Fact-checked by Grok 2 weeks ago

Brain Age

Brain Age is a series of educational video games developed and published by , focusing on exercises designed to enhance such as memory, calculation, and concentration, based on the research of Japanese neuroscientist . The series emphasizes short, daily sessions of puzzles and activities, often utilizing the capabilities of handheld consoles to simulate mental workouts. Launched in in 2005, it played a key role in 's strategy to broaden the gaming audience beyond traditional demographics, contributing to the Nintendo DS's success as a "blue ocean" product. The inaugural title, Brain Age: Train Your Brain in Minutes a Day!, released for the on May 19, 2005, in and internationally in 2006, features activities like solving arithmetic problems, reading aloud, and Stroop tests, with a core mechanic that calculates a player's "Brain Age" score to track progress. This was followed by Brain Age 2: More Training in Minutes a Day! in late 2005 for and 2007 worldwide, introducing new exercises such as sudoku and games. The series also includes DSiWare spin-offs released in 2008. Later entries include Brain Age: Concentration Training for the in 2012 () and 2017 (PAL regions), which added anti-aging focused drills, and Dr. Kawashima's Brain Training for Nintendo Switch in 2019 () and 2020 (Europe), incorporating right IR camera-based interactions but without a North American release. The series has sold over 35 million units worldwide across its main installments, with the original Brain Age selling 19.01 million copies and its sequel 14.88 million, making it one of Nintendo's most commercially successful educational franchises. While inspired by scientific principles from Kawashima's studies on , the games' effectiveness in genuinely improving brain function has been debated, though they have been praised for promoting mental engagement and accessibility. Known as Dr. Kawashima's Brain Training in PAL regions, the series has influenced similar "casual" gaming trends and remains a staple in Nintendo's library of wellness-oriented titles.

Franchise Overview

Concept and Origins

The Brain Age franchise originated in 2005 as an early title for the handheld console, developed by Nintendo's Software Planning & Development (SPD) division in close collaboration with Japanese , a professor at Tohoku University's Smart Ageing International Research Center. The partnership began when president met Kawashima on December 2, 2004—the launch day of the in —where Iwata demonstrated a brain-training software, sparking a three-hour discussion that laid the groundwork for the series. This collaboration aimed to translate Kawashima's expertise into an engaging digital format, marking Nintendo's push into "" titles designed for broader audiences beyond traditional gamers. Known as Dr. Kawashima's Brain Training in PAL regions, the series emphasized accessibility across markets. At its core, the Brain Age concept revolves around short, daily cognitive training sessions lasting 5 to , featuring simple exercises such as calculation drills and tasks that simulate neural activation to potentially reduce one's "brain age"—a metric derived from performance scores indicating cognitive sharpness relative to chronological age. These puzzles were crafted to encourage habitual play on the portable , leveraging the device's touch screen and for intuitive interaction, with the goal of making brain maintenance as routine as physical exercise. Kawashima's caricature appears in-game as a , providing and to reinforce the scientific undertones of the . The franchise's inception was directly motivated by Kawashima's bestselling book Train Your Brain: 60 Days to a Better (2003), an English adaptation of his Japanese works on daily mental drills like and verbal exercises to combat cognitive decline. sought to adapt this book's principles into games, broadening access to neuroscience-based training and appealing to adults seeking accessible ways to enhance mental agility without complex setups. This approach emphasized fun over rigor, positioning Brain Age as a tool for preventive in everyday life. The inaugural game, titled Nō o Kitaeru Otona no DS Torēningu (translated as Brain Age: Train Your Brain in Minutes a Day!), launched in Japan on May 19, 2005, shortly after the DS's debut, to capitalize on the console's innovative features for on-the-go play. It quickly established the series' emphasis on portable, bite-sized sessions, setting the stage for global expansion and subsequent installments.

Scientific Basis

Ryuta Kawashima, a at Tohoku University's Smart Ageing International Research Center, pioneered research using () scans to examine activation during simple cognitive tasks. His studies revealed that activities such as reading aloud and basic calculations markedly increase blood flow and oxygen delivery to the , a region critical for including , , and . Kawashima's work posits that consistent practice of these tasks enhances neural efficiency, potentially reversing age-related cognitive decline by maintaining or improving function. The "brain age" metric central to the series stems from this , estimating a user's cognitive maturity based on performance benchmarks correlated with PET-observed improvements in neural activation and efficiency following training sessions. Exercises in the games target and to mimic these activating stimuli, aiming to foster and delay cognitive aging. Despite these claims, the scientific basis of Brain Age has faced substantial scrutiny. A 2010 study in Nature by Owen et al. highlighted the limited evidence for transferability, arguing that gains from such targeted exercises rarely extend to broader real-world cognitive abilities or everyday functioning. Furthermore, independent peer-reviewed validations specifically for the game's exercises remain scarce, with critics noting insufficient randomized controlled trials to substantiate generalized cognitive enhancements beyond task-specific practice effects. Subsequent games in the series integrated evolving neuroscientific insights.

