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Daphne Bavelier

Biographic Data

ID1804388
NAMEDaphne Bavelier
GIVEN NAMESDaphne
FAMILY NAMEBavelier
SIGNATUREBAVELIER D
AFFILIATIONSUniversity of Geneva
ORCID0000-0002-5904-1240
VERIFIEDYes
TOTAL WORKS16
TOTAL CITATIONS23
AUTHOR COUNT16
EDITOR COUNT0
FIRST PUBLICATION YEAR2003
LATEST PUBLICATION YEAR2025
H-INDEX2
  • Rethinking planning metrics: An analysis of common measurements of planning abilities

    Open Access•Emma G Cunningham, Daphne Bavelier et al.•ARTICLE•Cognition•2025

  • Methods for a fully online automated cognitive training study on Prolific

    Open Access•Freya Joëssel, Sylvie Denkinger et al.•ARTICLE•Acta Psychologica•2025•References: 6

    Intervention studies are the current gold standard when investigating the causal link between an intervention (e.g., physical activity, cognitive training, meditation, action video games) and its impact on cognitive functions. Such studies are resource intensive, especially when conducted to the latest standards in the field. Recently, it has been noted that the development of online tools to conduct such studies may significantly reduce resource…

  • Evaluating planning through play: Exploring the use of mini games to assess planning abilities

    Open Access•Emma G Cunningham, Daphne Bavelier et al.•ARTICLE•Acta Psychologica•2025•References: 1

  • Not screens but their context of use impact cognitive development: A commentary on Yang et al. (2023)

    Open Access•Benoit Bediou, Sezen Cekic et al.•ARTICLE•Journal of Child Psychology and…•2024

    There have been extensive debates about the impact of the digital transformation on human development. A recent study by Yang and colleagues highlights the importance of considering context of use, beyond amount of use. In their study, children from parents who reported having TV‐on during family meals when they were 2 years old showed poorer cognitive development at age 3.5 as compared to those with TV‐off during family meals. This highlights th…

  • A novel task and methods to evaluate inter-individual variation in audio-visual associative learning

    Open Access•Angela Pasqualotto, Aaron Cochrane et al.•ARTICLE•Cognition•2024

    Learning audio-visual associations is foundational to a number of real-world skills, such as reading acquisition or social communication. Characterizing individual differences in such learning has therefore been of interest to researchers in the field. Here, we present a novel audio-visual associative learning task designed to efficiently capture inter-individual differences in learning, with the added feature of using non-linguistic stimuli, so …

  • Author Correction: Enhancing reading skills through a video game mixing action mechanics and cognitive training

    Open Access•Angela Pasqualotto, Irene Altarelli et al.•ARTICLE•Nature Human Behaviour•2022

  • Enhancing reading skills through a video game mixing action mechanics and cognitive training

    Open Access•Angela Pasqualotto, Irene Altarelli et al.•ARTICLE•Nature Human Behaviour•2022•Cited by: 2•References: 63

  • Cognitive abilities of action video game and role-playing video game players: Data from a massive open online course

    Open Access•Gillian Dale, Florian Kattner et al.•ARTICLE•Psychology of Popular Media•2020

    Numerous studies have demonstrated that regularly playing action video games (AVGPs) is associated with increased cognitive performance. Individuals who play role-playing video games (RPGs) have usually been excluded from these studies. This is because RPGs traditionally contained no action components and were thus not expected to influence cognitive performance. However, modern RPGs increasingly include numerous action-like components. We theref…

  • Emotion perception in habitual players of action video games

    Swann Pichon, Benoit Bediou et al.•ARTICLE•Emotion•2020

    Action video game players (AVGPs) display superior performance in various aspects of cognition, especially in perception and top-down attention. The existing literature has examined these performance almost exclusively with stimuli and tasks devoid of any emotional content. Thus, whether the superior performance documented in the cognitive domain extend to the emotional domain remains unknown. We present 2 cross-sectional studies contrasting AVGP…

  • Cognitive and Behavioral Correlates of Achievement in a Complex Multi-Player Video Game

    Open Access•Adam M Large, Benoit Bediou et al.•ARTICLE•Media and Communication•2019

    Over the past 30 years, a large body of research has accrued demonstrating that video games are capable of placing substantial demands on the human cognitive, emotional, physical, and social processing systems. Within the cognitive realm, playing games belonging to one particular genre, known as the action video game genre, has been consistently linked with demands on a host of cognitive abilities including perception, top-down attention, multita…

