Please use this identifier to cite or link to this item:
http://hdl.handle.net/10609/84945
Title: | Situación actual en el ámbito del "Brain training", ¿avance o retroceso? |
Author: | Acosta Rodríguez, Jose Manuel |
Tutor: | Jiménez Alonso, Belén |
Others: | Pousada, Modesta |
Abstract: | The state of the art commonly known as "Brain training", something like the implementation of computerized cognitive games for not only neurorehabilitation of affected patients, but also to the stimulation and improvement of cognitively healthy patients, is still contradictory, although it is pointed out in multiple trials the desirability of following the promising benefits that could give rise in the future, there has not yet been a reliability and replicability in experimentation with positive results except in very few cases; in addition the presence of the industry applies an uncomfortable pressure on the academic scope of investigation. Sales figures are estimated of $ 1,3 billion in 2013 (US dollars), (SharpBrains, 2013). In the market there are several firms that produce successful material in the form of suites, apps, etc., for desktop or portable devices, for example, software as the Cogmed RM (Pearson Education, 2010) or Lumosity for stimulation appear to be more acceptance, to continue the path that marked Nintendo with Brain Training in 2005. |
Keywords: | video games Brain training cognitive training working memory training attention training |
Document type: | info:eu-repo/semantics/bachelorThesis |
Issue Date: | Jan-2017 |
Publication license: | http://creativecommons.org/licenses/by-nc-nd/3.0/es/ |
Appears in Collections: | Bachelor thesis, research projects, etc. |
Files in This Item:
File | Description | Size | Format | |
---|---|---|---|---|
jacostarTFG0117memoria.pdf | Memoria del TFG | 2,41 MB | Adobe PDF | View/Open |
Share:
This item is licensed under a Creative Commons License