Brain Training Games
The broad nature of psychology as a scientific approach to understanding human nature and behavior exposes the complex underlying challenge that psychologists and researchers face in coming up with substantial evidence towards the field. As a science, to prove and provide concrete evidence, scientists endure long hours and days to come up with realistic and objective results. Dr. Simons and his fellow researchers offer the best example of the complex nature of psychological research and science in particular. The fact that one study can provide divergent views and opinions from professionals in a given field of interest clearly places the research as a complex and unpredictable exercise (Brain Game 1). Science research ought to provide tangible and tamper proof evidence to a given course. Dr. Simons study presents an opportunity to re-look and review the different types of studies undertaken with the aim of providing a single broad-based outcome backed up by several teams of researchers. Dr. Simons study is evidence that scientific tests can also fail.
Aimed at improving brain focus, increased memory, and ability to improve brain smart functioning ability, Dr. Simons test discovered that the evidence for improving cognitive brain ability is not strong enough to prove that paying particular games can bring modification in the brain. According to Dr. Simons, the studies do not come close to provide “objectively measured real-world outcomes.” After going through several publications by different scientists, Dr. Simons and his team observed that many consensus statements offered differing opinions and conclusions, a fact that proved that brain games do not bring about a development of cognitive abilities.
The overall findings confirmed that brain-training programs do not have a solid scientific foundation to an effective alteration of the working of the brain. However, to some extent, brain-training programs offer participants the opportunity to discover some of the complex underlying actions that occur during brain function. It thus helps expose individuals and psychologists to the myriad working of the brain in a given environment. For example, through the brain program, a participant and a psychologist are in a position to identify how to develop perfect skills at a given task. However, the program does not help in improving on the given task an individual undertakes. It only brings into focus the activity in play but does not offer any extra skills or cognitive abilities of the brain.
Although gambling is categorized as an addiction and disorder, studies and research into the problem reveal that gamblers have a high stimulation towards incentive that includes winning rewards. It shows that people, who have the disorder, tend to withdraw towards outside stimulations such as winning. Marc Potenza, a psychiatrist at Yale School of Medicine, carried out a gambling addiction experiment and study on a perpetual addict. According to Marc Potenza, individuals into heavy gambling can be trained through and by brain training games to limit and control the addiction (Potenza 830). By use of card games, Marc Potenza revealed that gambling addicts tend to improve on their mental gymnastics, quick thinking, and mathematical abilities aimed at controlling the addiction. By enhancing a gambler’s mental capability and cognitive skills, Marc Potenza revealed that to some extent, the addiction becomes controllable in an individual and can additionally help in the development of other cognitive skills. A gambler portrays a poor image of a jerk or undisciplined person. However, going through the articles on gambling research and studies, gambling is, in fact, a very healthy involvement. Despite the weak notion attached to gambling and some video games, they enable one to have a third approach to an issue, similar to weighing options and making a winning move in the game.
By the use of card games, an individual improves in analytical thinking, deep reflection, and bipartisan approach to issues. Card games enable one to weigh practically in on the best chances of winning, which is the same as gambling. However, with card games, an individual has to think deep and methodically about the next move, an aspect that improves cognitive abilities even in social issues. Other brain training games poker, sports betting, and casino games provide participants with the necessary skills to expanding their cognitive abilities such as clear memory and in-depth analysis of issues.
Brain training games need to be allowed in the society, not only for their cognitive benefits to the well-being of an individual, but nut also as for entertainment. However, legislations need to be enacted to prevent the excessive use or addiction. Individuals need awareness of the positive and negative aspects of the games to prevent any misconceived assumption such as improvement in brain development or abilities. However, strict restrictions need to be put in place to safeguard the continued influence of video games, particularly on young children. According to studies, video games have a far-reaching negative impact on the social well-being of children with effects such as withdrawal tendencies, depression, and mood swings. Despite their positive contribution to a child’s development, research indicates that over-reliance on video games prevent children from developing necessary social attributes crucial to their future well-being.
“Brain Game Claims Fail a Big Scientific Test.” NPR. NPR, n.d. Web. 04 Feb. 2017.
Potenza, Marc N., et al. “Gambling urges in pathological gambling: a functional magnetic resonance imaging study.” Archives of General Psychiatry 60.8 (2003): 828-836.