a post by Tracey Tokuhama-Espinosa for the World of Psychology blog
Online computer games promise to improve “memory, problem solving, concentration, speed of thinking, language, and visual-spatial recognition.” They further promise that they “work your social skills, social awareness, self-awareness, and self-control” while you’re having fun.
These are tempting offers, and this is a very lucrative and growing business in the United States as people age and many older adults seek out ways to maintain cognitive functioning.
“Brain training” grew from $600 million in annual revenues in 2009 to more than a $1 billion in 2012 and is projected to reach $4 to $10 billion by 2020, according to a 2016 promotional video by SharpBrains, a brain training enterprise. Brain training programs have many audiences. Some are aimed at aging populations, others at millennials, while others cater to young schoolchildren.
“Brain training” is different than educational gaming in that brain training programs usually claim to be backed by neuroscience. Brain training is also usually computer mediated and prides itself as being “playful,” “fun,” and “enjoyable”: “Brain Training: Fun and Simple Exercises to Train Your Brain to Immediately Get Sharper, Faster, and More Powerful” seems like attractive alternatives to the hard work of learning.
While it is correct to presume that learning does not have to be painful and can be enjoyable, brain training through commercial ventures is not necessarily the solution.
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Friday, 1 March 2019
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