Sharp Brains: Brain Fitness and Cognitive Health News

Digital Games for Physical, Cognitive and Behavioral Health

The Robert Wood Johnson Foundation (RWJF) just announced more than 200px-Dance_Dance_Revolution_Extreme_arcade_machine_left_side_stage$1.85 million in grants for research teams to study how digital games can improve players’ health behaviors and outcomes (both brain-based and behavioral).

The press release: Nine Leading Research Teams Selected to Study How Digital Games Improve Players’ Health

  • “Digital games are interactive and experiential, and so they can engage people in powerful ways to enhance learning and health behavior change, especially when they are designed on the basis of well-researched strategies,” said (UC Santa Barbara’s Dr. Debra) Lieberman.
  • “The pace of growth and innovation in digital games is incredible, and we see tremendous potential to design them to help people stay healthy or manage chronic conditions like diabetes or Parkinson’s disease. However, we need to know more about what works and what does not — and why,” said Paul Tarini, team director for RWJF’s Pioneer Portfolio. “Health Games Research is a major investment to build a research base for this dynamic young field. Further, the insights and ideas that flow from this work will help us continue to expand our imagination of what is possible in this arena.”

All 9 studies sound interesting, 3 of them are closer to what we track:

  1. University of California, San Francisco (San Francisco, CA) A Video Game to Enhance Cognitive Health in Older Adults. As people age, they lose some of their ability to sustain their attention and to focus their attention on their main task while ignoring distractions. This study aims to improve these and other related cognitive skills by using a driving game in which Read the rest of this entry »

Update: Preparing Society for the Cognitive Age, and Industry Webinar

Here you have the August edition of our monthly newsletter covering cognitive health and Brain Fitnessbrain fitness topics. Please remember that you can subscribe to receive this Newsletter by email, using the box at the top of this page.

Scientific publication Frontiers in Neuroscience recently published a special issue on Augmenting Cognition, and invited me to contribute with an article titled Preparing Society for the Cognitive Age. Groundbreaking brain research has occurred over the last 20 years. The opportunity to improve brain health and performance is immense, but we need to ensure the marketplace matures in a rational and sustainable manner, both through healthcare and non-healthcare channels. Click Here to read my article.

Announcements

In May 2009 SharpBrains published The State of the Brain Fitness Software Market 2009, the main industry report for leading organizations preparing their members, their clients, and their patients for the cognitive age. 150-pages long, the report includes a market survey with 2,000+ respondents, detailed analysis of 20+ vendors, research briefs written by 12 leading scientists and data and trends for 4 major customer segments.webinar

Below we share the full Executive Summary of the report and announce an exclusive webinar on September 29th to discuss the State of the Market in more depth with buyers of the report.

To order the report and access both the report and the webinar, you can click Here. (Only $975 -a 25% discount- using Discount Code Frontiers2009 before September 28th).

State of the Market
 

The brain fitness field holds exciting promise for the future while presenting clear opportunities and challenges today. The good news is that there are more tools available than ever before to assess and train a variety of cognitive skills. The bad news is that there are no magic pills and that consumers, while satisfied overall, seem confused by competing claims on how to reduce one’s “brain age.” We do see signs that this early-stage market can mature in a more rational, structured manner; but there is much work to be done. We estimate that the size of the U.S. brain fitness software (i.e., applications designed to assess or enhance cognitive abilities) market in 2008 was Read the rest of this entry »

Cognitive Health Track at Games for Health Conference: Full Schedule Announced!

Games for Health and SharpBrains have partnered to bring you the first Cognitive Games for Health Conference - Cognitive Health TrackHealth Track in a Games for Health Conference, June 11-12th in Boston. If you are interested, in attending the conference, you can learn more and register Here.

To get a 15% off registration fees ($379), you can use discount code: sharp09, when you register Here.

Cognitive Health Track, Powered by SharpBrains

Thursday, June 11th

10.20 (50m) Bird’s Eye View of Cognitive Health Innovation
Speaker(s): Alvaro Fernandez, SharpBrains

Scientific, technological and demographic trends have converged to create a new $265m market in the US alone: serious games, software and online applications that can help people of all ages assess and train cognitive abilities. Alvaro Fernandez will provide a Bird’s Eye View of the science, market segments and trends, competitive landscape, and main challenges ahead, based on The State of the Brain Fitness Software Market 2009 report released in May, which included Research Executive Briefs prepared by 12 leading scientists and a survey of 2,000+ decision-makers and early adopters.

