Video Games and Spatial Cognition
By Ian Spence, Jing Feng. 2010
523 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Automotive Engineering, Developmental and Educational Psychology
View Paper: https://www.semanticscholar.org/paper/f9fae39e4ffb7af1d6ffbacb310aa93e3df62745
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Artificial Intelligence
- Daphne Bavelier
- Shawn C. Green
- Jessie Y.C. Chen
- Holly A. Taylor
- David Reilly
- C. Ferguson
- Richard E. Mayer
- Benoit Bediou
In Automotive Engineering
- Glenda Andrews
- David Reilly
- David L. Neumann
- C. Ferguson
- Holly A. Taylor
- Allyson Hutton
- Daphne Bavelier
- Richard E. Mayer
In Developmental and Educational Psychology
- Daphne Bavelier
- Jessie Y.C. Chen
- Michael J. Barnes
- Shawn C. Green
- C. Shawn Green
- C. Ferguson
- Louis Alfieri
- Naomi J. Aldrich
Citations in the corpus
- Learning, attentional control and action video games (2012, background): “Action Video Game Play Enhances Attentional Control Over the past two decades, myriad reports have documented the beneficial effects of playing video games [7,48,49] (see also Box 1).”
- 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).”
- Meta-Analysis of Action Video Game Impact on Perceptual, Attentional, and Cognitive Skills (2018, background): “The mechanics and dynamics inherent in action games do not place equivalent load on all cognitive domains (e.g., strong load is placed on processes related to top-down attention, perception, and multitasking, but there is little to no verbal cognition at play; Spence & Feng, 2010).”
- Gender Differences in Spatial Ability: Implications for STEM Education and Approaches to Reducing the Gender Gap for Parents and Educators (2017, background): “In a review by Spence and Feng (2010) on the contribution of videogame play to spatial cognition, action-based games and maze/puzzle genres emerged as the most likely to affect spatial cognition as they provide repeated practice in spatial perception, mental rotation, and navigation tasks.”
- Videogames and Young People with Developmental Disorders (2010, unknown): “…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).”
- Think3d!: Training Spatial Thinking Fundamental to STEM Education (2013, background): “Support for videogame training comes from studies showing improvements on spatial assessments (e.g., Okagaki & Frensch, 1994; Spence & Feng, 2010).”
- Effects of video-game play on information processing: A meta-analytic investigation (2013, background): “Interest in the effects of video-game play on cognitive processing has led to a proliferation of empirical studies in recent decades (Green & Bavelier, 2006a; Spence & Feng, 2010).”
- Action video game training for cognitive enhancement (2015, background): “Games within this genre are characterized by complex 3D settings, quickly moving and/or highly transient targets, strong peripheral processing demands, substantial amounts of clutter, and the need to consistently switch between highly focused and highly distributed attention all while making rapid, ”
- Relationship Between Screen Time and Chinese Children’s Cognitive and Social Development (2020, background): “…of attention, improvements in word knowledge and verbal fluency, improved dynamic and spatial skills, multiple object tracking abilities, visuomotor coordination, contrast sensitivity, and improved sensory and perceptual skills (Boot, Kramer, Simons, Fabiani, & Gratton, 2008; Spence & Feng, 2010).”
- Human–Agent Teaming for Multirobot Control: A Review of Human Factors Issues (2014, background): “Spence and Feng [163] concluded that playing action games contributed to players’ sensory, perceptual, and attentional abilities (e.”