meth­ods. Instead, to make fur­ther progress, we as schol­ars should adopt com­mon research strate­gies and models—not only to ensure a high­er stan­dard of rig­or, but also to enable stud­ies that com­ple­ment each oth­er in what they explore.   [Read more…] about Seri­ous Games: Devel­op­ing a Research Agen­da for Edu­ca­tion­al Games and Simulations

Share this:

  • Tweet
  • Email
  • Print
  • More
  • Share on Tumblr
  • Pock­et

Filed Under: Education & Lifelong Learning Tagged With: Chris Dede, computer-games, educational games, Gaming, instructional design, instructional systems design, Learning, learning technology, research agenda, scalability, self-efficacy, Serious-Games, usable knowledge, videogames

Does cognitive training work? (For Whom? For What?)

February 25, 2009 by Dr. Pascale Michelon

The grow­ing field of cog­ni­tive train­ing (one of the tools for brain fit­ness) can appear very con­fus­ing as the media keeps report­ing con­tra­dic­to­ry claims. These claims are often based on press releas­es, with­out a deep­er eval­u­a­tion of the sci­en­tif­ic evidence.

Let’s take a cou­ple of recent exam­ples, in suc­ces­sive days:

“It does­n’t work!” type of headline:
Reuters (Feb. 10, 2009)  For­mal brain exer­cise won’t help healthy seniors: research”
Healthy old­er peo­ple should­n’t both­er spend­ing mon­ey on com­put­er games and web­sites promis­ing to ward off men­tal decline, the author of a review of sci­en­tif­ic evi­dence for the ben­e­fits of these “brain exer­cise” pro­grams says.

It works! type of headline:
Sci­enceDai­ly (Feb. 11, 2009)  “Com­put­er Exer­cis­es Improve Mem­o­ry And Atten­tion, Study Suggests”
Accord­ing to the researchers, par­tic­i­pants who used the Brain Fit­ness Pro­gram also scored as well as those ten years younger, on aver­age, on mem­o­ry and atten­tion tests for which they did not train.

So, does struc­tured brain exer­cise / cog­ni­tive train­ing work or not?

The prob­lem may in fact reside in ask­ing this very ques­tion in the first place, as Alvaro point­ed out a while ago in his arti­cle Alzheimer’s Dis­ease: too seri­ous to play with head­lines.

We need a more nuanced set of questions.

Why? Because:
1. Cog­ni­tion is made of sev­er­al dif­fer­ent abil­i­ties (work­ing mem­o­ry, atten­tion, exec­u­tive func­tions such as deci­sion-mak­ing, etc)
2. Avail­able train­ing pro­grams do not all train the same abilities
3. Users of train­ing pro­grams do not all have the same needs or goals
4. We need to dif­fer­en­ti­ate between enhanc­ing cog­ni­tive func­tions and delay­ing the onset of cog­ni­tive deficits such as Alzheimer’s.

Let’s illus­trate these points, by [Read more…] about Does cog­ni­tive train­ing work? (For Whom? For What?)

Share this:

  • Tweet
  • Email
  • Print
  • More
  • Share on Tumblr
  • Pock­et

Filed Under: Brain/ Mental Health, Technology & Innovation Tagged With: Alzheimers-disease, brain-exercise, Brain-Fitness, brain-fitness-program, Brain-Plasticity, Brain-Training, brain-training-activities, cognition, cognitive-abilities, cognitive-ability, cognitive-deficits, cognitive-health, cognitive-reserve, Cognitive-Training, computer-games, dementia, Executive-Functions, IMPACT-study, improve-attention, improve-concentration, improve-memory, mental-decline, meta-analysis, mild-cognitive-impairment, Obama, Papp, Posit-Science, posit-science-classic, Reuters, seniors, Sitzer, Smith, Snyder, Walsh, Working-memory

Are videogames good for YOU? Depends on who YOU are

December 28, 2008 by Alvaro Fernandez

Two recent sci­en­tif­ic stud­ies pub­lished by Dr. Arthur Kramer and col­leagues present Rise of Nations Arthur Kramerfas­ci­nat­ing results. The two stud­ies are:

1) Basak C, et al “Can train­ing in a real-time strat­e­gy video game atten­u­ate cog­ni­tive decline in old­er adults?” Psy­chol Aging 2008; DOI: 10.1037/a0013494.