  • Rethinking human enhancement as collective welfarism

    Open Access•Daphne Bavelier, Julian Savulescu et al.•ARTICLE•Nature Human Behaviour•2019•Cited by: 2•References: 13

  • Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills

    Open Access•Benoit Bediou, Deanne Adams et al.•ARTICLE•Psychological Bulletin•2018•Cited by: 19•References: 2

    The ubiquity of video games in today's society has led to significant interest in their impact on the brain and behavior and in the possibility of harnessing games for good.The present meta-analyses focus on one specific game genre that has been of particular interest to the scientific community-action video games, and cover the period 2000 -2015.To assess the long-lasting impact of action video game play on various domains of cognition, we first…

  • On the impact of new technologies on multitasking

    Open Access•Pedro Cardoso-Leite, Charles S Green et al.•ARTICLE•Developmental Review•2015

  • Visual Constructive and Visual-Motor Skills in Deaf Native Signers

    Peter C Hauser, J Cohen et al.•ARTICLE•The Journal of Deaf Studies and…•2007

    Visual constructive and visual-motor skills in the deaf population were investigated by comparing performance of deaf native signers (n=20) to that of hearing nonsigners (n=20) on the Beery-Buktenica Developmental Test of Visual-Motor Integration, Rey-Osterrieth Complex Figure Test, Wechsler Memory Scale Visual Reproduction subtest, and Stanford-Binet Intelligence Scale Paper Folding and Cutting subtest. Deaf signers were found to perform similar…

  • Jeux vidéo et attention visuelle

    Daphne Bavelier•ARTICLE•Sciences Humaines•2007

  • Action video game modifies visual selective attention

    Open Access•Charles S Green, Daphne Bavelier•ARTICLE•Nature•2003

  • Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills

    Open Access•Benoit Bediou, Deanne Adams et al.•ARTICLE•Psychological Bulletin•2018•Cited by: 19•References: 2

    The ubiquity of video games in today's society has led to significant interest in their impact on the brain and behavior and in the possibility of harnessing games for good.The present meta-analyses focus on one specific game genre that has been of particular interest to the scientific community-action video games, and cover the period 2000 -2015.To assess the long-lasting impact of action video game play on various domains of cognition, we first…

  • Enhancing reading skills through a video game mixing action mechanics and cognitive training

    Open Access•Angela Pasqualotto, Irene Altarelli et al.•ARTICLE•Nature Human Behaviour•2022•Cited by: 2•References: 63

  • Rethinking human enhancement as collective welfarism

    Open Access•Daphne Bavelier, Julian Savulescu et al.•ARTICLE•Nature Human Behaviour•2019•Cited by: 2•References: 13

  • Action video game modifies visual selective attention

    Open Access•Charles S Green, Daphne Bavelier•ARTICLE•Nature•2003

  • Visual Constructive and Visual-Motor Skills in Deaf Native Signers

    Peter C Hauser, J Cohen et al.•ARTICLE•The Journal of Deaf Studies and…•2007

    Visual constructive and visual-motor skills in the deaf population were investigated by comparing performance of deaf native signers (n=20) to that of hearing nonsigners (n=20) on the Beery-Buktenica Developmental Test of Visual-Motor Integration, Rey-Osterrieth Complex Figure Test, Wechsler Memory Scale Visual Reproduction subtest, and Stanford-Binet Intelligence Scale Paper Folding and Cutting subtest. Deaf signers were found to perform similar…

  • Jeux vidéo et attention visuelle

    Daphne Bavelier•ARTICLE•Sciences Humaines•2007

  • On the impact of new technologies on multitasking

    Open Access•Pedro Cardoso-Leite, Charles S Green et al.•ARTICLE•Developmental Review•2015

  • Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills

    Open Access•Benoit Bediou, Deanne Adams et al.•ARTICLE•Psychological Bulletin•2018•Cited by: 19•References: 2

    The ubiquity of video games in today's society has led to significant interest in their impact on the brain and behavior and in the possibility of harnessing games for good.The present meta-analyses focus on one specific game genre that has been of particular interest to the scientific community-action video games, and cover the period 2000 -2015.To assess the long-lasting impact of action video game play on various domains of cognition, we first…

  • Cognitive and Behavioral Correlates of Achievement in a Complex Multi-Player Video Game