Games

Nintendo DS Titles

The Brain Age series debuted on the with Brain Age: Train Your Brain in Minutes a Day!, released in on May 19, 2005, and worldwide in 2006, including on April 17 and on June 9. This title introduced nine training exercises designed for brief daily sessions, four of which are available initially, such as serial subtractions requiring rapid mental arithmetic on the touch screen and reading aloud passages into the DS microphone to assess verbal processing speed. A key feature was the daily brain age calculation, derived from a short test evaluating response time, accuracy, and error rates across multiple cognitive tasks, with scores ideally reflecting a "brain age" of 20 or younger. The game also integrated a step counter mode, encouraging players to track by manually logging steps or using compatible DS accessories to promote overall brain health through movement. The sequel, Brain Age 2: More Training in Minutes a Day!, launched in 2007, adding 17 new exercises while retaining select originals like Sudoku for puzzle-solving practice. New additions included puzzles to enhance verbal fluency and interpretation tasks that tested contextual understanding and memory recall. Multi-device data sharing allowed up to four players to exchange progress wirelessly using the DS's built-in communication features, fostering competitive or collaborative tracking of brain age improvements. The Brain Age Express series followed as DSiWare downloads from 2008 to 2009, offering bite-sized variants optimized for the enhanced hardware and shorter play sessions. These included Brain Age Express: Math (released in on April 5, 2009), focusing on numerical skills with eight exercises like rapid equation solving and ; Brain Age Express: Reading (also known as Arts & Letters in some regions, released August 10, 2009, in the ), emphasizing through activities such as spelling challenges and literary recitation; and Brain Age Express: Vision, a Japan-exclusive title targeting visual processing with exercises involving shape differentiation and spatial awareness. Each variant featured tailored cognitive drills lasting just a few minutes, leveraging the DSi's camera and microphone for interactive input like voice responses or photo-based puzzles. These titles capitalized on the platform's hardware for intuitive gameplay, with the dual screens displaying instructions on the top while the bottom touch screen handled stylus-based writing and dragging for exercises like mazes or number entry. The built-in enabled voice-activated tasks, such as or reading, providing on and speed. Regional adaptations addressed potential confusion, particularly in where the series adopted the Brain Age branding to differentiate it from the concurrent Big Brain Academy release, ensuring clear positioning as a daily training tool rather than a competitive puzzle collection.

Later Installments and Spin-offs

Following the success of the titles, the Brain Age franchise expanded to the with Brain Age: Concentration Training, released in on July 28, 2012, in on February 10, 2013, and in on July 28, 2017. This entry shifts focus to enhancing concentration and through "Devilish Training" modes, featuring intense exercises like Devilish Calculations—where players solve math problems while memorizing sequences—and Devilish Reading, which tests rapid of text. Each session is limited to five minutes to encourage daily play, with progression unlocking higher difficulty levels that build endurance by increasing the number of items to recall, such as up to 30 elements in advanced variations. The game also includes Supplemental Training with eight exercises, such as Block Head and Word Attack, alongside StreetPass functionality for comparing results and global rankings with other players. A Relaxation Mode provides lighter activities like Germ Buster and to help players unwind, while incorporates classic puzzle games such as Solitaire for varied cognitive stimulation. Leveraging the 3DS's stereoscopic , the title enhances visual engagement in exercises, marking an evolution from the DS's dual-screen setup to more immersive portability. The series' most recent mainline installment, Dr. Kawashima's Brain Training for Nintendo Switch, launched in on December 27, 2019, and in on January 3, 2020, with no North American release. Adapted for the Switch's hybrid console design, it supports touchscreen interactions in handheld mode and motion controls, including the infrared camera for gesture-based tasks like shape drawing and . Core modes include Quick Play with competitive exercises testing processing speed and memory, and Daily Training for personalized sessions that track progress across multiple user profiles, enabling family sharing and comparative Brain Age scores adjusted for age baselines. Activities draw from both new innovations, such as counting birds via separate s, and revamped classics like calculation drills, emphasizing conceptual cognitive improvement over rote repetition. This release refines the brain age algorithm with updated metrics for broader age demographics, supporting docked TV play for group sessions. Beyond mainline titles, the series has influenced similar brain-training titles, though no direct official spin-offs on other consoles exist. The progression from DS touch-based portability to 3DS depth effects and Switch versatility highlights ongoing adaptations in input methods and algorithms for sustained cognitive engagement.

