Action video game modifies visual selective attention
By Shawn C. Green, Daphne Bavelier. Nature, 2003
2,584 citations recorded by the source corpus.
Subfields: Cognitive Neuroscience
View Paper: https://www.semanticscholar.org/paper/ec5d73c9619027a8c1598c40044446b4413a6f23
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
- Ellen Bialystok
- Daphne Bavelier
- C. Shawn Green
- Matthew D. Hilchey
- Raymond M. Klein
- Fergus I. M. Craik
- Jonathan R. Wolpaw
- M. Rothbart
Citations in the corpus
- Principles of sensorimotor learning (2011, background): “For example, expert video game players develop an extraordinary ability to extract information and spread their attention over a wide spatial frame without any apparent decrease in attentional performance 11 .”
- Visual working memory for simple and complex visual stimuli (2005, positive): “This is an important question because many aspects of visual cognition are sensitive to learning (Green & Bavelier, 2003).”
- Can training in a real-time strategy video game attenuate cognitive decline in older adults? (2008, methodology): “Three of the visuospatial tasks included in the battery (functional field of view, attentional blink, and enumeration ) were similar to those used to assess transfer from training with young adults from Medal of Honor (Green & Bavelier, 2003).”
- 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).”
- Adaptive Resonance Theory: How a brain learns to consciously attend, learn, and recognize a changing world (2013, background): “…Egly, Driver, & Rafal, 1994; Roggeveen, Pilz, Bennett, & Sekuler, 2009), and competition between surface-driven attentional shrouds controls individual differences in detection rate of peripheral targets in useful-field-of-view tasks, as exemplified by video game players (Green & Bavelier, 2003).”
- Improved matrix reasoning is limited to training on tasks with a visuospatial component (2013, background): “…spatial visualization (Okagaki & Frensch, 1994), spatial resolution of visual processing (Green & Bavelier, 2007), visuospatial attention (Castel, Pratt, & Drummond, 2005; Green & Bavelier, 2003; Green & Bavelier, 2006a), and the ability to track multiple objects at once (Green & Bavelier, 2006b).”
- From Gaming to Training: A Review of Studies on Fidelity, Immersion, Presence, and Buy-in and Their Effects on Transfer in PC-Based Simulations and Games (2005, background): “Research within cognitive psychology supports the use of video games for training, suggesting that playing action-based video games affects cognitive skills related to visual attention (Boot, 2005; Castel, Pratt, & Drummond, 2005; Green & Bavelier, 2003).”
- 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).”
- Enumeration versus multiple object tracking: the case of action video game players. (2006, methodology): “Although our own work (Green & Bavelier, 2003), as well as that of others (Orosy-Fildes & Allan, 1989), has shown improvements occurring in both central and peripheral vision, it is still commonly thought that video game play predominantly modifies peripheral vision.”
- Enhancing Cognition with Video Games: A Multiple Game Training Study (2013, methodology): “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].”
- Subitizing or counting as possible screening variables for learning disabilities in mathematics education or learning (2009, background): “Green and Bavelier (2003) established training potential even in the subitizing performance of young adult video game players.”
- Cognition through the lifespan: mechanisms of change. (2006, background): “players have demonstrated better cognitive control than non-game players on a series of visual attention tasks [63, 64 ].”