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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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