***TASK*** the task is to summarize an input biomedical literature in six sentences 
    ***INPUT*** the input is a biomedical literature 
    ***OUTPUT*** the output is the summary of an input biomedical literature in six sentences 
    ***DOCUMENTATION*** 
    ***EXAMPLES*** 
    Input: The hippocampus is critical to healthy cognition , yet results in the current study show that action video game players have reduced grey matter within the hippocampus . A subsequent r and omised longitudinal training experiment demonstrated that first-person shooting games  reduce grey matter within the hippocampus in participants using non-spatial memory strategies . Conversely , participants who use hippocampus-dependent spatial strategies showed increased grey matter in the hippocampus after training . A control group that trained on 3D-platform games displayed growth in either the hippocampus or the functionally connected entorhinal cortex . A third study replicated the effect of action video game training on grey matter in the hippocampus . These results show that video games can be beneficial or detrimental to the hippocampal system depending on the navigation strategy that a person employs and the genre of the game Background and Purpose — Studies on adult stroke patients have demonstrated functional changes in cortical excitability , metabolic rate , or blood flow after motor therapy , measures that can fluctuate rapidly over time . This study evaluated whether evidence could also be found for structural brain changes during an efficacious rehabilitation program . Methods — Chronic stroke patients were r and omly assigned to receive either constraint-induced movement therapy ( n=16 ) or a comparison therapy ( n=20 ) . Longitudinal voxel-based morphometry was performed on structural MRI scans obtained immediately before and after patients received therapy . Results — The group receiving constraint-induced movement therapy exhibited far greater improvement in use of the more affected arm in the life situation than the comparison therapy group . Structural brain changes paralleled these improvements in spontaneous use of the more impaired arm for activities of daily living . There were profuse increases in gray matter in sensory and motor areas both contralateral and ipsilateral to the affected arm that were bilaterally symmetrical , as well as bilaterally in the hippocampus . In contrast , the comparison therapy group failed to show gray matter increases . Importantly , the magnitude of the observed gray matter increases was significantly correlated with amount of improvement in real-world arm use . Conclusions — These findings suggest that a previously overlooked type of brain plasticity , structural remodeling of the human brain , is harnessed by constraint-induced movement therapy for a condition once thought to be refractory to treatment : motor deficit in chronic stroke patients BACKGROUND Sedentary activities such as video gaming are independently associated with obesity .  Active video games , in which players physically interact with images on screen , may help increase physical activity and improve body composition . OBJECTIVE The aim of this study was to evaluate the effect of active video games over a 6-mo period on weight , body composition , physical activity , and physical fitness . DESIGN We conducted a 2-arm , parallel , r and omized controlled trial in Auckl and , New Zeal and . A total of 322 overweight and obese children aged 10 - 14 y , who were current users of sedentary video games , were r and omly assigned at a 1:1 ratio to receive either an active video game up grade package ( intervention , n = 160 ) or to have no change ( control group , n = 162 ) . The primary outcome was the change from baseline in body mass index ( BMI ; in kg/m(2 ) ) . Secondary outcomes were changes in percentage body fat , physical activity , cardiorespiratory fitness , video game play , and food snacking . RESULTS At 24 wk , the treatment effect on BMI ( -0.24 ; 95 % CI : -0.44 , -0.05 ; P = 0.02 ) favored the intervention group . The change ( ±SE ) in BMI from baseline increased in the control group ( 0.34 ± 0.08 ) but remained the same in the intervention group ( 0.09 ± 0.08 ) . There was also evidence of a reduction in body fat in the intervention group ( -0.83 % ; 95 % CI : -1.54 % , -0.12 % ; P = 0.02 ) . The change in daily time spent playing active video games at 24 wk increased ( 10.03 min ; 95 % CI : 6.26 , 13.81 min ; P < 0.0001 ) with the intervention accompanied by a reduction in the change in daily time spent playing nonactive video games ( -9.39 min ; 95 % CI : -19.38 , 0.59 min ; P = 0.06 ) . CONCLUSION An active video game intervention has a small but definite effect on BMI and body composition in overweight and obese children . This trial was registered in the Australian New Zeal and Clinical Trials Registry at http://www.anzctr.org.au/ as ACTRN12607000632493 Background The beneficial effects of brain training games are expected to transfer to other cognitive functions , but these beneficial effects are poorly understood . Here we investigate the impact of the brain training game ( Brain Age ) on cognitive functions in the