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admin | frugal living tips and ideas | 14.01.2016
Since Nintendo’s Brain Age was released to years ago people have become obsessed with brain-training games. The children took a test on a number challenge before and after a period of brain training (group 3, of course, did not receive training). A quadrangled story about shades and variations in co-dependence and sovereignty, inspired by a musician (John Lennon), a theorist (Henri Lefebvre), an author (Halldor Laxness) and a demented ruler of Rome (Caligula).
More information: "Mindgames is constituted by four parts – ordered in alternating sequence – to form thirteen chapters in total. When I was planning out this strip I knew I wanted to have a lot of text come out of George in panel three… so much so that a normal three panel sized strip was going to be very crowded and I decided it needed the widescreen format.
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Nacke of the Blekinge Institute of Technology in Sweden compared brain-training games versus paper and pencil learning methods.

Each of the four sections holds a biographical account of its subject: Caligula, Henri Lefebvre, John Lennon and Halldor Laxness. Robertson of the University of Dundee in Scotland published last year that brain games increase accuracy and speed of calculation as well as self-esteem. Of course, these tests were done on a small group of children, so we can’t really generalize the results, but they were enough to inspire the Scottish Education Secretary to support brain-training games in school. The chapters can be read separately, as they have been conceived to be independent wholes, forming biographies that present portraits of associations rather than particular statements about individual lives. The app lets you play some mini games, and tells you how big your brain, and you can compare the size of your brain with your friends. Whether or not they really are effective for the brain is a huge controversy, even among academics. Also, logic problem–solving challenges within digital games were associated with positive feelings for the elderly but with negative feelings for the young.

The motives in turn produce variations on particular themes as they modulate into different parts within the totality of the work as a whole.
Thus, the researchers suggest that computer logic-training games may provide a positive playing experience for elderly people.
I guess, then, the real question we should be asking is: do non-brain games improve the brain?

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