College students play electronic games all the time. Even in class. |
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This list may be "objective"?? but it is also clearly not very useful. Note that the rankings essentially completely reshuffle every year.
One school goes from 39->3, 36->11, 3->12, 49->15, 56->2, etc. I didn't calculate, but the average change seems to be by 10 places or so on the list. I don't believe that the student body in these places changes that much from year to year, since in reality, only 25% of it should, and if you include alumni, things should change less than that. So this list is just statistical noise and garbage. How amazing people love ranks. My own school is ranked very highly here, I have no dog in this fight, although I did not go to it for the rankings (of any kind, except in my own major). |
College students play plenty of iPhone games, but not Luminosity. I know, I have a college student. Teenagers who have just been through SATs have no interest in further "brain building." The "brain building" market is the AARP crowd, which is worried about losing it. |
You realize that your sample size is "one" - not much of a basis to speak on behalf of all college students. |
So you didn't read the article, didn't review the research, and don't know what Luminosity is, yet still feel qualified to criticize the findings? Wow. That's regressing critical thinking to a new level. I find the whole project rather ingenious and the results interesting. |
Except... I work for AARP and happen to know a little bit about this market. (You didn't see that one coming, did you? ). And your sample size is zero, so there's that.
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I noticed that, too. That's a huge clue to tiny sample sizes in the Luminosity data. Or, there is something else going on, like they marketed to one college's alums one year and to another college's alums another year. Actually you say, that much statistical noise = garbage. |