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GXC 2025 Online Virtual Conference - Mental Health Without Borders

New Era of Experiential Medicine: Cognitive Enhancement Technologies

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References

References

  • Anguera, J. A., Boccanfuso, J., Rintoul, J. L., Al-Hashimi, O., Faraji, F., Janowich, J., Kong, E., Larraburo, Y., Rolle, C., Johnston, E., & Gazzaley, A. (2013). Video game training enhances cognitive control in older adults. Nature, 501(7465), 97–101. https://doi.org/10.1038/nature12486
  • Mishra, J., Anguera, J., Gazzaley, A. (2016). Video games for neuro-cognitive optimization. Neuron, 90(2), 214–218. https://doi.org/10.1016/j.neuron.2016.04.010
  • Mishra, J., de Villers-Sidani, E., Merzenich, M., Gazzaley, A. (2014). Adaptive training diminishes distractibility in aging across species. Neuron, 84(5) 1091-1103. https://doi.org/10.1016/j.neuron.2014.10.034
  • Mishra, J., Sagar, R., Parveen, S., Kumaran, S., Modi, K., Maric, V., Ziegler, D., Gazzaley A. (2020). Closed-loop digital meditation for neuro-cognitive and behavioral development in adolescents with childhood neglect. Translational Psychiatry, 10(153) (2020). https://doi.org/10.1038/s41398-020-0820-z
  • Ziegler, D., Simon, A., Gallen, C., Skinner, S., Janowich, J., Volponi, J., Rolle, C., Mishra, J., Kornfield, J., Anguera, J., & Gazzaley, A. (2019). Closed-loop digital meditation improves sustained attention in young adults. Nature Human Behavior, 3, 746-757. https://doi.org/10.1038/s41562-019-0611-9