Enumeration versus multiple object tracking: the case of action video game players.
By C. Shawn Green, Daphne Bavelier. Cognition, 2006
597 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Experimental and Cognitive Psychology, Statistics and Probability
View Paper: https://www.semanticscholar.org/paper/4fa1f3728ca90ccd57c20948737bd07c0d043b81
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Developmental and Educational Psychology
- Daphne Bavelier
- C. Shawn Green
- Shawn C. Green
- Jessie Y.C. Chen
- Michael J. Barnes
- Michael D. Patterson
- Adam C. Oei
- Jing Feng
In Experimental and Cognitive Psychology
- Daphne Bavelier
- C. Shawn Green
- Michael J. Barnes
- Jessie Y.C. Chen
- Michael D. Patterson
- Adam C. Oei
- Jing Feng
- Ian Spence
In Statistics and Probability
- Jessie Y.C. Chen
- Michael J. Barnes
- Walter R. Boot
- Daniel J. Simons
- Daphne Bavelier
- Michael D. Patterson
- Adam C. Oei
- A. Kramer
Citations in the corpus
- Spatial Thinking and STEM Education. When, Why, and How? (2012, background): “Several studies have now shown that playing videogames has a strong, positive effect on visual-spatial memory and attention, (e.g., Gee, 2007; Green & Bavelier, 2003, 2006, 2007).”
- Exercising Your Brain: A Review of Human Brain Plasticity and Training-Induced Learning (2008, unknown): “…study is lacking, and thus the question of causation remains unanswered, there are also a host of other reports in the literature (for a review, see Green & Bavelier, 2006c) that those individuals who naturally play action video games outperform their non– game-playing peers on other measures of…”
- 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”
- Human–Agent Teaming for Multirobot Control: A Review of Human Factors Issues (2014, methodology): “their multitasking performance (see [162] for a discussion on the training effects of video game playing).”
- The effects of video game playing on attention, memory, and executive control. (2008, methodology): “Based on earlier results (Green & Bavelier, 2006b), we expected experts to outperform non-gamers and for MOH experience to enhance the ability to report the number of dots in a briefly presented display.”
- Video Games and Spatial Cognition (2010, background): “Spence et al. (2009) have suggested that because playing Tetris does not improve basic perceptual processes such as spatial selective attention (Green & Bavelier, 2003, 2006b) or multiple object tracking (Green & Bavelier, 2006c), its capacity for training spatial skills is limited to tasks that…”
- The role of psychology in understanding the impact of computer games (2011, background): “Green and Bavelier [32] for example found that game players performed much more accurately than non-game players on an enumeration task where an array of squares is flashed up quickly on a screen.”
- Setting the scientific stage for esports psychology: a systematic review (2020, background): “Author Year Game Kimble & Rezabek 1992 Tetris Okagaki & Frensch 1994 Green & Bavelier 2003 Green & Bavelier 2006 Green & Bavelier 2007 Boot, Kramer, Simons, Fabiani, & Gratton 2008 Maglio, Wenger, & Copeland 2008 Terlecki, Newcombe, & Little 2008 Sibert, Gray, & Lindstedt 2017 Lau-Zhu, Holmes,…”
- How many objects can you track? Evidence for a resource-limited attentive tracking mechanism. (2007, background): “…& Hyona, 2004), expertise can increase the number of objects tracked (Allen, McGeorge, Pearson, & Milne, 2004), playing video games increases the number of objects that can be tracked (Green & Bavelier, 2006), and grouping targets into a virtual polygon improves tracking accuracy (Yantis, 1992).”
- Enhancing Cognition with Video Games: A Multiple Game Training Study (2013, background): “Specifically, in cross-sectional studies [3,4,10,12], participants who reported casual playing of various genres of nonaction video games have been grouped together with non-gamers in a single control group when compared with experienced action video gamers.”