Posts tagged: Brain Age

Brain Age Influential

Torrent Bomb World lists The Top 15 Most Influential Video Games of the Decade. Nice to see Brain Age on the list.

[O]ne of the most emblematic games of the decade was produced by a team of nine people in just a few months. Brain Age, an addictive series of puzzles, brainteasers and math problems, promised to be a sort of daily calisthenic [sic] regimen for your gray matter. The series has sold almost 18 million copies, roughly the same number as Grand Theft Auto: San Andreas. As a killer app that sold the Nintendo DS to a grown-up audience, it’s the most extreme example of how Nintendo has bucked the dominant trends and made a killing doing it.

  1. The Sims
  2. Grand Theft Auto III
  3. Guitar Hero
  4. World of Warcraft
  5. Brain Age
  6. Halo
  7. Bejeweled
  8. Wii Sports
  9. Geometry Wars: Retro Evolved
  10. Metroid Prime
  11. Silent Hill 2
  12. Half-Life 2
  13. Metal Gear Solid 2: Sons of Liberty
  14. Happy Farm
  15. Portal


Free Mind Exercising Games from FitBrains.com

Canada is now the third largest videogame producing country, overtaking Great Britain’s former position. Marke Andrews over at The Vancouver Sun reports on Vivity Labs, producer of FitBrains.com.

With mostly private money (from five hi-tech industry investors) and some public funds (Telefilm Canada, Industrial Research Assistance Program) behind it, Vivity Labs seeks to replicate the success of Nintendo’s popular Brain Age game, which is also aimed at greying boomers and seniors, and Electronic Arts’ Pogo, a game popular with boomer women. The company’s partners include Vancouver’s Michael Cole, who’s worked in the brain fitness field for the past seven years; Dr. Paul Nussbaum, an American clinical neuropsychologist who specializes in aging; and Mark Baxter, a Vancouver games developer … Prior to the launch, Cole has struck a deal with health magazine Prevention to put three Fit Brains games on its website, and another that licences Fit Brains games with Seattle casual video game site Big Fish.

The site offers nine games with a tenth on the way, aimed mainly at users 40 and over. The games focus on language, concentration, logic and spatial skills. The site will remain in open beta until August, when a monthly fee will be assessed for accessing advanced features of the site.

References:
Andrews, M. (2008, July 3). B.C. company takes aim at brain games geared for boomers. The Vancouver Sun. [Online]. Retrieved July 3, 2008 from http://www.canada.com/vancouversun/news/business/story.html?
id=7dcc2a05-1825-4245-bbdf-b5ff786a30e3

UK games industry ‘dead man walking’. (2008, July 2). Politics.co.uk. [Online]. Retrieved July 3, 2008 from http://www.politics.co.uk/news/opinion-former-index/
opinion-former-index/uk-games-industry-dead-man-walking–$1229794.htm

Report: Brain Fitness Software Shows Strong Potential for Schools

The folks over at SharpBrains have released a new report: The State of the Brain Fitness Market, 2008. Highlights include the following:

1) 2007 was a seminal year for the US Brain Fitness software market, which reached $225 million in revenues – up from an estimated $100 million in 2005.

2) Over 20 companies are offering tools to assess and train cognitive skills to four customer segments: consumers; healthcare and insurance providers; K12 school systems; and Fortune 1000 companies, the military, and sports teams.

3) The Nintendo Brain Age phenomenon has driven much of the growth. The consumer segment grew from a few million in 2005 to an estimated $80 million in 2007.

4) There is major confusion in the market, so education will be key. Users and buyers need help to navigate the maze of products and claims.

5) Over 400 residential facilities for older adults have launched computerized “brain fitness centers.” Sales to the healthcare and insurance provider segment grew from $35 million in 2005 to an estimated $65 million in 2007.

6) More than five programs have shown results in randomized controlled trials. Cognitive functions that can be trained include: visual and auditory processing, working memory, attention, and decision-making.

7) A product has obtained 510(k) FDA clearance for rehabilitation of stroke and Traumatic Brain Injury patients. Another product is being used by a growing network of ADHD specialists.

8 Large-scale, fully-automated cognitive assessments are being used in a growing number of clinical trials. This opens the way for the development of inexpensive consumer-facing, baseline cognitive assessments.

9) The potential for K12 Education remains largely untapped due to limited research linking cognitive training to academic performance.

10) Companies, sports teams and the military are finding opportunities to improve productivity. The aging workforce will make this a must.

Total cost for the report is $495, with a 10% discount to blog readers until Mar. 20.

I’m particularly intrigued with the report’s findings on Brain Age, and the potential for brain fitness software in the form of educational videogames for K-12 schools.