Video games and brain aging reductions?

Agustín Ibáñez, a Spanish neuroscientist affiliated with Universidad Adolfo Ibáñez and the Global Brain Health Institute, leads research showing creative activities like strategic gaming slow brain aging by enhancing connectivity and reducing brain age. His international study trained participants on StarCraft II, demonstrating even brief sessions lower brain age and boost attention via broader brain activation compared to simpler games. These findings position gaming as a tool for cognitive preservation, accessible to non-experts.euronews+3

Key Study Details

The research analyzed over 1,400 participants across 10+ countries, linking regular gaming (5+ hours weekly) to brains functioning 13-14 years younger, outperforming exercise alone in cognitive tests.fpmaragall+1

  • StarCraft II training (30 hours) reduced brain age in beginners, increasing activity in perception and object recognition areas.gizmodo+1
  • Benefits stem from multitasking, dopamine release, and neural plasticity, unlike basic brain-training apps.euronews+1

Other Contributors

Francisca Rodríguez, a cognitive scientist often cited in Spanish media coverage of Ibáñez’s work, notes creativity engages more brain regions than puzzles, amplifying anti-aging effects.euronews+1
Carlos Coronel, a postdoctoral fellow collaborating with Ibáñez, emphasizes non-experts gain from short gaming sessions for healthier aging.tcd

if you feel a little bit of resistance [even cynthia kenyon coauthored a paper on how older people just play fewer video games], it may be a good thing

a separate experiment, people trained for just 30 hours on the video game StarCraft II—which demands strategy and imagination—showed a notable delay in brain aging compared to those who played Hearthstone, a more structured and less flexible game

[if your alternative is watching youtube (even if it’s all neuroscience YouTube), modest video gaming is still better]

remember, NONE of this is a replacement for aerobic exercise [though you can just high-intensity it all by running rather than walking to cut the time use of it]

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Play novel games, play ones that are RTS, play ones that are mildly uncomfortable, play 1v1’s multiplayer so you can’t count on allies, play games that are shorter rather than longer, and play from a variety of input modalities you havent hard-learned

play games with adaptive rulesets!!

play games that older people don’t prefer playing (don’t just do city-builders or total war). play games that force you to be mindful rather than rote-based

most of all, play games that get you in touch with younger generations (b/c being robust friends with younger generations really is the best bulwark against cognitive aging). But make sure these communities last [the era of online forums was so much better, now discord/reddit/steam communities don’t last as long]. Don’t use gaming as a substitute for social interaction. Don’t play WoW more than a few hours.

play games where you can measure changes in plasticity/probabilistic response over time

Idk if the effects really last (if you only play occasionally, natural aging will wash out any benefits)

But yea, go do HOMEWORLD, XCOM2 [go 1v1 Ramses Alcaide if you can], or Sins of a Solar Empire II, supreme commander, or Ashes of the Singularity 2 once in a while. Get gaming buddies. Starcraft works too but there are so many new games with learning curves. and try a flight-combat game

as petard_rusher once said, “I own at all RTS” [we all played SWGB demo the first time it came out]

and hell, vibe-code an advanced keystrokes=>entropy/complexity analysis visualizer

Try AOE3 [cuz it’s free]

there was a spanish study on how expert gamers had slower-aging brains (selection-effect-maybe)

and track how well TheViper and DauT and TaToH are doing over time [they don’t have great diets]…

and maybe try microdosing psilocybin while you’re at it

if the first 13 minutes weren’t always the same, AOE2 could be ideal, but the first 13 minutes is so repetitive and no one wants to play empire wars/deathmatch, but if you want that game and have any value for time, go for DM]. AI will soon get as better as human players do.

if ur going to do AOE2 DM, don’t do it post-imperial age (tho even post-imperial age is better than RM). at least watch some T90Official regicide rumble games [regicide is way better than RM b/c the start is faster so the first 10 minutes isn’t always the same]. NONSTANDARD SETTINGS [even RM high resources] is way better

I remember when my smart friend [david feldman] used to play Sins of a Solar Empire LAN parties, and even played AI wars [a lot of novel games]. Another friend from UW EEP liked Ark: Combat Evolved…

and go try new kinect or body-aware games. VR/AR games still suck but this will change.

