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[N277]Nintendo Brain Training Games
by Andrew Wood, And

A recent study has shown that there is no real proof that the brain training games made popular recently by Nintendo and Dr. Kawashima really have any effect at all and those of us who spend hours staring into a tiny screen, forcing our hands into an arthritic state from clamping the pointer too hard could be wasting our time altogether.

Cognitive neuro-scientist at the University of Birmingham, Dr. Jason Braithwaite said; “There is no conclusive evidence showing that the continued use of these devices is linked to any measurable and general improvements in cognition. While practice at any task should lead to some form of improvement for that specific task, it is not clear that this improvement reflects anything other than a basic learned process for that specific task.”

This leads me to consider how we might be able to improve our brain power and increase our intelligence. For me it's simple, stick to the same old principles that have helped us over the centuries. Hard work and determination combined with a drive to learn and absorb knowledge at every given opportunity.

Books for a long time have been my staple for learning. I might not always agree with the author, but this only serves to increase my thought process and hopefully help me to see things from an alternative perspective. I often encourage myself to read something that challenges my own thinking and wipes away some of the cobwebs of my mind.

Then of course we have the process of learning from training events, schooling and universities. A lot will say they struggle to learn in these environments. However, it is my belief that when carried out correctly and in keeping with learning needs of all participants, this form of learning cannot be beaten.

The trouble with these methods of learning? Well, they're not much fun are they (although I'd challenge that point and encourage you to attend a training event that I put together). Latest developments in E-Learning and the more recent ‘serious gaming' (a combination of business simulations and computer generated learning events) show an encouraging step towards something ‘sexy' in the training world. However, it is still too early to say whether these methods will eclipse the tried and trusted methods of development. Better I say to incorporate them into a holistic approach to learning and continue to stretch the boundaries of thinking around making learning fun.

You might by now be thinking that I have strayed somewhat from my initial topic of ‘brain training', surely I can tell the difference between increasing skills and knowledge and training your brain? Well, I'm afraid I can't. Training your brain is about challenging your thinking, keeping your mind active and learning new ideas.

I suspect the true reason people have welcomed these games with open arms is that they are seen as ‘easy' a ‘quick fix', a bit like belts that exercise your stomach while you sit and eat cake or essays that you can download from the internet and hand in to your teacher. The trouble with this approach is that it simply doesn't work. If you want success, you have to put in the time and effort.

Of course all of this is subjective. I don't think there's any harm in these games at all and if it encourages people to learn, then more is the better. I'm sure that brain training games do provide a much needed element of ‘thinking time' and combined with the other methods mentioned above must surely encourage your brain to memorise and at least challenge thought patterns to some extent and if not? Well, where there's no harm there's no worry.

Anyway, I'm off for a few challenging rounds of bowling on the Nintendo Wii…Well, you've got to get out every now and then haven't you?


Alvaro Fernandez (AF): Hirano-san, what is the state of Brain Fitness and Brain Training in Japan? what are the most popular programs so far?

Go Hirano (GH): So far, the most popular application is anti-aging, and most popular product is Dr. Kawashima's book of calculations and oral reading for adults.

TV variety shows regularly come up with Brain specials. It is hardly deniable that brains enchant Japanese people. We love brain training.

There were two times of "brain boom" in the past and Brain Imaging created a third one most recently. Dr. Kawashima claimed calculations and oral reading are good to develop kids' brains in the book for children "Jibun no Nou wo Jibun de Sodateru (Develop your own brain)" in 2001. In the book, gaming was said to reduce prefrontal activation and have bad or no benefit for kid's brain. He compared the fMRI image of someone doing simple calculations and playing games, and apparently the image of the former showed more activities. To see the activities inside the brain was fresh for people, but the methodology and logic was not reviewed by any scientific publication. It was published by a company that provides a franchised chain of learning classes. The company maintained books at bookstores to create a boom and was very successful. Then they came up with adult version of training book, and sold more than 2 million.

Adults and senior people were seriously did addition and subtraction of 1 digit numbers for countless times believing it will maintain and even enhance their brainpower.

This then became the basis for the Nintendo Brain Age video game. More recently from him, cooking became good for brain since cooking demands planning and multiple tasks. They demand prefrontal cortex activation, and he showed image of a brain when cooking. A gas company that wants to sell more gas ranges and ovens helped sponsor the research.

AF: we have heard there has been a backlash recently. Is it more of a scientific, or consumer one?

GH: Scientific for adults' games, consumer for kids' ones. In 2001, another researcher, Dr. Akio Mori wrote an article called "Gemu(=Game) Nou(=Brain) no Kyofu (The Fear of Game Brain)". He created his own EEG machine and gathered the data of people who frequently play games and people who do not. He found the "beta-wave" from frequent game players that are "same as senior people with dementia". That, he said, is because of lack of activities in their prefrontal cortex, and that means more probabilities for lower academic performance and crime. Though his equipment was not verified, and he was said to get confused about alpha and beta wave of EEG, parents and education authorities like municipal education committees loved his book and invited him for lectures and conferences. His new book in 2006 became the recommended book of the year from the National PTA Committee.

The sales of software on home game machines have declined from its peak of 533 billion yen in 1997 to its 53%, 315 billion yen in 2005. Dr. Mori's book and phenomena was the finishing blow to the industry, especially for kids' games. Therefore game companies had to find new targets who had never played game machines, like middle-aged group and women. Brain Age was preceded by a Sega's game box that was the natural next step after the book from Dr. Kawashima I mentioned.

For women, games on English training, language support for traveling, cooking, common sense and etiquette are provided. These new sort of serious games not only helped the handheld game machine stay always out of stock and reach multi-million sales, but also successfully gave the image that games are, depending on the software, good for the brain and education. Funny it is that the authority backing the campaign is the same Dr. Kawashima who originally recommended kids to calculate rather than to play games for the benefit for brains.

No wonder, authorities from the academic and medical societies of the neuroscience field started criticizing scientifically unproven or no evidence-based products, books and opinion makers. This year, neuroscience researchers started a group called "Nou wo Ikasu (Make the best out of Neuroscience)" and have frequent meetings of researchers where people can join.

However, adult consumers keep devouring such games. Dentsu, the biggest advertising agency announced the No.1 Consumer-chosen Choice of the Product 2006 was game software and books for brain training. So far, apparently the demands went far out before the real neuroscience comes to fill. Between the balance of body and brain, Japanese people are one of the extreme that is most brain-ism oriented, to the brain side, says Dr. Yoro.

AF: Hirano-san, many thanks for your insights.

GH: you are welcome.

Copyright (c) 2007 SharpBrains
Article Source : Pg. 2

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Both Andrew Wood & Alvaro Fernandez are contributors for EditorialToday. The above articles have been edited for relevancy and timeliness. All write-ups, reviews, tips and guides published by EditorialToday.com and its partners or affiliates are for informational purposes only. They should not be used for any legal or any other type of advice. We do not endorse any author, contributor, writer or article posted by our team.

Andrew Wood has sinced written about articles on various topics from Puppies Dogs, Brain and Management. . Andrew Wood's top article generates over 14800 views. to your Favourites.

Alvaro Fernandez has sinced written about articles on various topics from Aging, Brain and Aspen Travel. Alvaro Fernandez is the CEO and Co-Founder of SharpBrains.com, which combines the latest science-based information for with fun. Alvaro Fernandez's top article generates over 201000 views. to your Favourites.
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