Water Cooler Games served as the web's primary forum for "videogames with an agenda" — coverage of the uses of video games in advertising, politics, education, and other everyday activities, outside the sphere of entertainment.
The site was maintained at watercoolergames.org from 2003-2009, where it was edited by myself and Gonzalo Frasca. It is now archived here in full.

Author's note: Nintendo has created a community at Gather.com to facilitate discussion of their "Touch Generations" series of games. I have cross-posted this article there, and readers may want to view the other articles in that series.
I know the game isn't new, but we never covered it properly here, and I'm rather glad we waited so we can benefit from a bit of perspective on the unusual yet popular title for Nintendo DS. Brain Age: Train Your Brain in Minutes a Day was released in mid April by Nintendo as the first salvo in the company's new battle to win the gameplaying time and dollars of a broader demographic.
The game is based on the research of Japanese neuroscientist Ryuta Kawashima. The premise of Kawashima's research in analog and videogame format is straightforward. Kawashima uses fast-paced mental activities like arithmetic and memory puzzles to measure the player's "Brain Age" on a scale from 20 to 80. 20 is the "optimal" age, and the game encourages players to "exercise" every day in order to perform better on the brain age test, which is comprised of a randomly selected series of those very exercises.
The game is interesting and well put together. The interfaces are big and legible for older eyes and players unfamiliar with videogame conventions. But mostly, I want to discuss Brain Age in the context of Nintendo's new attempt to lure a wider demographic of gamers to their wares (they're calling it Touch Generations), as well what the game itself delivers and fails to deliver.
It's hard to do anything but praise Brain Age. Nintendo has clearly invested in broadening the market for videogames. Full-page Brain Age ads have appeared in mass-market publications like Time and major newspapers. The game is relatively inexpensive ($19.95, versus $10-15 more on average for a DS game), and it plays on a portable console that is also relatively inexpensive. Getting a DS into the hands of a broader demographic would appear to open the door to other titles that might appeal to players older than the usual videogame market "cutoff" of 35. And even the subject of the game finds itself well outside the comfortable genres of traditional gameplay. Brain Age unabashedly sells itself as an educational game of sorts, but certainly a therapeutic game, a game for health. Nintendo President Satoru Iwata even gave away copies to every keynote attendee at the Game Developers Conference, encouraging us to share it with our families and friends to help spread the word. How could anyone interested in expanding the medium knock that?
In part because the game has received such uniform praise, I want to try to look at the downsides of Brain Age, the potential issues that it raises. But before I do so, it's worth noting that Brain Age is hardly the first or the only attempt to support cognitive health via videogames. NASA and CyberLearning Technology have been working on neurofeedback systems for commercial game platforms, hoping to turn them into "powerful brain training systems" that promise to "improve focus, concentration, memory and learning skills in any individual while having fun playing regular off-the-shelf video games." And earlier this year casual games publisher PopCap Games and Games for Health released a study claiming that casual games improve mental acuity.
Yet, the concept of brain exercising videogames goes back much farther than the contemporary interest in so-called Serious Games. Ralph Baer's Simon handheld electronic game is another type of computerized memory game released in 1978. Baer based the concept on an earlier game, Atari's 1974 arcade flop Touch Me (Baer added the colored buttons and sounds, which made all the difference). In 1979, Atari released Brain Games, A VCS cart that offered gameplay strikingly similar to some of Brain Age's puzzles. The game was played with the relatively obscure 12-button keypad controller, challenging the player to repeat key sequences (a la Simon) or complete simple logic puzzles, like identifying one of a set of symbols that doesn't belong. As I've mentioned recently, we would do well to consider videogames of all kinds in their historical context. And this is a context that is not new, albeit not fully exploited either.
In fact, such a context is not limited to computer games. In addition to the training exercises, Brain Age includes a digital version of the now absurdly popular puzzle game Sudoku. While computer and videogame versions of sudoku are cropping up in large numbers, sudoku is still principally played on paper, in puzzle books or newspapers. Brain Age, one might say, is a kind of aggregated videogame translation of myriad memory, logic, and pen-and-paper games, and a quite good translation at that.
I do find myself squinting at the science of Brain Age. Everyone will start the game with an abysmal brain age, probably betweeen 70-80 years. The game encourages the player to play every day, unlocking new tests as a reward for consistency. Part of "getting better" is just growing accustomed to the game's interface and operation. One might question whether the game actually exercises the mind, or just produces the impression that it exercises the mind. I'm no neuroscientist, but it strikes me that brain exercise would require new simple challenges, not just the same repetitive ones.
Even if we ignore the scientific claims, that doesn't strip Brain Age of value as an abstract puzzle game. And there is nothing wrong with abstract puzzles and games. But should we be concerned about abstract games as an introduction to the medium of videogames? Maybe we should.
In a recent New York Magazine article, Clive Thompson investigated the meteoric rise of sudoku and the impending fall of the crossword in its wake. Crosswords require both logic and general knowledge, albeit sometimes trivial or esoteric knowledge. Sudoku does not. As Thompson says, you can play sudoku "even if you're completely illiterate -- hell, even if you're innumerate, since Sudoku doesn't even require math. It is the ultimate puzzle for a postliterate world." Crossword puzzlers might scoff at the literary emptiness of sudoku, but there may only be room for one logic puzzle in newspapers--and sudoku seems to be winning the popular vote.
The sudoku/crossword conflict raises broader questions about the kind of intellectual challenge that Nintendo and the broader videogame industry wants to advance for new types of players. Logic puzzles and riddles have a long history, one that infuses games of many types, not just abstract puzzle games. Indeed, one popular apologia for videogames as a worthwhile cultural activity makes appeals to this general concept of problem solving and critical thinking.
I explored this question in the context of Lumines for Sony PSP soon after that title hit the streets, arguing that the game's puzzle mode was so similar to popular performance intelligence measures. Later and more visibly, Stephen Johnson argued that puzzle games of the Lumines/Tetris/Brain Age sort are "making us smarter" precisely because they so resemble activities like performance intelligence measures. But we might ask... what do they make us smarter at? Taking performance intelligence tests? That seems culturally bereft to say the least. Yet, this is precisely the kind of argument Johnson and others make--it doesn't matter what we watch, play, think, so long as we are "puzzling."
This is a hard nut to swallow for me, but not because I believe abstract games and puzzles are inherently "content-free." Rather, I worry that holding up specimens like Brain Age as entry-points into the entire videogame medium, as rhetoric about the title has done, we cheat the potential of that medium to construct procedural representations of less abstract problems--like relationships, politics, social practices, and so forth. The broader demographic that Brain Age promises to open are precisely the people who might be more responsive to videogames like the ones I make. Certainly, playing Brain Age does not foreclose new gamers from considering other titles. But if Brain Age and games like it are to be the gateway to a new videogame playership, we would do well to insure that those titles represent the promise of games as a representational medium--one that can make procedural claims about cultural, historical, and social activities, not simply throw them out of focus with logic puzzles.
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