    Open Access•Adam M Large, Benoit Bediou et al.•ARTICLE•Media and Communication•2019

    Over the past 30 years, a large body of research has accrued demonstrating that video games are capable of placing substantial demands on the human cognitive, emotional, physical, and social processing systems. Within the cognitive realm, playing games belonging to one particular genre, known as the action video game genre, has been consistently linked with demands on a host of cognitive abilities including perception, top-down attention, multita…

  • Rethinking human enhancement as collective welfarism

    Open Access•Daphne Bavelier, Julian Savulescu et al.•ARTICLE•Nature Human Behaviour•2019•Cited by: 2•References: 13

  • Cognitive abilities of action video game and role-playing video game players: Data from a massive open online course

    Open Access•Gillian Dale, Florian Kattner et al.•ARTICLE•Psychology of Popular Media•2020

    Numerous studies have demonstrated that regularly playing action video games (AVGPs) is associated with increased cognitive performance. Individuals who play role-playing video games (RPGs) have usually been excluded from these studies. This is because RPGs traditionally contained no action components and were thus not expected to influence cognitive performance. However, modern RPGs increasingly include numerous action-like components. We theref…

  • Emotion perception in habitual players of action video games

    Swann Pichon, Benoit Bediou et al.•ARTICLE•Emotion•2020

    Action video game players (AVGPs) display superior performance in various aspects of cognition, especially in perception and top-down attention. The existing literature has examined these performance almost exclusively with stimuli and tasks devoid of any emotional content. Thus, whether the superior performance documented in the cognitive domain extend to the emotional domain remains unknown. We present 2 cross-sectional studies contrasting AVGP…

  • Author Correction: Enhancing reading skills through a video game mixing action mechanics and cognitive training

    Open Access•Angela Pasqualotto, Irene Altarelli et al.•ARTICLE•Nature Human Behaviour•2022

  • Enhancing reading skills through a video game mixing action mechanics and cognitive training

    Open Access•Angela Pasqualotto, Irene Altarelli et al.•ARTICLE•Nature Human Behaviour•2022•Cited by: 2•References: 63

  • Not screens but their context of use impact cognitive development: A commentary on Yang et al. (2023)

    Open Access•Benoit Bediou, Sezen Cekic et al.•ARTICLE•Journal of Child Psychology and…•2024

    There have been extensive debates about the impact of the digital transformation on human development. A recent study by Yang and colleagues highlights the importance of considering context of use, beyond amount of use. In their study, children from parents who reported having TV‐on during family meals when they were 2 years old showed poorer cognitive development at age 3.5 as compared to those with TV‐off during family meals. This highlights th…

  • A novel task and methods to evaluate inter-individual variation in audio-visual associative learning

    Open Access•Angela Pasqualotto, Aaron Cochrane et al.•ARTICLE•Cognition•2024

    Learning audio-visual associations is foundational to a number of real-world skills, such as reading acquisition or social communication. Characterizing individual differences in such learning has therefore been of interest to researchers in the field. Here, we present a novel audio-visual associative learning task designed to efficiently capture inter-individual differences in learning, with the added feature of using non-linguistic stimuli, so …

  • Rethinking planning metrics: An analysis of common measurements of planning abilities

    Open Access•Emma G Cunningham, Daphne Bavelier et al.•ARTICLE•Cognition•2025

  • Methods for a fully online automated cognitive training study on Prolific

    Open Access•Freya Joëssel, Sylvie Denkinger et al.•ARTICLE•Acta Psychologica•2025•References: 6

    Intervention studies are the current gold standard when investigating the causal link between an intervention (e.g., physical activity, cognitive training, meditation, action video games) and its impact on cognitive functions. Such studies are resource intensive, especially when conducted to the latest standards in the field. Recently, it has been noted that the development of online tools to conduct such studies may significantly reduce resource…

  • Evaluating planning through play: Exploring the use of mini games to assess planning abilities

    Open Access•Emma G Cunningham, Daphne Bavelier et al.•ARTICLE•Acta Psychologica•2025•References: 1

Psychology (14 works) · Cognitive psychology (12 works) · Cognition (8 works) · Computer Science (8 works) · Cognitive Abilities and Testing (7 works) · Video game (6 works) · Multimedia (5 works) · Perception (4 works) · Child and Animal Learning Development (3 works) · Developmental psychology (3 works)

Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae