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Unit 1: Vocabulary from Readings 5

This list covers "How video games affect the brain," "Video Games Are Good for Your Brain," and "Brain training apps don't seem to do much of anything."
18 words 42 learners

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Full list of words from this list:

  1. consensus
    agreement in the judgment reached by a group as a whole
    Decades of research examining video gaming and violence have failed to reach consensus among scientists.
  2. demonize
    characterize as dangerous or wicked
    Games have sometimes been praised or demonized, often without real data backing up those claims.
  3. hippocampus
    a structure in the floor of the brain's lateral ventricle
    In long-term gamers and individuals who had volunteered to follow a video game training plan, the right hippocampus was enlarged.
  4. scrutinize
    examine carefully for accuracy
    The research into the effects of video gaming is still in its infancy and scientists are still scrutinizing what aspects of gaming impact what brain regions and how.
  5. advert
    a public promotion of some product or service
    A team of researchers from the Florida State University has stated that people should be skeptical of adverts that promote an increase in the performance of the brain that results from brain training games.
  6. adverse
    contrary to your interests or welfare
    In contrast, a study published in Nature found that through the use of a specially designed 3-D video game, cognitive performance could be improved in older adults and some of the adverse effects on the brain associated with aging, reversed.
  7. allocate
    distribute according to a plan or set apart for a purpose
    A recent study conducted by neurobiologists at the University of California, Irvine (UCI) found that playing 3-D video games could also boost the formation of memories. Participants were allocated to either a group that played video games with a 2-D environment or a 3-D environment.
  8. stave off
    prevent the occurrence of; prevent from happening
    "If the target is to improve older adults’ cognitive control, reasoning, and higher-order cognitive skills, and stave off dementia and Alzheimer’s disease as long as possible, then maybe strategy games are the way to go,” informs Chandramallika Basak, assistant professor at the Center for Vital Longevity and School of Behavioral and Brain Sciences at the University of Texas at Dallas.
  9. viable
    capable of being done with means at hand
    There is evidence to suggest that video games may be a viable treatment for depression and improve memory and mood in adults with mild cognitive impairment.
  10. limbic
    of or relating to brain structures regulating emotion
    In 2015 at the University of California, Irvine, a study was made to test the effects of playing video games on a part of our brains called the hippocampus, which is part of the limbic system and helps spatial memory and the transition of information from short-term memory to long-term memory.
  11. enrich
    make better or improve in quality
    Previously it had been shown that an enriched environment had a positive effect on memory in animals.
  12. enumeration
    the act of counting; reciting numbers in ascending order
    They were then given a few tests including an enumeration test and a mnemonic similarity test.
  13. mnemonic
    a device used to aid recall
    They were then given a few tests including an enumeration test and a mnemonic similarity test.
  14. plethora
    extreme excess
    Video games are pretty fun, but most of us don’t expect much more than that from entertainment media. But what if a fun video game also, conveniently, helped you succeed more in school and in life? That’s the idea behind the plethora of “brain training” apps on the market today.
  15. circuit
    a journey or route all the way around a place or area
    The logic behind these brain training apps is based on the idea that certain brain circuits are involved in a type of cognitive performance called delayed discounting, which is your preference for choosing immediate, smaller rewards versus waiting for a bigger reward, as well as one called risk sensitivity—whether you choose reliable or risky rewards.
  16. prone
    having a tendency
    Scientists have found that choosing immediate and risky rewards is associated with unhealthy behavior like smoking, drinking, eating poorly, and generally being more prone to addiction.
  17. module
    a self-contained component used in combination with others
    The thing about Lumosity (and other brain training games and apps), says Joaquin Anguera, an assistant professor of neurology at the University of San Francisco School of Medicine who was not involved in the study, is that there are a number of different modules and games to choose from—and all of them work different neural networks in the brain.
  18. deficit
    an amount that is less than expected or required
    Anguera says the other problem could be that the training was not specific enough to cause a change. The key, he says, is that the game needs to target the right cognitive processes—in the right population—to help with specific deficits.
Created on Fri Nov 19 16:50:57 EST 2021 (updated Wed Jan 05 15:13:38 EST 2022)

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