The experiment used Nintendo’s Super Mario 64 DS — the 2004 Nintendo DS remake of the 1996 Nintendo 64 classic developed by Nintendo EAD — as the intervention, and measured brain anatomy with MRI before and after the study period.
The trial enrolled 23 adult participants who were assigned to play Super Mario 64 DS for 30 minutes per day, every day, for two months.
A control group did not engage in the gaming protocol.
MRI scans taken at the start and conclusion of the study showed distinct anatomical differences between the groups.
According to the paper’s findings, the gaming cohort exhibited a measurable increase in grey matter in specific brain regions.
The lead researcher, Dr. Simone Kuhn of the Max Planck Institute, reported a “significant grey matter increase” in the right hippocampus, the right prefrontal cortex, and the bilateral cerebellum among participants who completed the gaming regimen, while the non‑gaming control group did not show comparable changes.
In journalistic terms: the study found that regular play of Super Mario 64 DS was associated with increases in grey matter in regions linked to spatial mapping, planning and motor control.
Those anatomical targets align with the cognitive and motor demands of Super Mario 64 DS.
The hippocampus is closely tied to spatial navigation and memory formation, the prefrontal cortex supports planning and strategic decision‑making, and the cerebellum contributes to motor coordination and timing — functions players repeatedly exercise while navigating 3D environments and executing precise platforming.
Dr. Kuhn and colleagues framed the results as evidence that video game play can enhance brain plasticity.
The paper suggested that, with further research, interactive digital environments might be explored for rehabilitative or therapeutic uses in clinical contexts such as certain neuropsychiatric or neurodegenerative conditions, noting that additional study would be required to assess efficacy and safety.
The paper was recently highlighted on social media by X user Anish Moonka, who has a history of resurfacing noteworthy scientific reports.
For Nintendo and the wider games industry, the study adds to a growing body of verified research examining how interactive entertainment can produce measurable changes in the human brain.