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Neglecting your eyes can influence dementia Elderly people with untreated poor vision are significantly more likely to suffer from Alzheimer’s disease and other forms of dementia than their clear-sighted counterparts, according to a study published...

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Blueberry juice improves memory A new study shows that drinking a daily dose of wild blueberry juice improved the memory of older adults with age-related memory problems. It's the first study to show this potential benefit of blueberries...

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Pump up your hippo for a better functioning brain The role of some brain structures are better understood than others. For example, the hippocampus, a small S-shaped structure that lies just inside your temples, plays a specific role in memory for facts,...

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Australian research shows key to healthy brain aging. Use it or lose it! Pilot study by Alzheimers Australia (WA) finds regular brain exercises are the key to healthy ageing Just two hours of brain exercises a week can markedly improve a person’s...

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Higher leptin levels, lower Alzheimer's incidence Persons with higher levels of leptin, a protein hormone produced by fat cells and involved in the regulation of appetite, may have an associated reduced incidence of Alzheimer disease and dementia, according...

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Myfitbrain Rss

Games help seniors stay sharp

Posted by Jim Hanekamp | Posted in Aging, Alzheimer's, Brain games, Cognitive games, Mental exercise, Neurogenesis | Posted on 28-01-2010

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Seniors may be able to slow down memory loss by exercising the brain, experts say.

Doing crossword puzzles, playing cards and other games might ward off a decline in memory or help us maintain “brainpower” as we age, reports a study by the Rush Alzheimer’s Disease Center and Rush-Presbyterian-St. Luke’s Medical Center in Chicago. The study found that more frequent participation in cognitively stimulating activities is associated with a reduced risk of Alzheimer’s Disease.

The research looked at everyday activities such as reading books, newspapers or magazines, engaging in crossword puzzles or card games, and going to museums among aging participants. The 2002 study followed more than 700 dementia-free participants age 65 and older for an average of 4.5 years. The results indicated a one-point increase in cognitive activity corresponded with a 33 percent reduction in the risk of Alzheimer’s.

“The brain is like a muscle. If you don’t use it, you lose it,” said Jim Hanekamp, founder of Glenview-based Web site www.myfitbrain.com. The Web site features a variety of cognitive games that are geared to exercising the mind.

Read original article here:

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Solve complex problems faster

Posted by Jim Hanekamp | Posted in Brain games, Cognitive games | Posted on 30-12-2009

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A new study conducted by a Wheaton College professor has concluded that people that play action and puzzle games are better able to think through complex problems.

Rolf Nelson, a professor of psychology, conducted the study and published his findings in the November edition of the journal Perception. In the study, he had 20 students try to solve a spatial relation problem. The students were then given a puzzle game or action game to play. Once done with the game, the students were given the chance to finish the spatial relation problem again.

Results showed that puzzle players finished the task slower, but with more accuracy, while action players finished the task quicker but less accurately. Both groups finished quicker than if they had not played a game at all.

The goal of the study, according to the abstract from the journal:

To understand the way in which video-game play affects subsequent perception and cognitive strategy, two experiments were performed in which participants played either a fast-action game or a puzzle-solving game. Before and after video-game play, participants performed a task in which both speed and accuracy were emphasized. In experiment 1 participants engaged in a location task in which they clicked a mouse on the spot where a target had appeared, and in experiment 2 they were asked to judge which of four shapes was most similar to a target shape. In both experiments, participants were much faster but less accurate after playing the action game, while they were slower but more accurate after playing the puzzle game. Results are discussed in terms of a taxonomy of video games by their cognitive and perceptual demands.  

Improve your ability to solve complex problem, play Myfitbrain.

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Rewire your brain in just 5 hours

Posted by Jim Hanekamp | Posted in Aging, Brain games, Cognitive games, Hippocampus, Mental exercise, Neurogenesis | Posted on 26-11-2009

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They say you can’t teach an old dog new tricks, but scientific findings seem to indicate otherwise. Research shows that our brains literally rewire in response to new stimulation. And when it comes to computer use, Internet activity may stimulate and possibly improve brain function, according to scientists at UCLA.

