Sharp Brains: Brain Fitness and Cognitive Health News

References on Cognitive Health/ Brain Fitness

This is a partial list of the literature we reviewed during the research phase of our new book, The SharpBrains Guide to Brain Fitness.  We know many friends of SharpBrains are researchers, healthcare professionals, graduate/ Ph.D. students, who want have direct access to the references (perhaps PubMed should promote itself as a never ending source of mental stimulation?), so here you have this list, organized by relevant chapter. Please note that the list below appears in the book – whose manuscript we had to close in January 2009.

Introduction

• Basak, C. et al. (2008). Can training in a real-time strategy video game attenuate cognitive decline in older adults? Psychology and Aging.
• Begley, S. (2007). Train your mind, change your brain: How a new science reveals our extraordinary potential to transform ourselves. Ballantine Books.
• DeKosky, S. T., et al. (2008). Ginkgo biloba for prevention of dementia: a randomized controlled trial. Journal of the American Medical Association, 300, 2253-2262.
• Doidge, N. (2007). The Brain that changes itself: Stories of personal triumph from the frontiers of brain science. Viking Adult.

Chapter 1. The Brain and Brain Fitness 101

• Bunge, S. A., & Wright, S. B. (2007). Neurodevelopmental changes in working memory and cognitive control. Current Opinion In Neurobiology, 17(2), 243-50.
• Damasio, A. (1995). Descartes’ error: Emotion, reason, and the human brain. Penguin Press.
• David Kolb, D. (1983). Experiential learning: Experience as the source of learning and development. FT Press.
• Draganski, B., Gaser, C., Kempermann, G., Kuhn, H. G., Winkler, J., Buchel, C., & May A. (2006). Temporal and spatial dynamics of brain structure changes during extensive learning. The Journal of Neuroscience, 261231, 6314-6317.
• Gage, F. H., Kempermann, G., & Song, H. (2007). Adult Neurogenesis. Cold Spring Harbor Laboratory Press, NY.
• Gardner, H. (1983). Frames of Mind: The theory of multiple intelligences. New York: Basic Books.
• Gaser, C. & Schlaug, G. (2003). Brain structures differ between musicians and non-musicians. The Journal of Neuroscience, 23, 9240-9245. Read the rest of this entry »

Nintendo Brain Age/ Training vs. Crossword Puzzles

Nintendo brain-trainer ‘no better than pencil and paper’ (The Times):
“The survey of ten-year-old children found no evidence to support claims in Nintendo’s advertising campaign, featuring Nicole Kidman, that users can test and rejuvenate their grey cells. “The Nintendo DS is a technological jewel. As a game it’s fine,” said Alain Lieury, professor of cognitive psychology at the University of Rennes, Brittany, who conducted the survey. “But it is charlatanism to claim that it is a scientific test.”

Comments: as we have said before, Nintendo Brain Age and Brain Training should be seen as what they are: a game. And the construct of one’s having a  “brain age” makes no sense.

Having said that, the researcher quoted then offers, out of the blue, a highly inaccurate statement:

“The study tested Nintendo’s claims on 67 ten-year-olds. “That’s the age where you have the best chance of improvement,” Professor Lieury said. “If it doesn’t work on children, it won’t work on adults.”

That assertion (that something won’t “work” on adults because it won’t “work” on kids) makes even less sense than having a “brain age”. The Cognitive Reserve research shows the need for lifelong mental stimulation – and the reality is that kids are more exposed to novelty and challenge all the time, whereas older adults may not be. Further, that claim (something that doesn’t “work” on kids won’t “work” on adults) has already been tested and proven wrong:

In a couple of recent trials, discussed here, the same strategy game (Rise of Nations, a complex challenge for executive functions), played for the same number of hours (23)  showed quite impressive (untrained) cognitive benefits in people over 60 – and no benefits in people in their 20s.

How can this be? Well, we often say that our brains need novelty, variety and challenge – and it should be obvious that those ingredients depend on who we are Read the rest of this entry »

Videogames for Cognitive Training?

There were a few interesting research papers presented at the last  American Psychological Association conventions around the theme:

Playing Video Games Offers Learning Across Life Span, Say Studies
– Skills Transfer to Classroom, Surgical Procedures, Scientific Thinking (press release)
.

Probably the most interesting study was that of 303 laparoscopic surgeons, which “showed that surgeons who played video games requiring spatial skills and hand dexterity and then performed a drill testing these skills were significantly faster at their first attempt and across all 10 trials than the surgeons who did not the play video games first.”

The note goes further to explain the implications from this research:

“The big picture is that there are several dimensions on which games have effects, including the amount they are played, the content of each game, what you have to pay attention to on the screen, and how you control the motions,” said Gentile. “This means that games are not “good’ or bad,’ but are powerful educational tools and have many effects we might not have expected they could.”

Very thoughtful quote. Please note a few elements about Read the rest of this entry »

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