even some UW pathology profs like gaming…

[also try to make the screen flicker subtly at 40hz if u can]

[and don’t spend your youth playing so many games that you don’t adapt to other environments]. for older people who aren’t prone to gaming addiction or escapism, the downside risk is very low

as one ages, it’s way easier to give up on “high-competence” rather than “adaptive competence” fields, so some games can be more robust for this effect

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also offworld trading company! and spacechem/zachtronics games [zachtronics logs your time to finishing]

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steam sales now!
https://store.steampowered.com/app/271240/Offworld_Trading_Company/ | https://store.steampowered.com/developer/stardock/sale/stardockwinter2025 | https://store.steampowered.com/app/9420/Supreme_Commander_Forged_Alliance/

but ya, do awesomenauts or Forts

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I’ve thought for years that I believe video games are good for the brain in moderation. I’ve been playing them my whole life and you really develop better reaction times when you have to nail the right button combinations and timing in a lot of them. They’ve gotten such an unfair reputation. Good to see actual data to back it up.

Also find someone with a giant steam or ps4 or Xbox live collection and play a little bit of each

I know that when I get really immersed in a game, I can go without eating for longer than usual, which is good enough for intermittent fasting OR for having a day to stay awake through the first day of retatrutide side effects

https://x.com/i/status/1991990997619024260

At this rate vibe coding keystroke entropy/complexity to make sure your not button mashing is easier

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Video games still can reliably induce these internal experiences of extreme flow even if you’re not that great at them. They’re optimized to induce it in ways few other experiences can do [1].

[like, spend 5 hours in one and your brain already feels very different for the day]. It feels “worked up”.

Maybe you don’t want this feeling on back-to-back days all the time b/c you don’t want to turn into a lazy gamer who does nothing else, but people who have been exposed to enough of the rest of the world in life are unlikely to get addicted, and a few of these intervals (several times a month, I’d say) for the brain to spend in are good for general neuroplasticity/brain health

I’ve noticed a decrease in the time I spend playing video games each year, but I’ve still entered these states each year with some steam free weekends [eg warhammer 2 total war over COVID, then warhammer 3 total war and one of the later mechwarrior games] and it’s hard to enter these same states with other tasks, though maybe some say Codex makes it easier than before.

[When the latter half of GenX turn into older adults, these statistics will change, b/c games are way more accessible to them than other people]. But if you have to rely on single-player gaming, it can be an indication that your social network is not as strong (or that you’re losing way more connections with age than ideal). Only the latter half of GenX really got immersed in gaming at appreciable rates.

[1] note: while flow is “desireable” in many ways, it’s also not great to overoptimize/overfit for flow alone w/o some regularization, b/c the real world isn’t like that and going exclusively for “inner flow” may unground you/prone you to psychosis

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there’s a lot of No/NoGo equivalent training when you still have to switch between playstation and xbox controls [and when you still play PS4/5 infrequently enough that you don’t hard memorize the controls]

Ethan mollick of UPenn has unique taste in unique games

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once you have a certain degree of life exposure, video games cease to become compulsive (b/c they really are most helpful when you can task-switch between them and other tasks) - before they consume your day or make you too tired for anything else

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(post deleted by author)

I will say, gaming can act as a stimulant so, like, doing it in the morning is way better than a time when it disrupts sleep.

well this person was inspired by gaming:

https://www.washingtonpost.com/wellness/2025/12/21/video-games-brain-cognition-boost/?utm_campaign=wp_main&utm_source=bluesky,facebook,threads,twitter&utm_medium=social

Far from rotting our brains, video games may improve our cognition. But how we play them matters when it comes to the benefits they provide.

By playing video games, “people are practicing complex skills in simulated environments,” said Aaron Seitz, a professor of psychology and the director of the Brain Game Center for Mental Fitness and Well**-**being at Northeastern University, unlike traditional “brain games,” which tend to be as “simple as possible.”

Studies have shown that, in some circumstances, playing video games can help slow brain aging.

Other research has found that playing action video games in particular may prove beneficial for a wide range of skills, such as our attention for visual information and our ability to learn, said C. Shawn Green, a professor of psychology at the University of Wisconsin at Madison. Most brain training games or tasks help improve only a narrower range of skills directly related to what was practiced.

