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.
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