Dr. Kawashima's brain jogging

from Wikipedia, the free encyclopedia

Dr. Kawashima's brain-jogging video game series
Studio Nintendo
Publisher Nintendo
Erstveröffent-
lichung
JapanMay 19, 2005
United StatesApril 17, 2006
EuropeJune 9, 2006
platform Nintendo DS , Wii U
genre Brain teaser
Game mode Single player and multiplayer
control Touch screen and microphone
medium Nintendo DS flash card
language German and others (region-specific)
Age rating
USK released from 0
PEGI recommended for ages 3+

Dr. Kawashima's Brain Jogging - How Fit Is Your Brain? ( jap. 東北 大学 未来 科学 技術 共同 研究 セ ン タ ー 川島 隆 太 教授 監 修 脳 を 鍛 え る 大人 大人 の DS ト レ ー ニ ン グ , Tōhoku daigaku mirai kagaku gijuashu kyudōeru kenkyō sent: kyōdōeruotūanshū DS: kyōdōeru y sentRyūta Kawashima from the Center for Joint Research on Future Technologies at Tōhoku University : Train your brain with DS training for adults ”) is a video game from Nintendo for the Nintendo DS portable game console . On June 29, 2007 a second part was published with the title Dr. Kawashima: More Brain Jogging - How Fit Is Your Brain? .

The aim is to train the brain; the game is designed to be played only a few minutes a day. The player has to perform tasks like mental arithmetic, counting, quick reading or syllable counting.

Unlike other DS titles, the console is held upright like an open book. Control via keys is never necessary: ​​Depending on the task, the touchscreen or the microphone are used for input.

The game is the first to be released by Nintendo in Europe under the Touch! Generations marketed. This series is also intended to appeal to older or inexperienced gamers and win them over to video games in general and the Nintendo DS in particular. Nicole Kidman appears internationally as an advertising testimonial , Jörg Pilawa in Germany . In 2007 Nintendo was also able to win over German memory athlete Christiane Stenger for individual seminars .

Structure of the game

The Nintendo DS is kept in book format

training

The tasks of the training program are designed for daily practice. They consist of a combination of cognitive and motor , linguistic or haptic elements that are intended to stimulate different areas of the brain.

If at least one task from the training is completed on a day, you will receive a (virtual) stamp on your calendar in the game, if three tasks are completed this will be larger. With more stamps, new tasks and functions are gradually unlocked.

The individual tasks are:

  • Arithmetic 20: The player has to solve 20 simple mental arithmetic tasks as quickly as possible by writing the result on the Nintendo DS touchscreen.
  • Arithmetic 100: Like “Arithmetic 20”, but with 100 tasks.
  • Reading: The player must read the beginning of a classic text as quickly as possible. The time until the exercise is ended is recorded and calculated how many syllables he has managed in one second. The DS microphone is not used for this task , so you can read in silence.
  • Note: Some numbers are displayed for a second, then you have to tap their position in increasing size on the touchscreen. If the answer is correct, another round begins in which more boxes appear. If you answer wrong, there will be fewer.
  • Syllables: The player has to count and write down the syllables of some sentences.
  • House: People leave and enter a house; the player has to count and state how many people are in the house at the end.
  • Magic triangle: Here you add or subtract numbers that are in a row and continue calculating with the result in the row below in order to get the overall result.
  • Time: Two clocks with different times are shown. The player has to calculate the time difference between the two clocks and write it on the touchscreen.
  • Arithmetic: Fifty simple arithmetic problems, the result of which the player has to speak into the microphone of the Nintendo DS.

Age test

An age test can also be carried out. Three different tasks from a special selection are solved one after the other and at the end the “mental age” is determined. In this case, “the younger the better” applies: the best value is 20 years, the worst 80. In the game, it is recommended that the age test be carried out every now and then to check the results of the training.

The first task of the age test is usually a Stroop test , in which the player is confronted with "incorrectly" colored color words such as blue . If the environment does not allow the microphone to be used, another test is used.

graphic

The game module saves the individual results of each test for up to four people. Thanks to a statistics function, the development of the test results over several months can be shown in the form of line diagrams.

Sudoku

In addition, the game (in the European and American version) offers Sudokus of various difficulty levels. New tasks can be downloaded wirelessly at special kiosks that can be found at selected retailers.

