Sharp Brains: Brain Fitness and Cognitive Health News

Neuroplasticity, Brain Fitness and Cognitive Health News

Icon

End Notes

1*IHRSA. The IHRSA 2006 Global Report: The State of the Health Club Industry, 2006.
2*NPD Group.
3*NeuroInsights. The Neurotechnology Industry 2007, 2007.
4*Willis et al: “Long-Term Effects of Cognitive Training on Everyday Functional Outcomes in Older Adults.” Journal of the American Medical Association. Volume 296, 23: 2805-2814, 2006.
5*Eriksson et al., “Neurogenesis in the adult human hippocampus,” Nature Medicine, 4(11): 1313-7, 1998.
6*Green & Bavelier. “Action video game modifies visual selective attention”. Nature 423:534-537, 2003.
7*Zelinski et al. “The IMPACT Study: A Randomized Controlled Trial of a Brain Plasticity-Based Training Program for Age-Related Decline”. Ongoing.
8*Gage et al. Adult Neurogenesis. Cold Spring Harbor Laboratory Press, 2007.
9*IGN, NPD
10*Centers for Disease Control and Prevention (CDC) and the Alzheimer’s Association. “The Healthy Brain Initiative: A National Public Health Road Map to Maintaining Cognitive Health”, 2007.
11*Joe Verghese, “Leisure Activities and the Risk of Dementia in the Elderly”, 2003, The New England Journal of Medicine.
12*Stern Y. Cognitive reserve and Alzheimer disease. Alzheimer Dis Assoc Disord. 2006, 20:112-117.
13*Bloom, Floyd. The Dana Guide to Brain Health. Dana Press: NYC, 2006.
14*Roenker et al:”Speed of processing and driving simulator training result in improved driving performance”. Human Factors, 45: 218-233, 2003.
15*Wikipedia Entry for Brain Age: Train Your Brain in Minutes a Day!
16*IGN, NPD.
17*Evan Wilson, Pacific Crest Securities. Quoted in Gamespot on July 31st 2007.
18*Kushner, David. “The Wrinkled Future of Online Gaming”. Wired Magazine, December 2006.
19*Information Solutions Group. PopCap Casual Gaming Survey, 2006.
20*American Society on Aging. ASA-Metlife Foundation Attitudes and Awareness of Brain Health Poll, 2006.
21*St. John’s wort (Hypericum perforatum L.). Natural Standard Database Web site. Accessed August 30, 2007.
22*Kasten et al. Computer-based training for the treatment of partial blindness. Nature Medicine, 4, 1083–1087, 1998.
23*Cicerone: “Evidence-Based Cognitive Rehabilitation: Updated Review of the Literature From 1998 Through 2002”. Arch Phys Med Rehabil. 2005. Cicerone: “Evidence-based cognitive rehabilitation: recommendations for clinical practice.” Arch Phys Med Rehabil. 2000.
24*Olesen et al: Increased prefrontal and parietal brain activity after training of working memory. Nature Neuroscience, 7(1): 75-79, 2004.
25*Mahncke et al: “Memory enhancement in healthy older adults using a brain plasticity-based training program: a randomized, controlled study.” Proc Natl Acad Sci U S A. 2006.
26*Borman & Benson: “Can brain research and computers improve literacy? A randomized field trial of the FastForWord Language computer-based training program.” (2006). (WCER Working Paper No. 2006-5).
27*What Works Clearinghouse: http://ies.ed.gov/ncee/wwc/
28*Mischel et al: Predicting adolescent cognitive and self-regulatory competencies from preschool delay of gratification: Identifying diagnostic conditions. Developmental Psychology, 26(6), 978–986, 1990.
29*American Society for Training & Development. The State of the Industry 2006 report, 2006.
30*PriceWaterhouseCoopers. Working towards wellness: Accelerating the prevention of chronic disease, 2006.
31*Motorola. North American Wellness Initiative, 2006.
32*Niels C. Hauffe. The US Corporate Wellness Study, 2002.
33*Microsoft. The Aging Workforce Demographics and Physiological Changes of Aging, 2006.
34*Li et al: “Human factors in aviation crashes involving older pilots”. Aviation Space Environ Med. 2002.
35*Alhadeff, Eliane. “Serious Games: A Sizeable Market – Update,” Future-Making Serious Games, June 24, 2007.
36*68th Road Safety Congress. Safer Driving: Reducing Risks, Crashes & Casualties, March 3-5, 2003.
37*Gopher et al:”Transfer of skill from a computer game trainer to flight”, Human Factors 36, 1–19, 1994.
38*Hart & Battiste:”Flight test of a video game trainer.”Proceedings of the Human Factors Society 26th Meeting (pp. 1291-1295).
39*Shebilske et al: “Revised Space Fortress: A validation study”. Behavior Research Methods, 37, 591-601. 2005.

Purchase PDF Electronic Copy
Brain Fitness Market Report Download Click here for download. $495
Purchase Hardcopy
Brain Fitness Market Report Hardcopy Click here for hardcopy. $495

For bulk orders and nonprofit/ academic discounts, email us at reports@sharpbrains.com with your specific interest and information.

Learn more & Register

2016 SharpBrains Virtual Summit: Reinventing Brain Health

About SharpBrains

As seen in The New York Times, The Wall Street Journal, CNN, and more, SharpBrains is an independent market research firm tracking applied brain science. Explore our most popular resources HERE.

Search for anything brain-related in our article archives