Playing an Action Video Game Reduces Gender Differences in Spatial Cognition
By Jing Feng, Ian Spence, Jay Pratt. Psychology Science, 2007
1,175 citations recorded by the source corpus.
Subfields: Automotive Engineering, Developmental and Educational Psychology, Experimental and Cognitive Psychology
View Paper: https://www.semanticscholar.org/paper/291fe2d98f11445df8676a79e054a904ea9f1134
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Automotive Engineering
- Mary Hegarty
- C. Ferguson
- Daphne Bavelier
- Holly A. Taylor
- Allyson Hutton
- David H. Uttal
- Nora S. Newcombe
- Diane F. Halpern
In Developmental and Educational Psychology
- Daphne Bavelier
- Mary Hegarty
- C. Ferguson
- C. Shawn Green
- Shawn C. Green
- David H. Uttal
- Michael D. Patterson
- Adam C. Oei
In Experimental and Cognitive Psychology
- Daphne Bavelier
- Mary Hegarty
- C. Shawn Green
- C. Ferguson
- Diane F. Halpern
- Michael D. Patterson
- Adam C. Oei
- Jing Feng
Citations in the corpus
- Flaws in current human training protocols for spontaneous Brain-Computer Interfaces: lessons learned from instructional design (2013, background): “On a more prospective side, it has been observed that people regularly exposed to video games had improved visual and spatial attention, memory and mental rotation abilities (Green and Bavelier, 2003; Feng et al., 2007; Boot et al., 2008).”
- Enhancing Cognition with Video Games: A Multiple Game Training Study (2013, background): “Action video game related perceptual enhancements have been reported in the following areas: improved peripheral vision [3,4,5], reduced crowding effect [6], a shorter period of backward masking [7] and improved contrast sensitivity [8].”
- Do “Brain-Training” Programs Work? (2016, background): “A study already discussed in our review of attention effects in “The Effects of Action-Game Training on Vision and Attention” above (Feng et al., 2007) was designed as a close replication of the original C.”
- Removing brakes on adult brain plasticity: from molecular to behavioral interventions (2010, positive): “These plastic changes have been shown to be long-lasting, with beneficial effects noted 6 months to 2 years after the end of intervention (Feng et al., 2007; Li et al., 2009b).”
- The effects of video game playing on attention, memory, and executive control. (2008, background): “Feng et al. (2007) observed a larger game practice benefit for female participants in the FFOV task and a mental rotation task as compared to male participants.”
- Extending mind, visuospatial integration, and the evolution of the parietal lobes in the human genus (2016, background): “Visuospatial ability is one of the cognitive functions more influenced by videogames, changing asymmetry patterns or sexual differences in short time ranges (Feng et al., 2007).”
- A Meta-Analysis on Gender Differences in Mental Rotation Ability Measured by the Purdue Spatial Visualization Tests: Visualization of Rotations (PSVT:R) (2013, background): “words, mental rotation ability can be fostered through activities involving spatial tasks (Feng et al. 2007; Ginn and Pickens 2005); researchers found that some activities related to spatial tasks may be more prevalent among boys than girls, such as playing computer and/or video games (Cherney 2008;”
- The power of play: The effects of Portal 2 and Lumosity on cognitive and noncognitive skills (2015, background): “Feng et al. (2007) found that playing an action video game improved performance on a mental rotation task (i.e., small-scale or figural spatial cognition).”
- Action video game training for cognitive enhancement (2015, background): “This includes improvements in visual sensitivity [24,29], basic perimetry [20], perceptual decision making [30], speed of processing [31,32], perceptual simultaneity and temporal order judgments [21], in the capacity to select task relevant information across space [23,33 ,34–36,37 ,38] and time [23”
- Think3d!: Training Spatial Thinking Fundamental to STEM Education (2013, background): “Although spatially oriented videogames have been shown to improve spatial ability (Feng et al., 2007; Okagaki & Frensch, 1994; Subrahmanyam & Greenfield, 1994), they require a technology investment, updating, and support, and teacher development to achieve software familiarity.”
- Playing video games does not make for better visual attention skills (2009, result): “VGPs exhibited better performance than NVGPs at all eccentricities, replicating other studies (Feng et al., 2007; Green & Bavelier, 2003).”