New brain training computer game may help its players to eat less sugar to decrease weight and improve health, finds a new study.

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Computerized brain training may promote weight loss. A new brain training game in which players operate a grocery store, earn rewards for choosing healthy food options instead of foods high in added sugars.
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As part of their study, the researchers developed and evaluated a "brain training" game targeting the part of the brain that inhibits impulses with the hope that it would improve diet, specifically by decreasing the consumption of sweet foods. Think: Lumosity for your diet.
"Cognitive, or 'brain, training' games have been used to help people reduce unhealthy habits, like smoking," said Forman. "We also saw positive results from labs using computer training programs."
This research is the first to examine the impact of this type of "highly personalized and gamified inhibitory control training" on weight loss using repeated, at-home training, according to Forman.
Forman's group conceptualized a game based on cognitive training and worked with Michael Wagner, a professor and head of the Digital Media department in Drexel's Westphal College of Media Arts & Design, and a group of digital media students to develop it into a computer-based game, called "Diet DASH," for purposes of the study.
The trial randomized 109 participants who were overweight and ate sweets. Participants attended a workshop prior to starting the game to help them understand why sugar is detrimental to their health and to learn which foods to avoid and methods for doing so.
"The daily training could make or break a person's ability to follow the no-added-sugar diet. They strengthen the part of your brain to not react to the impulse for sweets."
Participants then play the game on a computer for a few minutes every day for six weeks and then again once a week for two weeks.
In the game, players move as quickly as possible through a grocery store with the goal of putting the correct food (healthy foods) in a grocery cart, while refraining from choosing the incorrect foods (their preferred sweet). Points were awarded for correct items placed in carts.
For over half of the participants, who showed higher preferences toward sweets, playing the game helped them lose as much as 3.1 percent of their body weight over eight weeks. Participants also indicated that they found the daily training satisfactory, that it became part of their daily routine and that they wished to continue the training if they were available.
"The study's findings offer qualified support for the use of a computerized cognitive training to facilitate weight loss," said Forman.
The study also randomized whether participants received a highly gamified (enhanced graphics and sounds) or less-gamified versions of the training. While the difference between the level of gamification did not matter, overall, to whether participants reduced sugar consumption and lost weight, they did find that the few men in the study reacted better to the highly gamified version than the women in the study. The WELL Center is now conducting a new trial with the highly gamified version of this training specifically for men and is actively recruiting participants.
Source-Eurekalert
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