By: Dr. Jerome Schultz
(Editor’s note: below you have part 5 of the 6-part The Neurobiology of Stress series. If you are joining the series now, you can read the previous part Here.)
Stayin’ Alive
Understanding the Human Brain and How It Responds to Stress
The Human Brain Likes to Be in Balance
Fortunately, the brain has some built — in safety systems. Too much cortisol in the blood signals the brain and adrenal glands to decrease cortisol production. And under normal conditions, when the stress is overcome or brought under control (by fighting, fleeing, or turning into an immobile statue, or by mastering the threat), the hypothalamus starts sending out the orders to stand down. Stop producing cortisol! Event over! Under continuous stress, however, this feedback system breaks down. The hypothalamus keeps reading the stress as a threat, furtively sending messages to the pituitary gland, which screams out to the adrenal glands to keep pumping out cortisol, which at this point begins to be neurotoxic — poison to the brain. Read the rest of this entry »
By: Dr. Pascale Michelon
Training the brain is possible because of neuroplasticity. Our daily experiences can trigger neuroplastic changes in the brain, such as the growth of new brain cells (neurons) and new connections (synapses) between neurons. Plasticity is observed at all ages but is at its peak during brain development, as a baby and then a child learns basic knowledge and skills necessary to survive. We should thus expect that the brain of a baby could be easily trained. This is what Wass and his colleagues recently demonstrated in a new study with 11-month-old babies. Read the rest of this entry »
By: Alvaro Fernandez
The Robert Wood Johnson Foundation (RWJF) just announced more than
$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:
- 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 »
By: Alvaro Fernandez
After many months of work (and we hope many new neurons and stronger synapses in our brains), we have just released our inaugural report on the emerging Brain Fitness Software Market,
the first to define the brain fitness and training software market and analyze the size and trends of its four customer segments. We estimate the size of the US brain fitness software market at $225M in2007, up from $100m in 2005 (50% CAGR). The two segments that fueled the market growth: consumers (grew from $5m to $80m, 300% CAGR) and healthcare & insurance providers (grew from $36m to $65m, 35% CAGR).
Highlights from The State of the Brain Fitness Software Market 2008 report include:
1) 2007 was a seminal year for the US Brain Fitness software market, which reached $225 million in revenues – up from an estimated $100 million in 2005.
2) Over 20 companies are offering tools to assess and train cognitive skills to four customer segments: consumers; healthcare and insurance providers; K12 school systems; and Fortune 1000 companies, the military, and sports teams.
3) The Nintendo Brain Age/ Brain Training phenomenon has driven much of the growth. The consumer segment grew from a few million in 2005 to an estimated $80 million in 2007.
4) There is major confusion in the market, so education will be key. Users and buyers need help to navigate the maze of products and claims.
Read the rest of this entry »
By: Alvaro Fernandez
Dear Mr or Mrs Next US President,
We are glad to welcome you to our blog carnival. After a short hiatus, Encephalon is back
and gathering steam. We have prepared this “revival” edition just for you, so you can be well informed and impress us all during the upcoming Sciencedebate 2008.
Without further ado, let’s proceed to the questions posed by 24 bloggers on neuroscience and psychology issues. We hope they provide, at the very least, good mental stimulation for you and your advisors.
Big Questions
Do I deserve to vote even if I don’t have Free Will? (Marc at Neuroscientifically Challenged).
If culture sculpts our brains, what can our brains do to refine our culture first? (Stephanie at Brains On Purpose).
Is God more than a flying brain? (Jessica at bioephemera).
Is Your brain really reading This? (Pete at Brain Hammer).
A Few Intrusive Questions
Do you play any musical instrument? (Megan at SharpBrains).
Read the rest of this entry »
By: Alvaro Fernandez
Quick note: Recent announcement that adds hope to the understanding and future treatment of autism and dyslexia: MIT’s McGovern Institute researchers awarded $8.5m to study brain basis of autism and dyslexia. Quote:
- “Two researchers at MIT’s McGovern Institute for Brain Research will head an ambitious new project to study the origins of autism and dyslexia, supported by a $8.5m grant from the Ellison Medical Foundation. The project leaders, Nancy Kanwisher and John Gabrieli, are prominent experts in neuroimaging and human brain development.”
Link: McGovern Institute for Brain Research at MIT
By: Caroline Latham
Here is another mind-bender created by Wes Carroll for the SharpBrains readers.
Presenting …
Dr. Nasty’s Giant Cube
Difficulty: HARDER
Type: HYBRID (Logic/Spatial)
Question:
The diabolical Dr. Nasty has turned his Growth Ray on a perfect cube that used to measure one foot on a side. The new larger cube has twice the surface area of the original. Find the volume of the larger cube.

Click to read Hint #1.
Click to read Hint #2.
Click to read Hint #3.
Click to read Hint #4.
Click to read the Solution and Explanation.
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