Sharp Brains: Brain Fitness and Cognitive Health News

Neuroplasticity, Brain Fitness and Cognitive Health News

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Large study highlights the cognitive enhancement value of both higher education and lifelong learning

 

Cour­tesy David Lee at The Dai­ly Cal­i­forn­ian

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UC Berke­ley study links cog­ni­tive longevi­ty to high­er edu­ca­tion (The Dai­ly Cal­i­forn­ian):

A study led by cam­pus researchers found that high­er lev­els of edu­ca­tion are linked to lat­er ages of peak cog­ni­tive performance…The team was able to use anony­mous data gath­ered from almost 200,000 sub­scribers to Lumos­i­ty, an online cog­ni­tive train­ing pro­gram, whose users con­sent­ed that their results could be used for sci­en­tif­ic research. Read the rest of this entry »

Debate: In the field of neurostimulation, what comes first, Published Research or Patents?

The Brain-Zap­ping Olympians (The Ringer):

Gain­ing jacked-up phys­i­cal pow­ers from frontal-lobe-elec­tri­fy­ing head­gear sounds like a half-baked super­hero ori­gin sto­ry. It’s also a premise that ath­letes are buy­ing as real­i­ty. NBA play­ers and Olympians are wear­ing a brain-stim­u­la­tion device called Halo Sport in an attempt to trans­form into cham­pi­ons. Read the rest of this entry »

Playing the Blame Game: Video Games Pros and Cons

Play­ing the Blame Game
– Video games stand accused of caus­ing obe­si­ty, vio­lence, and lousy grades. But new research paints a sur­pris­ing­ly com­pli­cat­ed and pos­i­tive pic­ture, reports Greater Good Mag­a­zine’s Jere­my Adam Smith.

Cheryl Olson had seen her teenage son play video games. But like many par­ents, she did­n’t know much about them.

Then in 2004 the U.S. Depart­ment of Jus­tice asked Olson and her hus­band, Lawrence Kut­ner, to run a fed­er­al­ly fund­ed study of how video games affect ado­les­cents.

Olson and Kut­ner are the co-founders and direc­tors of the Har­vard Med­ical School’s Cen­ter for Men­tal Health and Media. Olson, a pub­lic health researcher, had stud­ied the effects of media on behav­ior but had nev­er exam­ined video games, either in her research or in her per­son­al life.

And so the first thing she did was watch over the shoul­der of her son, Michael, as he played his video games. Then, two years into her research—which com­bined sur­veys and focus groups of junior high school students—Michael urged her to pick up a joy­stick. “I def­i­nite­ly felt they should be famil­iar with the games if they were doing the research,” says Michael, who was 16 at the time and is now 18.

Olson start­ed with the PC game Read the rest of this entry »

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As seen in The New York Times, The Wall Street Journal, BBC News, CNN, Reuters,  SharpBrains is an independent market research firm tracking how brain science can improve our health and our lives.

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