“Technology may be changing our minds and changing the way we think,” said Dr. Gary Small, a neuroscientist speaking last month at the UCLA Technology & Aging Conference at the Skirball Cultural Center.

Small, director of the UCLA Center on Aging, described results of research he and colleagues performed with volunteers between the ages of 55 and 76. Half of the participants were familiar with how to search the Internet, and the other half were new to it. The participants engaged in Internet searching while simultaneously undergoing functional magnetic resonance imaging (MRI).

The MRI images clearly showed activity in the areas of the brain that control decision-making and complex reasoning — but only in the Web-savvy group. The inexperienced group showed no such activity.

However, after just five one-hour sessions of practice, the Web newbies showed activation in the same areas of the brain as the savvy group.

“Five hours on the Internet and the naive subjects had already rewired their brains,” said Small, writing about the findings in “iBrain: Surviving the Technological Alteration of the Modern Mind” (HarperCollins). “Recent studies demonstrate that older brains do remain malleable and plastic throughout life. Even areas of the brain that were reserved for specialized tasks can be recruited and retrained.”

In other words, “use it or lose it” applies to the brain. Indeed, Small notes, “Several studies have shown that exercising the brain with mental aerobics not only can improve cognitive performance scores but also may delay brain degeneration.”

Rest of the article here

Do your mental aerobics and brain games at Myfitbrain.

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Video games affects on improving health to be studied

Posted by Jim Hanekamp | Posted in Brain games, Cognitive games, Memory, Neurogenesis, Parkinson's Disease | Posted on 09-11-2009

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Nine research teams from universities across the U.S. will study how interactive video games such as the Wii Active could help fight childhood obesity and how mobile phone games could help smokers quit or reduce tobacco use.

The teams will also focus on how video games can be designed to help people change behaviors and self-manage chronic illnesses as well as improve communication with autistic patients.

“Digital games are interactive and experiential, and so they can engage people in powerful ways to enhance learning and [change health-related behavior], especially when they are designed on the basis of well-researched strategies,” said Debra Lieberman, a communication researcher at the University of California, Santa Barbara, Institute for Social, Behavioral, and Economic Research.

Lieberman, a leading expert in the research and design of interactive media for learning and health behavior change, said the new interactive gaming studies will provide “cutting-edge, evidence-based strategies that designers will be able to use in the future to make their health games more effective.”

The nine teams, chosen from among 185 proposals, have been awarded between $100,000 and $300,000 each from $1.85 million in grant money offered by the Robert Wood Johnson Foundation.

The researchers will lead one- to two-year studies of digital games that engage players in physical activity and/or motivate them to improve how they take care of themselves through healthy changes in lifestyle, prevention behaviors, cognitive, social or physical skills, chronic disease self-management, and/or adherence to a medical treatment plan.

For example, the research teams will delve into the popular dance pad video game Dance Revolution to see how it might help Parkinson’s patients reduce the risk of falling, or how facial recognition games might be designed to help people with autism better identify others’ emotions.

The studies will focus on diverse population groups that vary by race and ethnicity, health status, income level and game-play setting, with age groups ranging from elementary school children to 80-year-olds. The research teams will study participants’ responses to health games played on a variety of platforms, such as video game consoles, computers, mobile phones and robots.

“The pace of growth and innovation in digital games is incredible, and we see tremendous potential to design them to help people stay healthy or manage chronic conditions like diabetes or Parkinson’s disease. However, we need to know more about what works and what does not, and why,” Paul Tarini, team director for the Robert Wood Johnson Foundation’s Pioneer Portfolio, said in a statement.

See rest of article here.

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New study shows how video games affect your brain

Posted by Jim Hanekamp | Posted in Brain, Brain games, Cognitive games, Mental exercise | Posted on 03-09-2009

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The effects of video-game playing on your brain have been studied for a quarter-century, but the latest research reveals that there are still deep puzzles yet to be solved.