2) Boot, W. R., Kramer, A. F., Simons, D. J., Fabi­ani, M. & Grat­ton, G. (2008) The effects of video game play­ing on atten­tion, mem­o­ry, and exec­u­tive con­trol. Acta Psy­cho­log­i­ca, 129, 387–398.

Let’s first review the first study, a sig­nif­i­cant exper­i­ment in that it showed wide cog­ni­tive ben­e­fits in adults over 60 years old who played a strat­e­gy videogame (Rise of Nations) for 23 hours.

Play­ing com­put­er games improves brain pow­er of old­er adults, claim sci­en­tists (Tele­graph)

- The team at the Uni­ver­si­ty of Illi­nois recruit­ed 40 adults over 60 years old, half of whom were asked to play a com­put­er game called Rise of Nations, a role-play­ing game in which you have to build your own empire.

- Game play­ers have to build cities, feed and employ their peo­ple, main­tain an ade­quate mil­i­tary and expand their territory.

- Both groups were assessed before, dur­ing and after the video game train­ing on a vari­ety of tests.

- As a group, the “gamers” became sig­nif­i­cant­ly bet­ter and faster at [Read more…] about Are videogames good for YOU? Depends on who YOU are

Share this:

  • Tweet
  • Email
  • Print
  • More
  • Share on Tumblr
  • Pock­et

Filed Under: Brain/ Mental Health, Technology & Innovation Tagged With: Arthur-Kramer, attention, cognitive-decline, computer-games, executive-control, maintain-independent-living, memory, mental-rotation, older-adults, Rise-of-Nations, task-switching, video-game-playing, videogames, visual-short-term-memory, Working-memory

Primary Sidebar

Top Articles on Brain Health and Neuroplasticity

  1. Can you grow your hippocampus? Yes. Here’s how, and why it matters
  2. How learning changes your brain
  3. To harness neuroplasticity, start with enthusiasm
  4. Three ways to protect your mental health during –and after– COVID-19
  5. Why you turn down the radio when you're lost
  6. Solving the Brain Fitness Puzzle Is the Key to Self-Empowered Aging
  7. Ten neu­rotech­nolo­gies about to trans­form brain enhance­ment & health
  8. Five reasons the future of brain enhancement is digital, pervasive and (hopefully) bright
  9. What Educators and Parents Should Know About Neuroplasticity and Dance
  10. The Ten Habits of Highly Effective Brains
  11. Six tips to build resilience and prevent brain-damaging stress
  12. Can brain training work? Yes, if it meets these 5 conditions
  13. What are cognitive abilities and how to boost them?
  14. Eight Tips To Remember What You Read
  15. Twenty Must-Know Facts to Harness Neuroplasticity and Improve Brain Health

Top 10 Brain Teasers and Illusions

  1. You think you know the colors? Try the Stroop Test
  2. Check out this brief attention experiment
  3. Test your stress level
  4. Guess: Are there more brain connections or leaves in the Amazon?
  5. Quick brain teasers to flex two key men­tal mus­cles
  6. Count the Fs in this sentence
  7. Can you iden­tify Apple’s logo?
  8. Ten classic optical illu­sions to trick your mind
  9. What do you see?
  10. Fun Mental Rotation challenge
  • Check our Top 25 Brain Teasers, Games and Illusions

Join 12,559 readers exploring, at no cost, the latest in neuroplasticity and brain health.

By subscribing you agree to receive our free, monthly eNewsletter. We don't rent or sell emails collected, and you may unsubscribe at any time.

IMPORTANT: Please check your inbox or spam folder in a couple minutes and confirm your subscription.

Get In Touch!

Contact Us

660 4th Street, Suite 205,
San Francisco, CA 94107 USA

About Us

SharpBrains is an independent market research firm tracking health and performance applications of brain science. We prepare general and tailored market reports, publish consumer guides, produce an annual global and virtual conference, and provide strategic advisory services.

© 2023 SharpBrains. All Rights Reserved - Privacy Policy