Gameplay Mechanics

Core Training Exercises

The core training exercises in the Brain Age series consist of a variety of cognitive puzzles designed to stimulate different aspects of mental function through quick, repetitive tasks. These exercises are central to the franchise's daily training regimen and are drawn from the original titles onward, with variations appearing in subsequent installments. Later installments introduce additional exercise types, such as "n-back" tasks in Brain Age: Concentration Training and camera-enabled interactions like face reading in the Switch version. Arithmetic-based exercises focus on building and computational speed, often involving rapid mental calculations. A prominent example is serial subtractions, where players repeatedly subtract a fixed number—such as 7—from a starting value like 100, continuing the sequence under time pressure to maintain accuracy and pace. problems are another key activity, requiring players to recall products of numbers verbally or in writing, which reinforces in basic operations. Verbal and reading exercises emphasize phonological processing and by engaging players in spoken or silent tasks. In the Japanese version of the original game, players read excerpts from classical literature aloud, while the English localization adapts this to reading proverbs or short texts from classic stories, timing completion to encourage steady rhythm. These activities promote active verbalization and quick interpretation of familiar phrases. Visual-spatial exercises target and through interactive grid-based or sequencing challenges. Number cruncher requires identifying and touching numbers on the screen that match given criteria, such as even numbers or those above a specific value, to test quick recognition and decision-making. Piano mode simulates playing a by notes in rhythm to a displayed score, honing timing and hand-eye synchronization. Memory challenges build recall and sequencing abilities with progressively demanding patterns under strict time limits. Players might remember and replicate a sequence of shapes or symbols after a brief exposure, starting with simple arrangements and advancing to more complex layouts as performance improves. The design philosophy behind these exercises prioritizes brevity and engagement, calibrating each session to last 2-5 minutes with immediate audio and visual on accuracy and speed to foster daily formation. Scoring systems award stamps upon completion, motivating consistent without overwhelming users. These elements contribute to the overall brain age calculation by aggregating performance metrics across sessions.

Progression and Features

In the Brain Age series, progression is driven by the central Brain Age metric, a personalized score ranging typically from 20 to 80 years that reflects a player's cognitive performance across selected exercises, such as calculations and the Stroop test. This score is determined during an initial assessment and serves as a , with encouraged to lower it through regular to simulate a "younger" brain state based on comparative data from study participants aged 20 to 70. The metric updates daily, recording only the first attempt to promote consistent effort, and integrates motivational elements like a stamp system on an in-game that rewards consecutive days, effectively functioning as streak incentives to maintain engagement over time. The overall progression system revolves around unlocking advanced content through sustained play, starting with a limited set of basic exercises and expanding to harder variants or entirely new modes upon meeting performance thresholds, such as completing daily sessions or achieving target scores. For instance, initial access might be restricted to three core activities, but consistent participation reveals additional challenges to build progressively. While specific ranking systems vary by installment—such as grade levels from beginner to advanced in later titles—this structure emphasizes gradual difficulty escalation and long-term skill development without rigid numerical tiers like licenses in every game. Multiplayer and sharing features enhance communal progression across platforms, allowing players to compete or collaborate beyond solo sessions. In the Nintendo DS titles, Download Play enables up to 16 participants to join battles or other modes using a single game card, facilitating guest access without individual ownership. The 3DS entry incorporates StreetPass for automatic exchanges of results and Brain Age scores when passing other players, enabling informal comparisons and motivation through peer benchmarks. On the version, multiple profiles support family syncing, where household members can track and compare progress via shared play or score leaderboards, fostering collective advancement. Sudoku serves as an optional logic-training supplement in the early DS installments, featuring daily puzzles across varying difficulties from 4x4 to 9x9 grids, complete with hints for , though it remains ancillary to exercises and contributes indirectly to Brain Age improvements via completion bonuses. Supporting long-term , additional features include customizable tracking for visualizing training history, dynamic difficulty adjustments within exercises (e.g., increasing calculation speed or ), and exportable progress graphs that summarize performance trends for self-review. These elements collectively promote sustained habits without overwhelming players, prioritizing conceptual cognitive growth over exhaustive metrics.