One of the earliest and most noted studies in the field was conducted back in 1992 by neuroscientist Richard Haier at the University of California at Irvine, who looked at how frequent sessions with the Tetris video game changed the players’ brains. The game requires players to fit colorful puzzle pieces together at a quickening pace as they fall from the top of the screen.

Back then, Haier used brain scans to discover that some parts of the brain actually used less glucose as the players became more skilled at the game. The “Tetris effect” illustrated how video-game training could make brains work more efficiently – an idea that eventually led to a whole host of brain-training games.

Now Haier serves as a consultant to Blue Planet Software, the company that markets Tetris, and he was asked to follow up on his 17-year-old research using the new tools available to neuroscientists.

Haier recruited three colleagues – Sherif Karama from the Montreal Neurological Institute, Leonard Leyba from the New Mexico-based Mind Research Network and Rex Jung, a clinical neuropsychologist at the University of New Mexico. They came up with an experiment that budgeted out at “under $100,000,” with the expense picked by Blue Planet, Haier said.

The company had no say in how the experiment was conducted – and it didn’t get an advance look at the resulting research, which was published online today in BMC Research Notes, a peer-reviewed, open-access journal. “This was kind of a labor of love,” Haier told me.

The researchers recruited 26 girls, aged 12 to 15. Adolescents were selected because their developing brains were more likely to reflect changes, and girls were selected because they tend to have less experience with video games than boys. Fifteen of the girls were given the task of playing the video game for an average of 90 minutes a week over the course of three months. The others were told to avoid playing video games.

Both groups were monitored for changes in brain function as well as brain structure. Earlier research conducted in Germany had shown that juggling practice led to a thickening in areas of the cerebral cortex, so Haier and his colleagues were pretty sure they’d find a link between what they saw in the functional MRI (about more efficient brain function) and in the structural MRI (about cortex thickening).

And that’s where the brain puzzle threw them for a new loop.

“In science, everyone makes a very big deal about having a hypothesis before you go on a fishing expedition,” Haier said. “Never once in 20 years has my hypothesis worked out the way I thought it would. The brain is always a surprise.”

The researchers analyzed the brain changes in the game-playing group compared with the control group, and they found that the Tetris players’ brain function became more efficient in areas linked to critical thinking, reasoning, language and information processing – just as Haier found in 1992. They also discovered that the cortex became thicker – just as the German researchers had discovered. The only problem was … they weren’t the same areas.

“We all were surprised when we put the images together and saw that there was no overlap,” Haier said. The cortex became thicker in areas of the brain linked to the planning of complex movements as well as the coordination of sensory information.

Haier had hoped that he and his colleagues would come up with a mechanism to explain in physiological terms how the brain became more efficient through game-playing. “The obvious thing would be if you get more brain tissue, you have more neurons to work on a problem, so therefore that area of the brain doesn’t have to work as hard,” he said.

Now he realizes the problem isn’t as simple as he thought. “What this study does, really, is lay the groundwork for a whole series of studies to untangle all this,” he said.

In a news release, the University of New Mexico’s Jung said he’d like to see what happens to game-playing brains over time.

“We hope to continue this work with larger, more diverse samples to investigate whether the brain changes we measured revert back when the subjects stop playing Tetris,” Jung said. “Similarly, we are interested if the skills learned in Tetris, and the associated brain changes, transfer to other cognitive areas such as working memory, processing speed, or spatial reasoning.”

Haier would love to figure out how the different areas of the brain interact during mental training, on a time scale of milliseconds. But that job may be beyond the capability of functional MRI scans, which can monitor changes only on the scale of seconds. “If we’re interested in information flow in the millisecond range, by the time fMRI can see it, it’s too late,” Haier said.

So Haier is setting his sights on yet another new technology, and it’s a real mouthful. Magnetoencephalography, or MEG, monitors the faint magnetic fields produced by the brain’s electrical activity. Haier thinks MEG scans could reveal how the parts of the brain that become more efficient interact with the parts that develop thicker tissue.

“The time resolution of this technology is a millisecond, so you can see changes in the brain millisecond by millisecond,” he said.

