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This game is designed to improve players’ attention and sharpen their ability to process visual information. While it starts out easy, the game gets progressively more challenging as players improve.
Fit Brains: Brain Games are a set of games intended to maximize and improve brain skill. This free, online game addresses five cognitive areas of the brain and sessions can be individualized using personalization tools.
This web-based collection of brain training games and exercises was developed to improve and strengthen players’ concentration and ability to focus and give attention.
This collection of web-based brain training exercises and activities is designed to improve multiple areas of cognition. Players can choose from a variety of games that focus on concentration, memory, attention, and more.
Sheppard Software is a collection of free, online educational games, puzzles, and activities designed to teach young minds about health and improve understanding in various school related subjects.
"In contrast to other programs that focus primarily on in-school behaviors, My Community is all about enhancing a child's social skills and personal safety in the larger world outside the classroom
My School Day is a software program designed to educate older children about proper interactions and basic classroom etiquette.
Preschool Playtime is a software program designed to help build appropriate social skills in young children.
"Preschool Playtime Volume 2 is an extension of the material covered in Preschool Playtime Volume 1, and reinforces appropriate peer interactions and play skills in toddlers and preschoolers.
School Rules! is a software program designed to educate tweens and teens about appropriate behaviors in and outside the classroom.
"School Rules! Volume 2 takes up where School Rules! Volume 1 leaves off, teaching social interpretation skills during unstructured times when social rules are most challenging.
"A collaborative effort between Social Skill Builder and Michelle Garcia Winner & Pamela Crooke of Social Thinking.
"TeachTown: Basics Classroom combines computer lessons with offline activities for students who are developmentally 2 to 7 years old.
TeachTown is a web-based educational program developed to help children improve in various subject areas taught in school.
"Our animated video modeling-based social skills curriculum features engaging animated characters to teach real world social skills.
Russell, W. D. (2009). A comparison of exergaming to traditional video games on children's mood, attention, and short-term memory. Missouri Journal of Health, Physical Education, Recreation & Dance, 19, 77-88.
Chan, P. A., & Rabinowitz, T. (2006). A cross-sectional analysis of video games and attention deficit hyperactivity disorder symptoms in adolescents. Annals of General Psychiatry, 5, 16.
Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423(6939), 534-537.
Greenfield, P. M., deWinstanley, P., Kilpatrick, H., & Kaye, D. (1994). Action video games and informal education: Effects on strategies for dividing visual attention. Journal of Applied Developmental Psychology, 15(1), 105-123.
Beale, I. L. (2002). An evaluation model for psychoeducational interventions using interactive multimedia. Cyberpsychology and Behavior, 5(6), 565-580.
Bioulac, S., Arfi, L., & Bouvard, M. P. (2008). Attention deficit/hyperactivity disorder and video games: A comparative study of hyperactive and control children. European Psychiatry, 23(2), 134-141.
Kappes, B. M., & Thompson, D. L. (1985). Biofeedback vs. video games: Effects on impulsivity, locus of control and self-concept with incarcerated juveniles. Journal of Clinical Psychology, 41(5), 698-706.
Yuji, H. (1996). Computer games and information-processing skills. Perceptual and Motor Skills, 83(2), 643-647.
Sun, D. L., Ma, N., Bao, M., Chen, X. C., & Zhang, D. R. (2008). Computer games: A double-edged sword? Cyberpsychology and Behavior, 11(5), 545-548.
Blumberg, F. C. (1998). Developmental differences at play: Children's selective attention and performance video games. Journal of Applied Developmental Psychology, 19(4), 615-624.
Griffith, J. L., Voloschin, P., Gibb, G. D., & Bailey, J. R. (1983). Differences in eye-hand motor coordination of video-game users and non-users. Perceptual and Motor Skills, 57(1), 155-158.
Green, C. S., & Bavelier, D. (2006). Effect of action video games on the spatial distribution of visuospatial attention. Journal of Experimental Psychology: Human Perception and Performance, 32(6), 1465-1478.
Green, C. S., & Bavelier, D. (2006). Enumeration versus multiple object tracking: The case of action video game players. Cognition, 101(1), 217-245.
Pope, A. T., & Bogart, E. H. (1996). Extended attention span training system: Video game neurotherapy for attention deficit disorder. Child Study Journal, 26(1), 39-51.
Jenson, J., & De Castell, S. (2008). Get up and play!: From simulation to imitation in digital games. Education Canada, 48(2), 40-44.
Simons, D. J., & Chabris, C. F. (1999). Gorillas in our midst: Sustained inattentional blindness for dynamic events. Perception, 28, 1059-1074.
Dworak, M., Schierl, T., Bruns, T., & Struder, H. K. (2007). Impact of singular excessive computer game and television exposure on sleep patterns and memory performance of school-aged children. Pediatrics, 120(5), 978-985.
Shaw, R., Grayson, A., & Lewis, V. (2009). Inhibition, ADHD, and computer games: The inhibitory performance of children with adhd on computerized tasks and games. Journal of Attention Disorders, 8(4), 160-168.
Feng, J., Spence, I., & Pratt, J. (2007). Playing an action video game reduces gender differences in spatial cognition. Psychological Science, 18(10), 850-855.
Larose, S., Gagnon, S., Ferland, C., & Pepin, M. (1989). Psychology of computers: XIV Cognitive rehabilitation through computer games. Perceptual and Motor Skills, 69(3), 851-858.
Miller, G. (2005). Society for neuroscience meeting: Computer game sharpens aging minds. Science, 310(5752), 1261.
Castel, A. D., Pratt, J., & Drummond, E. (2005). The effects of action video game experience on the time course of inhibition of return and the efficiency of visual search. Acta Psychologica, 119(2), 217-230.
Blumberg, F. C. (2000). The effects of children's goals for learning on video game performance. Journal of Applied Developmental Psychology, 21(6), 641-653.
Boot, W. R., Kramer, A. F., Simons, D. J., Fabiani, M., & Gratton, G. (2008). The effects of video game playing on attention, memory, and executive control. Acta Psychologica, 129(3), 387-398.
Thorell, L. B., Lindqvist, S., Nutley, S. B., Bohlin, G., & Klingberg, T. (2009). Training and transfer effects of executive functions in preschool children. Developmental Science, 12(1), 106-113.
Wright, K. (2001). Winning brain waves: Can custom-made video games help kids with attention deficit disorder? Discover, 22(3), 25.
"CyberLearning Technology is the sole licensee of unique technology developed, proven and patented by NASA and originally used for pilot training."
"Minds Refined is a research and development company that creates computer games specifically designed to enhance cognitive abilities."
"Nourish Interactive is your free one stop resource for fun nutrition games for kids, interactive nutrition tools and tips for parents and health educators to use to promote healthy living for the whole family."
"Our mission is to use scientific knowledge to help adults boost and maintain their brain functions. Our goal is to provide your loved-ones or your residents with fun and stimulating brain exercises."
"Vivity Labs, Inc is a digital media lifestyle company with a strong foundation of neuroscience.
















































