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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.
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.
"The SilverFit Mile can be installed on your existing treadmill. A projector beams a virtual environment on a sceen in front of the treadmill. This gives the participant the feeling of actually walking through the surroundings."
"The SilverFit is a system for virtual rehabilitation. It has been developed for people who have to exercise regularly as part of a rehabilitation program.
Hoppes, S. (1997). Can play increase standing tolerance?: A pilot-study. Physical and Occupational Therapy in Geriatrics, 15(1), 65-73.
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.
Yoo, J. S., Hwang, A. R., Lee, H. C., & Kim, C. J. (2003). Development and validation of a computerized exercise intervention program for patients with type 2 diabetes mellitus in Korea. Yonsei Medical Journal, 44(5), 892-904.
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.
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.
Studenski, S. A., Perera, S., Keller, V., Spadola-Bogard, J., & Garcia, J. (2010). Interactive video dance games for healthy older adults. Journal of Nutrition, Health & Aging, 14(10), 850-852.
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.
Takahashi, C. D., Der-Yeghiaian, L., Rehan, V. L., Motiwala, R., & Cramer, S. C. (2008). Robot-based hand motor therapy after stroke. Brain: A Journal of Neurology, 131(2), 425-437.
Miller, G. (2005). Society for neuroscience meeting: Computer game sharpens aging minds. Science, 310(5752), 1261.
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.
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.
Clark, J. E., Lanphear, A. K., & Riddick, C. C. (1987). The effects of videogame playing on the response selection processing of elderly adults. Journal of Gerontology, 42(1), 82-85.
Quandt, T., Grueninger, H., & Wimmer, J. (2009). The gray haired gaming generation: Findings from an explorative interview study on older computer gamers. Games and Culture, 4(1), 27-46.
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.
Theradrive: A new stroke therapy concept for home-based, computer-assisted motivating rehabilitation
Legg, L., & Langhorne, P. (2004). Therapy-based rehabilitation for stroke patients living at home. Stroke, 35(4), 1022.
Goldstein, J., Cajko, L., Oosterbroek, M., Michielsen, M., van Houten, O., & Salverda, F. (1997). Video games and the elderly. Social Behavior and Personality, 25(4), 345-352.
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.
Broeren, J., Bjorkdahl, A., Claesson, L., Goude, D., Lundgren-Nilsson, A., Samuelsson, H.,... & Rydmark, M. (2008). Virtual rehabilitation after stroke. Studies in Health Technology and Informatics, 136, 77-82.
At Ayogo, we’re helping people change their lives, one fun social game at a time.
"Discovery Communications is the world's number one nonfiction media company reaching more than 1.5 billion cumulative subscribers in over 180 countries.
"Minds Refined is a research and development company that creates computer games specifically designed to enhance cognitive abilities."
"Retirement Living TV (RLTV) is the only cable network dedicated to serving adults 50+ by providing information and entertainment relevant to their needs and lifestyles.
The vision of SilverFit is to "strongly improve elderly and rehabilitation care on a worldwide scale through new products and training methods that enable elderly people to retain health and indepe
"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."
"Since 1999, we’ve been working to bring seniors online and reconnected with family, friends and their community.


































