| I don't play video games. I am not a
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| | reading and mathematic exercises to help
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| gamer. So when I was asked to try out
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| | stimulate the brain.
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| this new game Brain Age™ by Nintendo I
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| | "Young or old, everyone looks for ways to
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| was dubious. Will it be frustrating for
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| | get a mental edge," says Reggie
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| me?
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| | Fils-Aime, Nintendo of America's
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| After decades of exercising players'
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| | executive vice president of sales &
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| thumbs, Nintendo is now moving to their
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| | marketing. "Our brain-training series,
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| minds. Brain Age™: Train Your Brain in
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| | led by Brain Age, builds on the
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| Minutes a Day for Nintendo DS™ will
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| | popularity of word and number puzzles and
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| help players flex their mental muscles.
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| | acts as a treadmill for the mind."
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| Brain Age represents the first in a
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| | Brain Age presents players with a series
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| series of U.S. brain-training titles that
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| | of fun mental brain-training challenges
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| already have taken Japan by storm.
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| | that incorporate word memorization,
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| Brain exercise has been a hot topic
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| | counting and reading. It even includes
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| lately. Baby Boomers and test-prepping
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| | sudoku number puzzles, which have become
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| school kids alike want to challenge
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| | extremely popular features in newspapers
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| themselves. In fact, a recent Time
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| | around the country. The distinctive touch
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| magazine article cited Brain Age in its
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| | screen of Nintendo DS lets users write
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| exploration of the trend of people
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| | their responses, just as though they were
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| looking for ways to exercise their
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| | using a PDA. Players even turn the
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| brains.
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| | Nintendo DS sideways to make it feel more
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| But Baby Boomers picking up a video game
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| | familiar, like a book. The more often
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| system? It's not as far-fetched as you
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| | users challenge themselves, the better
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| might think. Three separate titles in the
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| | they become at the tasks and the lower
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| brain-training series are currently a
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| | their estimated DS "brain age."
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| huge craze in Japan. Each of them has
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| | Nintendo's brain-training series of games
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| achieved sales of more than 1 million
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| | represent a cornerstone of Nintendo's aim
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| units, with the most recent title hitting
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| | to expand the world of video games to new
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| that milestone in less than a month. The
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| | audiences. The second title in the
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| craze has been fueled largely by older
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| | series, Big Brain Academy (known as Brain
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| players, many of whom had never played a
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| | Flex in Japan) offers players 15 fun
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| video game system before.
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| | activities that test their brain powers
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| Brain Age (known as Brain Training in
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| | in areas like logic, memory, math and
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| Japan) was inspired by the work of
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| | analysis. Up to eight people can play
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| Professor Ryuta Kawashima, a prominent
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| | with a single game card, and each
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| Japanese neuroscientist. His studies
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| | activity takes less than a minute to
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| evaluated the effect of performing
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| | complete.
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