Academic literature on the topic 'Brain games'
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Journal articles on the topic "Brain games"
Stevens-Smith, Deborah A. "Brain Games." Strategies 19, no. 6 (July 2006): 19–23. http://dx.doi.org/10.1080/08924562.2006.10591222.
Full textHiscott, Rebecca. "Brain Games." Neurology Now 11, no. 6 (2015): 21. http://dx.doi.org/10.1097/01.nnn.0000475907.15696.50.
Full textDenworth, Lydia. "Brain-Changing Games." Scientific American Mind 23, no. 6 (December 19, 2012): 28–35. http://dx.doi.org/10.1038/scientificamericanmind0113-28.
Full textAlcorn, Jenn. "Glimpses: Brain Games." ASHA Leader 19, no. 2 (February 2014): 12. http://dx.doi.org/10.1044/leader.gl.19022014.12.
Full textQuiroga, 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.
Full textMurch, 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.
Full textMakin, Simon. "Brain training: Memory games." Nature 531, no. 7592 (March 2016): S10—S11. http://dx.doi.org/10.1038/531s10a.
Full textLiverpool, Layal. "Games for your brain." New Scientist 249, no. 3320 (February 2021): 51. http://dx.doi.org/10.1016/s0262-4079(21)00204-9.
Full textBlott, 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.
Full textTompkins, 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.
Full textDissertations / Theses on the topic "Brain games"
Lianekhammy, Joann. "The Influence of Video Games on Adolescent Brain Activity." UKnowledge, 2014. http://uknowledge.uky.edu/hes_etds/12.
Full textMarshall, 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.
Full textMurphy, 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/.
Full textColman, 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.
Full textHeiman, 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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Bachelors
Psychology
Sciences
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.
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.
Full textYero, 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.
Full textCloyd, 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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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/.
Full textBooks on the topic "Brain games"
Markowitz, Rhonda. Brain games: Celebrity puzzles. Lincolnwood, Ill: Publications International, 2010.
Find full textCarter, Philip. Brain games: Jumbled words : age-proof your brain! Lincolnwood, Ill: Publications International, 2011.
Find full textBrain Games Brain Games Publications International. Publications International, 2010.
Find full textBook chapters on the topic "Brain games"
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.
Full textPlass-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.
Full textFleisher, 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.
Full textFleisher, 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.
Full textFleisher, 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.
Full textFleisher, 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.
Full textFleisher, 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.
Full textFleisher, 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.
Full textFleisher, 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.
Full textFleisher, 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.
Full textConference papers on the topic "Brain games"
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.
Full textLopetegui, 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.
Full textCoulton, 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.
Full textFanfarelli, 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.
Full textLotte, 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.
Full textCharlotte, 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.
Full textPutnam, 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.
Full textLiarokapis, 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.
Full textKerous, 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.
Full textVourvopoulos, 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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