Academic literature on the topic 'Brain games'

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Journal articles on the topic "Brain games"

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Stevens-Smith, Deborah A. "Brain Games." Strategies 19, no. 6 (July 2006): 19–23. http://dx.doi.org/10.1080/08924562.2006.10591222.

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Hiscott, Rebecca. "Brain Games." Neurology Now 11, no. 6 (2015): 21. http://dx.doi.org/10.1097/01.nnn.0000475907.15696.50.

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Denworth, Lydia. "Brain-Changing Games." Scientific American Mind 23, no. 6 (December 19, 2012): 28–35. http://dx.doi.org/10.1038/scientificamericanmind0113-28.

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Alcorn, Jenn. "Glimpses: Brain Games." ASHA Leader 19, no. 2 (February 2014): 12. http://dx.doi.org/10.1044/leader.gl.19022014.12.

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Quiroga, M. A., A. Diaz, F. J. Román, J. Privado, and R. Colom. "Intelligence and video games: Beyond “brain-games”." Intelligence 75 (July 2019): 85–94. http://dx.doi.org/10.1016/j.intell.2019.05.001.

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Murch, W. Spencer, and Luke Clark. "Games in the Brain." Neuroscientist 22, no. 5 (July 9, 2016): 534–45. http://dx.doi.org/10.1177/1073858415591474.

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Makin, Simon. "Brain training: Memory games." Nature 531, no. 7592 (March 2016): S10—S11. http://dx.doi.org/10.1038/531s10a.

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Liverpool, Layal. "Games for your brain." New Scientist 249, no. 3320 (February 2021): 51. http://dx.doi.org/10.1016/s0262-4079(21)00204-9.

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Blott, Jonathan. "Brain Games and Knife Play." Lancet Oncology 18, no. 7 (July 2017): 862. http://dx.doi.org/10.1016/s1470-2045(17)30480-1.

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Tompkins, Elizabeth K. "Brain Games for Cognitive Improvement." Journal of Consumer Health On the Internet 17, no. 4 (October 2013): 397–409. http://dx.doi.org/10.1080/15398285.2013.833450.

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Dissertations / Theses on the topic "Brain games"

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Lianekhammy, Joann. "The Influence of Video Games on Adolescent Brain Activity." UKnowledge, 2014. http://uknowledge.uky.edu/hes_etds/12.

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The current study examined electrical brain activation in adolescent participants playing three different video games. Forty-five school aged children (M=14.3 years, SD=1.5) were randomly assigned to play either a violent game, non-violent game, or a non-violent game specifically designed to "train" the brain. Electroencephalography (EEG) was recorded during video game play. Results revealed an asymmetric right hemisphere activation in the alpha band for participants in violent game group, while those in the non-violent groups exhibited left hemispheric activation. Greater right activation in emotion literature denotes signs of withdrawal or avoidance from undesired stimulus. Implications of this finding as well as other findings related to electrical brain activation during video game play is discussed further in the manuscript.
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Marshall, David. "Brain-computer games interfacing with motion-onset visual evoked potentials." Thesis, Ulster University, 2016. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.685554.

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A brain-computer interface (BCI) measures brain activity and translates this activity into commands for a program to execute. BCls enable movement-free communication and interaction with technologies. This thesis evaluates the effectiveness and limitations of motion-onset visual evoked potentials (mVEP) based BCI as a control method for brain-computer games interaction. MVEP incorporates neural activity from the dorsal pathway of the visual system which allows more elegant visual stimuli than other types ofVEP and has yet to be used in computer games. This thesis investigates ifmVEP can be used as a control method in multiple computer games, what genre of game is best for interaction with m VEP and can we correct problems with existing VEP BCI computer games? Before conducting experiments involving games of different genres an evaluation of the present stateof- the-art BCI games was carried out in an extensive literature survey on BCI games categorised by genre. The literature survey shows that 'action' is the most popular genre in BCI games (49% of BC I games) and provides both games developers and BCI experts a set of design and development guidelines for BCI games. The conclusions of the survey led to the development of three BCI games of different genres namely action, puzzle and sports. The testing of different BCI games using a single paradigm enables thorough assessment ofmVEP as a control method. Five mVEP stimuli are presented as buttons to allow the subject to choose from five possible actions in each game. The performance was assessed based on offline and online BCI accuracy and game score. The results indicate that players could control the games with reasonable online accuracy (66% average for 5 class classification, with an average training accuracy of 74%). The next study intended on improving the initial study's results by adding the mVEP to an on screen HUD (Heads up Display), training in the same game environment as the participants are tested within and adding a questionnaire. Results indicate that the players could control the games with an average online accuracy of 71 %, a significant improvement from the previous study. After further analysis of recorded data the ideal setup for mVEP games is defined with key specifications indicating between three and four channels is most economical setup without influencing accuracy whilst averaging over three trials (minimises latency in communication). Finally, through the evaluation of a range o,fthe games related surveys, we found that players enjoyed the m VEP puzzle game most, rating it both the most enjoyable and appropriate game with m VEP control. Overall this thesis shows that m VEP can be used in multiple games genres with good accuracy and provides players with an entertaining and novel control method for computer games.
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Murphy, Patrick. "Using board games as neuropsychological tests with children with acquired brain injury." Thesis, University of East London, 2017. http://roar.uel.ac.uk/6790/.

