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In 3D Body Adventure players explore the human body and learn about human anatomy. They travel through many body parts including the brain, spinal cord, and veins. They also save patients by navigating through their bodies and destroying germs. The g...
A free, online game, Brain Circuit Central engages players in a brain-themed memory game. Players must memorize the pattern in which the neurons light up. Every time players miss the correct pattern, more and more neurons appear creating more complic...
Brains Rule Games: Neuron laboratory, Neuron Navigator, Ecstacy Invaders, Brain Attack, Neuron Explosion, Brain-o-Coaster
National Institute on Drug Abuse (NIDA)
Brain Rules Games is a set of free, online mini-games that can educate players about the human brain. Each mini-game addresses a component of the brain such as neurons, neuronal growth, brain development, and anatomy.
Discovery Health is a collection of free, online interactive games designed to educate players about the human body, cognitive health, and parenting skills. Players can choose from several games, puzzles, and activities for players of all ages....
National Institutes of Health (NIH)
This exergame was developed by the National Institutes of Health to give individuals with spinal cord diseases or neurological disorders an opportunity to experience physical activity through gaming. Players can work out their upper body by matching...
Happy Neuron Attention Games: Catch the Ladybug!, Secret Files, Ancient Writing, Dance with the Fireflies, Find Your Way, Pay Attention, Private Eye
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.
Happy Neuron Executive Function Games: The Towers of Hanoi, Countdown, Ready, Steady, Count!, Basketball in New York, Decipher, Hurray for Change!, Money Time, The Bells of Notre-Dame, The Right Count, Writing in the Stars
This web-based collection of games and exercises was developed to challenge and sharpen players’ cognitive processes.
Happy Neuron Language Games: Split Words, Embroidery, Sieze the Keywords, The Right Word, This Story is Full of Blanks
The Happy Neuron Language collection of web-based games and exercises was developed to challenge and strengthen players’ language processing skills. Players choose among a variety of games that focus on areas including word recognition and grammar....
Happy Neuron Memory Games: An American in Paris, Cocktails, Around the World in 80 Trips, Bird Songs, Displaced Characters, Elephant Memory, Heraldry, Shapes and Colors, The Squeeking Mouse, Words, Where are You?, Objects, Where are You
The Happy Neuron Memory Games collection was developed to challenge and strengthen the player’s memories. Players choose among a variety of games that offer information and strategies for improving memory functions. These web-based games are availa...
Happy Neuron Visual-Spatial Games: Entangled Objects, Points of View, Sleight of Hand, Turning Around and Around, Under Pressure
Happy Neuron Visual-Spatial Games were developed to help improve players’ visual and spatial skills. These games may teach players to be more aware of their surroundings.
Journey into the Brain, an educational PC game for children, focuses on the structures within the human brain. Players embark on an adventure to figure out why their friend is acting strange. Along the way, players run into characters that represent...
National Institute on Drug Abuse (NIDA)
Pick a Card is a quiz game by the National Institute on Drug Abuse that tests players’ knowledge about drugs and their memorization skills. The game gives players a few seconds to see drug names on the back of cards before flipping the cards over....
Intended to allow players to exercise their brains while playing a regular video game, SmartBrain Technologies is a neurofeedback system that attaches to a console. Players of this system will experience personalized training to improve their memory,...
Starlight Children's Foundation
"Spinal Tap: Discovering the Secrets of Spinal Fluid is an interactive online game which was developed as a tool for children and teens ages 10 to 14 to actively explore information about the spina
Rutgers, The State University of New Jersey (Rutgers University)
Rutgers University and The State University of New Jersey developed this software program and gaming glove designed to help patients recover hand function after experiencing a stroke. This virtual rehabilitation system is based on the Microsoft Xbox...
The Problem Site is a web site that offers free educational games, puzzles, and problem-solving activities that focus primarily on mathematics and cognition. This site originally started as a place for mathematicians to post math problems they could...
A low-cost video game applied for training of upper extremity function in children with cerebral palsy: A pilot study
Jannink, M. J., van der Wilden, G. J., Navis, D. W., Visser, G., Gussinklo, J., & Ijzerman, M. (2008). A low-cost video game applied for training of upper extremity function in children with cerebral palsy: A pilot study. Cyberpsychology and Beha...
Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423(6939), 534-537.
Gamezone (2005). Computer game makers issue motion sickness warning. Retrieved from http://www.gamezone.com/news/trackmania_sunrise_issues_motion_sickness_warning ....
Mcclurg, P. A., & Chaille, C. (1987). Computer games: Environments for developing spatial cognition? Journal of Educational Computing Research, 3(1), 95-111.
Jimison, H., & Pavel, M. (2006). Embedded assessment algorithms within home-based cognitive computer game exercises for elders. Proceedings from IEEE Engineering in Medicine and Biology Society Conference, 6101-6104.
Hurkman, H.L., van den Berg-Emons, R.J., & Stam, H.J. (2010). Energy expenditure in adults with cerebral palsy playing Wii Sports. Archives of Physical Medicine and Rehabilitation, 91(10), 1577-1581.
Badinand-Hubert, N., Bureau, M., Hirsch, E., Masnou, P., Nahum, L., Parain, D., & Naquet, R. (1998). Epilepsies and video games: Results of a multicentric study. Electroencephalography and Clinical Neurophysiology, 107(6), 422-427....
Ricci, S., Vigevano, F., Manfredi, M., & Kasteleijn-Nolst Trenite, D. G. (1998). Epilepsy provoked by television and video games: Safety of 100-hz screens. Neurology, 50(3), 790-793.
O'Connor, T. J., Cooper, R. A., Fitzgerald, S. G., Dvorznak, M. J., Boninger, M. L., VanSickle, D. P., & Glass, L. (2000). Evaluation of a manual wheelchair interface to computer games. Neurorehabilitation and Neural Repair, 14(1), 21-31....
Koepp, M. J., Gunn, R. N., Lawrence, A. D., Cunningham, V. J., Dagher, A., Jones, T.,...Grasby, P. M. (1998). Evidence for striatal dopamine release during a video game. Nature, 393(6682), 266-268.
Experimental studies of virtual reality-delivered compared to conventional exercise programs for rehabilitation
Sveistrup, H., McComas, J., Thornton, M., Marshall, S., Finestone, H., McCormick, A.,...Mayhew, A. (2003). Experimental studies of virtual reality-delivered compared to conventional exercise programs for rehabilitation. Cyberpsychology and Behavior,...
Feasibility of using the Sony PlayStation 2 gaming platform for an individual poststroke: A case report
Flynn, S., Palma, P., & Bender, A. (2007). Feasibility of using the Sony PlayStation 2 gaming platform for an individual poststroke: A case report. Journal of Neurologic Physical Therapy, 31(4), 180-189.
Feasibility study of Theradrive: A low-cost game-based environment for the delivery of upper arm stroke therapy
Johnson, M. J., Ramachandran, B., Paranjape, R. P., & Kosasih, J. B. (2006). Feasibility study of Theradrive: A low-cost game-based environment for the delivery of upper arm stroke therapy. Proceeding from IEEE Engineering in Medicine and Biology...
First seizures associated with playing electronic screen games: A community-based study in Great Britain
Quirk, J. A., Fish, D. R., Smith, S. J., Sander, J. W., Shorvon, S. D., & Allen, P. J. (1995). First seizures associated with playing electronic screen games: A community-based study in Great Britain. Annals of Neurology, 37(6), 733-737....
Game-based exercises for dynamic short-sitting balance rehabilitation of people with chronic spinal cord and traumatic brain injuries
Betker, A. L., Desai, A., Nett, C., Kapadia, N., & Szturm, T. (2007). Game-based exercises for dynamic short-sitting balance rehabilitation of people with chronic spinal cord and traumatic brain injuries. Physical Therapy, 87(10), 1389-1398....
Hoeft, F., Watson, C. L., Kesler, S. R., Bettinger, K. E., & Reiss, A. L. (2007). Gender differences in the mesocorticolimbic system during computer game-play. Journal of Psychiatric Research, 42(4), 253-258.
Dahlquist, N. R., Mellinger, J. F., & Klass, D. W. (1983). Hazard of video games in patients with light-sensitive epilepsy. The Journal of the American Medical Association, 249(6), 776-777.