61% of respondents to the survey Strongly Agreed with the statement “Addressing cognitive and brain health should be a healthcare priority.” But, 65% Agreed/Strongly Agreed with “I don’t really know what to expect from products making brain claims.” In this session, Alvaro will publicly unveil the new book The SharpBrains Guide to Brain Fitness: 18 Interviews with Scientists, Practical Advice, and Product Reviews, To Keep Your Brain Sharp, co-authored by neuropsychologist Dr. Elkhonon Goldberg and himself, aimed at helping consumers and professionals understand and navigate this growing field.

11.20 (30m) The Allstate-Posit Science Partnership: Cognitive Training for Safer Driving
Speaker(s): Tom Warden, Allstate; Henry Mahncke, Posit Science

Evidence-based cognitive training programs have been available in retirement communities for several years. Now, they are reaching a younger population including Boomers through innovative partnerships, like insurers.

In October 2008 auto insurance company Allstate and brain fitness software developer Posit Science announced a research collaboration that could lead to “potentially the next big breakthrough in automobile safety”. The purpose of this session is to review novel ways of getting the science of cognitive training into the real world where it can help people. Representatives from Allstate and Posit Science will discuss why these partnerships work for insurers, developers, and end users. They will also provide a thorough review of the evaluation process a major partner goes through when selecting a cognitive training company.

12.00 (30m) What Consumers Buy and Why
Speaker(s): Lindsay Gaskins, Marbles: The Brain Store

Launched in October 2008, Marbles: The Brain Store is a retail store that Read the rest of this entry »

Games for Health Conference Announces First Cognitive Health Track Powered by SharpBrains

This is a press release that went through the wire earlier today. If you are interested, in attending the conference, you can learn more and register Here

Note that below you can find 5 out of the 12 sessions – we will announce the full track tomorrow. To get a 15% off registration fees, you can use discount code: sharp09, when you register.


The Games for Health Project, organizers of the 5th Annual Games for Health Conference, today announced its first Cognitive Health Track powered by SharpBrains, a leading market research company focused on the brain fitness and the cognitive health market.

The Cognitive Health track builds upon previous year’s sampling of sessions looking at cognitive health and fitness, expanding to a full two-day track at The Games for Health Conference, June 11-12, Boston, MA. The Conference features the largest gathering of organizations interested in the intersection between videogames, health and healthcare.

“There is already a very active cognitive health videogames industry and field of research,” said Ben Sawyer, co-founder of the Games for Health Conference. “We partnered with SharpBrains to bring their expertise in this field our conference planning. Together we have for the first time created a powerful set of sessions and a much needed conversation with researchers, thought-leaders and industry pioneers who will attend the event in June.”

The track features a dozen sessions covering research findings and partnerships, implementation in insurance, consumer and clinical settings, and special sessions looking at innovative areas such as driver safety, healthy aging, attention deficits, stroke/traumatic brain injury, schizophrenia and multiple sclerosis.

“The convergence of interactive media such as videogames with cognitive science opens the door to innovative and scalable approaches to Read the rest of this entry »

Brain Fitness/ Training Report Finds Market Growth, Potential, and Confusion

After many many months of mental stimulation, physical exercise and the certain need for stress management… we have just announced the release of the The State of the Brain Fitness Software Market 2009 report, our second annual comprehensive market analysis of the US market for computerized cognitive assessment and training tools. In this report we estimate the size of the US brain fitness software market at $265M in 2008, up from $225M in 2007 (18% annual growth), and from $100m in 2005. Two segments fuelled the market growth from 2007 to 2008: consumers (grew from $80m to $95m) and healthcare & insurance providers (grew from $65m to $80m).

The 150-page report finds promising research and initiatives to drive significant growth, combined with increased consumer confusion given aggressive marketing claims and lack of education and standards. The report includes:
- The complete results of an exclusive January 2009 Survey with 2,000+ respondents
- A proprietary Market & Research Momentum Matrix to categorize 21 key vendors into four categories
- 10 Research Executive Briefs written by leading scientists at prominent research labs
- An analysis of the level of clinical validation per product and cognitive domain

Top 10 Highlights from the report:

1) Consumers, seniors’ communities and insurance providers drove year on year sustained growth, from $225m in 2007 to $265m in 2008. Revenues may reach between $1 billion to $5 billion by 2015, depending on how important problems (Public Awareness, Navigating Claims, Research, Health Culture, Lack of Assessment) are addressed.