elderly . Methods and Results Thirty-two elderly volunteers were recruited through an advertisement in the local newspaper and r and omly assigned to either of two game groups ( Brain Age , Tetris ) . This study was completed by 14 of the 16 members in the Brain Age group and 14 of the 16 members in the Tetris group . To maximize the benefit of the interventions , all participants were non-gamers who reported playing less than one hour of video games per week over the past 2 years . Participants in both the Brain Age and the Tetris groups played their game for about 15 minutes per day , at least 5 days per week , for 4 weeks . Each group played for a total of about 20 days . Measures of the cognitive functions were conducted before and after training . Measures of the cognitive functions fell into four categories ( global cognitive status , executive functions , attention , and processing speed ) . Results showed that the effects of the brain training game were transferred to executive functions and to processing speed . However , the brain training game showed no transfer effect on any global cognitive status nor attention . Conclusions Our results showed that playing Brain Age for 4 weeks could lead to improve cognitive functions ( executive functions and processing speed ) in the elderly . This result indicated that there is a possibility which the elderly could improve executive functions and processing speed in short term training . The results need replication in large sample s. Long-term effects and relevance for every-day functioning remain uncertain as yet . Trial Registration UMIN Clinical Trial Registry Does the structure of an adult human brain alter in response to environmental dem and s ? Here we use whole-brain magnetic-resonance imaging to visualize learning-induced plasticity in the brains of volunteers who have learned to juggle . We find that these individuals show a transient and selective structural change in brain areas that are associated with the processing and storage of complex visual motion . This discovery of a stimulus-dependent alteration in the brain 's macroscopic structure contradicts the traditionally held view that cortical plasticity is associated with functional rather than anatomical changes Subjective memory impairment ( SMI ) is a common risk factor for Alzheimer 's disease , with few established options for treatment . Here we investigate the effects of two months episodic memory training on regional brain atrophy in 19 memory clinic patients with SMI . We used a sensitive longitudinal magnetic resonance imaging protocol and compared the patients with 42 matched healthy volunteers r and omly assigned to a group performing the same training , or a no-training control group . Following intervention , the SMI sample exhibited structural gray matter volume increases in brain regions encompassing the episodic memory network , with cortical volume expansion of comparable extent as healthy training participants . Further , we found significant hippocampal volume increases in the healthy training group but not in the SMI group . Still , individual differences in left hippocampal volume change in the patient group were related to verbal recall improvement following training . The present results reinforce earlier studies indicating intact brain plasticity in aging , and further suggest that training-related brain changes can be evident also in the earliest form of cognitive impairment Maintaining grey matter within the hippocampus is important for healthy cognition . Playing 3D-platform video games has previously been shown to promote grey matter in the hippocampus in younger adults . In the current study , we tested the impact of 3D-platform video game training ( i.e. , Super Mario 64 ) on grey matter in the hippocampus , cerebellum , and the dorsolateral prefrontal cortex ( DLPFC ) of older adults . Older adults who were 55 to 75 years of age were r and omized into three groups . The video game experimental group ( VID ; n = 8) engaged in a 3D-platform video game training over a period of 6 months . Additionally , an active control group took a series of self-directed , computerized music ( piano ) lessons ( MUS ; n = 12 ) , while a no-contact control group did not engage in any intervention ( CON ; n = 13 ) . After training , a within-subject increase in grey matter within the hippocampus was significant only in the VID training group , replicating results observed in younger adults . Active control MUS training did , however , lead to a within-subject increase in the DLPFC , while both the VID and MUS training produced growth in the cerebellum . In contrast , the CON group displayed significant grey matter loss in the hippocampus , cerebellum and the DLPFC Although dozens of studies have documented a relationship between violent video games and aggressive behaviors  , very little attention has been paid to potential effects of prosocial games . Theoretically , games in which game characters help and support each other in nonviolent ways should increase both short-term and long-term prosocial behaviors . We report three studies conducted in three countries with three age groups to test this