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"Challenge your family and friends in a new digital board game, and at the same time learn your first words in a new language together.
4 TRAVELLERS can be played alone or together with friends and at the same time teach you new words in Spanish.
In Alphabet Circus, a PlayStation 2 game targeted to children, players navigate through a colorful circus to discover various mini-games that combine physical activity and learning.
This free online stress reduction game offers players a chance to relax, balance their mind and emotions, and clarify their thoughts.
This brain-training puzzle game offers fifteen mini-games sorted into five categories: identify, memorize, analyze, compute, and visualize. Multi-player, competitive, and cooperative play modes are available.
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.
For the Nintendo DS, Brain Age includes a variety of cognitive-based mini-games designed to entertain and challenge players. Players can draw pictures, read books out loud, and solve puzzles, and play popular games like Sudoku.
Designed for mobile platforms, Brain Challenge is intended to be an entertaining yet challenging game that helps players increase the percentage of their brains used.
Brain Spa is an interactive PC game made up of an assortment of challenges designed to build up the mind.
BrainBashers is a free, online collection of riddles, brain-teasers, puzzles, and games designed to challenge players’ mental capabilities.
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.
Central Park is a learning environment for two-year-olds designed to prepare them for future schoolwork. Players of this game will be taught reading, writing, mathematics, and science concepts.
Cheerios Playtime is comprised of learning skills activities for children.
CogniFit Personal Coach is intended to improve players’ cognitive skills and increase brain activity.
"Cosmo’s Learning Systems™ introduces an innovation in learning for children of developmental age 2-to-8 years with and without disabilities.
"Cosmo’s Play and Learn™ software was developed by a team of therapists and educators who recognized the tremendous need for children of developmental ages 2-to-8 with and without disabilities to h
Players of this game can engage in intense cognitive exercises designed to prevent or slow the onset of dementia. Dakim Brain Fitness intends to be user friendly and an enjoyable way to exercise players’ brains and fight dementia.
Developed for young children for use on the PlayStation 2, Dinosaurs Shapes & Colors combines education and physical activity.
Developed by the Federal Emergency Management Agenday (FEMA), Disaster Math is a free, online quiz game for kids that incorporates math questions into disaster situations.
In Emergency Room: Code Red, players work as doctors in a hospital that is overcrowded and understaffed. After a riot breaks out over the hospital’s inefficiency, players treat patients with who have been stabbed or shot.
This game allows the player to experience what its like to be a real paramedic.
This game allows the player to “experience real-life emergency medical cases such as cardiac arrests, broken bones an life-threatening traumas as you respond to situations requiring you to revive,
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.
In FoldIt, players competitively solve puzzles in order to fold the best proteins.
This set of free, online games designed to exercise adults’ brains and minds. Players can choose from a variety of games that, with practice, may help improve memory and cognition.
FunBrain is a collection of free, online educational games for children and tweens designed to improve learning in a number of subjects including math, science, and vocabulary.
FunSchool is a set of free, online educational games developed to help younger children focus on and improve in various school subjects, including reading and math.
Gamequarium is a collection of free, online educational games for children. It is divided into sets according to grade level, subject, and content.
Games for the Brain is a set of free, online interactive brain training games designed to improve memory and other areas of cognition. The dozens of games include a variety of different puzzles and activities.
"Genomics Digital Lab (GDL) is an award winning, integrated on-line learning environment where users experience the world of biology through immersive discovery-based learning.
"Some of the most popular games are now available to help you better manage your Diabetes! Quiz, Solitaire and more that are soon to follow combine the fun of your favorite games with motivation for a healthier you!"
"Some of the most popular games are now available to help you better manage your Diabetes! Quiz, Solitaire and more that are soon to follow combine the fun of your favorite games with motivation for a healthier you!"
Grossology is an educational science game that focuses on the grosser, and presumably more fun, aspects of biology.
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 web-based collection of games and exercises was developed to challenge and sharpen players’ cognitive processes.
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.
“Learn about the history of biology, people and events, and the impact discoveries have had on society, ethics, politics and culture, then and now - through a fun, interactive scavenger hunt!
"Juf in a Box ('Teacher in a Box') is developed by Ranj, in co-operation with TNO, the Donders Institute, Avans and the Radboud University of Nijmegen.
Kids Games is an educational web site for children that offers a variety of free games, activities, and puzzles. Games address areas including coordination, art, music, and cognition.
