Talk:Brain Age: Train Your Brain in Minutes a Day!
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- 1 The Original Briantrainer
- 1.1 Scientific appraisal/criticism
- 2 European localisation
- 2.1 Brain Training 3
- 3 North American sales
- 4 Trivia
- 5 Changing to references
- 6 Title
- 7 Sales information
- 8 References moved here following change to cite
- 9 Glitches
- 10 First Paragraph
- 11 Japanese Cover
- 12 "Brue"
- 13 Credits
- 14 blue
- 15 Chris Tarrent gaffe
- 16 Move discussion
- 17 Requested move
- 17.1 Survey
- 17.1.1 Survey - in support of the move
- 17.1.2 Survey - in opposition to the move
- 17.2 Discussion
- 17.1 Survey
- 18 Proposed move.
- 19 Genre?
- 20 Boxart
- 21 Bit confused here...
- 22 Sales figures inconsistency
- 23 Swich a round
- 23.1 Other games?
- 1 As a treatment for Depression and Schizophrenia?
- 2 Brain age2
- 3 Sight Training
- 4 Archiving
- 5 Proposed move.
Reference 6 needs to be killed off
First, it's crummy research(They have a sample space of 15 students per group in a poorly designed experiment - just the impression I got from the wiki summary), second, I can't be convinced otherwise because the link is dead. Link to the original paper, or drop the reference. —Preceding unsigned comment added by 188.8.131.52 (talk) 23:09, 20 February 2010 (UTC)
Is this an entertainment or neuro-improvement product?
The lead paragraph on the article page was vague as to what the commercial product's purpose was, reading:
- Brain Age: Train Your Brain in Minutes a Day!, also known as Dr. Kawashima's Brain Training: How Old Is Your Brain? in PAL regions, is a puzzle video game published and developed by Nintendo for the Nintendo DS handheld video game console. It was first released in Japan, and was later released in North America, Europe, Australia, and South Korea. It was followed by a sequel titled Brain Age 2: More Training in Minutes a Day!, and was later followed by two redesigns and Brain Age 2 for the Nintendo DSi's DSiWare service which uses popular puzzles from these titles as well as several new puzzles ' .
So, according to the above paragraph, what's the product's 'actual intended purpose'? Is it something that's:
- a) an entertaining video game, like Space Blasters(tm) or Tetris(tm)?, or
- b) an educational product like an encyclopedia or math training course?, or
- c) a therapeutic product that can prevent declines in cognitive thinking or short and long-term memory?
By leaving out a general description of the product's intended purpose the reader is uninformed and can misinterpret what the game's intended purpose actually is; we know that many visitors to Wikipedia are casual readers who briefly review the opening lead paragraphs to get a quick familiarization of the article's subject matter. But only later at the end of the second paragraph, and much further into the article can readers discern that there are valid scepticisms of the product's effectiveness, and that Nintendo itself has classified the game as an 'entertainment product' , refusing to provide scientific studies supporting neurological benefits. This needs to be clarified in the article's lead paragraphs to avoid casual readers associating 'Brain Training' with medical studies validating a therapeutic product's effectiveness, which could be a legitimate inference of 'Train Your Brain.....' .
Therefore, the lead paragraph is being revised to counter the inconsistencies noted above, thus becoming (relevant improvements underlined on this page only):
- Brain Age: Train Your Brain in Minutes a Day!, also known as Dr. Kawashima's Brain Training: How Old Is Your Brain? in PAL regions, is an entertainment video game that employs puzzles. It was developed and published by the video gaming company Nintendo for the Nintendo DS handheld video game console. Nintendo has been careful not to claim the game has been scientifically validated, however stating that it is an 'entertainment product "inspired" by Dr. Kawashima's work in the neurosciences.'
Note that a reference has been added to support the statement that Nintendo has not claimed the product has been scientifically proven. The article's remaining lead sentences/paragraphs subsequent to the above three sentences remain unchanged.
good article on brain training games
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- Lawton, Graham (2009) Is it worth going to the mind gym?, New Scientist (online), 12 January 2008, Issue 2638, retrieved 2009-03-18;