Action-Video-Game Experience Alters the Spatial Resolution of Vision
By C. Green, Daphne Bavelier. Psychology Science, 2007
907 citations recorded by the source corpus.
Subfields: Cognitive Neuroscience, Computer Vision and Pattern Recognition
View Paper: https://www.semanticscholar.org/paper/f6f5fde62d6d859037faf3376d64ecec488309c0
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
- C. Shawn Green
- Daphne Bavelier
- Nicholas B. Turk-Browne
- Stephen Grossberg
- Julie D. Golomb
- Jing Feng
- Ian Spence
- Michael D. Patterson
In Computer Vision and Pattern Recognition
- Stephen Grossberg
- Nicholas B. Turk-Browne
- Julie D. Golomb
- Marvin M. Chun
- Karen Murphy
- Amy Spencer
- C. Ferguson
- Jing Feng
Citations in the corpus
- Blazing Angels or Resident Evil? Can Violent Video Games be a Force for Good? (2010, background): “Broadly defined visuospatial cognition involves intellectual and cognitive processes related to attending, scanning, selecting, processing, and mentally altering visual information (Ferguson, 2007a; Green & Bavelier, 2007; Shah & Freedman, 2003; Spence & Feng, 2010).”
- Exercising Your Brain: A Review of Human Brain Plasticity and Training-Induced Learning (2008, neutral): “Significantly larger improvements in spatiotemporal reasoning were noted in the keyboard-trained children than in two control groups: a computer training group and a no-training group (see also Hetland, 2000). Researchers have also suggested that music training enhances mathematical ability and verb”
- 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).”
- Improved probabilistic inference as a general learning mechanism with action video games (2010, background): “The fact that action gamers perform better probabilistic inference is appealing because it provides a unified mechanism to explain why action video game training improves participants’ performance in seemingly widely different tasks such as contrast detection, visual search, multiple object tracking”
- 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.”
- Improved matrix reasoning is limited to training on tasks with a visuospatial component (2013, neutral): “…& Frensch, 1994), spatial attention (Feng et al., 2007), 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…”
- Information technology use and creativity: Findings from the Children and Technology Project (2012, background): “Com- suggested a causal relationship between videogame playing and visual-spatial skill in adults (Green & Bavelier, 2007).”
- Setting the scientific stage for esports psychology: a systematic review (2020, methodology): “Furthermore, improvements in performance found after Unreal Tournament and CoD training (Bejjanki et al., 2014) might suggest that higher-order functions are related to the more unpredictable and cognitively demanding type of esports.”
- Enhancing Cognition with Video Games: A Multiple Game Training Study (2013, background): “First, unlike previous investigations that required participants to perform the training tasks in a laboratory [3,6], participants in the current study were allowed to train on the games at their own leisure.”
- The malleability of spatial skills: a meta-analysis of training studies. (2013, neutral): “Although we assume that ij is known, we estimate both 2 and 2 using the estimators provided in Hedges et al. (2010b). In all the results shown here, each effect size was weighted by the inverse of its variance, which gives greater weight to more precise effect size estimates.”
- The power of play: The effects of Portal 2 and Lumosity on cognitive and noncognitive skills (2015, background): “Findings like these have been explained due to the visual-spatial requirements of 3D action games which may enhance spatial skills (e.g., Feng et al., 2007; Green & Bavelier, 2003; 2007).”