2) Increased interest and confusion: 61% of respondents Strongly Agree with the statement “Addressing cognitive and brain health should be a healthcare priority.” But, 65% Agree/Strongly Agree “I don’t really know what to expect from products making brain claims.”

3) Investment in R&D seeds future growth: Landmark investments by insurance providers and government-funded research institutes testing new brain fitness applications planted new seeds for future growth.

4) Becoming standard in residential facilities: Over 700 residential facilities – mostly Independent and Assisted Living facilities and CCRCs – have installed computerized cognitive training programs.

5) Customer satisfaction: Consumers seem more satisfied with computer-based products than paper-based options. But, satisfaction differs by product. When asked “I got real value for my money”, results were as follows: Lumosity.com (65% Agree), Puzzle Books (60%), Posit Science (52%), Nintendo (51%) agreed. Posit Science (53% Agree) and Lumosity.com (51%) do better than Puzzle Books (39%) and Nintendo (38%) at “I have seen the results I wanted.”

6) Assessments: Increasing adoption of computer-based cognitive assessments to baseline and track cognitive functions over time in military, sports, and clinical contexts. The Alzheimer’s Foundation of America now advocates for widespread cognitive screenings after 65-75.

7) Specific computerized cognitive training and videogames have been shown to improve brain functions, but the key questions are, “Which ones”, and “Who needs what when?”

8) Aggressive marketing claims are creating confusion and skepticism, resulting in a distracting controversy between two misleading extremes: (a) “buying product XYZ can rejuvenate your brain Y years” or (b) “those products don’t work; just do one more crossword puzzle.” The upcoming book The SharpBrains Guide to Brain Fitness aims to help consumers navigate these claims.

9) Developers can be classified into four groups, based on a proprietary Market and Research Momentum Matrix: SharpBrains finds 4 Leaders, 8 High Potentials, 3 Crosswords 2.0, and 6 Wait & See companies.

10) Increased differentiation: Leading companies are better defining their value proposition and distribution channels to reach specific segments such as retirement communities, schools, or healthcare providers.

Leading researchers prepared 10 Research Executive Briefs:
- Dr. Joshua Steinerman (Einstein-Montefiore): Neuroprotection via cognitive activities
- Dr. Jerri Edwards (South Florida): Assessments of driving fitness
- Dr. Susanne Jaeggi and Dr. Martin Buschkuehl (Bern, Michigan): Working memory training and fluid intelligence
- Dr. Torkel Klingberg (Karolinska): Working memory training, dopamine, and math
- Dr. Liz Zelinski (UC Davis): Auditory processing training
- Dr. David Vance (UAB): Speed-of-processing training
- Dr. Jerri Edwards (South Florida): Cognitive training for healthy aging
- Dr. Daphne Bavelier & Dr. Shawn Green (Rochester): Action videogames and attentional skills
- Dr. Arthur Kramer (Illinois): Strategy videogames and executive functions
- Dr. Yaakov Stern (Columbia): The cognitive reserve and neuroimaging
- Dr. David Rabiner (Duke): Objective assessments for ADHD

Table of Contents

Editorial
Executive Summary
Chapter 1. Bird’s-Eye View of the Growing Field
Chapter 2. Market Survey on Beliefs, Attitudes, Purchase Habits
Chapter 3. The Emerging Competitive Landscape
Chapter 4. The Science for Brain Fitness and Cognitive Health
Chapter 5. Consumers – Adopting Crosswords 2.0?
Chapter 6: Healthcare and Insurance Providers – A Culture of Cognitive Health
Chapter 7: K12 School Systems- Ready for Change?
Chapter 8: Military, Sports Teams, Companies – Brain-Performance Link
Chapter 9: Future Directions – Projections and Bottlenecks

Companies profiled include: Advanced Brain Technologies, Applied Cognitive Engineering, Brain Center America, Brain Resource, CNS Vital Signs, Cogmed, Cogstate, CogniFit, Cognitive Drug Research, Dakim, Houghton Mifflin, Learning Enhancement Corporation, LearningRx, Lumos Labs, Marbles: The Brain Store, Nintendo, NovaVision, Posit Science, Scientific Brain Training, Scientific Learning, TransAnalytics, vibrantBrains, Vigorous Mind, Vivity Labs.

