Brains on video games
By Daphne Bavelier, C. Shawn Green, D. Han, P. Renshaw, Michael M. Merzenich, D. A. Gentile. Nature Reviews Neuroscience, 2011
300 citations recorded by the source corpus.
The popular press is replete with stories about the effects of video and computer games on the brain. Sensationalist headlines claiming that video games 'damage the brain' or 'boost brain power' do not do justice to the complexities and limitations of the studies involved, and create a confusing overall picture about the effects of gaming on the brain. Here, six experts in the field shed light on our current understanding of the positive and negative ways in which playing video games can affect cognition and behaviour, and explain how this knowledge can be harnessed for educational and rehabilitation purposes. As research in this area is still in its early days, the contributors of this Viewpoint also discuss several issues and challenges that should be addressed to move the field forward.
Subfields: Cognitive Neuroscience
View Paper: https://www.semanticscholar.org/paper/920b433fd28b13382d5b4736bb0935668100ec52
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
- Shawn C. Green
- Richard E. Mayer
- Michael J. Valenzuela
- Isabela Granic
- C. Shawn Green
- Sara de Freitas
- Ellen Bialystok
Citations in the corpus
- Meta-Analysis of Action Video Game Impact on Perceptual, Attentional, and Cognitive Skills (2018, methodology): “Throughout the search process, we paid particular attention to literature reviews or comments (Achtman, Green, & Bavelier, 2008; Bavelier et al., 2011; Bavelier, Green, Pouget, & Schrater, 2012; Bisoglio et al., 2014; Boot et al., 2011; Boot & Simons, 2012; Boot, Simons, et al., 2013; Granic,…”
- Computerized Cognitive Training in Cognitively Healthy Older Adults: A Systematic Review and Meta-Analysis of Effect Modifiers (2014, background): “Video games were defined as computer programs that were distributed for entertainment purposes before they were tried as cognitive interventions [26].”
- The benefits of playing video games. (2014, background): “Finally, in Minecraft, millions of players use Lego-like elements to construct their own unique structures and mechanisms, sharing their creations with others in immense virtual worlds.”