Ciavarro, C., Dobson, M., & Goodman, D. (2008). Implicit learning as a design strategy for learning games: Alert hockey. Computers in Human Behavior, 24(6), 2862-2872.
Improving spatial functioning in children with cerebral palsy using computerized and traditional game tasks
Akhutina, T., Foreman, N., Krichevets, A., Matikka, L., Narhi, V., Pylaeva, N., & Vahakuopus, J. (2003). Improving spatial functioning in children with cerebral palsy using computerized and traditional game tasks. Disability and Rehabilitation, 2...
Ryan, E. B. (1994). Memory for goblins: A computer game for assessing and training working memory skill. Computers in Human Services, 11(1-2), 213-217.
Cherney, I. D. (2008). Mom, let me play more computer games: They improve my mental rotation skills. Sex Roles, 59(11-12), 776-786.
Stoffregen, T. A., Faugloire, E., Yoshida, K., Flanagan, M. B., & Merhi, O. (2008). Motion sickness and postural sway in console video games. Human Factors, 50(2), 322-331.
Merhi, O., Faugloire, E., Flanagan, M., & Stoffregen, T. A. (2007). Motion sickness, console video games, and head-mounted displays. Human Factors, 49(5), 920-934.
PlayStation EyeToy game improve upper extremity-related motor functioning in subacute stroke: A randomized controlled clinical trial
Yavuzer, G., Senel, A., Atay, M. B., & Stam, H. J. (2008). PlayStation EyeToy game improves upper extremity-related motor functioning in subacute stroke: A randomized controlled clinical trial. European Journal of Physical Medicine and Rehabilita...
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.
Seizures during video-game play and other common leisure pursuits in known epilepsy patients without visual sensitivity
Millett, C. J., Fish, D. R., Thompson, P. J., & Johnson, A. (1999). Seizures during video-game play and other common leisure pursuits in known epilepsy patients without visual sensitivity. Epilepsia, 40(4), 59-64.
Sensorimotor training in a virtual reality environment: Does it improve functional recovery poststroke?
Merians, A. S., Poizner, H., Boian, R., Burdea, G., & Adamovich, S. (2006). Sensorimotor training in a virtual reality environment: Does it improve functional recovery poststroke? Neurorehabilitation and Neural Repair, 20(2), 252-267....
Miller, G. (2005). Society for neuroscience meeting: Computer game sharpens aging minds. Science, 310(5752), 1261.
Sustained decrease in oxygenated hemoglobin during video games in the dorsal prefrontal cortex: A NIRS study of children
Matsuda, G., & Hiraki, K. (2006). Sustained decrease in oxygenated hemoglobin during video games in the dorsal prefrontal cortex: A NIRS study of children. NeuroImage, 29(3), 706-711.
Szturm, T., Peters, J. F., Otto, C., Kapadia, N., & Desai, A. (2008). Task-specific rehabilitation of finger-hand function using interactive computer gaming. Archives of Physical Medicine and Rehabilitation, 89(11), 2213-2217.
The effect of internet video game play on clinical and extrapyramidal symptoms in patients with schizophrenia
Han, D. H., Renshaw, P. F., Sim, M. E., Kim, J. I., Arenella, L. S., & Lyoo, I. K. (2008). The effect of internet video game play on clinical and extrapyramidal symptoms in patients with schizophrenia. Schizophrenia Research, 103(1), 338-340....
Ricci, S., & Vigevano, F. (1999). The effect of video-game software in video-game epilepsy. Epilepsia, 40(4), 31-37.
Dustman, R. E., Emmerson, R. Y., Steinhaus, L. A., Shearer, D. E., & Dustman, T. J. (1992). The effects of videogame playing on neuropsychological performance of elderly individuals. Journal of Gerontology, 47(3), 168-171.
Rand, D., Kizony, R., & Weiss, P. T. (2008). The Sony Playstation II EyeToy: Low-cost virtual reality for use in rehabilitation. Journal of Neurologic Physical Therapy, 32(4), 155-163.
Sietsema, J.M., Nelson, D.L., Mulder, R.M., Mervau-Scheidel, D., & White, B.E. (1993). The use of a game to promote arm reach in persons with traumatic brain injury. American Journal of Occupational Therapy, 47(1),19-24.
