Game brain

Game brain (ゲーム脳, Gēmu nō) is a term coined by Akio Mori referring to human brains affected by the long-term effect of playing video games.[1] Mori, a professor in the Humanities and Sciences division of Nihon University in Japan, originally coined the term and presented the concept in his 2002 book The Terror of Game Brain (ゲーム脳の恐怖, Gēmu Nō no Kyōfu). It has been criticized by neuroscientists as pseudoscientific.

Summary

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Example of an EEG reading filtered to display beta waves

Mori performed an experiment at Tokyo's Nihon University designed to measure the effect of video games on human brain activity by examining beta waves, which are produced during Beta states – the states associated with normal waking consciousness. Mori claims that his study has revealed that people who spend long periods playing video games exhibit less activity in the brain's prefrontal region, which governs emotion and creativity, compared to their peers. He claims that the experiment demonstrates the existence of an "adverse effect that video games have on the human brain".[2] Specifically, Mori asserts that side effects can include loss of concentration, an inability to control temper and problems socializing or associating with others.[3] Additionally, if the subject persists gaming over a long period of time, Mori concluded that the alterations in the subject’s brain could eventually develop into a permanent effect. Game brain refers to these effects and the state of the brain.

His theory has gained some recognition in popular culture, especially among parents who believe that video gaming can have detrimental effects on child development. It has, in many instances, affected local policy and decision-making regarding the selling of games to minors. Often, when cases of juvenile delinquency and child misbehaviour are suspected to be a result of over-exposure to video games, Japanese media will suggest game brain as a possible explanation. Mori insisted that use of the internet was the cause of the Sasebo slashing.[4]

Criticism

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Mori's theory was criticized by established neuroscientists and brain specialists as unwarranted research because he used unreliable measures and misinterpreted the fluctuations of beta waves. One of his critics, Dennis Schutter, a neuroscientist specialising in the EEG signatures of different emotional states, has stated, "My guess is that fatigue is the most likely cause of the absence of the beta waves and not the gaming per se."[5]

Mori's book was nominated for the Japan Outrageous Book Award (日本トンデモ本大賞, Nihon Tondemo-bon Taishō) in 2003. Ryuta Kawashima later developed the game Brain Age: Train Your Brain in Minutes a Day! Kawashima claimed that Game Brain was "superstition".[6] Mori's theory focused on video games, but he did not determine any particular kind. There are controversies over violent video games over the world, but his theory is limited to Japan. Professor Akira Baba of the graduate school of the University of Tokyo pointed out that even shogi player Yoshiharu Habu probably has Game Brain under his theory.[7]

Although Mori's theory is cited as pseudoscience by many neuroscientists and political figures, it became popular with some in Japan. Nevertheless, it faced criticism, with Japanese neuroscientist Tadaharu Tsumoto stating in 2006 to disregard it.[8][clarification needed]

Although the studies in Japan have seemingly ceased, there have been a multitude of studies in America that have furthered the world's understanding of what this ultra-popular activity has on the brain. With the ease of access cell phones present to the current world, Game Brain's influence is at an all time high because of their broad use.[clarification needed] The introduction of violence in the form of games at a young age has incited a fear in parents that the children playing the games would have an immunity to violence in the future, which is a result of the popularity of violence-inclusive games in the more recent trends across the planet and is a worrying thought for parents around the world.[9]

It has also been proven that video game addiction, particularly when the individuals are introduced at a young age, has caused dips in the social aptitude and comfort in social situations of the subjects. The prefrontal lobe of the brain, which controls creativity and emotion as aforementioned, also controls social skills, meaning that children who have a gaming addiction may not grow to be used to being in social situations as those who have more experience in those kinds of situations. This gradually becomes more of an issue as the children age.[10]

See also

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References

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  1. ^ Furini, Dennis (25 April 2006). "Understanding Screenie-bopper Culture". Australian Computer Society. Archived from the original on 3 December 2010. Retrieved 1 August 2010.
  2. ^ "Beta beware 'game brain'". The Japan Times. 29 September 2002. Archived from the original on 6 June 2011. Retrieved 11 February 2008.
  3. ^ Bruce, Iain S (14 July 2002). "It's official: video games are bad for your brain; New research shows". The Sunday Herald. BNET. Archived from the original on 6 June 2009. Retrieved 30 September 2008.
  4. ^ "Using computers for long hours may prompt children to behave violently, neurologists says". Medical News Today. 23 June 2004. Archived from the original on 16 May 2011. Retrieved 7 February 2008.
  5. ^ Helen Phillips (11 July 2002). "Video game "brain damage" claim criticised". New Scientist. Archived from the original on 11 January 2009. Retrieved 6 February 2008.
  6. ^ "川島 隆太 氏 インタビュー「道を拓く- Frontiers -」" (in Japanese). Science Portal. Archived from the original on 13 March 2007. Retrieved 31 May 2008.
  7. ^ Manabu Endo (1 June 2005). ゲーム脳、言われているのは日本だけ (in Japanese). ITmedia. Archived from the original on 12 February 2008. Retrieved 7 February 2008.
  8. ^ ゲーム脳:高次脳機能障害3年半 早期教育検証を (in Japanese). Mainichi Shimbun. 7 April 2006. Retrieved 7 February 2008.[permanent dead link]
  9. ^ Alleman, Annie (7 May 2024). "Video games and the growing brain". Endeavor Health. Retrieved 3 November 2025.
  10. ^ Zamani, Eshrat; Kheradmand, Ali; Cheshmi, Maliheh; Abedi, Ahmad; Hedayati, Nasim (Summer–Autumn 2010). "Comparing the social skills of students addicted to computer games with normal students". Addiction & Health. 2 (3–4): 59–65. ISSN 2008-4633. PMC 3905509. PMID 24494102. Retrieved 3 November 2025.

Further reading

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