Cognitive
Labs gave Halo players a workout at E3 2005. The top players
scored in the 100th percentile for memory and attention.
MRI administered while subjects 'played' the Cognitive Labs exercises
showed intensive stimulation of cognitive activity in different parts
of the brain (UC Irvine)
Thursday, February 23, 2006 (CogLabs Newswire)
Nintendo Scores with Brain Age Video Game in Japan
NEW YORK (Wall Street Journal) Nintendo's
Brain-Training Game
Targets Older Players
By GINNY PARKER WOODS
February 23, 2006; Page B1
KYOTO, Japan -- Japan's hottest videogame is about to hit the U.S. --
and it doesn't involve shooting or racing. Rather, it's a bunch of word
and
math problems with a distinctly no-thrills title: Brain Age: Train Your
Brain in Minutes a Day.
The idea came two years ago, when Nintendo Co. President Satoru Iwata
read a book by a Japanese neuroscientist that explained how to keep the
mind
sharp with simple math problems. Mr. Iwata made a pilgrimage to the
author's
office at a university in northern Japan and asked him to collaborate
on a videogame.
The scientist, Ryuta Kawashima, invited a team of Nintendo programmers
to his lab. For five months, they attached electrodes to the heads of
test
subjects, who played with a prototype puzzle game. Then they used Dr.
Kawashima's brain-imaging technique to determine which drills
stimulated the mind the most.
The resulting game, played on a hand-held machine, is Nintendo's latest
effort to expand the crowded global videogame market. Rivals Sony Corp.
and Microsoft Corp. are bringing out games and consoles with faster,
more
vivid graphics, which tend to appeal to experienced gamers. But
Nintendo is
trying to make videogames that will appeal to people who have never
played
them before.
"We have to get nongamers into videogames," says Mr. Iwata. "To do
this, we have to completely change the nature of game play."
Overseas success is crucial for Nintendo, because it typically reaps
about 75% of its revenue outside Japan. Long the market leader in
portable
game machines, Nintendo must now also contend with Sony, which last
year
launched its first portable game device, the PlayStation Portable. The
Sony
console can play movies and has a more vivid screen than Nintendo's
portable
machine, making it ideal for showing off fancy graphics. The PSP has
sold well, especially in the big U.S. market.
Nintendo's key weapon is a device called the Nintendo DS -- short for
"dual screen" -- hand-held game machine, which was introduced in late
2004 in
Japan and the U.S. The machine opens like a book and has two screens.
One is touch-sensitive, so players can write on it with a stylus. The
other is
just a regular screen. The DS also has a microphone for voice
activation,
and networking capability so that users can send messages and play
against
each other from afar. Last week, Nintendo announced that it would soon
enable Web browsing on the device using an add-on card.
Simpler than most other videogames, Brain Age flashes questions on one
screen, while the player writes answers on the other. The player is
peppered with a series of timed drills, allowing the game to measure
the user's
"brain age." Twenty is the best, because that's around the age at which
most people's brains are fully developed but still agile.
[The Nintendo DS is currently sold out in Japan because production
cannot keep up. Most users find they are much "older." But by working
through rounds of
exercises -- complete with coaching by a bespectacled, cartoon version
of Dr. Kawashima -- players can bring down their brain age and chart
their
progress over time. Nintendo, citing Dr. Kawashima's research, claims
that playing Brain Age improves the memory and helps stave off the
mental
effects of aging.
Indeed, scientists have shown that training older people in specific
cognitive "domains" -- such as memory, information-processing speed,
reasoning or "executive" functions such as juggling multiple tasks and
planning -- improves their performance in that specific function. Brain
imaging has shown that, after just a few weeks of training, the pattern
of activity in older brains actually starts to look like that in younger
brains. The benefits of training appear to be limited to that specific
ability, however, and do not transfer to other tasks, so improving
short-term memory won't necessarily make an older brain better at
multitasking, for instance.
In Japan, the brain game has been a surprisingly huge hit. Since its
introduction in May 2005, the $25 game has sold 1.8 million copies, and
ranked within the top 10 videogame titles in all but two months,
according to research company Enterbrain. A sequel that came out on
Dec. 29 has
already sold over 1.5 million copies.
What's more remarkable is the type of customer: Around a third of the
people who buy games in the brain-building series are over 35, and
another
third are between 25 and 34. That's a big shift from the teenagers who
typically purchase Nintendo's software. Many of these older gamers have
lined up
to buy their first machines in order to play Brain Age, and the DS is
currently sold out in Japan because production cannot keep up.
"I always thought that games were a waste of time," says Masaru Imazu,
a 40-year-old Tokyo office worker who purchased the software during his
lunch break recently. "This actually seems useful."
