Facts about Brain Age
- 07
Brain Age's daily training sessions were marketed to help players achieve a lower 'brain age' score than their chronological age, creating a quantifiable measure of cognitive improvement that appealed to health-conscious consumers.
- 06
Approximately 5 million copies of Brain Age were sold in North America alone, making it a cultural phenomenon that legitimized gaming among older demographics during the mid-2000s.
- 05
Nintendo released Brain Age 2 in 2007, which introduced new activities like handwriting recognition and microphone-based games for the Nintendo DS.
- 04
The touch screen functionality of Brain Age allowed players to write numbers and answers directly on the Nintendo DS display, making input more intuitive than traditional controller-based gaming.
- 03
Brain Age's Sudoku and mental arithmetic games were specifically designed to activate the prefrontal cortex for approximately 15 minutes daily according to Kawashima's research protocols.
- 02
Dr. Ryuta Kawashima, a Japanese neuroscientist, created Brain Age based on his research suggesting that solving simple arithmetic problems could stimulate prefrontal cortex activity in aging brains.
- 01
In 2005, Nintendo's Brain Age sold over 19 million copies worldwide, becoming one of the best-selling Nintendo DS titles of all time.