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Daily crosswords linked to sharper brain in later life

Data from more than 17,000 healthy people aged 50 and over has revealed that the more regularly participants engaged with word puzzles, the better they performed on tasks assessing attention, reasoning and memory.

Study participants took part in online cognitive tests, as well as being asked how frequently they did word puzzles such as crosswords. There was a direct relationship between the frequency of word puzzle use and the speed and accuracy of performance on nine cognitive tasks.

Spatial skills can be improved through training

Spatial abilities have been shown to be important for achievement in STEM subjects (science, technology, engineering, math), but many people have felt that spatial skills are something you’re either born with or not.

Video games and impaired attention: a vicious circle

A three-year study involving 3,034 Singaporean children and adolescents (aged 8-17) has found that those who spent more time playing video games subsequently had more attention problems, even when earlier attention problems, sex, age, race, and socioeconomic status were statistically controlled. Those who were more impulsive or had more attention problems subsequently spent more time playing video games, even when initial video game playing was statistically controlled.

'Exergames' may provide greater cognitive benefit for older adults

We know that physical exercise greatly helps you prevent cognitive decline with aging. We know that mental stimulation also helps you prevent age-related cognitive decline. So it was only a matter of time before someone came up with a way of combining the two. A new study found that older adults improved executive function more by participating in virtual reality-enhanced exercise ("exergames") that combine physical exercise with computer-simulated environments and interactive videogame features, compared to the same exercise without the enhancements.

The right sort of video game can increase your intelligence

It has been difficult to train individuals in such a way that they improve in general skills rather than the specific ones used in training. However, recently some success has been achieved using what is called an “n-back” task, a task that involves presenting a series of visual and/or auditory cues to a subject and asking the subject to respond if that cue has occurred, to start with, one time back. If the subject scores well, the number of times back is increased each round.

Brain fitness program produces working memory improvement in older adults

While brain training programs can certainly improve your ability to do the task you’re practicing, there has been little evidence that this transfers to other tasks. In particular, the holy grail has been very broad transfer, through improvement in working memory. While there has been some evidence of this in pilot programs for children with ADHD, a new study is the first to show such improvement in older adults using a commercial brain training program.

Those less motivated to achieve will excel on tasks seen as fun

You may think that telling students to strive for excellence is always a good strategy, but it turns out that it is not quite as simple as that. A series of four experiments looking at how students' attitudes toward achievement influenced their performance on various tasks has found that while those with high achievement motivation did better on a task when they also were exposed to subconscious "priming" that related to winning, mastery or excellence, those with low achievement motivation did worse.

Video games help stroke victims recover motor function

A pilot study suggests that video games for the Nintendo Wii could help stroke victims recover fine motor function (such as finger dexterity) and gross motor function (such as arm movements) two months after a stroke. The ten patients randomly assigned to playing these games for about six hours over the course of two weeks showed significantly better recovery, and none of the adverse effects (like nausea or dizziness) that were reported in the other group assigned to recreational games such as cards or the block-stacking game Jenga. A clinical trial is now underway.