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This research project investigated the use of two board games, Guess Who and Connect 4, as initial neuropsychological assessment measures with children and young people. The validity of novel measures derived from game-play was investigated in a group of typically developing participants (N=14). The level of engagement offered by the games and the potential ecological validity of this assessment method was also investigated. This was to identify potential additional benefits to this method of assessment compared with traditional testing procedures. The performance of a small group of participants with acquired brain injury (N=5) was also explored to identify the potential of the novel measures to discern cognitive deficits in this group. The results showed that a measure of strategy derived from Guess Who demonstrated concurrent validity with two established measures of executive function, the D-KEFS Twenty Questions Test and the Zoo Map Test. The number of wins identified on Connect 4 showed concurrent validity with a measure of visual search and attention, the Trail-Making Test Part A. The scores of the participants with acquired brain injury on the novel measures appeared weaker than the typically developing group, particularly for those scoring poorly on a measure of non-verbal ability. Participants did not rate the games as any more engaging or any less anxiety provoking than the established measures. In-session observations during game-play did not shed light on the functional difficulties reported by parents on a standardised proxy report (the BRIEF). Alterations to game set-up that could increase the discriminant validity of the novel measures are discussed. The remaining potential for this method to increase engagement in a less-high-functioning sample in acute care is also discussed. Issues with the “gamification” of assessment procedures are considered, including the difficulty in simultaneously gathering observational data and quantitative measures.
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Colman, Jason Edward. "Multi-player online video games for cognitive rehabilitation for the brain injured." Thesis, University of Portsmouth, 2016. https://researchportal.port.ac.uk/portal/en/theses/multiplayer-online-video-games-for-cognitive-rehabilitation-for-the-brain-injured(2fcaa6fa-b7e6-406c-b720-7724681ee2d9).html.

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Every year, millions of people suffer a stroke, and millions more sustain a traumatic brain injury. This thesis proposes that playing multi-player online video games could provide a form of therapy for brain-injured people. The original contribution to knowledge comprises a conceptual framework for this claim, the design of a game to be used as a research instrument, and the findings of pilot studies, conducted with brain-injured participants. An initial literature review led to the formation of the core proposal. In order to conduct experimental research with brain-injured participants, ethical approval was sought and obtained from the Faculty of Technology Ethics Committee at the University of Portsmouth. The first phase of the study concentrated on the iterative development of a prototype online multi-player game, which encouraged cooperative, altruistic interaction. This research instrument included integrated cognitive tests. The second phase of the research was to conduct pilot studies with brain-injured participants. The aim of these studies was to refine the experimental method and the software design, and to gather results to determine whether a larger research project would be warranted. The first experiment was conducted over four weeks in 2013. Results from the cognitive tests did not show any improvement due to playing the video game, but methodological issues were discovered, and were used to refine the experimental protocol and software. The second experiment was conducted over eight weeks in 2014. New tests integrated with the game software measured loneliness and satisfaction with life. These results showed promise for online multi-player games to have the potential to provide emotional and cognitive therapeutic benefit. It is argued that further research in this area is warranted, and recommendations are provided for such work.
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Heiman, Sheila. "A Study on the Perception of Brain Games and their Effect on Memory and Cognitive Skills." Honors in the Major Thesis, University of Central Florida, 2014. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/1595.