Reception and Impact

Critical Reviews

The initial releases of the Brain Age series on the , starting with Brain Age: Train Your Brain in Minutes a Day! in 2005 and followed by Brain Age 2: More Training in Minutes a Day! in 2007, received generally positive reviews for their innovative integration of the DS's touch screen, , and stylus to deliver accessible mental exercises. awarded the first title an 8 out of 10, commending its quick, rewarding activities that appealed to non-gamers and made effective use of the hardware for tasks like in calculations and voice-based reading drills. gave it a 9 out of 10, highlighting the Sudoku implementation and overall charm in promoting daily brain stimulation without overwhelming complexity. However, critics noted drawbacks such as repetitive exercises that could feel monotonous after extended play, with some reviews pointing to a lack of varied minigames compared to similar titles like Big Brain Academy. Aggregate scores on reached 77 out of 100 for the original, reflecting broad approval tempered by toward the unproven cognitive benefits, as early studies questioned whether the activities truly enhanced brain function beyond task-specific practice. Subsequent entries evolved with platform-specific features but elicited more mixed responses. Brain Age: Concentration Training for the in 2013 earned a score of 69 out of 100, praised for incorporating cards and 3D visuals to enhance focus-based puzzles like memory grids and shape tracing. scored it 7.8 out of 10, appreciating the wealth of content and charm in daily routines that built on the series' habit-forming structure. Detractors, however, criticized its limited depth and reliance on familiar mechanics, arguing it felt more like an incremental update than a bold , with some exercises devolving into frustration from imprecise touch controls. The 2019 installment, Dr. Kawashima's Brain Training for Nintendo Switch, averaged 64 out of 100 on , lauded for introducing family-friendly multiplayer modes using cameras for gesture-based challenges like rock-paper-scissors variants. Reviews from (7 out of 10) noted its suitability for shared play and progress tracking, but many viewed it as overly iterative, recycling core ideas from prior games with minimal innovation beyond hardware adaptation. A 2025 study highlighted in suggested that sustained play of the original Brain Age demonstrated measurable age-defying cognitive benefits, adding to ongoing research on the series' efficacy. Across the series, critiques consistently highlighted positives in motivating casual , including seniors, to engage in short, low-pressure sessions that fostered mental and enjoyment without traditional demands. Sources like emphasized the wide appeal for non-gamers, crediting the approachable design for encouraging consistent use among older adults seeking cognitive upkeep. On the negative side, common complaints focused on overstated scientific claims, with outlets citing showing no broad that the games reverse cognitive aging or improve unrelated skills, despite Nintendo's disclaimers. Limited replayability was another recurring issue, as the structured daily format prioritized habit formation over long-term variety, leading to burnout once initial novelty waned. The series garnered recognition for its design ingenuity, including the Japan Game Awards' Best Game Award in 2006 for Brain Age: Train Your Brain in Minutes a Day!, which celebrated its representation of innovative titles blending education and . It also received the Edge Award for innovation at the 2006 Edge Interactive Entertainment Festival and nominations for in categories like Outstanding Achievement in . Critics often credit the franchise with influencing the casual gaming trend, alongside titles like , by broadening Nintendo's audience to include adults and emphasizing bite-sized, accessible experiences over high-stakes action.