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.
"Mission Control™ is a versatile computer access device designed for children who do not use a standard keyboard and standard mouse.
My Word Coach is a Nintendo Wii and DS game designed to test players’ ability to command and use the English language.
This free, online collection of interactive games, puzzles, and activities was designed by the National Geographic Society to help children prepare for their schoolwork.
"A colourful collection of tricks to make medical procedures less scary and sore. For kids and grown ups too!
Popsicle is a stress reduction game designed to soothe the nerves and induce a sense of balance and well being within players. The free, online game seeks to renew players' spirit by stimulating a shift in cognitive perspective.
PrimaryGames is a free, online collection of educational games, activities, and puzzles for children .
Prongo is a web site that offers free educational activities, puzzles, and games for young students. Players can choose among a variety of math, logic, and cognition games.
The Puzzability Sampler is a free, downloadable collection of puzzles, activities, and exercises designed to stimulate the mind and increase cognitive capability. Players can choose from dozens of games the whole family can enjoy.
Seek 'n Spell is a mobile phone game played outside using a global positioning system (GPS). While outdoors, players use their GPS to identify areas in which virtual letters are hidden.
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
"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.
SparkTop.org is a web site that offers free educational games, puzzles, activities, and exercises for children that learn differently or at a slower pace.
Speed Brain is a brain-training game designed to help players improve their reaction time and processing speed.
In Super Munchers: The Challenge Continues…, players take control of a muncher and move around consuming words that fall under a category.
Super Sleuths is an educational game designed to teach seventh grade students about science and scientific exploration.
"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.
The Kidz Page is an educational web site for young children with dozens of fun games, activities, and puzzles designed to keep the mind sharp.
Therapy exergame is being used as physical therapy for patients recovering from surgeries.
Thinks.com is a web site that includes free educational games, puzzles, quizzes and even brain teasers.
Toy Pals Fun with Numbers is an exergame for the PlayStation 2 designed to engage young children in simultaneous learning and physical activity.
“Transcription Hero is an educational game where you get to play the role of RNA Polymerase!
"Web Wise Kids understands how challenging it can be for adults to keep informed about online dangers and teen’s online activities.
Ke, F. (2008). A case study of computer gaming for math: Engaged learning from gameplay? Computers & Education, 151, 1609-1620.
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.
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.
Green, C. S., & Bavelier, D. (2007). Action-video-game experience alters the spatial resolution of vision. Psychological Science, 18(1), 88-94.
Calvert, S., Rideout, V., Woolard, J., Barr, R., & Strouse, G. (2005). Age, Ethnicity, and Socioeconomic Patterns in Early Computer Use. American Behavioral Scientist, 48(5), Georgetown University.
Anderson, C. A. (2004). An update on the effects of playing violent video games. Journal of Adolescence, 27(1), 113-122.
Software & Information Industry Association. (2009). Best practices for using games & simulations in the classroom: Guidelines for K-12 educators. Washington, DC: Wilson, L.
Smyth, J. M. (2007). Beyond self-selection in video game play: An experimental examination of the consequences of massively multiplayer online role-playing game play. Cyberpsychology and Behavior, 10(5), 717-721.
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.
Blumberg, F. C., & Sokol, L. M. (2004). Boys' and girls' use of cognitive strategy when learning to play video games. The Journal of General Psychology, 131(2), 151-158.
Gardner, J. E. (1991). Can the mario bros. help?: Nintendo games as an adjunct in psychotherapy with children. Psychotherapy, 28(4), 667-670.
Basak, C., Boot, W. R., Voss, M. W., & Kramer, A. F. (2008). Can training in a real-time strategy video game attenuate cognitive decline in older adults? Psychology and Aging, 23(4), 765-777.
Griffiths, M. (2004). Can videogames be good for your health? Journal of Health Psychology, 9(3), 339-344.
Lennon, J. L., & Coombs, D. W. (2006). Child-invented health education games: A case study for dengue fever. Simulation and Gaming, 37(1), 88-97.
Markle Foundation (2002). Children and interactive media. New York, NY: Wartella, E. A., Lee, J. H., & Caplovitz, A. G.
Downes, T. (2002). Children's and families' use of computers in australian homes. Contemporary Issues in Early Childhood, 3(2), 182-196.