hypothesis . In the correlational study , Singaporean middle-school students who played more prosocial games  behaved more prosocially . In the two longitudinal sample s of Japanese children and adolescents , prosocial game play predicted later increases in prosocial behavior . In the experimental study , U.S. undergraduates r and omly assigned to play prosocial games  behaved more prosocially toward another student . These similar results across different method ologies , ages , and cultures provide robust evidence of a prosocial game content effect , and they provide support for the General Learning Model A pilot study suggests that playing video games may enhance a range of spatial vision functions in adults with amblyopia Upper limb impairments can occur in patients with multiple sclerosis , affecting daily living activities ; however there is at present no definite agreement on the best rehabilitation treatment strategy to pursue . Moreover , motor training has been shown to induce changes in white matter architecture in healthy subjects . This study aim ed at evaluating the motor behavioral and white matter microstructural changes following a 2-month upper limb motor rehabilitation treatment based on task-oriented exercises in patients with multiple sclerosis . Thirty patients ( 18 females and 12 males ; age=43.3 ± 8.7 years ) in a stable phase of the disease presenting with mild or moderate upper limb sensorimotor deficits were r and omized into two groups of 15 patients each . Both groups underwent twenty 1-hour treatment sessions , three times a week . The " treatment group " received an active motor rehabilitation treatment , based on voluntary exercises including task-oriented exercises , while the " control group " underwent passive mobilization of the shoulder , elbow , wrist and fingers . Before and after the rehabilitation protocol s , motor performance was evaluated in all patients with st and ard tests . Additionally , finger motor performance accuracy was assessed by an engineered glove . In the same sessions , every patient underwent diffusion tensor imaging to obtain parametric maps of fractional anisotropy , mean diffusivity , axial diffusivity , and radial diffusivity . The mean value of each parameter was separately calculated within regions of interest including the fiber bundles connecting brain areas involved in voluntary movement control : the corpus callosum , the corticospinal tracts and the superior longitudinal fasciculi . The two rehabilitation protocol s induced similar effects on unimanual motor performance , but the bimanual coordination task revealed that the residual coordination abilities were maintained in the treated patients while they significantly worsened in the control group ( p=0.002 ) . Further , in the treatment group white matter integrity in the corpus callosum and corticospinal tracts was preserved while a microstructural integrity worsening was found in the control group ( fractional anisotropy of the corpus callosum and corticospinal tracts : p=0.033 and p=0.022 ; radial diffusivity of the corpus callosum and corticospinal tracts : p=0.004 and p=0.008 ) . Conversely , a significant increase of radial diffusivity was observed in the superior longitudinal fasciculi in both groups ( p=0.02 ) , indicating lack of treatment effects on this structure , showing damage progression likely due to a demyelination process . All these findings indicate the importance of administering , when possible , a rehabilitation treatment consisting of voluntary movements . We also demonstrated that the beneficial effects of a rehabilitation treatment are task-dependent and selective in their target ; this becomes crucial towards the implementation of tailored rehabilitative approaches The hippocampus shrinks in late adulthood , leading to impaired memory and increased risk for dementia . Hippocampal and medial temporal lobe volumes are larger in higher-fit adults , and physical activity training increases hippocampal perfusion , but the extent to which aerobic exercise training can modify hippocampal volume in late adulthood remains unknown . Here we show , in a r and omized controlled trial with 120 older adults , that aerobic exercise training increases the size of the anterior hippocampus , leading to improvements in spatial memory .  Exercise training increased hippocampal volume by 2 % , effectively reversing age-related loss in volume by 1 to 2 y. We also demonstrate that increased hippocampal volume is associated with greater serum levels of BDNF , a mediator of neurogenesis in the dentate gyrus . Hippocampal volume declined in the control group , but higher preintervention fitness partially attenuated the decline , suggesting that fitness protects against volume loss . Cau date nucleus and thalamus volumes were unaffected by the intervention . These theoretically important findings indicate 
    Output:
    
Video gaming affects the brain structure and function depending on how the game is played .
The total training duration s were 16 - 90 h. Results of this systematic review demonstrated that video gaming can be beneficial to the brain .
However , the beneficial effects vary among video game types