Commercial Success

The Brain Age franchise, particularly its Nintendo DS installments, marked a major commercial triumph for , propelling the handheld console's adoption among non-traditional gamers. Brain Age: Train Your Brain in Minutes a Day! achieved lifetime sales of 19.01 million units worldwide as of March 2020, with strong initial performance in where it sold over 8.9 million copies, reflecting the cultural emphasis on self-improvement and cognitive . The sequel, Brain Age 2: More Training in Minutes a Day!, followed with 14.88 million units sold globally by the same period, including approximately 5.08 million in . By 2010, the two titles had collectively surpassed 18 million units shipped worldwide, establishing them as "killer apps" that drove hardware sales—up to six out of every ten DS buyers also purchased a Brain Age game, contributing to over 154 million DS units sold lifetime. Subsequent releases demonstrated sustained but more modest market performance, underscoring the franchise's longevity in niche segments. Brain Age: Concentration Training for Nintendo 3DS sold approximately 356,000 units worldwide (lifetime estimate as of September 2025), appealing primarily to dedicated fans with its focus on working memory exercises. The Brain Age Express series, comprising three digital titles (Math, Arts & Letters, and Sudoku) released via DSiWare in 2008–2009, extended accessibility through affordable, bite-sized content without physical retail distribution. The 2019 Nintendo Switch entry, Dr. Kawashima's Brain Training for Nintendo Switch, reached 1.27 million units as of March 2025, with notable uptake in Europe where physical sales ranked it among the top 15 debuts for the series.
TitlePlatformLifetime Sales (as of latest reported)Key Regional Note
Brain Age: Train Your Brain in Minutes a Day!19.01 million (March 2020)~8.9 million in
Brain Age 2: More Training in Minutes a Day!14.88 million (March 2020)~5.08 million in
Brain Age: Concentration Training356,000 (September 2025)Primarily and
Dr. Kawashima's Brain Training for Nintendo Switch1.27 million (March 2025)Strong debut
Regionally, the series thrived most in due to alignment with societal values around mental fitness and daily discipline, where the original title became a cultural phenomenon shortly after its 2005 launch. In Western markets, rebranded as "," it garnered moderate success—peaking lower than in but still contributing to broader casual gaming adoption—while saw outsized growth for later entries, occasionally surpassing Japanese figures through targeted . Overall franchise sales reached 35.52 million units as of September 2025, reflecting enduring appeal without major rereleases; versions remain available on Nintendo's eShop, sustaining passive revenue streams. The commercial achievements of Brain Age facilitated Nintendo's strategic shift toward casual gaming following the era, broadening the audience beyond core demographics and inspiring a wave of mobile brain-training applications in the broader industry. This pivot helped revitalize the company's market position, with the titles alone generating hundreds of millions in revenue and influencing trends in accessible, health-oriented .

Adaptations

Other Media Expansions

The Brain Age franchise expanded beyond video games through a series of print media developed by , the neuroscientist whose research inspired the series. Kawashima's original "Train Your Brain" (Nō o Kitaeru Otona no Keisan Doriru) , launched in in 2003, consists of multiple volumes featuring daily exercises such as simple calculations, reading aloud, and memory tasks designed to enhance cognitive function. The initial volume, Train Your Brain: 60 Days to a Better Brain, sold over 1.2 million copies in and provided the foundational exercises adapted for the game. Subsequent volumes, including Train Your Brain More: 60 Days to an Even Better Brain (2005 in ) and specialized titles like Train Your Brain: Calculation Drills for Adults, continued the format with progressive challenges to maintain . The series has ongoing releases, with new volumes such as Nō o Kitaeru "Keisan" 60-nichi <5> published in 2022. These books, functioning as interactive , were sold separately from the games in and emphasized short, daily routines to stimulate neural activity. Merchandise tied to the Brain Age brand included DS-compatible accessories and limited-edition items in . For instance, a branded was released alongside the iteration of the series in to facilitate touch-based exercises. Puzzle books under Kawashima's series doubled as branded merchandise, offering printable or physical exercise sheets for offline use. Internationally, the "Train Your Brain" series saw English translations, with Train Your Brain: 60 Days to a Better Brain published in 2005 by Publishing , achieving global sales exceeding 2.5 million copies. European markets received localized versions of these books, though adoption remained more limited compared to , where the series originated and maintained stronger cultural integration.

Educational and Cultural Influence

The Brain Age franchise has been adopted in educational settings to support , particularly among children and the elderly. In the , a 2008 study involving over 600 pupils across 32 schools found that incorporating Dr. Kawashima's into daily routines for 15 minutes improved mathematical skills, attendance, and punctuality compared to traditional methods like Brain Gym exercises. In Western countries, libraries such as those at have included the game in their lending collections to promote mental fitness. For older adults, the series gained traction in senior centers as a tool for prevention, with the game becoming a hit among s seeking to stimulate brain function amid Japan's rapidly aging population. The ignited a cultural in during 2006-2008, fueling a nationwide "" boom that capitalized on societal concerns about cognitive decline in an aging society where nearly one in five people was over 65. This surge popularized the concept of daily mental exercises, leading to widespread media coverage and influencing the development of similar digital products, including apps like launched in 2007 that expanded the genre to mobile platforms. References to "brain age" concepts appeared in , such as in and where characters engage in puzzle-solving to sharpen wits, reflecting the game's integration into everyday discussions of . A 2012 PLOS ONE study conducted at on elderly participants showed that four weeks of Brain Age gameplay enhanced processing speed and executive abilities, supporting its role in promoting for aging populations. However, efficacy remains debated, as a 2010 BBC-funded study reported no broad transfer of benefits to unrelated cognitive tasks, tempering claims of long-term prevention against . The series' legacy extends to inspiring Nintendo's broader portfolio of health-oriented games, such as and later titles emphasizing physical and mental wellness, while fostering in preventive cognitive care despite ongoing scientific scrutiny.

