This study investigates the relationship between age, cognitive skills, and real-world activity engagement. Researchers analyzed data from a large online game involving various cognitive tasks and found that while older adults (60+) generally performed worse on speed-based tasks, they outperformed younger adults on vocabulary and knowledge-based challenges. Critically, higher levels of real-world activity engagement, encompassing social interaction, travel, and diverse hobbies, were linked to better cognitive performance across age groups, suggesting a “use it or lose it” effect. This highlights the importance of maintaining an active and engaged lifestyle for preserving cognitive function as we age, potentially mitigating age-related cognitive decline.
This study demonstrates that adults can develop fast and accurate absolute pitch (AP) judgment through intensive, adaptive training. Participants engaged in a gamified training program involving identifying isolated piano notes and chords, with difficulty dynamically adjusting based on performance. After 30 training sessions, participants showed significant improvement, achieving rapid and accurate AP judgment comparable to individuals with naturally occurring AP. This finding challenges the prevailing notion that AP acquisition is limited to early childhood and suggests the potential for widespread AP development in adulthood with targeted training.
HN users discuss the study's methodology and implications. Some are skeptical of the claim of "perfect pitch," pointing out that the training focused on recognizing 12 specific notes within a limited octave range, rather than the broader range typically associated with perfect pitch. Others questioned the long-term retention of the skill and the study's small sample size. Several commenters expressed interest in trying the training themselves, while others debated the practical value of perfect pitch versus relative pitch for musicians. The discussion also touched on the neuroscience of pitch perception and the possibility of inherent limitations in adult learning of perfect pitch. Some users shared personal anecdotes about their own experiences with pitch training and the difficulties in achieving and maintaining perfect pitch.
Summary of Comments ( 144 )
https://news.ycombinator.com/item?id=43279494
Hacker News users discuss the study's methodology and its implications. Several commenters express skepticism about the causal link between gameplay and cognitive improvement, suggesting the observed correlation could stem from pre-existing cognitive differences or other confounding factors. Some highlight the self-reported nature of gameplay time as a potential weakness. Others question the study's focus on "fluid intelligence" and its applicability to broader cognitive abilities. A few commenters mention personal experiences with cognitive training games and express mixed results. Several appreciate the nuance of the study's conclusion, acknowledging the limitations of drawing definitive conclusions about causality. There's also a brief discussion comparing Western and Eastern approaches to aging and cognitive decline.
The Hacker News post "Age and cognitive skills: Use it or lose it" (https://news.ycombinator.com/item?id=43279494) linking to a Science Advances article about cognitive decline, has a moderate number of comments that discuss various aspects of the study and cognitive decline in general.
Several commenters delve into the methodology of the study, expressing skepticism about the causal link between gameplay and cognitive improvement. One commenter points out the difficulty of establishing causality from observational studies like this, suggesting that people with better cognitive skills might simply be more drawn to these games. Another echoes this sentiment, emphasizing the self-selection bias inherent in such research. They highlight the possibility that individuals already experiencing cognitive decline may be less inclined to engage with mentally stimulating activities like gaming. The discussion around methodology leads to questions about whether the study truly demonstrates that the games improve cognitive skills, or merely maintain them.
A recurring theme in the comments is the role of other factors, besides gameplay, in contributing to cognitive health. Commenters mention physical exercise, sleep, social interaction, and nutrition as potentially playing a significant role, arguing that focusing solely on digital games might be an oversimplification. One commenter even points to anecdotal evidence suggesting physical activity is more beneficial than games for their own cognitive function.
Some comments offer alternative perspectives on cognitive aging. One commenter suggests that declining cognitive speed may not be entirely negative, positing that slower thinking can sometimes lead to more considered and wiser decisions. Another perspective emphasizes the distinction between fluid intelligence and crystallized intelligence, noting that the former tends to decline with age while the latter often improves. This suggests that while certain cognitive functions may diminish, others can continue to develop.
Finally, a few comments touch on the practical implications of the study. One user expresses disappointment that the study doesn't offer more specific recommendations for effective interventions to combat cognitive decline. Another shares a personal experience of attempting to use games for cognitive enhancement, with mixed results. They emphasize the importance of finding activities that are genuinely engaging and enjoyable, suggesting that forced engagement might be less effective.
In summary, the comments section provides a diverse range of perspectives on the study and cognitive decline in general, from methodological critiques to personal anecdotes. The discussion highlights the complexity of the issue and the need for further research to fully understand the relationship between activities like gaming and cognitive function.