Rui Nouchi

Dr. Rui Nouchi


Research Focus & Metrics

Academic Career Length

20Years (2007-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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11 January 2012 in PLOS ONE
Verified
Journal Article
Open access
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Rui NouchiRui Nouchi
Rui Nouchi
YTYasuyuki Taki
Yasuyuki Taki
HTHikaru Takeuchi
Hikaru Takeuchi
HHHiroshi Hashizume
Hiroshi Hashizume
YAYuko Akitsuki
Yuko Akitsuki
RKRyuta Kawashima
Ryuta Kawashima
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. Thirty-two elderly volunteers were recruited through an advertisement in the local newspaper and randomly 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. 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 samples. Long-term effects and relevance for every-day functioning remain uncertain as yet. UMIN Clinical Trial Registry 000002825

14 January 2022 in Aging
Verified
Journal Article
Open access
CHChun-Che Hung
Chun-Che Hung
CCChiung-Chih Chang
Chiung-Chih Chang
CHChi-Wei Huang
Chi-Wei Huang
Rui NouchiRui Nouchi
Rui Nouchi
CCChia-Hsiung Cheng
Chia-Hsiung Cheng
Context: Gut dysbiosis has been proposed as one of pathologies in patients with Alzheimer’s disease (AD) spectrum. Despite such enthusiasm, the relevant results remain substantially controversial.

6 February 2013 in PLOS ONE
Verified
Journal Article
Open access
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Rui NouchiRui Nouchi
Rui Nouchi
YTYasuyuki Taki
Yasuyuki Taki
HTHikaru Takeuchi
Hikaru Takeuchi
HHHiroshi Hashizume
Hiroshi Hashizume
TNTakayuki Nozawa
Takayuki Nozawa
RKRyuta Kawashima
Ryuta Kawashima
Do brain training games work? The beneficial effects of brain training games are expected to transfer to other cognitive functions. Yet in all honesty, beneficial transfer effects of the commercial brain training games in young adults have little scientific basis. Here we investigated the impact of the brain training game (Brain Age) on a wide range of cognitive functions in young adults. We conducted a double-blind (de facto masking) randomized controlled trial using a popular brain training game (Brain Age) and a popular puzzle game (Tetris). Thirty-two volunteers were recruited through an advertisement in the local newspaper and randomly assigned to either of two game groups (Brain Age, Tetris). 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. Measures of the cognitive functions were conducted before and after training. Measures of the cognitive functions fell into eight categories (fluid intelligence, executive function, working memory, short-term memory, attention, processing speed, visual ability, and reading ability). Our results showed that commercial brain training game improves executive functions, working memory, and processing speed in young adults. Moreover, the popular puzzle game can engender improvement attention and visuo-spatial ability compared to playing the brain training game. The present study showed the scientific evidence which the brain training game had the beneficial effects on cognitive functions (executive functions, working memory and processing speed) in the healthy young adults. Our results do not indicate that everyone should play brain training games. However, the commercial brain training game might be a simple and convenient means to improve some cognitive functions. We believe that our findings are highly relevant to applications in educational and clinical fields. UMIN Clinical Trial Registry 000005618.

25 September 2013 in AGE
Verified
Journal Article
Closed access
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Rui NouchiRui Nouchi
Rui Nouchi
YTYasuyuki Taki
Yasuyuki Taki
HTHikaru Takeuchi
Hikaru Takeuchi
ASAtsushi Sekiguchi
Atsushi Sekiguchi
HHHiroshi Hashizume
Hiroshi Hashizume
RKRyuta Kawashima
Ryuta Kawashima

25 September 2019 in Brain Sciences
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Journal Article
Open access
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DTDenilson Brilliant T.
Denilson Brilliant T.
Rui NouchiRui Nouchi
Rui Nouchi
RKRyuta Kawashima
Ryuta Kawashima
Video gaming, the experience of playing electronic games, has shown several benefits for human health. Recently, numerous video gaming studies showed beneficial effects on cognition and the brain. A systematic review of video gaming has been published. However, the previous systematic review has several differences to this systematic review. This systematic review evaluates the beneficial effects of video gaming on neuroplasticity specifically on intervention studies. Literature research was conducted from randomized controlled trials in PubMed and Google Scholar published after 2000. A systematic review was written instead of a meta-analytic review because of variations among participants, video games, and outcomes. Nine scientific articles were eligible for the review. Overall, the eligible articles showed fair quality according to Delphi Criteria. Video gaming affects the brain structure and function depending on how the game is played. The game genres examined were 3D adventure, first-person shooting (FPS), puzzle, rhythm dance, and strategy. The total training durations 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.

3 August 2022 in Healthcare
Verified
Journal Article
Open access
PDF file
EIErika Ito
Erika Ito
Rui NouchiRui Nouchi
Rui Nouchi
JDJérôme Dinet
Jérôme Dinet
CCChia-Hsiung Cheng
Chia-Hsiung Cheng
BHBettina Bettina Husebø
Bettina Bettina Husebø
Background: Music-based intervention has been used as first-line non-pharmacological treatment to improve cognitive function for people with mild cognitive impairment (MCI) or dementia in clinical practice. However, evidence regarding the effect of music-based intervention on general cognitive function as well as subdomains of cognitive functions in these individuals is scarce. Objective: To evaluate the efficacy of music-based interventions on a wide range of cognitive functions in people with MCI or dementia. Method: We searched the effect of various music therapies using randomized controlled trials on cognitive function using several databases. Studies based on any type of dementia or MCI were combined. The effects of music-based intervention on each cognitive function were pooled by meta-analysis. Results: A total of 19 studies involving n = 1024 participants (mean age ranged from 60 to 87 years old) were included. We found statistically significant improvements in MMSE (general cognitive function), the Frontal Assessment Battery (executive function), and the Auditory Verbal Learning Test (episodic memory). Conclusions: This study provides positive evidence to support music-based interventions for improving a wide range of cognitive functions in older adults with MCI and dementia. Therefore, we recommend increased use of music in people’s homes, day care centers and nursing homes. This study was registered with PROSPERO, number 250383.