References

  1. [1]
    Braining is Good: A Brief History of Brain Age - Nintendo World Report
    Dec 2, 2021 · The Brain Age series launched in Japan in 2005 and the rest of the world starting in 2006. It wasn't a runaway success in Japan, but positive ...
  2. [2]
    Brain Age: Train Your Brain in Minutes a Day - IGN
    Rating 8/10 · Review by IGNBrain Age offers quick mental activities to keep your brain in shape, helping players flex their mental muscles. It is an educational puzzle game.
  3. [3]
  4. [4]
    Iwata Asks - Brain Age: Concentration Training - Volume 1 - Nintendo
    Kawashima's Brain Age was a software title for the Nintendo DS™ system. It was released in May 2005 in Japan. Kawashima. Yes, we were in the same school year ...Missing: original | Show results with:original
  5. [5]
    Feature Highlights - Brain training turns back your cognitive clock
    The head of video game company Nintendo then approached him about developing the game Brain Age, which sold 19 million copies ... Tohoku University.
  6. [6]
    Kumon Train Your Brain-60 Days to a Better Brain - Amazon.com
    In this book, Dr. Ryuta Kawashima shares his scientifically-backed program for keeping your brain healthy and staving off mental aging.
  7. [7]
    Train Your Brain in Minutes a Day! (Video Game 2005) - Release info
    Release info. Brain Age: Train Your Brain in Minutes a Day! Jump to. Release date (3), Also known as (AKA) (5). Edit. Release date. Japan. May 19, 2005.
  8. [8]
    Beneficial effects of reading aloud and solving simple arithmetic ...
    Apr 6, 2012 · Learning therapy is designed for stimulation of the frontal cortex (especially dorsolateral prefrontal cortex) and of the temporal and parietal ...
  9. [9]
    Mental Exercises for Cognitive Function: Clinical Evidence - PMC
    Both tasks are known to activate various brain areas including the prefrontal cortex of the bilateral hemispheres [10,11], in addition to other brain areas ...
  10. [10]
    What We Do - Brain Exercise Initiative
    The gentle mental activities Dr. Kawashima used activated the prefrontal cortex, the control center for memory, cognition and planning. These activities are ...
  11. [11]
    A Consensus on the Brain Training Industry from the Scientific ...
    We object to the claim that brain games offer consumers a scientifically grounded avenue to reduce or reverse cognitive decline.
  12. [12]
    Brain Age: Concentration Training - Volume 1 - Page 2 - Iwata Asks
    It measures activity on the surface of the brain, in areas responsible for motor, language, and other functions. Kawashima. Well, first of all, we have ...Missing: basis skills
  13. [13]
    Review: Dr. Kawashima's Brain Training: How Old is Your Brain? (DS)
    Rating 7/10 · Review by Kevin CortezMay 11, 2006 · Turning your DS to its side like a book and writing with your stylus on the touch screen is the perfect way of activating your prefrontal cortex ...
  14. [14]
    Brain Age: Train Your Brain in Minutes a Day! - Strategy Guide - DS
    Rating 77% (58) Jan 15, 2009 · Try counting the number of steps you take as you walk. Counting uses both the left and right prefrontal cortex hemispheres. 9. Say, do you ...Missing: integration | Show results with:integration
  15. [15]
    Brain Age 2 Hands-on - IGN
    May 24, 2007 · From our playtest in Seattle, we couldn't find a single repeat -- other than the aforementioned Sudoku, it's a whole new list of exercises. And ...
  16. [16]
    [PDF] INSTRUCTION BOOKLET - Nintendo
    Take a 10 to 15 minute break every hour. WARNING - Radio Frequency Interference. The Nintendo DS can emit radio waves that can affect the operation of nearby ...
  17. [17]
    Iwata Asks - Volume 6 : Brain Age Express - Page 1 - Nintendo
    The idea for Brain Age Express came from a software subcommittee meeting back when we were developing the Nintendo DSi as a new game console, didn't it? Wasn't ...Missing: origins | Show results with:origins
  18. [18]
    Brain Age Express: Math (2009) | DSiWare Game - Nintendo Life