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In this thesis, a literature review was conducted in order to analyze the numerous sources that investigated the effects memory games may have on participants. Each study covered different scopes and methods in the field of cognitive improvement, which gave way to a variety of results used to create a comprehensive literature review. The experiments included in the literature review gathered evidence to find the effect that “brain” games had on memory and cognitive skills. An explanation and analysis were made on the brain’s deterioration as it ages and the varying amounts of plasticity it contains. The overall perspective gained from the literature review allowed for a better understanding of the results of the surveys conducted for this thesis. The distinctive ways to encourage and improve brain health were researched, and a particular focus was placed on memory games regarding brain health factors. Overall, the benefits identified covered an increase in working memory, skills, and processing speed. However, there was an indication that the improvements were only for the tasks at hand. When research was conducted on transferable activities, there was little to no proof of the transferability of measured improvements. During the research portion of the thesis, a survey was conducted that involved 90 participants from the age of 60 and older on their perception of brain games. The results of the 9-question survey showed statistically significant correlations between the amount of times individuals had played memory games and their perception of both the simplicity and effectiveness of these games. Participants who had played games more frequently viewed the games as both more effective and simpler. Similarly, participants with more education perceived the games as being simpler. The male participants in this study were found to play memory games more frequently than the women. Overall, the correlations drawn from the results of the survey promote the enriched discussion on the subject of memory games and cognitive improvement.
B.S.
Bachelors
Psychology
Sciences
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Mendes, Gabriel Alves Vasiljevic. "Brain-computer interface games based on consumer-grade electroencephalography devices: systematic review and controlled experiments." PROGRAMA DE P?S-GRADUA??O EM SISTEMAS E COMPUTA??O, 2017. https://repositorio.ufrn.br/jspui/handle/123456789/24003.

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Conselho Nacional de Desenvolvimento Cient?fico e Tecnol?gico (CNPq)
Brain-computer interfaces (BCIs) are specialized systems that allow users to control a computer or a machine using their brain waves. BCI systems allow patients with severe physical impairments, such as those suffering from amyotrophic lateral sclerosis, cerebral palsy and locked-in syndrome, to communicate and regain physical movements with the help of specialized equipment. With the development of BCI technology in the second half of the 20th century and the advent of consumer-grade BCI devices in the late 2000s, brain-controlled systems started to find applications not only in the medical field, but in areas such as entertainment. One particular area that is gaining more evidence due to the arrival of consumer-grade devices is the field of computer games, which has become increasingly popular in BCI research as it allows for more user-friendly applications of BCI technology in both healthy and unhealthy users. However, numerous challenges are yet to be overcome in order to advance in this field, as the origins and mechanics of the brain waves and how they are affected by external stimuli are not yet fully understood. In this sense, a systematic literature review of BCI games based on consumer-grade technology was performed. Based on its results, two BCI games, one using attention and the other using meditation as control signals, were developed in order to investigate key aspects of player interaction: the influence of graphical elements on attention and control; the influence of auditory stimuli on meditation and work load; and the differences both in performance and multiplayer game experience, all in the context of neurofeedback-based BCI games.
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Jerčić, Petar. "Design and Evaluation of Affective Serious Games for Emotion Regulation Training." Doctoral thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10478.

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Emotions are thought to be one of the key factors that critically influences human decision-making. Emotion regulation can help to mitigate emotion related decision biases and eventually lead to a better decision performance. Serious games emerged as a new angle introducing technological methods to learning emotion regulation, where meaningful biofeedback information communicates player's emotional state. Games are a series of interesting choices, where design of those choices could support an educational platform to learning emotion regulation. Such design could benefit digital serious games as those choices could be informed though player's physiology about emotional states in real time. This thesis explores design and evaluation methods for creating serious games where emotion regulation can be learned and practiced. Design of a digital serious game using physiological measures of emotions was investigated and evaluated. Furthermore, it investigates emotions and the effect of emotion regulation on decision performance in digital serious games. The scope of this thesis was limited to digital serious games for emotion regulation training using psychophysiological methods to communicate player's affective information. Using the psychophysiological methods in design and evaluation of digital serious games, emotions and their underlying neural mechanism have been explored. Effects of emotion regulation have been investigated where decision performance has been measured and analyzed. The proposed metrics for designing and evaluating such affective serious games have been extensively evaluated. The research methods used in this thesis were based on both quantitative and qualitative aspects, with true experiment and evaluation research, respectively. Digital serious games approach to emotion regulation was investigated, player's physiology of emotions informs design of interactions where regulation of those emotions could be practiced. The results suggested that two different emotion regulation strategies, suppression and cognitive reappraisal, are optimal for different decision tasks contexts. With careful design methods, valid serious games for training those different strategies could be produced. Moreover, using psychophysiological methods, underlying emotion neural mechanism could be mapped. This could inform a digital serious game about an optimal level of arousal for a certain task, as evidence suggests that arousal is equally or more important than valence for decision-making. The results suggest that it is possible to design and develop digital serious game applications that provide helpful learning environment where decision makers could practice emotion regulation and subsequently improve their decision-making. If we assume that physiological arousal is more important than physiological valence for learning purposes, results show that digital serious games designed in this thesis elicit high physiological arousal, suitable for use as an educational platform.
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Yero, Alexis D. "Memory, Processing Speed, and the Effects of Cognitive Exercise on the Aging Brain." FIU Digital Commons, 2016. http://digitalcommons.fiu.edu/etd/3062.

