Learning, Attentional Control, and Action Video Games
Datos Bibliográficos
| ID | 23335751 |
|---|---|
| Autores | C S Green, D Bavelier |
| Año | 2012 |
| Volumen | 22 |
| Número | 6 |
| Páginas | R197-R206 |
| Fecha de publicación | 2012-03-01 |
| Peer Reviewed | Sí |
| Open Access | Sí |
| Tipo | ARTICLE |
| Revista | Current Biology (JOURNAL) |
| Identificadores de la revista | ISSN: 0960-9822 • E-ISSN: 1879-0445 |
| Editorial | Elsevier BV (PUBLISHER) |
| DOI | 10.1016/j.cub.2012.02.012 |
| PMID | 22440805 |
| PMCID | PMC3461277 |
| Idioma | EN |
| Citas recibidas | 60 |
| Referencias citadas | 76 |
Designing and integrating purposeful learning in game play
Smartphones and Cognition
Healthy play, better coping
Retracted Article
Diagnostic and Classification Considerations Regarding Gaming Disorder
Adolescent Gaming Profiles and Problematic Gaming Symptoms
Need Frustration, Gaming Motives, and Internet Gaming Disorder in Mobile Multiplayer Online Battle Arena (Moba) Games
Videogaming Frequency and Executive Skills in Young Adults
The link between digital gaming and creativity
A Telerehabilitation Program Improves Postural Control in Multiple Sclerosis Patients
Screen Time and Attention Subdomains in Children Aged 6 to 10 Years
Enhanced “learning to learn” through a hierarchical dual-learning system
Problematic Gaming and Subjective Well-Being
Serious gaming
Profiles of need frustration in online learning
Bibliometric and Content Analysis of Sustainable Education in Biology for Promoting Sustainability at Primary and Secondary Schools and in Teacher Education
Gençlerin Dijital Oyun Dünyası
Training-induced improvement in working memory tasks results from switching to efficient strategies
How Online Gaming Could Enhance Your Career Prospects
Development of an Instrument for Evaluating Action Video Game Elements
Systematic Framework for Esports Training
The Effect of 2D and 3D Action Video Game Interventions on Executive Functions in Male Students
Development and Validation of the Psychological Motivations for Playing Video Games scale (PMPVGs)
The effect of virtual reality action games on attention functions
Enhanced perceptual performance with preserved metacognitive function in internet gaming disorder
The effects of increased dopamine-levels on attentional control during reading and reading comprehension
Effects of task-specific strategy on attentional control game training
Associations between duration and type of electronic screen use and cognition in US children
The acquisition but not adaptation of contextual memories is enhanced in action video-game players
Enhanced disengagement of auditory attention and phonological skills in action video gamers
Do cognitive assessment games leave infrequent video game players behind? Evaluating frequent and infrequent players’ gaming experience and data quality
Intervention targeting different visual attention span components in Chinese children with developmental dyslexia
The mechanisms of far transfer from cognitive training
Practice makes perfect, but to what end? Computerised brain training has limited cognitive benefits in healthy ageing
Maximizing learning without sacrificing the fun
Research on user experience of the video game difficulty based on flow theory and fNirs
Creativity-related elements of cognition and emotions influenced by videogames
The navigator's paradox
What's in a game
Investigating the behavioral mechanisms of action video game effects in a complex transfer task
The placebo effect in reading performance
Cognitive and Behavioral Correlates of Achievement in a Complex Multi-Player Video Game
Pemocs
Gaming for Earth
It Does Matter If You Win or Lose, and How You Play the (Video) Game
Examining the role of psychological needs and passion in problem video gaming
The task-attention theory of game learning
Emotional Intelligence, Immediate Auditory Memory, and ICT in Primary Education
On the impact of new technologies on multitasking
Growing up multitasking
Validation of the Gaming Skills Questionnaire in Adolescence
Development and Validation of the Scale for Analysing the Consumption Behaviours of E-Sports Players Using a Mixed-Methods Approach
Les jeux vidéo de tir à la première personne (FPS) et le Pentagone
Does IQ Really Predict Job Performance
Gameful civic engagement
When winning is losing
Video Gaming and Children’s Psychosocial Wellbeing
Collectivism–Individualism Makes the Relationships Between Digital Games Use and Creativity Different
The benefits of playing video games
Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills
Playing an Action Video Game Reduces Gender Differences in Spatial Cognition
Validity and Reliability of the Experience-Sampling Method
Social resources and cognitive decline in a population of older African Americans and whites
New Conceptualizations of Practice
Music Lessons Enhance IQ
Short-Term Music Training Enhances Verbal Intelligence and Executive Function
Action video game modifies visual selective attention
The effects of video game playing on attention, memory, and executive control
How to Grow a Mind
The formation of learning sets.
Exercise training increases size of hippocampus and improves memory
Long-term Effects of Cognitive Training on Everyday Functional Outcomes in Older Adults
Be smart, exercise your heart
Improving fluid intelligence with training on working memory
Training and plasticity of working memory
The role of deliberate practice in the acquisition of expert performance.
Violent Video Games as Exemplary Teachers
Orienting of Attention
Context-dependent Memory in Two Natural Environments
When and where do we apply what we learn
| Obras citantes distintas | 60 |
|---|---|
| Citas por año | 4,62 |
| Intervalo de citas | 2013 - 2026 (14) |
| Velocidad de citación | current |
| Altamente citado | No |
| Tipos de cita | Neutras: 60 |