    Rating 7.3/10 (9) Brain Age Express: Math (DSiWare Game) first released 5th Apr 2009, developed by Nintendo SDD and published by Nintendo.Missing: Reading Vision
  19. [19]
    Brain Age Express: Arts & Letters - DSiWare Game - Nintendo Life
    Rating 7.2/10 (6) This edition of the popular Brain Age series offers players a mix of new and familiar exercises, all with an artistic focus. Test your spelling in Word Attack, ...
  20. [20]
    Train Your Brain in Minutes a Day!," the First Commercial NeuroGame
    May 19, 2005 · Brain Age uses the touch screen and microphone for many puzzles. It has received both commercial and critical success, selling 19.00 million ...<|control11|><|separator|>
  21. [21]
    Brain Training Invades America - IGN
    Jan 30, 2006 · Its successor, Big Brain Academy (Brain Flex in Japan), is set for May 30. Brain Age is based on the work of Japanese neuroscientist Ryuta ...
  22. [22]
  23. [23]
    Brain Age: Concentration Training Review - Nintendo World Report
    Feb 8, 2013 · Instead of simply honing your brain to a target age, Concentration Training aims to improve your working memory. As Dr. Kawashima describes it, ...Missing: scientific basis motor
  24. [24]
    Brain Age - Concentration Training review: Cram session - Engadget
    Feb 18, 2013 · Brain Age: Concentration Training centers around "Devilish Training," difficult exercises designed to help you focus and build your working ...
  25. [25]
    Iwata Asks - Brain Age: Concentration Training - Volume 1 - Nintendo
    Brain Age: Concentration Training contains various training exercises, so everyone will have their own strengths and weaknesses. To use a technical term, it ...
  26. [26]
    Brain Age: Concentration Training Review (3DS) - Nintendo Life
    Rating 8/10 · Review by Morgan SleeperFeb 10, 2013 · Along with the main Devilish Training mode, a Supplemental Training mode is included to help improve the speed of your working memory. These ...
  27. [27]
    Brain Age: Concentration Training - NintendoWiki
    Mental Training. Players: 1. Predecessor: N/A. Successor: N/A. Release dates. N. America: February 10, 2013. Japan: July 28, 2012. Europe: July 28, 2017.
  28. [28]
    Dr Kawashima's Brain Training for Nintendo Switch (2020)
    Rating 6.5/10 (46) Calculate your overall Brain Age Score by performing a series of back-to-back exercises that challenge your information processing speed, short-term memory and ...<|control11|><|separator|>
  29. [29]
    Dr Kawashima's Brain Training for Nintendo Switch Review
    Jan 2, 2020 · Brain Training for Switch consists of two parts: Quick Play and Daily Training. Quick Play consists of six exercises where you put the system in ...
  30. [30]
    Dr Kawashima's Brain Training for Nintendo Switch - NintendoWiki
    Jul 6, 2023 · The game supports the Nintendo Switch's capabilities. In one exercise, the player counts black and red birds using separate Joy Cons. Another ...
  31. [31]
  32. [32]
    None
    ### Summary of Core Training Exercises in Brain Age (Dr. Kawashima's Brain Training)
  33. [33]
    [PDF] INSTRUCTION BOOKLET - Nintendo
    your.. brain.training ..I'm.sure.we'll. work.well.together! Figure.1. Figure.2. Training Your Brain with Brain Age. The.key.to.training.is.sticking.with.it ..
  34. [34]
    Dr Kawashima's Brain Training for Nintendo Switch | Nintendo Switch | Nintendo
    ### Summary of Dr Kawashima’s Brain Training Features
  35. [35]
    Top Selling Title Sales Units - Nintendo DS Software
    Brain Age: Train Your Brain in Minutes a Day. 19.01 million pcs. Brain Age: Train Your Brain in Minutes a Day. Pokémon Diamond Version/ Pearl Version. 17.64 ...
  36. [36]
    Video games in Japan - Video Game Sales Wiki - Fandom
    Brain Age - 8,889,979; Super Robot Wars - 7,734,867; Kirby - 7,214,276; Taiko no Tatsujin - 7,040,532; Resident Evil - 6,658,644; The Legend of Zelda - ...Missing: 9.5 | Show results with:9.5
  37. [37]
    Brain Age | Video Game Sales Wiki - Fandom
    Brain Age is a semi-educational video game developed and published by Nintendo. The first game's pseudo scientific nature helped kickstart the Nintendo DS ...
  38. [38]
    Largest driver of hardware sales for the Nintendo DS