As Haier talked about how he’d design those future experiments in game-playing, which would have to be conducted within a magnetically shielded environment, I could tell he was already trying to fit the puzzle pieces together in his mind.

“I want to know what the heck is going on in those brains,” he said.

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Chicago SunTimes article on Myfitbrain

Posted by Jim Hanekamp | Posted in Aging, Alzheimer's, Brain, Brain games, Cognitive games, Memory, Mental exercise | Posted on 20-07-2009

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July 20, 2009
BY BRAD SPIRRISON chicagotechmatters@gmail.com

While popular exercise-focused video games like those played on Nintendo’s Wii Fitness appear to have some health benefits, brain games designed to enhance mental fitness are striving for clinical and commercial acceptance.

“We are learning that people can push out the natural effects of aging by playing cognitive games,” says Jim Hanekamp, founder of Glenview-based My Fit Brain.

Hanekamp, 53, started the company last year after his mother began to show early signs of Alzheimer’s. His research showed that while brain exercises could do little to reverse the effects of Alzheimer’s, they could positively impact neural growth earlier in life. This, in theory, could delay memory loss and other effects of brain aging.

The former corporate technology director has invested about $70,000 and months of salary-free time to develop a suite of brain training games found at www.myfitbrain.com. Games with titles like “Pair Em Up” and “CodeBreaker” test memory and logic function, and increase in difficulty based on the cognitive capacity of the user.

While Nintendo and neuroscience specialist Lumosity market paid and subscription-based games, everything on My Fit Brain is free to the user. Hanekamp, who has recruited 1,200 registered users and thousands more visitors to the site, hopes eventually to make money from advertisers.

“We have a new, patent-pending way to incorporate advertising within the game itself,” he said.

Although Hanekamp has had a tough go landing advertisers and investors — he was told he needs between 10,000 and 100,000 registered users to be a viable marketing channel — the company has contained costs by outsourcing its development to India and hosting the site on Amazon’s cloud computing service.

My Fit Brain is marketed largely via word-of-mouth, fueled by an instructive and regularly updated blog on the site that focuses on cognitive fitness issues.

Chicago Sun-Times article by Brad Spirrison

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What is more important than your brain?

Posted by Jim Hanekamp | Posted in Aging, Brain games, Cognitive games, Memory, Mental exercise, Neurogenesis, Sleep | Posted on 09-07-2009

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Most people spend 12 to 16 years in school pushing their brain to achieve its maximum potential. Schools and colleges make sure a person receives a well rounded education and develops all of their cognitive skills. As soon as a person graduates from school, they immediately become focused on just the skills needed for their career and slowly let their other cognitive skills decay.  With people changing jobs more frequently than ever before, it is important to maintain and even improve all of their cognitive abilities.

By frequently utilizing cognitive game sites like Myfitbrain, a person can stop the decline in their cognitive abilities that they do not use on a daily basis.  Our brains reach their peak efficiencies between the ages of 25 to 27.  This is when our brain finishes maturing and myelination completes.  Myelination allows the nerve impulse to travel down the nerves as fast as possible.  From this point on in a person’s life, aging related activities begin to slow down how fast nerve impulses flow and how fast our brain can react.  Our ability to absorb new information is limitless, but the amount of time it takes to absorb new information slows gradually.

A person’s ability to retrieve that information also begins to slow down.  As we go through life we learn tricks to make that information retrieval as efficient as possible.  By utilizing these tricks, older people can often outperform younger people who have faster minds, but do not have the built up years of experience.

The neuroplasticity of the brain allows for the brain to continually change as we get older.  By exercising, eating right, minimizing stress, and getting a good night sleep we prepare our minds for the information that it will receive on a daily basis.  All of the daily input we receive changes the mind little by little.  Our minds have the ability to continuously improve in many areas if we challenge it.  Many people do not challenge their minds and stare at the TV or spends hours daily on Facebook or Twitter.  By spending 30 – 60 minutes per day on brain games like those found on Myfitbrain, a person can improve their cognitive abilities and slow down or reverse the decay.

Doesn’t the most important organ in your body deserve a little bit of focused brain exercise on a regular basis?

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