Charles S Green
Biographic Data
| ID | 279251 |
|---|---|
| NAME | Charles S Green |
| GIVEN NAMES | Charles S |
| FAMILY NAME | Green |
| SIGNATURE | GREEN C S |
| AFFILIATIONS | University of Wisconsin–Madison |
| ORCID | 0000-0002-9290-0262 |
| VERIFIED | Yes |
| TOTAL WORKS | 26 |
| TOTAL CITATIONS | 36 |
| AUTHOR COUNT | 26 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 1969 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 3 |
Brief Pre-Class Physical Exercise Selectively Enhances Mathematics-Specific Inhibitory Control: A Cluster-Randomized Trial in Authentic Classrooms
All Is Relative—A Call for Considering “Physiologically Informed” Control Conditions to Improve the Mechanistic Understanding of the Effects of Physical Exercise on Cognition
There is a growing interest in elucidating the mechanisms that drive the benefits of physical exercise on cognitive performance. A key element for a better understanding of a particular phenomenon (e.g., the mediators of the exercise‐cognition interaction) is the selection of an appropriate control condition/group as the basis for causal inference. In contemporary practice, control conditions/groups used in exercise‐cognition research can be broa…
A continuous-space description of video games: A preliminary investigation
Research on the impact of video games on the brain and behavior typically focuses, at its root, on particular experiences inherent in different types of gameplay. Historically, genre labels have been used to quickly classify games into (at least somewhat) nonoverlapping types of experiences. Genre labels have been successfully used in previous research to describe differences in experiences across games. However, modern video games increasingly b…
Rethinking planning metrics: An analysis of common measurements of planning abilities
Methods for a fully online automated cognitive training study on Prolific
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…
The structure and development of explore-exploit decision making
Current state of play: Children’s learning in the context of digital games
Digital games are an integral part of children’s lives, as 8- to 18-year-olds spend approximately 1.5 hours per day playing them (Rideout & Robb, 2019), and 76% of US children under the age of 18 a
Perceptual Learning: Policy Insights From Basic Research to Real-World Applications
Perceptual learning is the process by which experience alters how incoming sensory information is processed by the brain to give rise to behavior—it is critical for how humans educate children, train experts, treat diseases, and promote health and well-being throughout the lifespan. Knowledge of perceptual learning requires basic and applied research in humans and nonhuman animal models, which informs strategic targets for advancing applications.…
Testimony bias lingers across development under uncertainty
Children have a powerful ability to track probabilistic information, but there are also situations in which young learners simply follow what another person says or does at the cost of obtaining rewards. This latter phenomenon, sometimes termed bias to trust in testimony, has primarily been studied in children preschool-age and younger, presumably because reasoning capacities improve with age. Less attention has been paid to situations in which t…
Cognitive abilities of action video game and role-playing video game players: Data from a massive open online course
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…
Cognitive Training: How Evidence, Controversies, and Challenges Inform Education Policy
Both scientists and the general public want to know whether basic cognitive abilities can improve with dedicated behavioral training. This would have many practical implications, including possible increases in academic achievement. The current brief review of behavioral approaches to cognitive enhancement focuses on the cognitive abilities most predictive of academic success: fluid intelligence, working memory, executive functions, spatial think…
Emotion perception in habitual players of action video games
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
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…
Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills
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
Action video game modifies visual selective attention
An Interview with Diane E. Taub
Teaching Critical Thinking and Writing through Debates: An Experimental Evaluation
Faced with the desire to maintain high standards of scholarship in a context of large introductory level classes and limited resources, the authors experimented with several active learning techniques designed to develop critical thinking and writing skills. The tentative conclusions drawn are that the debateformat in the context of large classes is an effective way to modify students' opinions on social issues and to teach critical thinking and …
Saints and Scamps: Ethics in Academia
Guidelines and Resources for Assessing Your Sociology Program
Designing Careers: Counseling to Enhance Education, Work, and Leisure
The Nonsociologist as Applied Sociologist: Teaching Undergraduates Applied Sociology as Ethical Practice
Charles S. Green III, Richard G. Salem, The Nonsociologist as Applied Sociologist: Teaching Undergraduates Applied Sociology as Ethical Practice, Teaching Sociology, Vol. 11, No. 1, Applied Sociology (Oct., 1983), pp. 32-46
Power and the Structure of Society. James S. Coleman
Modernization, Cultural Heterogeneity, and Civil Strife
Six theoretical models are described, each of which purports to explain how modernization and/or other variables are related to civil strife. Using aggregate data (ca. 1965) from those 103 independent nations having populations of over one million, this study seeks to determine (a) which model best predicts patterns of correlation between modernization, cultural heterogeneity, growth rate, and civil strife and (b) which model best predicts the ma…
Utility and Choice in Social Interaction.Lynne Ofshe , Richard Ofshe
Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills
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…
Teaching Critical Thinking and Writing through Debates: An Experimental Evaluation
Faced with the desire to maintain high standards of scholarship in a context of large introductory level classes and limited resources, the authors experimented with several active learning techniques designed to develop critical thinking and writing skills. The tentative conclusions drawn are that the debateformat in the context of large classes is an effective way to modify students' opinions on social issues and to teach critical thinking and …