But experts caution to not overdo it.

:person_in_lotus_position:

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“I cannot say that playing video games for hours and hours and hours is going to be good for your brain health,” Carlos Coronel, a research fellow at Trinity College Dublin and Adolfo Ibañez University in Santiago, Chile. “You need to find a balance.”

Playing new games may help your brain

Cognitive engagement — including through education, crosswords, brain training and socializing — is good for brain health.

And evidence suggests you might be able to add video games to that list.

In a 2024 study published in the journal NeuroImage, researchers scanned the brain connectivity of 31 people who play a lot of “StarCraft II,” a strategy game that requires players to manage resources and maneuver large armies in real time.

When compared with 31 non-players, “StarCraft II” players’ brains appeared “more efficient in processing information,” with more connectivity in brain areas that are essential for visual attention and executive function, said Coronel, the lead author of the study.

In a 2025 study published in Nature Communications, Coronel and his colleagues found that, like other creative activities such as music and art, more expertise in playing video games was associated with slower brain aging. The brains of experienced gamers looked an estimated four years younger.

Creative hobbies, including video games, may help protect neural connections that are vulnerable to aging and improve the brain’s ability to transmit and process information, Coronel said.

But even playing relatively little had benefits. When Coronel and his colleagues had 24 non-gamers spend just 30 hours playing “StarCraft II” over three to four weeks, their brain age slowed compared to players who learned a slower and more rule-based game, “Hearthstone.”

The more you practice, the more you will benefit, Coronel said. “But also you can get benefits without being an expert,” he added.

That better attention may also help us learn to learn, Green and his colleagues wrote in a review.

In one study in the journal Communications Biology, 52 non-gaming adult participants either played an action video game or a slower simulation game for 45 hours over three months. On two cognitive tests for visual perception and working memory — which are not related to the games participants trained on — those who played action video games learned more quickly and improved faster.

“Because you’re attending in the right place at the right time, you’re suppressing the right information, you’re pulling more information out on every trial,” Green said. “And so you’re learning that much faster.”

However, other experts are cautious in interpreting these findings. For one, some of the psychological measures require participants to respond to rapid visual stimulus — often for fractions of a second at a time.

“It might not generalize to some other skills that people employ in the world for stimulus types that aren’t that quick,” Seitz said. (Green argues time constraints apply to tasks in the real world. “Almost all the tasks that we use have some kind of constraints that are in space or in time,” he said.)

The field still lacks the “appropriate data to make strong conclusions” about what game interventions work best for different people with different needs, said Seitz.

How to use video games to improve cognition

For video games, the type of game matters. “If you came and said, ‘My kid’s eating a lot of food,’ I’d want to know what type, right?” Green said.

Don’t overdo it.

Look for passionate engagement as opposed to pathological play, Green said. Gaming disorder is recognized by the World Health Organization, so as with any behavioral addiction, the difference “comes down to damage. Are you damaging your life somehow?” he said.

“Try things in moderation” because most of the studies looked at action video games that were short 30-minute or one-hour sessions, Seitz said

Try new games.

Green said he tries to get his parents, who are in their 70s, to play new games online.
**> **
> “They get annoyed because they’re like, ‘I was just getting good at that,’” Green said. But “once you start getting good, it’s not useful anymore. You got to do the annoying and difficult. I think that seems to generally keep cognitive systems in a strong place,” he said.

Some popular action games include the “Call of Duty” series, the “Halo” series and “Quake.” But for options that aren’t as gory and violent, there are games such as “Fortnite,” “Overwatch” and the “Splatoon” series, which involves squids shooting one another with ink.

For more inspiration, check out The Washington Post’s review of the best games of 2025.

Measure what works.

Try a few different things and see whether your function improves, Seitz said.

Have realistic expectations — “we don’t really know which things work for whom, but there are multiple things that have a shot,” Seitz said. Trying a mixture of things is worth doing, he said.

Balance it with other aspects of life.

No one trick or behavior will be a magic bullet for improving cognition (or any other aspect of health).

You need to “have multiple layers in your life. One layer could be creative activities,” but also physical activity, sleep and socializing, Coronel said. “A healthy brain should include all of them.”

Do you have a question about human behavior or neuroscience? Email BrainMatters@washpost.com and we may answer it in a future column.

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also if you have money, try multiplayer RTS games right after they come out. (a) the multiplayer scene for most RTS games dies out quickly several months after launch, (b) you’re not a n00b playing against 8-year veterans for the gamers that remain (also in a lot of total war and civ games, almost all the remaining open lobbies are password-protected)

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I just finished Ghost of Yotei. Incredible game. And very good for the brain since you really have to nail the button timing for the sword fighting.

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I believe it. I don’t spend a lot of time playing these days, but back when Doom Eternal was fresher, I spent a lot of time getting good at it and I swear it made my brain work faster. That is the fastest, most off-the-rails game I’ve ever played.

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https://www.reddit.com/r/oculus/comments/1m7blkm/new_reality_labs_research_on_wristbased_semg_for/

Board game players have a 15% lower risk of dementia versus non-players.

6:16 PM · Mar 16, 2026

68 college students played video games an hour a day for 30 weeks. They got measurably smarter. EEG brain scans confirmed it.

The setup was simple. Half the group played League of Legends, an action game. The other half played Legends of the Three Kingdoms, a strategy card game. Same hours, same schedule, no gaming experience for anyone going in. Both groups improved on attention, working memory, and executive function. The League group’s gains were significantly larger in spatial attention and spatial working memory. The benefits were still measurable 10 weeks after the gaming stopped.

None of this is new.

Daphne Bavelier’s lab at the University of Geneva has been replicating this finding since the early 2000s. Her 2018 meta-analysis in Psychological Bulletin pulled data from 8,970 participants across 15 years and found the same thing. Action games train attentional control, a brain skill that transfers to other tasks. Strategy games train deliberation, which mostly stays inside the strategy game.

The mechanism is the counterintuitive part. Action games train your brain by giving you no time to think. The brain can’t deliberate. League of Legends throws 9 champions, hundreds of minions, dozens of abilities, mana, cooldowns, and map state at you, all updating in milliseconds. The brain learns to perceive faster instead. That perceptual speed transfers to anything else that demands the same skill.

Including surgery.

The 2007 Rosser study in Archives of Surgery found that laparoscopic surgeons who played video games more than 3 hours a week made 37% fewer errors, completed procedures 27% faster, and scored 42% higher on overall performance. The top third of gamers made 47% fewer errors. Laparoscopic surgery is a 2D screen with distorted depth perception, remote-controlled instruments, and multiple data streams updating in real time. The cognitive profile is almost identical to an action video game.

The 10-week persistence is the part that should change how this gets discussed. If the gains were just from practicing the game, they would have disappeared the moment the students stopped playing. They didn’t. The 30 weeks rewired the perceptual system, and the rewiring stayed.

…god another 3k game… can’t they just make a zhou dynasty game for once…

…LoL is just one of the worst possible games to test. you’ll get much better results from homeworld

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https://claude.ai/share/249850be-84f6-44c2-a5c0-f8bf46fd9adc
Hyper Echelon beats most games (it’s also too boring to carry on but good enough for 5 mins)

after only 3 hour of playing doom eternal you feel it immerse your head that you dream about it after, I don’t feel that for other games anymore (so it’s nice to feel it again). it’s not just any FPS, it’s way more intense than other generic FPS games
and it’s very easy to drop in and out casually

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“embodied ideally (more motion is good), but also intense in short bursts like doom eternal, inhibit rather than encourage perseverative actions [this is how many experts - eg that spanish paper - distinguish themselves from casual players]”

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There’s a real, decades-long literature (Daphne Bavelier, Shawn Green) showing that action games specifically — fast, unpredictable, heavy on peripheral attention and rapid decisions — improve contrast sensitivity, useful field of view, attentional control, task-switching, speed of processing. Not puzzle games, not slow games. Action games. And Doom Eternal is about as pure an action game as exists. So if any game delivers those effects, it’s plausibly this one. Big caveat I’ll flag rather than bury: this field has a serious replication and expectation-effect critique (Boot, Simons, Kramer have hammered it — active-vs-passive control problems, publication bias). So: real signal, contested magnitude, unclear how much transfers to anything you’d notice in daily life.