More on the report by clicking on The State of the Brain Fitness Software Market 2009.

Brain Fitness Update: Best of 2008

Dear reader and member of SharpBrains’ community,
We want to thank you for your attention and support in 2008, and wish you a Happy, brain fitness and health newsletterProsperous, Healthy and Positive 2009!

Below you have the December edition of our monthly newsletter. Enjoy:

Best of 2008

Announcing the SharpBrains Most Important Book of 2008: Neuroscientist Torkel Klingberg has written a very stimulating and accessible book on a crucial topic for our Information Age: The Overflowing Brain: Information Overload and the Limits of Working Memory. We have named it The SharpBrains Most Important Book of 2008, and asked Dr. Klingberg to write a brief article to introduce his research and book to you. Enjoy it here.

Top 30 Brain Fitness Articles of 2008: We have compiled SharpBrains’ 30 most popular articles, written by thirteen Expert Contributors and staff members for you. Have you read them all?

November-December News: No month goes by without significant news in the field of cognitive fitness. Summarized here are 10 recent developments worthy of attention, including an upcoming brain training product for ice hockey players, my lecture at New York Public Library, and more.

Interviews: Videogames, Meditation

Are videogames good for your brain?: A landmark study by Dr. Arthur Kramer and colleagues has shown that playing a strategy videogame can bring a variety of significant mental benefits to older brains. Another recent study, also by Kramer and colleagues, does not show similar benefits to younger brains (despite playing the same game). How can this be? Dr. Kramer, who has kindly agreed to serve on SharpBrains’ Scientific Advisory Board, elaborates.

Meditation on the Brain: Dr. Andrew Newberg provides an excellent overview of the brain benefits of practices such as meditation. He recommends, “look for something simple, easy to try first, ensuring the practice is compatible with one’s beliefs and goals. You need to match practice with need: understand the specific goals you have in mind, your schedule and lifestyle, and find something practical.”

The Need for Objective Assessments

Cognitive screenings and Alzheimer’s Disease: The Alzheimer’s Foundation of America just released a thoughtful report advocating for widespread cognitive screenings after the age of 65 (55 given the right conditions). SharpBrains readers, probed by Dr. Joshua Steinerman, seem to agree.

Quantitative EEG for ADHD diagnosis: Dr. David Rabiner reports on the findings from a recent study that documents the utility of Quantitative EEG as an objective test to assist in the diagnosis of ADHD. If this procedure were to become more widely used, he suggests, the number of children and adolescents who are inappropriately diagnosed and treated for the disorder would diminish substantially.

Shall we question the brand new book of human troubles?: The fights over the new version of the psychiatric diagnostic manual, the DSM-V, are starting to come to light. Dr. Vaughan Bell wonders why the public debate avoids the key question of whether diagnosis itself is useful for mental health and why psychometrics are simply ignored.

Resources for Lifelong Learning

Education builds Cognitive Reserve for Alzheimers Disease Protection: Dr. Pascale Michelon reviews a recent study that supports the Cognitive Reserve hypothesis – mentally stimulating experiences throughout life, such as formal education, help build a reserve in our brains that contributes to a lower probability of developing Alzheimer’s symptoms.

5 Tips on Lifelong Learning & the Adult Brain: Laurie Bartels asks us to please please 1) challenge ourselves with new learning, 2) remember that neuroplasticity and neurogenesis are hallmarks of our brains, 3) check for mis-learning on an ongoing basis, 4) more visuals, less text, 5) move it, move it – start today!

Neuroscience Core Concepts: We all have heard “Use It or Lose It”. Now, what is “It”? The Society for Neuroscience (SfN) has just released a user-friendly publication titled Neuroscience Core Concepts, aimed at helping educators and the general public learn more about the brain.

Are videogames good for YOU? Depends on who YOU are

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 the rest of this entry »

Games for Brain Health – Novelty, Variety and Challenge

Landmark study just published: 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.

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 switching between tasks as compared to the comparison group. Their working memory, as reflected in the tests, was also significantly improved and their reasoning ability was enhanced.

- (Professor Art Kramer, an author of the study published in the journal Psychology & Aging) “This is one mode in which older people can stay mentally fit, cognitively fit. I’m not suggesting, however, that it’s the only thing they should do.”