    According to figures from Nintendo, as many as six out of ten people who purchased the Nintendo DS also picked up a copy of Dr Kawashima's Brain Training ...Missing: Age | Show results with:Age
  39. [39]
    Brain Age Express - Wikipedia
    Brain Age Express are three educational puzzle video games developed by Nintendo for the Nintendo DSi's DSiWare download service. They are the third series ...
  40. [40]
    Over half a million copies of Dr Kawashima's Brain Training
    Aug 10, 2006 · Since the launch of Nintendo DS Lite on 23rd June around 140,000 Nintendo DS are being sold across Europe each week. This sales pace is showing ...<|control11|><|separator|>
  41. [41]
  42. [42]
  43. [43]
    Train Your Brain - Wikipedia
    Train Your Brain: 60 Days to a Better Brain is an English-language version of a Japanese book written by Ryuta Kawashima.
  44. [44]
    Train Your Brain More: 60 Days to a Better Brain - Ryuta Kawashima
    His first book Train Your Brain sold 1,200,000 copies in Japan alone and he is the hero of Nintendo's hugely successful game Dr Kawashima's Brain Training.
  45. [45]
  46. [46]
    Train Your Brain by Ryuta Kawashima - Goodreads
    Rating 3.9 (170) This book presents a complete 60 day program to build a better brain. The program consists of a daily worksheet of simple caclulations that takes less than 5 ...
  47. [47]
    Brain Age: Nintendo Switch Training Revealed For Japan - News
    Sep 30, 2019 · In addition to the game, a branded stylus will also be available on 27 December in Japan. Brain Age's Japanese MSRP is 3480 yen, while the ...
  48. [48]
    Brain Age and Dr. Ryuta Kawashima - The Renaissance
    ... Tohoku University in Sendai. KUMON's work to ensure brain health and ... Brain Age is developed and published by Nintendo, and the series offers a ...
  49. [49]
    Train Your Brain: Ryuta Kawashima: 9784774307282 - Amazon.com
    What's it about? This book is about how to boost brain power, improve memory and stave off the mental effects of ageing through simple exercises.
  50. [50]
    Train your brain : 60 days to a better brain : Kawashima, Ryūta, 1959
    Nov 19, 2020 · Dr. Ryuta Kawashima's program of simple math exercises will help boost your brain power, improve your memory, and stave off the mental effects of aging.
  51. [51]
    Report: Brain Training aids study in schools - GameSpot
    Oct 24, 2007 · A study has found that using games such as Dr Kawashima's Brain Age in class really does boost a range of skills.
  52. [52]
    Brain Age: Train Your Brain in Minutes a Day | MSU Libraries
    Oct 18, 2025 · Borrow. Circulation & Borrowing · View/Renew My Books · Course ... Nintendo DS. Publisher. Nintendo of America, Inc. Release Date. 2006.
  53. [53]
    Nintendo game a hit with seniors in Japan - NBC News
    a number and puzzles game that Nintendo says can stimulate the brain.Missing: centers libraries
  54. [54]
    Brain training takes aging Japan by storm - NBC News
    Apr 10, 2006 · The players are given grades on their performance on the PSP game, while on the Nintendo version, they are given their “brain age,” ranging from ...
  55. [55]
    Brain training apps don't really work. So why do we love them?
    Oct 6, 2019 · “Lumosity preyed on consumers' fears about age-related cognitive decline, suggesting their games could stave off memory loss, dementia, and ...
  56. [56]
    Brain Game Improves Executive Functions in Elderly
    Competing interests: RK is the creator of the Brain Age. Tohoku University, where RK belongs, has received royalties generated by the Brain Age's sales. RK ...<|control11|><|separator|>
  57. [57]
    Brain Aging: What's Nintendo Got to Do With It? - Time Magazine
    Jan 12, 2012 · Researchers from Tohoku University in Japan show that elderly men and women playing the game Brain Age, made by Nintendo, can improve some of their declining ...
  58. [58]
    No gain from brain training - Nature
    Apr 20, 2010 · "There were absolutely no transfer effects" from the training tasks to more general tests of cognition, says Adrian Owen, a neuroscientist at ...
  59. [59]