The challenge for Nintendo now is to make the idea work in the U.S.
In Japan, brain-sharpening exercises were already popular when Brain
Age came out, helped by Dr. Kawashima's books and TV appearances. The
game
then helped fuel a boom in brain-exercise products, like a Sharp Corp.
calculator that comes loaded with math drills. Doctors have even begun
placing DS
machines loaded with the games in their waiting rooms.
"It makes people feel like their time is being used efficiently," says
Hitoshi Ueda, an administrator in the office of a plastic surgeon in
Kyoto. "Whether or not it really works, it's fun for the patients."
Analysts say it's unclear whether this trend will catch on elsewhere --
especially since a large part of Nintendo's success is due to the local
celebrity of Prof. Kawashima. Japan "is a smaller market where Nintendo
has much more weight in marketing, and more of an opportunity to create
a
boom from nothing," says Credit Suisse games analyst Jay Defibaugh.
Elsewhere, "it's more of a challenge."
The version of the game that will go on sale in the U.S. on April 17
will include counting, memory and reading drills, as well as sudoku, a
Japanese number puzzle that has recently become popular in the U.S. and
Europe.
Another brain-exercising quiz game will come out in May.
Nintendo plans to run ads for the games during daytime television and
in magazines that attract older readers, like Time and Readers Digest.
The
company will test the product in retirement communities in North
America.
The company has just announced a sleeker, lighter version of the DS.
This will come out in Japan in early March, though a U.S. launch date
has
yet to be announced. Nintendo has also launched other game titles for
the DS
that stray from shoot'em-up and racing. One is Electroplankton, a game
in
which players compose ethereal music by manipulating cute sea creatures
on
the screen. In another title, Nintendogs, which has been a hit
globally,
players raise and train a virtual pooch. The DS's wireless networking
allows
different owners' puppies to virtually play with each other.
Nintendo is also lining up a new console that it hopes will draw more
new people to videogames: The Nintendo Revolution. Planned for release
later this year, this device seeks to free game playing from the
conventional
keypad controller. Sitting or standing before a screen, players hold a
controller in one hand, sweeping their arm or twisting their wrist. The
Revolution senses the player's movement and position in space.
The company hopes this will appeal to people intimidated by all the
buttons on conventional game controllers. One target audience: the
parents of
today's gamers.
More information
Alzheimer's
Is
there any treatment?
There is no cure for AD and no
way to slow the progression of the disease. For some people in the
early or middle stages of AD, medication such as tacrine (Cognex) may
alleviate some cognitive symptoms. Donepezil (Aricept), rivastigmine
(Exelon), and galantamine (Reminyl) may keep some symptoms from
becoming worse for a limited time. A fifth drug, memantine (Namenda),
was recently approved for use in the United States. Combining memantine
with other AD drugs may be more effective than any single therapy. One
controlled clinical trial found that patients receiving donepezil plus
memantine had better cognition and other functions than patients
receiving donepezil alone. Also, other medications may help control
behavioral symptoms such as sleeplessness, agitation, wandering,
anxiety, and depression. Prevention, through lifestyle changes and
mental and physcial exercise, represents one of the best ways to reduce
the likelihood of getting the disease, coupled with regular, systematic
monitoring.
What
is the prognosis?
AD is a progressive disease,
but its course can vary from 5 to 20 years. The most common cause of
death in AD patients is infection. As the population ages and
other diseases are brought under control - Alzheimer's becomes a major
risk.
What research is being done?
Scientists are currently
studying or testing different types of drugs and other substances to
determine if they can stop AD progression, including nonsteroidal
anti-inflammatory drugs (NSAIDS), statins (such as those used for
lowering cholesterol), folic acid, gingko biloba, huperzine, and
vitamins E, B6, and B12. Studies in basic science are also exploring
the potential of vaccines. Regular 'screenings' are being
advocated by some - with the U.S. House of Representatives recently
passing a bill in support of early memory check-ups. All advocate
a regimen of physical exercise and mental exercise. If you start an
exercise regimen or just walking use MemCheck to track your progress.
Read
testimonials from scientists and physicians on MemCheck. Give Memory For Life as a Gift
for a loved one. Actions taken today
help tomorrow. Give the Gift of TV - Cognitive Labs and
Microsoft are partnering on a special offer.
Source: NIH and Cognitive
Advisors. For a qualified medical opinion or diagnosis, please see your
healthcare provider.
Famous People and
Alzheimers: former President Ronald Reagan, Grambling University
football coach Eddie Robinson, actor Charlton Heston, actor James
Doohan.