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The purpose of the current study was to investigate, and expain, the effects of an intervention known as “The Five Task Approach” (TFTA); a cognitive intervention hereby utilized within the realm of the geriatric population, as a means of taxing and strengthening cortical areas associated with memory, and visual processing. This study revealed that even short-term exposure to cognitive activities, and therapeutic cueing known to tax areas connected to visual perception, may have an effect on one’s global cognition, generalized memory, and the accuracy of one’s visual perception. It was demonstrated that even brief cognitive intervention geared at taxing cortical areas associated with memory and visual processing, in conjunction with the therapuetic cueing utilized in this study, has the potential to significantly increase participant performance in terms of global cognitive function, including skills associated with executive functioning, working memory, visual processing, visual processing speed, auditory processing, and global cognitive status.
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Cloyd, Tristan Dane. "(r)Evolution in Brain-Computer Interface Technologies for Play: (non)Users in Mind." Diss., Virginia Tech, 2014. http://hdl.handle.net/10919/25221.

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This dissertation addresses user responses to the introduction of Brain-Computer Interface technologies (BCI) for gaming and consumer applications in the early part of the 21st century. BCI technology has emerged from the contexts of interrelated medical, academic, and military research networks including an established computer and gaming industry. First, I show that the emergence and development of BCI technology are based on specific economic, socio-cultural, and material factors, and secondly, by utilizing user surveys and interviews, I argue that the success of BCI are not determined by these contextual factors but are dependent on user acceptance and interpretation. Therefore, this project contributes to user-technology studies by developing a model which illustrates the interrelations between producers, users, values, and technology and how they contribute to the acceptance, resistance, and modification in the technological development of emerging BCI technologies. This project focuses on human computer interaction researchers, independent developers, the companies producing BCI headsets, and neuro-gadget companies who are developing BCI's for users as an alternative interface for the enhancement of human performance and gaming and computer simulated experience. Moreover, BCI production and use as modes of enhancement align significantly with social practices of play which allows an expanded definition of technology to include cultural dimensions of play.
Ph. D.
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McMahan, Timothy. "Real Time Assessment of a Video Game Player's State of Mind Using Off-the-Shelf Electroencephalography." Thesis, University of North Texas, 2016. https://digital.library.unt.edu/ark:/67531/metadc955121/.

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The focus of this research is on the development of a real time application that uses a low cost EEG headset to measure a player's state of mind while they play a video game. Using data collected using the Emotiv EPOC headset, various EEG processing techniques are tested to find ways of measuring a person's engagement and arousal levels. The ability to measure a person's engagement and arousal levels provide an opportunity to develop a model that monitor a person's flow while playing video games. Identifying when certain events occur, like when the player dies, will make it easier to identify when a player has left a state of flow. The real time application Brainwave captures data from the wireless Emotiv EPOC headset. Brainwave converts the raw EEG data into more meaningful brainwave band frequencies. Utilizing the brainwave frequencies the program trains multiple machine learning algorithms with data designed to identify when the player dies. Brainwave runs while the player plays through a video gaming monitoring their engagement and arousal levels for changes that cause the player to leave a state of flow. Brainwave reports to researchers and developers when the player dies along with the identification of the players exit of the state of flow.
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Books on the topic "Brain games"

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Brain games. Greenville, S.C: JourneyForth, 2009.

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Paul, Moran, ed. 365 brain games. Bath: Parragon, 2008.

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Arrowsmith, Claire. Brain games for dogs. Richmond Hill, Ont: Firefly Books, 2010.

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Markowitz, Rhonda. Brain games: Celebrity puzzles. Lincolnwood, Ill: Publications International, 2010.

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Brain games: Baseball puzzles. Lincolnwood, Ill: Publications International, 2011.

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Carter, Philip. Brain games: Jumbled words : age-proof your brain! Lincolnwood, Ill: Publications International, 2011.

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125 brain games for babies. 2nd ed. Lewisville, NC: Gryphon House, 2012.

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Brain Games Collection 6 Brain Games. Publications International, 2008.

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Brain Games Brain Games Publications International. Publications International, 2010.

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Godwin, Edward. Brain Games. Windmill Books, 2015.

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Book chapters on the topic "Brain games"

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Zioga, Polina, Paul Chapman, Minhua Mae, and Frank Pollick. "A Hypothesis of Brain-to-Brain Coupling in Interactive New Media Art and Games Using Brain-Computer Interfaces." In Serious Games, 103–13. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-19126-3_9.