The Role of Labor in African Nation-Building
Testimony bias lingers across development under uncertainty
Children have a powerful ability to track probabilistic information, but there are also situations in which young learners simply follow what another person says or does at the cost of obtaining rewards. This latter phenomenon, sometimes termed bias to trust in testimony, has primarily been studied in children preschool-age and younger, presumably because reasoning capacities improve with age. Less attention has been paid to situations in which t…
An Interview with Diane E. Taub
The Nonsociologist as Applied Sociologist: Teaching Undergraduates Applied Sociology as Ethical Practice
Charles S. Green III, Richard G. Salem, The Nonsociologist as Applied Sociologist: Teaching Undergraduates Applied Sociology as Ethical Practice, Teaching Sociology, Vol. 11, No. 1, Applied Sociology (Oct., 1983), pp. 32-46
The Role of Labor in African Nation-Building
Utility and Choice in Social Interaction.Lynne Ofshe , Richard Ofshe
Power and the Structure of Society. James S. Coleman
Modernization, Cultural Heterogeneity, and Civil Strife
Six theoretical models are described, each of which purports to explain how modernization and/or other variables are related to civil strife. Using aggregate data (ca. 1965) from those 103 independent nations having populations of over one million, this study seeks to determine (a) which model best predicts patterns of correlation between modernization, cultural heterogeneity, growth rate, and civil strife and (b) which model best predicts the ma…
The Nonsociologist as Applied Sociologist: Teaching Undergraduates Applied Sociology as Ethical Practice
Charles S. Green III, Richard G. Salem, The Nonsociologist as Applied Sociologist: Teaching Undergraduates Applied Sociology as Ethical Practice, Teaching Sociology, Vol. 11, No. 1, Applied Sociology (Oct., 1983), pp. 32-46
Designing Careers: Counseling to Enhance Education, Work, and Leisure
Guidelines and Resources for Assessing Your Sociology Program
Saints and Scamps: Ethics in Academia
Teaching Critical Thinking and Writing through Debates: An Experimental Evaluation
Faced with the desire to maintain high standards of scholarship in a context of large introductory level classes and limited resources, the authors experimented with several active learning techniques designed to develop critical thinking and writing skills. The tentative conclusions drawn are that the debateformat in the context of large classes is an effective way to modify students' opinions on social issues and to teach critical thinking and …
An Interview with Diane E. Taub
Action video game modifies visual selective attention
On the impact of new technologies on multitasking
Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills
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
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…
Cognitive abilities of action video game and role-playing video game players: Data from a massive open online course
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…
Cognitive Training: How Evidence, Controversies, and Challenges Inform Education Policy
Both scientists and the general public want to know whether basic cognitive abilities can improve with dedicated behavioral training. This would have many practical implications, including possible increases in academic achievement. The current brief review of behavioral approaches to cognitive enhancement focuses on the cognitive abilities most predictive of academic success: fluid intelligence, working memory, executive functions, spatial think…
Emotion perception in habitual players of action video games
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…
Testimony bias lingers across development under uncertainty
Children have a powerful ability to track probabilistic information, but there are also situations in which young learners simply follow what another person says or does at the cost of obtaining rewards. This latter phenomenon, sometimes termed bias to trust in testimony, has primarily been studied in children preschool-age and younger, presumably because reasoning capacities improve with age. Less attention has been paid to situations in which t…
Perceptual Learning: Policy Insights From Basic Research to Real-World Applications
Perceptual learning is the process by which experience alters how incoming sensory information is processed by the brain to give rise to behavior—it is critical for how humans educate children, train experts, treat diseases, and promote health and well-being throughout the lifespan. Knowledge of perceptual learning requires basic and applied research in humans and nonhuman animal models, which informs strategic targets for advancing applications.…
The structure and development of explore-exploit decision making
Current state of play: Children’s learning in the context of digital games
Digital games are an integral part of children’s lives, as 8- to 18-year-olds spend approximately 1.5 hours per day playing them (Rideout & Robb, 2019), and 76% of US children under the age of 18 a
A continuous-space description of video games: A preliminary investigation
Research on the impact of video games on the brain and behavior typically focuses, at its root, on particular experiences inherent in different types of gameplay. Historically, genre labels have been used to quickly classify games into (at least somewhat) nonoverlapping types of experiences. Genre labels have been successfully used in previous research to describe differences in experiences across games. However, modern video games increasingly b…
Rethinking planning metrics: An analysis of common measurements of planning abilities
Methods for a fully online automated cognitive training study on Prolific
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…
Brief Pre-Class Physical Exercise Selectively Enhances Mathematics-Specific Inhibitory Control: A Cluster-Randomized Trial in Authentic Classrooms
Psychology (15 works) · Cognitive psychology (11 works) · Computer Science (11 works) · Sociology (11 works) · Cognition (8 works) · Cognitive Abilities and Testing (7 works) · Multimedia (6 works) · Video game (6 works) · Pedagogy (5 works) · Perception (5 works)