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Brain Training Game Boosts Executive Functions, Working Memory and Processing Speed in the Young Adults: A Randomized Controlled Trial

BACKGROUND: Do brain training games work? The beneficial effects of brain training games are expected to transfer to other cognitive functions. Yet in all honesty, beneficial transfer effects of the commercial brain training games in young adults have little scientific basis. Here we investigated th...

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Autores principales: Nouchi, Rui, Taki, Yasuyuki, Takeuchi, Hikaru, Hashizume, Hiroshi, Nozawa, Takayuki, Kambara, Toshimune, Sekiguchi, Atsushi, Miyauchi, Carlos Makoto, Kotozaki, Yuka, Nouchi, Haruka, Kawashima, Ryuta
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Public Library of Science 2013
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3566110/
https://www.ncbi.nlm.nih.gov/pubmed/23405164
http://dx.doi.org/10.1371/journal.pone.0055518
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author Nouchi, Rui
Taki, Yasuyuki
Takeuchi, Hikaru
Hashizume, Hiroshi
Nozawa, Takayuki
Kambara, Toshimune
Sekiguchi, Atsushi
Miyauchi, Carlos Makoto
Kotozaki, Yuka
Nouchi, Haruka
Kawashima, Ryuta
author_facet Nouchi, Rui
Taki, Yasuyuki
Takeuchi, Hikaru
Hashizume, Hiroshi
Nozawa, Takayuki
Kambara, Toshimune
Sekiguchi, Atsushi
Miyauchi, Carlos Makoto
Kotozaki, Yuka
Nouchi, Haruka
Kawashima, Ryuta
author_sort Nouchi, Rui
collection PubMed
description BACKGROUND: Do brain training games work? The beneficial effects of brain training games are expected to transfer to other cognitive functions. Yet in all honesty, beneficial transfer effects of the commercial brain training games in young adults have little scientific basis. Here we investigated the impact of the brain training game (Brain Age) on a wide range of cognitive functions in young adults. METHODS: We conducted a double-blind (de facto masking) randomized controlled trial using a popular brain training game (Brain Age) and a popular puzzle game (Tetris). Thirty-two volunteers were recruited through an advertisement in the local newspaper and randomly assigned to either of two game groups (Brain Age, Tetris). Participants in both the Brain Age and the Tetris groups played their game for about 15 minutes per day, at least 5 days per week, for 4 weeks. Measures of the cognitive functions were conducted before and after training. Measures of the cognitive functions fell into eight categories (fluid intelligence, executive function, working memory, short-term memory, attention, processing speed, visual ability, and reading ability). RESULTS AND DISCUSSION: Our results showed that commercial brain training game improves executive functions, working memory, and processing speed in young adults. Moreover, the popular puzzle game can engender improvement attention and visuo-spatial ability compared to playing the brain training game. The present study showed the scientific evidence which the brain training game had the beneficial effects on cognitive functions (executive functions, working memory and processing speed) in the healthy young adults. CONCLUSIONS: Our results do not indicate that everyone should play brain training games. However, the commercial brain training game might be a simple and convenient means to improve some cognitive functions. We believe that our findings are highly relevant to applications in educational and clinical fields. TRIAL REGISTRATION: UMIN Clinical Trial Registry 000005618.
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spelling pubmed-35661102013-02-12 Brain Training Game Boosts Executive Functions, Working Memory and Processing Speed in the Young Adults: A Randomized Controlled Trial Nouchi, Rui Taki, Yasuyuki Takeuchi, Hikaru Hashizume, Hiroshi Nozawa, Takayuki Kambara, Toshimune Sekiguchi, Atsushi Miyauchi, Carlos Makoto Kotozaki, Yuka Nouchi, Haruka Kawashima, Ryuta PLoS One Research Article BACKGROUND: Do brain training games work? The beneficial effects of brain training games are expected to transfer to other cognitive functions. Yet in all honesty, beneficial transfer effects of the commercial brain training games in young adults have little scientific basis. Here we investigated the impact of the brain training game (Brain Age) on a wide range of cognitive functions in young adults. METHODS: We conducted a double-blind (de facto masking) randomized controlled trial using a popular brain training game (Brain Age) and a popular puzzle game (Tetris). Thirty-two volunteers were recruited through an advertisement in the local newspaper and randomly assigned to either of two game groups (Brain Age, Tetris). Participants in both the Brain Age and the Tetris groups played their game for about 15 minutes per day, at least 5 days per week, for 4 weeks. Measures of the cognitive functions were conducted before and after training. Measures of the cognitive functions fell into eight categories (fluid intelligence, executive function, working memory, short-term memory, attention, processing speed, visual ability, and reading ability). RESULTS AND DISCUSSION: Our results showed that commercial brain training game improves executive functions, working memory, and processing speed in young adults. Moreover, the popular puzzle game can engender improvement attention and visuo-spatial ability compared to playing the brain training game. The present study showed the scientific evidence which the brain training game had the beneficial effects on cognitive functions (executive functions, working memory and processing speed) in the healthy young adults. CONCLUSIONS: Our results do not indicate that everyone should play brain training games. However, the commercial brain training game might be a simple and convenient means to improve some cognitive functions. We believe that our findings are highly relevant to applications in educational and clinical fields. TRIAL REGISTRATION: UMIN Clinical Trial Registry 000005618. Public Library of Science 2013-02-06 /pmc/articles/PMC3566110/ /pubmed/23405164 http://dx.doi.org/10.1371/journal.pone.0055518 Text en © 2013 Nouchi et al http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are properly credited.
spellingShingle Research Article
Nouchi, Rui
Taki, Yasuyuki
Takeuchi, Hikaru
Hashizume, Hiroshi
Nozawa, Takayuki
Kambara, Toshimune
Sekiguchi, Atsushi
Miyauchi, Carlos Makoto
Kotozaki, Yuka
Nouchi, Haruka
Kawashima, Ryuta
Brain Training Game Boosts Executive Functions, Working Memory and Processing Speed in the Young Adults: A Randomized Controlled Trial
title Brain Training Game Boosts Executive Functions, Working Memory and Processing Speed in the Young Adults: A Randomized Controlled Trial
title_full Brain Training Game Boosts Executive Functions, Working Memory and Processing Speed in the Young Adults: A Randomized Controlled Trial
title_fullStr Brain Training Game Boosts Executive Functions, Working Memory and Processing Speed in the Young Adults: A Randomized Controlled Trial
title_full_unstemmed Brain Training Game Boosts Executive Functions, Working Memory and Processing Speed in the Young Adults: A Randomized Controlled Trial
title_short Brain Training Game Boosts Executive Functions, Working Memory and Processing Speed in the Young Adults: A Randomized Controlled Trial
title_sort brain training game boosts executive functions, working memory and processing speed in the young adults: a randomized controlled trial
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3566110/
https://www.ncbi.nlm.nih.gov/pubmed/23405164
http://dx.doi.org/10.1371/journal.pone.0055518
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