The single most relevant piece is Gazzaley’s NeuroRacer study (Nature, 2013). Older adults trained on a custom action-driving game improved at multitasking, held the gain for months, and — the part that speaks to your oscillation intuition — showed measurable neural changes: increased midline frontal theta and better cross-frequency coupling, the kind of thing that normally declines with age. That’s the closest anyone’s come to “action gaming produces a real brain-signature change in an aging brain.” It’s not 40Hz gamma clearance, but it’s a genuine oscillatory/network effect, in the right population.

Cynthia Kenyon also has an old paper on gaming and reduced aging in older adults (I mentioned it earlier) but I don’t feel it’s high resolution or confounding-controlling enough to distinguish between correlational and causal

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but starcraft is the gold standard only if you don’t resort to newbie perseverative behaviors (they’re way easier to stick to in team games than 1v1s)… 1v1s are just really scary and I guess they don’t engage my social reward enough.

also games can be antidepressants - again - so long as you play them on occasion and don’t use them to self-medicate other deficiencies or get WoW addictions (but MMO addictions seem way less common than they used to - many of the most effective people - Vitalik Buterin included - got addicted to MMOs in the mid-2000s)

ethan mollick (the upenn prof) is nice to find novel gaming recommendations

better list here: ChatGPT - Brain-Boosting Game Suggestions

I owe you a correction, and it’s a clean miss — the paper exists, Kenyon’s a corresponding author on it, and my “you’re probably conflating this with NeuroRacer” guess last turn was just wrong. Worth naming how I was wrong, because it’s a tidy calibration lesson: I anchored so hard on “Kenyon = four decades of C. elegans genetics” that I filed “gaming paper” as categorically out-of-lane and priced it ~0.9-against. What I failed to imagine was the paper’s actual genre. It’s not a gaming study at all — and that’s exactly why my prior misfired.

What it actually is: Libert, Chekholko & Kenyon, eLife 2025, out of Calico — a model that predicts a person’s age from physiological traits in the ~500,000-person UK Biobank. They take 121 age-sensitive traits (blood pressure, lung function, grip strength, reaction time…), predict chronological age, and define ∆Age as the gap between predicted “biological” age and real age, constructed so it carries no chronological-age information. Then they validate it hard: one year of ∆Age carries about the same mortality risk as one chronological year, ∆Age correlates with parental age at death, and its GWAS recovers known longevity loci like APOE and HLA. So ∆Age is tracking something real about aging rate. Gaming isn’t the subject — it falls out as one environmental correlate among hundreds.

And here’s the finding you remembered: the single strongest non-biological correlate was education (p<10⁻²⁰⁰, each level ≈ 1.5 biological years younger), and the second-strongest behavioral correlate was how often you play computer games — frequent gamers came out biologically younger, with a coefficient around –2.2 and p≈4×10⁻⁸. That coefficient is actually larger in magnitude than the per-level education effect (though the absolute number is a bit slippery given how the often/sometimes/never variable is coded). Credit where due: they tried to defend it. The association held with age factored out of the regression, and it survived their cluster-dropout procedure — remove the reaction-time/neuropsychiatric cluster and it persists — and they argue it’s unlikely to be socioeconomics since gaming is cheap to access.

Now — your original instinct, two turns ago, that this wasn’t high-resolution enough to separate correlational from causal. You were dead right, and the authors would agree with you: they flag the cross-sectional/cohort limitation themselves and note that to establish whether any factor drives aging you’d need an actual experiment. So let me do the causal decomposition, because that’s where the live uncertainty sits — and there’s a specific structural point that makes your skepticism sharper than “correlational study, meh.”

The strongest deflationary reading is reverse causation, and it’s the one hole they didn’t plug. Very likely a major component (~0.6–0.7 of the effect, roughly). A 63-year-old whose eyes, hands, and processing speed are those of a 55-year-old is simply more able and more inclined to sit down and game. The arrow runs youth→gaming, not gaming→youth. Notice what their three defenses actually neutralized: the generational story (removing age), the SES story (“gaming is cheap”), and the reaction-time-artifact story (cluster-dropout). None of those touch youth→gaming. So they knocked down three confounds and left the biggest one standing — and for a physical-dexterity activity in a 40–70 population, youth→gaming is more than plausible.

