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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 7:187309.
    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 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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  • Is the P300 component a manifestation of context updating?Emanuel Donchin & Michael G. H. Coles - 1988 - Behavioral and Brain Sciences 11 (3):357.
    To understand the endogenous components of the event-related brain potential (ERP), we must use data about the components' antecedent conditions to form hypotheses about the information-processing function of the underlying brain activity. These hypotheses, in turn, generate testable predictions about the consequences of the component. We review the application of this approach to the analysis of the P300 component. The amplitude of the P300 is controlled multiplicatively by the subjective probability and the task relevance of the eliciting events, whereas its (...)
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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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  • Suppression of EEG gamma activity may cause the attentional blink.Jürgen Fell, Peter Klaver, Christian E. Elger & Guillén Fernández - 2002 - Consciousness and Cognition 11 (1):114-122.
    The attentional blink (AB) is an impairment of attention, which occurs when subjects have to report a target stimulus (T2) following a previous target (T1) with a short delay (up to 600 ms). Theories explaining the AB assume that processing of T2 is more vulnerable to decay or substitution, as long as attention is allocated to T1. Existing models of the AB, however, do not account for the fact that T2 detection accuracy reaches the minimum when T2 is presented after (...)
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  • Enumeration versus multiple object tracking: the case of action video game players.C. Green & D. Bavelier - 2006 - Cognition 101 (1):217-245.
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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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  • 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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