Hoysniemi, J., Hamalainen, P., Turkki, L., & Rouvi, T. (2005). Children's intuitive gestures in vision-based action games. Communications of the ACM, 48(1), 44-50.
Haughland, S. (2000). Computer and young children. ERIC Digest.
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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.
Mcclurg, P. A., & Chaille, C. (1987). Computer games: Environments for developing spatial cognition? Journal of Educational Computing Research, 3(1), 95-111.
Krendl, K. A., & Lieberman, D. A. (1988). Computers and learning: A review of recent research. Journal of Educational Computing Research, 4(4), 367-389.
Clements, D. H. (1987). Computers and young-children: A review of research. Young Children, 43(1), 34-44.
Clements, D. H. (2002). Computers in early childhood mathematics. Contemporary Issues in Early Childhood, 3(2), 160-181.
Hobbs, L. J., & Yan, Z. (2008). Cracking the walnut: Using a computer game to impact cognition, emotion, and behavior of highly aggressive fifth grade students. Computers in Human Behavior, 24(2), 421-438.
Squire, K., Jenkins, H., Holland, W., Miller, H., O'Driscoll, A., Tan, K., & Todd, K. (2003). Design principles of next-generation digital gaming for education. Educational Technology, 43(5), 17-23.
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.
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Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill.
Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers and Education, 52(1), 1-12.
Kiili, K. (2005). Digital game-based learning: Towards and experimental gaming model. Internet and High Education, 8(1), 13-24.
Patel, A., Schieble, T., Davidson, M., Tran, M. C., Schoenberg, C., Delphin, E., & Bennett, H. (2006). Distraction with a hand-held video game reduces pediatric preoperative anxiety. Pediatric Anesthesia, 16(10), 1019-1027.
Ricci, K. E., Salas, E., & Cannon-Bowers, J. A. (1996). Do computer-based games facilitate knowledge acquisition and retention? Military Psychology, 8(4), 295-307.
Sims, V. K., & Mayer, R. E. (2002). Domain specificity of spatial expertise: The case of video game players. Applied Cognitive Psychology, 16(1), 97-115.
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.
Dorval, M., & Pepin, M. (1986). Effect of playing a video game on a measure of spatial visualization. Perceptual and Motor Skills, 62(1), 159-162.
Effects of video game playing on measures of spatial performance: Gender effects in late adolescence
Okagaki, L., & Frensch, P. A. (1994). Effects of video game playing on measures of spatial performance: Gender effects in late adolescence. Journal of Applied Developmental Psychology, 15(1), 33-58.
Subrahmanyam, K., & Greenfield, P. M. (1994). Effects of video game practice on spatial skills in girls and boys. Journal of Applied Developmental Psychology, 15(1), 13-32.
Fleming, M. J., & Rickwood, D. J. (2001). Effects of violent versus nonviolent video games on children's arousal, aggressive mood, and positive mood. Journal of Applied Social Psychology, 31(10), 2047-2071.
Fu, F. L., Su, R. C., & Yu, S. C. (2009). EGameFlow: A scale to measure learners' enjoyment of e-learning games. Computers and Education, 52(1), 101-112.
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.
Green, C. S., & Bavelier, D. (2006). Enumeration versus multiple object tracking: The case of action video game players. Cognition, 101(1), 217-245.
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.
Kebritchi, M., & Hirumi, A. (2008). Examining the pedagogical foundations of modern educational computer games. Computers and Education, 51(4), 1729-1743.
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.
Barr, P., Khaled, R., Noble, J., & Biddle, R. (2006). Feeling strangely fine: The well-being economy in popular games. In W. Ijsselsteijn & Y. de Kort (Eds.), Persuasive Technology (60-71). New York : Springer.
Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441-467.
Kafai, Y. B. (1996). Gender differences in children's constructions of video games. In P. M. Greenfield & R. R. Cocking (Eds.), Interacting with Video (pp. 39-66). Westport, CT: Greenwood Publishing Group.
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Bandura, A. (2004). Health promotion by social cognitive means. Health Education and Behavior, 31(2), 143-164.
Langley Research Center. (2001). Helping video games rewire “our minds”. Hampton, Virginia: Pope, A. T., & Palsson, O. S.
Terlecki, M. S., & Newcombe, N. S. (2005). How important is the digital divide?: The relation of computer and videogame usage to gender differences in mental rotation ability. Sex Roles, 53(39939), 433-441.