Theradrive: A new stroke therapy concept for home-based, computer-assisted motivating rehabilitation
Johnson, M. J., Trickey, M., Brauer, E., & Feng, X. (2004). Theradrive: A new stroke therapy concept for home-based, computer-assisted motivating rehabilitation. In Proceedings of the 29th Annual International Conference of the IEEE Engineering i...
Legg, L., & Langhorne, P. (2004). Therapy-based rehabilitation for stroke patients living at home. Stroke, 35(4), 1022.
Scherer, R., Lee, F., Schlogl, A., Leeb, R., Bischof, H., & Pfurtscheller, G. (2008). Toward self-paced brain-computer communication: Navigation through virtual worlds. IEEE Transactions on Biomedical Engineering, 55(2), 675-682.
Use of a low-cost, commercially available gaming console (Wii) for rehabilitation of an adolescent with cerebral palsy
Deutsch, J. E., Borbely, M., Filler, J., Huhn, K., & Guarrera-Bowlby, P. (2008). Use of a low-cost, commercially available gaming console (Wii) for rehabilitation of an adolescent with cerebral palsy. Physical Therapy, 88(10), 1196-1207....
Betker, A. L., Szturm, T., Moussavi, Z. K., & Nett, C. (2006). Video game-based exercises for balance rehabilitation: A single-subject design. Archives of Physical Medicine and Rehabilitation, 87(8), 1141-1149.
Graf, W. D., Chatrian, G. E., Glass, S. T., & Knauss, T. A. (1994). Video game-related seizures: A report on 10 patients and a review of the literature. Pediatrics, 93(4), 551-556.
Kasteleijn-Nolst Trenit, D. G., Martins da Silva, A., Ricci, S., Rubboli, G., Tassinari, C. A., Lopes, J.,...& Segers, J. P. (2002). Video games are exciting: A European study of video game-induced seizures and epilepsy. Epileptic Disorders, 4(2)...
Yalon-Chamovitz, S., & Weiss, P. L. (2008). Virtual reality as a leisure activity for young adults with physical and intellectual disabilities. Research in Developmental Disabilities, 29(3), 273-287.
Crosbie, J. H., Lennon, S., Basford, J. R., & McDonough, S. M. (2007). Virtual reality in stroke rehabilitation: Still more virtual than real. Disability and Rehabilitation, 29(14), 1139 – 1146.
Rand, D., Kizony, R., & Weiss, P. L. (2004). Virtual reality rehabilitation for all: Vivid GX versus Sony PlayStation 2 EyeToy. In Proceedings of the 5th International Conference: Disability, Virtual Reality, and Associated Technologies (Oxford,...
Virtual rehabilitation in an activity centre for community-dwelling persons with stroke. The possibilities of 3-dimensional computer games
Broeren, J., Claesson, L., Goude, D., Rydmark, M., & Sunnerhagen, K. S. (2008). Virtual rehabilitation in an activity centre for community-dwelling persons with stroke: The possibilities of 3-dimensional computer games. Cerebrovascular Diseases,...
What to expect from immersive virtual environment exposure: Influences of gender, body mass index, and past experience
Stanney, K. M., Hale, K. S., Nahmens, I., & Kennedy, R. S. (2003). What to expect from immersive virtual environment exposure: Influences of gender, body mass index, and past experience. Human Factors, 45(3), 504-520.
Wright, K. (2001). Winning brain waves: Can custom-made video games help kids with attention deficit disorder? Discover, 22(3), 25.
“ACE develops software based "Brain-Gyms" under the brand IntelliGym. These training tools significantly improve the performance of trainees in targeted tasks. ACE's proprietary technology is applicable to a remarkable variety of potential users, s...
"Our goal is to conduct experimental research to develop interventions that might help people feel more secure. Our starting point is past research in which we have found that insecurity feelings derive in large part from anxieties about whether one...
"The Professor Garfield Foundation learning portal is a fun interactive online environment where children can safely explore, learn and creatively express themselves. The Foundation (PGF) was formed in 2003 as a 501 (c) 3 nonprofit organization to pr...
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"The SharpBrains Summit, our first 3-day conference, featured a dream team of over 40 speakers who are leaders in industry and research to discuss emerging research, tools and best practices for cognitive health and performance. This innovative event...