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  1. (1 other version)The wisdom of nature: an evolutionary heuristic for human enhancement.Nick Bostrom & Anders Sandberg - 2009 - In Nick Bostrom & Julian Savulescu (eds.), Human Enhancement. Oxford University Press. pp. 375--416.
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  • (1 other version)Higher integrity of the motor and visual pathways in long-term video game players.Yang Zhang, Guijin Du, Yongxin Yang, Wen Qin, Xiaodong Li & Quan Zhang - 2015 - Frontiers in Human Neuroscience 9.
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  • The virtual brain: 30 years of video-game play and cognitive abilities.Andrew J. Latham, Lucy L. M. Patston & Lynette J. Tippett - 2013 - Frontiers in Psychology 4.
    Forty years have passed since video-games were first made widely available to the public and subsequently playing games has become a favorite past-time for many. Players continuously engage with dynamic visual displays with success contingent on the time-pressured deployment, and flexible allocation, of attention as well as precise bimanual movements. Evidence to date suggests that both brief and extensive exposure to video-game play can result in a broad range of enhancements to various cognitive faculties that generalize beyond the original context. (...)
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  • Why iPlay: The Relationships of Autistic and Schizotypal Traits With Patterns of Video Game Use.Nancy Yang, Pete L. Hurd & Bernard J. Crespi - 2022 - Frontiers in Psychology 13.
    Video games are popular and ubiquitous aspects of human culture, but their relationships to psychological and neurophysiological traits have yet to be analyzed in social-evolutionary frameworks. We examined the relationships of video game usage, motivations, and preferences with autistic and schizotypal traits and two aspects of neurophysiology, reaction time and targeting time. Participants completed the Autism Quotient, Schizotypal Personality Questionnaire, a Video Game Usage Questionnaire, and two neurophysiological tasks. We tested in particular the hypotheses, motivated by theory and previous work, (...)
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  • Action Real-Time Strategy Gaming Experience Related to Increased Attentional Resources: An Attentional Blink Study.Xianyang Gan, Yutong Yao, Hui Liu, Xin Zong, Ruifang Cui, Nan Qiu, Jiaxin Xie, Dong Jiang, Shaofei Ying, Xingfeng Tang, Li Dong, Diankun Gong, Weiyi Ma & Tiejun Liu - 2020 - Frontiers in Human Neuroscience 14.
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  • Earlier visual N1 latencies in expert video-game players: a temporal basis of enhanced visuospatial performance.Andrew J. Latham, Lucy L. M. Patston, Christine Westermann, Ian J. Kirk & Lynette J. Tippett - 2013 - PLoS ONE 8 (9).
    Increasing behavioural evidence suggests that expert video game players (VGPs) show enhanced visual attention and visuospatial abilities, but what underlies these enhancements remains unclear. We administered the Poffenberger paradigm with concurrent electroencephalogram (EEG) recording to assess occipital N1 latencies and interhemispheric transfer time (IHTT) in expert VGPs. Participants comprised 15 right-handed male expert VGPs and 16 non-VGP controls matched for age, handedness, IQ and years of education. Expert VGPs began playing before age 10, had a minimum 8 years experience, and (...)
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  • Audition and vision share spatial attentional resources, yet attentional load does not disrupt audiovisual integration.Basil Wahn & Peter König - 2015 - Frontiers in Psychology 6.
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  • Do enhanced states exist? Boosting cognitive capacities through an action video-game.Maria Kozhevnikov, Yahui Li, Sabrina Wong, Takashi Obana & Ido Amihai - 2018 - Cognition 173 (C):93-105.
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  • Action Video Game Training for Healthy Adults: A Meta-Analytic Study.Ping Wang, Han-Hui Liu, Xing-Ting Zhu, Tian Meng, Hui-Jie Li & Xi-Nian Zuo - 2016 - Frontiers in Psychology 7:187309.