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Plass-Oude Bos, Danny, Boris Reuderink, Bram van de Laar, Hayrettin Gürkök, Christian Mühl, Mannes Poel, Anton Nijholt, and Dirk Heylen. "Brain-Computer Interfacing and Games." In Brain-Computer Interfaces, 149–78. London: Springer London, 2010. http://dx.doi.org/10.1007/978-1-84996-272-8_10.

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Fleisher, Paul. "Blocking Games." In Brain Food 100+ Games That Make Kids Think, 27–32. New York: Routledge, 2021. http://dx.doi.org/10.4324/9781003233350-4.

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Fleisher, Paul. "Chase Games." In Brain Food 100+ Games That Make Kids Think, 33–38. New York: Routledge, 2021. http://dx.doi.org/10.4324/9781003233350-5.

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Fleisher, Paul. "Maze Games." In Brain Food 100+ Games That Make Kids Think, 74–79. New York: Routledge, 2021. http://dx.doi.org/10.4324/9781003233350-9.

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Fleisher, Paul. "Mathematical Games." In Brain Food 100+ Games That Make Kids Think, 86–96. New York: Routledge, 2021. http://dx.doi.org/10.4324/9781003233350-11.

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Fleisher, Paul. "Memory Games." In Brain Food 100+ Games That Make Kids Think, 193–96. New York: Routledge, 2021. http://dx.doi.org/10.4324/9781003233350-24.

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Fleisher, Paul. "Word Games." In Brain Food 100+ Games That Make Kids Think, 137–44. New York: Routledge, 2021. http://dx.doi.org/10.4324/9781003233350-15.

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Fleisher, Paul. "Capture Games." In Brain Food 100+ Games That Make Kids Think, 39–56. New York: Routledge, 2021. http://dx.doi.org/10.4324/9781003233350-6.

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Fleisher, Paul. "Spelling Games." In Brain Food 100+ Games That Make Kids Think, 145–48. New York: Routledge, 2021. http://dx.doi.org/10.4324/9781003233350-16.

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Conference papers on the topic "Brain games"

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Vourvopoulos, Athanasios, and Fotis Liarokapis. "Brain-Controlled NXT Robot: Tele-operating a Robot through Brain Electrical Activity." In 2011 3rd International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES 2011). IEEE, 2011. http://dx.doi.org/10.1109/vs-games.2011.27.

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Lopetegui, Eneko, Begona Garcia Zapirain, and Amaia Mendez. "Tennis computer game with brain control using EEG signals." In Serious Games (CGAMES). IEEE, 2011. http://dx.doi.org/10.1109/cgames.2011.6000344.

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Coulton, Paul, Carlos Garcia Wylie, and Will Bamford. "Brain interaction for mobile games." In the 15th International Academic MindTrek Conference. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/2181037.2181045.

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Fanfarelli, Joseph R. "Teaching the brain through games — Medulla." In 2015 IEEE Games Entertainment Media Conference (GEM). IEEE, 2015. http://dx.doi.org/10.1109/gem.2015.7377262.

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Lotte, Fabien. "Brain-computer interfaces for 3D games." In the 6th International Conference. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/2159365.2159427.

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Charlotte, Piau, Bekaert Marie-Hélène, and Cabestaing François. "Brain-computer interfaces and serious games." In the 26th Conference. New York, New York, USA: ACM Press, 2014. http://dx.doi.org/10.1145/2670444.2670469.

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Putnam, Cynthia, and Jinghui Cheng. "Motion-games in brain injury rehabilitation." In ASSETS '13: The 15th International ACM SIGACCESS Conference on Computers and Accessibility. New York, NY, USA: ACM, 2013. http://dx.doi.org/10.1145/2513383.2513390.

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Liarokapis, Fotis, Athanasios Vourvopoulos, Alina Ene, and Panagiotis Petridis. "Assessing Brain-Computer Interfaces for Controlling Serious Games." In 2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES). IEEE, 2013. http://dx.doi.org/10.1109/vs-games.2013.6624222.

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Kerous, Bojan, and Fotis Liarokapis. "Brain-Computer Interfaces - A Survey on Interactive Virtual Environments." In 2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games). IEEE, 2016. http://dx.doi.org/10.1109/vs-games.2016.7590339.

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Vourvopoulos, Athanasios, Fotis Liarokapis, and Panagiotis Petridis. "Brain-controlled serious games for cultural heritage." In 2012 18th International Conference on Virtual Systems and Multimedia (VSMM). IEEE, 2012. http://dx.doi.org/10.1109/vsmm.2012.6365937.

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