Dr. Kawashima: More brain jogging

Dr. Kawashima: More Brain Jogging - How Fit Is Your Brain?
Studio Nintendo
Publisher Nintendo
Erstveröffent-
lichung
Japan December 29, 2005

Europe June 29, 2007

United States August 20, 2007
platform Nintendo DS
genre Brain teaser
Game mode Single player and multiplayer
control Touch screen and microphone
medium Nintendo DS flash card
language German and others (region-specific)
Age rating
USK released from 0
PEGI recommended for ages 3+

After the great success of the game, the second part was released on June 29, 2007 under the title Dr. Kawashima: More Brain Jogging - How Fit Is Your Brain? ( 東北大学未来科学技術共同研究センター川島隆太教授監修もっと脳を鍛える大人のDSトレーニング , Tohoku daigaku mirai Kagaku gijutsu Kyodo Kenkyu Senta Kawashima Ryuta Kyoju kanshu: Motto nō o kitaeru otona no DS torēningu dt .: "Prof. Ryuta Kawashima from the Center for Joint Research on Future Technologies at Tōhoku University: Train your brain with more DS training for adults ”).

The title builds on its predecessor. The individual tasks are:

  • Arithmetic symbols: The player must write twenty arithmetic symbols that match the arithmetic problems on the touchscreen.
  • Piano player: A song is played back on a virtual piano as specified by the player.
  • Word images: The player has to recognize and write down words from strings of letters.
  • Coin counter: The player has to give change of a predetermined amount.
  • Listener: Several words are spoken at the same time and the player has to recognize them and write them on the touchscreen.
  • Plus chain: The player has to calculate tasks, which are overwritten immediately.
  • Date calculator: Questions about the date are displayed.
  • Rank counter: The player must keep an eye on the rank of a male when racing.
  • Clock turning: The time of twisted analog clocks and digital clocks must be written down.
  • Height counter: The height of stacks must be recorded.

There is also the game "Bacilli Hunt", which is supposed to relax the prefrontal cortex . To a large extent it resembles the game Dr. Mario .

Dr. Kawashima's Diabolical Brain Jogging: Can You Stay Focused?

Dr. Kawashima's Diabolical Brain Jogging: Can You Stay Focused?
Studio Nintendo
Publisher Nintendo
Erstveröffent-
lichung
Japan February 10, 2013

Europe 28th July 2017

United States February 10, 2013
platform Nintendo 3DS
genre Brain teaser
Game mode Single player and multiplayer
control Touchscreen and microphone tilt sensors 3D effect
medium Nintendo 3DS flash card , download
language German and others (region-specific)
Age rating
USK released from 0
PEGI recommended for ages 3+
information The game's 3D effect is not suitable for children under 6 years of age and can be deactivated in the Nintendo 3DS system's system settings.

A new graphic style is also used in the game. This is how Dr. Kawashima is now a lot more realistic thanks to the 3D animations.

Scientific background

The game is based on the theories of the Japanese brain researcher Ryūta Kawashima. Through intensive research in recent years, he recognized that the efficiency of the brain decreases more and more with age. This process should be counteracted through regular training.

Kawashima found that the brain is very active in simple (arithmetic) tasks, while it is low in difficult tasks. Memory tests showed an increase of 20 to 30 percent when comparing the memory before fast arithmetic or reading aloud with the one afterwards. Tests at a school in Scotland appear to be so promising that students are encouraged to ask Dr. Playing Kawashima's brain jogging. Even in dementia patients , the activity of the frontal lobes increased after regular arithmetic and reading .

The effect of brain training tasks is controversial. It is considered uncertain how much one can transfer the cognitive performance increases gained to real requirements, or whether rather a strong learning effect takes place solely in use with the medium and context in which the tasks are processed. Even very similar cognitive requirements and tasks in a real or a different context cannot necessarily be mastered faster and more efficiently. Other neurologists, on the other hand, take the view that training creates a reserve in the brain, which means that memory disorders only become noticeable much later.

Web links

swell

  1. Florian Rötzer: Scottish elementary school students should play computers before class. In: Heise online . March 14, 2008, accessed March 17, 2008 .
  2. Olivier Fabre: Therapy Offers Alzheimer's Hope to Japan's Elderly. (No longer available online.) In: medicinageriatrica.com.ar. July 18, 2004, archived from the original on January 29, 2007 ; Retrieved January 3, 2009 . Info: The archive link was inserted automatically and has not yet been checked. Please check the original and archive link according to the instructions and then remove this notice. @1@ 2Template: Webachiv / IABot / www.medicinageriatrica.com.ar
  3. ^ Roy Eccleston: Think or sink. (PDF) In: The Weekend Australian Magazine. December 2006, accessed January 3, 2009 .