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  1. 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.
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  • The Association Between Video Gaming and Psychological Functioning.Juliane M. von der Heiden, Beate Braun, Kai W. Müller & Boris Egloff - 2019 - Frontiers in Psychology 10.
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  • Visual Search for Circumscribed Interests in Autism Is Similar to That of Neurotypical Individuals.Benjamin M. Silver, Mary M. Conte, Jonathan D. Victor & Rebecca M. Jones - 2020 - Frontiers in Psychology 11.
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  • Rapid Improvement in Visual Selective Attention Related to Action Video Gaming Experience.Nan Qiu, Weiyi Ma, Xin Fan, Youjin Zhang, Yi Li, Yuening Yan, Zhongliang Zhou, Fali Li, Diankun Gong & Dezhong Yao - 2018 - Frontiers in Human Neuroscience 12.
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  • Reduced Lateralization of Attention in Action Video Game Players.Yu Li, Xiaohong Jin, Yuanyuan Wang & Dun Niu - 2019 - Frontiers in Psychology 10.
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  • A Reduction in Video Gaming Time Produced a Decrease in Brain Activity.Diankun Gong, Yutong Yao, Xianyang Gan, Yurui Peng, Weiyi Ma & Dezhong Yao - 2019 - Frontiers in Human Neuroscience 13.
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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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  • Social Constraints on the Direct Perception of Emotions and Intentions.Shaun Gallagher & Somogy Varga - 2014 - Topoi 33 (1):185-199.
    In this paper, we first review recent arguments about the direct perception of the intentions and emotions of others, emphasizing the role of embodied interaction. We then consider a possible objection to the direct perception hypothesis from social psychology, related to phenomena like ‘dehumanization’ and ‘implicit racial bias’, which manifest themselves on a basic bodily level. On the background of such data, one might object that social perception cannot be direct since it depends on and can in fact be interrupted (...)
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  • The precision of experienced action video-game players: Line bisection reveals reduced leftward response bias.Andrew J. Latham, Lucy L. M. Patston & Lynette J. Tippett - 2014 - Attention, Perception, and Psychophysics 76 (8):2193-2198.
    Twenty-two experienced action video-game players (AVGPs) and 18 non-VGPs were tested on a pen-and-paper line bisection task that was untimed. Typically, right-handers bisect lines 2 % to the left of true centre, a bias thought to reflect the dominance of the right-hemisphere for visuospatial attention. Expertise may affect this bias, with expert musicians showing no bias in line bisection performance. Our results show that experienced-AVGPs also bisect lines with no bias with their right hand and a significantly reduced bias with (...)
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  • Just how expert are “expert” video-game players? Assessing the experience and expertise of video-game players across “action” video-game genres.Andrew J. Latham, Lucy L. M. Patston & Lynette J. Tippett - 2013 - Frontiers in Psychology 4.
    Video-game play (particularly “action” video-games) holds exciting promise as an activity that may provide generalized enhancement to a wide range of perceptual and cognitive abilities (for review see Latham et al., 2013a). However, in this article we make the case that to assess accurately the effects of video-game play researchers must better characterize video-game experience and expertise. This requires a more precise and objective assessment of an individual's video-game history and skill level, and making finer distinctions between video-games that fall (...)
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