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Who invented brain fitness games?
Which software release served as the cultural watershed moment bringing 'brain training' into mainstream living rooms globally?
What scientific concept concerning skill generalization was often viewed skeptically by researchers regarding early cognitive training protocols?
Which demographic group generated significant market demand due to apprehension about cognitive decline and longevity?
What criticism related to skills learned in commercial games failing to apply to real-world scenarios was frequently leveled against many programs?
What key scientific principle must a truly effective cognitive program constantly adjust to keep the user challenged at the edge of their ability?
What was the primary stated goal for Academic Cognitive Training intervention types, according to the comparison table?
Whose work formed the scientific foundation upon which the game *Brain Age* was developed, focusing on fast-paced mental arithmetic and memory tasks?
When assessing a new brain game, what does the 'Specificity Check' in the consumer checklist primarily require the user to determine?
What distinguished the development of digitized training methods in academic labs from the later commercial explosion in terms of methodology adherence?
What approach is described as the best self-directed cognitive exercise, according to an original insight derived from comparing academic and commercial methods?