The effects of video game playing on attention, memory, and executive control.
By Walter R. Boot, A. Kramer, Daniel J. Simons, Monica Fabiani, Gabriele Gratton. Acta Psychologica, 2008
1,034 citations recorded by the source corpus.
Subfields: Automotive Engineering, Developmental and Educational Psychology, Experimental and Cognitive Psychology
View Paper: https://www.semanticscholar.org/paper/f5a4f67d20348f9ea7ce053bd8794b1b8ecc7d48
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
In Developmental and Educational Psychology
- M. Rothbart
- Michael I. Posner
- Michael D. Patterson
- Adam C. Oei
- Daphne Bavelier
- Walter R. Boot
- Gaia Scerif
- Sam Wass
In Experimental and Cognitive Psychology
- Daphne Bavelier
- Michael D. Patterson
- Adam C. Oei
- C. Shawn Green
- Mark H. Johnson
- Gaia Scerif
- Sam Wass
- Walter R. Boot
Citations in the corpus
- Enhanced Implicit Sequence Learning in College‐age Video Game Players and Musicians (2012, background): “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.”
- A systematic literature review of empirical evidence on computer games and serious games (2012, background): “Boot et al. (2008) Todeterminewhether(1)perceptualbene fi tsof playing video games are restricted to visual and attentional tasks or whether improvements might be broader and evident in spatial processing, spatial memory, executive control and reasoning tasks; (2) video games practice could produce…”
- Serious games as new educational tools: how effective are they? A meta-analysis of recent studies (2013, background): “Indeed, some authors considered subjects who received no training to constitute the control group (Boot et al. 2008; Lorant-Royer et al. 2010; Tanes & Cemalcilar 2010), whereas others trained the subjects in their control groups using penciland-paper backup material (Annetta et al. 2010; Knight et…”
- Learning, attentional control and action video games (2012, background): “Using the multiple object tracking task, action game players can successfully track both more independently moving objects than non-video-game players as well as track the same number of objects at faster rates [58,68,73,75].”
- Enhancing attention through training (2015, background): “There is more doubt that general improvement in all forms of attention or learning occurs with videogame training [14,15 ].”
- Training attentional control and working memory - Is younger, better? (2012, background): “In those studies we have included, some have used a passive (wait-list) control group (in which control participants attend only two testing sessions, at pre-and post-test) whereas others have used an active control group (in which control participants attend for the same number of sessions and…”
- The Pervasive Problem With Placebos in Psychology (2013, background): “These survey results also have implications for claims that Tetris training can improve spatial skills (Boot et al., 2008; De Lisi & Wolford, 2002; Okagaki & Frensch, 1994; Sims & Mayer, 2002).”
- Systematic review of serious games for medical education and surgical skills training (2012, background): “Video games have been shown to increase visuospatial and attention skills 39 , 40 .”