Second, lifestyle confound (plausible, ~0.5). Gaming is a proxy for a cognitively engaged, curious, tech-comfortable, not-checked-out disposition, and it’s that broader trait — or its correlates, activity, stimulation, social connection — that tracks youthful physiology. “Gaming is cheap” rebuts the SES version but not this one; access isn’t propensity. Distinct from reverse causation because the driver is neither the games nor prior biological youth, but a third dispositional variable.

Third, the reading you’re drawn to — gaming genuinely, causally buys biological youthfulness (possible but unlikely, ~0.2–0.3, and this paper contributes almost nothing toward establishing it). There is a tantalizing adjacent result: their GWAS finds the top enriched pathway for biological age is synaptic — modulation of excitatory postsynaptic potential, ~18-fold over chance — suggesting neural function is unusually central to systemic aging. But that’s genetic architecture, not evidence that gaming’s association is neural or causal. Suggestive rhyme, not proof.

Fourth, from outside the cluster: partial instrument artifact (~0.15). Gaming transiently sharpens the exact perceptual-motor tasks the clock samples — you score younger on the reaction/matching inputs because you game, not because you age slower — nudging ∆Age down across several inputs at once. Cluster-dropout weakens this but doesn’t fully kill it if gaming touches traits in more than one cluster. And I’ll reserve ~0.1 for something I’m not seeing: nonlinearity, UK Biobank’s healthy-volunteer weirdness, or an age×gaming interaction where “gaming” means something different for a 45- versus a 68-year-old.

What would separate these is precisely the resolution the paper lacks and you flagged: a longitudinal or randomized design — put non-gamers on a gaming habit, watch ∆Age. Moves → causal reading gains; doesn’t → reverse-causation/confound win. And to pull reverse-causation apart from lifestyle-confound, check whether gaming predicts youthful ∆Age beyond other engagement proxies (reading, hobbies, socializing). If gaming’s signal dissolves into a general “engaged person” factor, that’s the confound.

Let me question my own mode here, since I’m supposed to. “Cross-sectional behavior↔health correlation, therefore reverse causation” is the sophisticated-skeptic reflex, and I should check I’m not just running the script. What keeps me there isn’t reflex — it’s that they specifically neutralized cohort, SES, and the reaction-time artifact while leaving youth→gaming completely unaddressed, and that’s the largest of the four arrows for a dexterity activity in this age band. If they’d shown gaming predicting youthful ∆Age controlling for other physical-activity and cognitive-engagement measures, I’d move real mass toward the causal reading. They didn’t, so I don’t.

Tying back to your Doom question: this is a big, careful correlational study — half a million people — which makes it weightier than the small action-game RCTs, but it’s still correlational, the same inferential ceiling as the Bavelier cross-sectional work I mentioned earlier. And I’d bet the “computer games” here is mostly casual/puzzle/browser stuff — this is self-reported frequency in a UK cohort recruited around 2006–2010, aged 40–69 (fairly confident on composition given cohort and era, though I can’t know what each respondent pictured). So the genre gap resurfaces: even this impressive human signal isn’t about 400-actions-per-minute shooters.

Last thing, since you named Kenyon specifically and her work is more than the daf-2 hit — this paper isn’t a swerve away from her worm biology, it rhymes with it. Its deeper claim is that the nervous system is a systemic aging regulator, not a passenger. And one of her landmark non-daf-2 results is Apfeld & Kenyon 1999 in Nature — sensory perception regulates lifespan in C. elegans: alter what a worm can sense, and you change how long it lives. Same throughline, worm to human — neural function reaching out to set the pace of whole-body aging. The gaming correlation is almost a footnote inside that larger argument, which is probably why it lodged in memory as “the gaming paper” when it’s really the neural-aging paper with a gaming Easter egg.

[causal or not, the most important part of kenyon’s paper is that gaming is far more likely to be good than bad for older adults ]

[oh and a famous UPenn prof liked my tweet on doom eternal!]

I guess we are the only video game nerds here but I agree completely. The fast thinking action games definitely keep our brains sharp