Exner, A. (2010). Impact of cooperative versus competitive exergame play on overweight and obese adolescents’ physical, socio-emotional, and cognitive health. Dissertation Abstracts International, 72(2), 1-84.
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.
De Lisi, R., & Wolford, J. L. (2002). Improving children's mental rotation accuracy with computer game playing. Journal of Genetic Psychology, 163(3), 272-282.
Wade, T., & Holt, L. L. (2005). Incidental categorization of spectrally complex non-invariant auditory stimuli in a computer game task. The Journal of the Acoustical Society of America, 118(4), 2618-2633.
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.
Cole, S.W., Yoo, D.J., Knutson, B. (2012) Interactivity and reward-related neural activation during a serious videogame. PLoS ONE, 7(3), e33909.
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Lennon, J. L., & Coombs, D. W. (2002). Study of child-invented health educational games on dengue fever. Dengue Bulletin, 26, 195-202.
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University of Wisconsin – Madison (2004). Video games and the future of learning. Madison, WI: Shaffer, D. W., Squire, K. R., Halverson, R., & Gee, J. P.
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Gagnon, D. (1985). Videogames and spatial skills: An exploratory study. Educational Communication and Technology, 33(4), 263-275.
Gregg, L., & Tarrier, N. (2007). Virtual reality in mental health: A review of the literature. Social Psychiatry and Psychiatric Epidemiology, 42(5), 343-354.
Luke, C. (1999). What next? toddler netizens, playstation thumb, techno-literacies. Contemporary Issues in Early Childhood, 1(1), 95-100.
Wright, K. (2001). Winning brain waves: Can custom-made video games help kids with attention deficit disorder? Discover, 22(3), 25.
A set of software tools developed by Bioware, the Aurora Toolset allows users to create and share modules for Bioware's "Neverwinter Nights" role-playing game.
Brain Health Blog concerns “information on the science that goes into the [brain training] games and training applications developed by Luminosity.
"Educational Games Research Blog discusses topics related to academic research and media commentary concerning the use of video games in K-20 settings."
"Funschool offers free online educational elementary games for kids as well as printable activities, coloring and crafts that will help kids learn and get ready for school."
Humana Games for Health develops health-related games and offers recent news, research, and links to play games that provide physical and mental workouts.
A blog, subtitled “Digging the Best of Serious Games Promising Market,” that discusses the latest news, articles, and stories about advances in the field of serious games.
Super Smart Games provides user-rated reviews and detailed descriptions of games judged to be healthy or educational for kids, teens, or adults. Visitors can search and find games based on category, platform, age group, and subject.
“SeriousGames.ning.com is intended as a web portal to serious games news, resources and companies. Its secondary goal is to enable networking between anyone with an interest in serious games.”
"CyberLearning Technology is the sole licensee of unique technology developed, proven and patented by NASA and originally used for pilot training."
Kevin Stone is the developer of " BrainBashers™, a massive and exciting collection of brain teasers, puzzles, riddles, games and optical illusions.
"In 1977, we were fresh out of graduate school and hard at work in the schools.
"Lumos Labs is a cognitive neuroscience research and development company that builds software tools for improving brain health and performance.
"Minds Refined is a research and development company that creates computer games specifically designed to enhance cognitive abilities."
"Morphonix™ is developing a series of video games which make abstract concepts of brain science fun and comprehensible to children and teens.
A maker of brain games, "Posit Science strives to help people flourish throughout their lives. We do this by providing effective, non-invasive tools that engage the brain's natural plasticity to improve brain health."
"Prongo.com is an educational website for Kids. Prongo.com provides hours of learning fun for kids and resources teachers need to have a fun and productive classroom."
"The International Society for Research on Internet Interventions (ISRII) is a non-profit organization of researchers whose focus is on the development and testing of various web-based health treat
"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.




























































































































































