Professor Kramer and I discussed this study last June during our conversation on Why We Need Walking Book Clubs:

Question (me): Tell us more about your work with cognitive training for older adults.

Answer (Prof Kramer): We have now a study in press where we evaluate the effect of a commercially available strategy videogame on older adults’ cognition.

Let me first give some context. It seems clear that, as we age, our Read the rest of this entry »

Your comments on cognitive training, Posit Science, Alzheimer’s Australia, gerontology, games

I have fallen behind on answering a few excellent recent comments -on cognitive training overall, Posit Science and Alzheimer’s Australia, gerontology and the brain, the value of videogames-, so let me address them here:

1) Nicks says (Brain Fitness Programs For Seniors Housing, Healthcare and Insurance Providers: Evaluation Checklist)

“This report is interesting and it addresses many very important questions that cognitive neuropsychologists, such as myself have. I feel that many of the products on the market now make claims which are generally unsubstantiated.

I find it concerning that many of these programmes have been marketed to target older adults in particular without making any specific statement on whether the activities are beneficial and have been supported with empirical research.

i have recently conducted a cognitive intervention study which used a large array of outcome measures which focus on Read the rest of this entry »

Newsletter: Navigating Games for Health and Education

Here you have the twice-a-month newsletter with our most popular blog posts. Please brain fitness and health newsletterremember that you can subscribe to receive this Newsletter by email, simply by submitting your email at the top of this page.

Quick, Are videogames good or bad?

That’s an impossible question. Good or bad for what? What  specific games are we talking about? More importantly, what are they substituting for, given time is a limited resource?  Contributor Jeremy Adam Smith, managing director of Greater Good magazine, offers an in-depth review on the trade-offs videogames present in: Playing the Blame Game.

News Round-Up

Math Innovation in UK Schools: a recent (and unpublished) study seems to support the potential role for “Serious Games” in education. Learning and Teaching Scotland reports significant improvements in pupils’ concentration and behavior, on top of math skills, after using Nintendo Brain Training game.

Alzheimer’s Australia endorses Posit Science programs: this announcement brings to surface a genuine public health dilemma – do you, as an association, promote programs before they have been shown to have long-term effects on Alzheimer’s progression and prevalence, or do you wait until you have “perfect” research, and then perhaps lose 10-20-30 years or useful contribution to thousands/ millions of brain’s Cognitive Reserves? In our judgment, it may well be worth offering options today, as long as they are accompanied by independent measurement of the cognitive benefits.

More September News: September has brought a wealth of additional worldwide media coverage on cognitive health and brain fitness topics, including the role of schools in nurturing student’s executive functions, the importance of baseline neuropsychological testing in sports, the need for gerontology as a discipline to incorporate brain research, how walking can enhance brain function, and the value of brain fitness programs for long-term care operators.

Resources for Brain Fitness Navigation

Wellness Coaching for Brain Health and Fitness: will Wellness Coaches expand their role and become “Brain coaches”? We have partnered with Sutter Health Partners, the pioneering coaching group of a major health system, to train their wellness coaches on the implications of emerging brain research for their work: focus on the 4 pillars of brain health -balanced nutrition, physical exercise, stress management and mental exercise.

Evaluation Checklist for Organizations: many healthcare and education organizations are already making purchase decisions which involve evaluating different programs that make “brain training” or “cognitive health” claims. Here we present our 10-Question SharpBrains Checklist to help organizations make informed decisions.

Evaluation Checklist for Consumers: if you are an individual interested in programs for yourself and/ or a loved one, you can use this checklist. The starting point is to recognize that no program is a “magic pill” or “general solution”, but a tool to be used in the appropriate context.

Learning to Lead, and To Think

Roundtable on Human Resources and Leadership: several bloggers discuss latest news around leadership, social intelligence, applications of brain research, and more.

Helping Young and Old Fish Learn How To Think: David Foster Wallace gave a masterful commencement speech on Life and Work to the 2005 graduating  class at Kenyon College.  Worth reading, with full attention.

Brain Teasers

Seven Brain teasers for Job Interviews: A recent CNN article explains why a growing number of technnology and consulting companies use brain teasers and logic puzzles of a type called “guesstimations” during job interviews. What are they looking for? Good executive functions. Here you have a few typical questions.

Enjoy!

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