Effect of action video games on the spatial distribution of visuospatial attention.
By Shawn C. Green, Daphne Bavelier, Tony Monacelli, David McColgin, Julie I. Cohen. Journal of Experimental Psychology: Human Perception and Performance, 2006
748 citations recorded by the source corpus.
Subfields: Cognitive Neuroscience, Computer Vision and Pattern Recognition
View Paper: https://www.semanticscholar.org/paper/8b859692d090f2e04319ef1745be61c03ac3d256
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Cognitive Neuroscience
- Daphne Bavelier
- Jing Feng
- Ian Spence
- Michael D. Patterson
- Adam C. Oei
- Darlene V. Howard
- James H. Howard Jr.
- Jennifer C. Romano Bergstrom
In Computer Vision and Pattern Recognition
- Jing Feng
- Ian Spence
- Michael D. Patterson
- Adam C. Oei
- Shawn C. Green
- Daniel J. Simons
- Walter R. Boot
- Jay Pratt
Citations in the corpus
- Playing an Action Video Game Reduces Gender Differences in Spatial Cognition (2007, background): “…capacity is an important component of visual cognition, players who develop enhanced spatial attentional ability as a result of playing first-person shooter action games (Castel, Pratt, & Drummond, 2005; Green & Bavelier, 2003, 2006, 2007) may also realize benefits in higher-level spatial cognition.”
- 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.”
- Enhanced Implicit Sequence Learning in College‐age Video Game Players and Musicians (2012, methodology): “While causality can only be demonstrated with training studies (Boot et al., 2008; Green & Bavelier, 2003, 2006), our findings suggest that there might be widespread effects of this experience beyond the specificity of the practiced activity.”
- Improved probabilistic inference as a general learning mechanism with action video games (2010, background): “Action video game play benefits performance in an array of sensory, perceptual, and attentional tasks that go well beyond the specifics of game play [1–9].”
- 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…”
- Digital Games, Design, and Learning (2016, background): “…was coded across meta-analyses, suggesting that additional teaching or activities specifically designed to supplement game content as part of an integrated experience can increase learning, but that unintegrated supplemental teaching on a topic is unlikely to contribute to larger gains.”
- Videogames and Young People with Developmental Disorders (2010, neutral): “…of perceptuomotor and spatial skills, for rule learning, for the facilitation of flexible cognitive strategies (Castel, Pratt, & Drummond, 2005; Ferguson, 2007; Ferguson, Cruz, & Rueda, 2008; Green & Bavelier, 2003, 2006; Greenfield, 1984, 2009; Spence & Feng, 2010; Feng, Spence, & Pratt, 2007).”
- 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.”
- Aging, training, and the brain: A review and future directions (2009, positive): “Several studies have used video games to train attention and perception in young adults with impressive effects (Green and Bavelier 2006), and these methods have also been tried in older adults.”