    Action video game (AVG) has attracted increasing attention from both the public and from researchers. More and more studies found video game training improved a variety of cognitive functions. However, it remains controversial whether healthy adults can benefit from AVG training, and whether young and older adults benefit similarly from AVG training. In the present study, we aimed to quantitatively assess the AVG training effect on the cognitive ability of adults and to compare the training effects on young and older (...)
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  • The potential of video games as a pedagogical tool.Brandon Ashinoff - 2014 - Frontiers in Psychology 5.
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  • Let the Body’n’Brain Games Begin: Toward Innovative Training Approaches in eSports Athletes.Anna Lisa Martin-Niedecken & Alexandra Schättin - 2020 - Frontiers in Psychology 11.
    The phenomenon of eSports is omnipresent today. International championships and their competitive athletes thrill millions of spectators who watch eSports athletes and their teams try to improve and outperform each other. In order to achieve the necessary cognitive and physical top form and to counteract general health problems caused by several hours of training in front of the PC or console, eSports athletes need optimal cognitive, physical and mental training. However, a gap exists in eSports specific health management, including prevention (...)
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  • The role of attention in subitizing.Henry Railo, Mika Koivisto, Antti Revonsuo & Minna M. Hannula - 2008 - Cognition 107 (1):82-104.
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  • Multiple Players Tracking in Virtual Reality: Influence of Soccer Specific Trajectories and Relationship With Gaze Activity.Alexandre Vu, Anthony Sorel, Annabelle Limballe, Benoit Bideau & Richard Kulpa - 2022 - Frontiers in Psychology 13.
    The perceptual-cognitive ability to track multiple moving objects and its contribution to team sports performance has traditionally been studied in the laboratory under non-sports specific conditions. It is thus questionable whether the measured visual tracking performance and the underlying gaze activity reflected the actual ability of team sports players to track teammates and opponents on a real field. Using a Virtual Reality-based visual tracking task, the ability of participants to track multiple moving virtual players as they would do on a (...)
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  • Action Real-Time Strategy Gaming Experience Related to Enhanced Capacity of Visual Working Memory.Yutong Yao, Ruifang Cui, Yi Li, Lu Zeng, Jinliang Jiang, Nan Qiu, Li Dong, Diankun Gong, Guojian Yan, Weiyi Ma & Tiejun Liu - 2020 - Frontiers in Human Neuroscience 14.
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  • Perceptual Learning During Action Video Game Playing.C. Shawn Green, Renjie Li & Daphne Bavelier - 2010 - Topics in Cognitive Science 2 (2):202-216.
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  • An Open-Source Cognitive Test Battery to Assess Human Attention and Memory.Maxime Adolphe, Masataka Sawayama, Denis Maurel, Alexandra Delmas, Pierre-Yves Oudeyer & Hélène Sauzéon - 2022 - Frontiers in Psychology 13.
    Cognitive test batteries are widely used in diverse research fields, such as cognitive training, cognitive disorder assessment, or brain mechanism understanding. Although they need flexibility according to their usage objectives, most test batteries are not available as open-source software and are not be tuned by researchers in detail. The present study introduces an open-source cognitive test battery to assess attention and memory, using a javascript library, p5.js. Because of the ubiquitous nature of dynamic attention in our daily lives, it is (...)
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  • Healthy Older Observers Show Equivalent Perceptual-Cognitive Training Benefits to Young Adults for Multiple Object Tracking.Isabelle Legault, Rémy Allard & Jocelyn Faubert - 2013 - Frontiers in Psychology 4.
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  • Play to Win: Action Video Game Experience and Attention Driven Perceptual Exploration in Categorization Learning.Sabrina Schenk, Christian Bellebaum, Robert K. Lech, Rebekka Heinen & Boris Suchan - 2020 - Frontiers in Psychology 11.
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  • Examination of mechanisms underlying enhanced memory performance in action video game players: a pilot study.Xianchun Li, Xiaojun Cheng, Jiaying Li, Yafeng Pan, Yi Hu & Yixuan Ku - 2015 - Frontiers in Psychology 6.
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