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Action video game modifies visual selective attention
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Cited by:
- Rengjian Yu & Lihua He & Changsong Gao & Xianghong Zhang & Enlong Li & Tailiang Guo & Wenwu Li & Huipeng Chen, 2022. "Programmable ferroelectric bionic vision hardware with selective attention for high-precision image classification," Nature Communications, Nature, vol. 13(1), pages 1-9, December.
- Brian D Glass & W Todd Maddox & Bradley C Love, 2013. "Real-Time Strategy Game Training: Emergence of a Cognitive Flexibility Trait," PLOS ONE, Public Library of Science, vol. 8(8), pages 1-7, August.
- Pierre Mégevand & Sophie Molholm & Ashabari Nayak & John J Foxe, 2013. "Recalibration of the Multisensory Temporal Window of Integration Results from Changing Task Demands," PLOS ONE, Public Library of Science, vol. 8(8), pages 1-9, August.
- Wang, Qingfeng & Sun, Xu, 2016. "Investigating gameplay intention of the elderly using an Extended Technology Acceptance Model (ETAM)," Technological Forecasting and Social Change, Elsevier, vol. 107(C), pages 59-68.
- Aaron V Berard & Matthew S Cain & Takeo Watanabe & Yuka Sasaki, 2015. "Frequent Video Game Players Resist Perceptual Interference," PLOS ONE, Public Library of Science, vol. 10(3), pages 1-10, March.
- Daniela Brand Forero, 2018. "El impacto de los videojuegos sobre las habilidades cognitivas de ninos y adolecentes en Colombia," Revista Economía y Región, Universidad Tecnológica de Bolívar, vol. 12(1), pages 65-93, June.
- Stephanie Carlson & Yuichi Shoda & Ozlem Ayduk & Lawrence Aber & Catherine Schaefer & Anita Sethi & Nicole Wilson & Philip Peake & Walter Mischel, 2017. "Cohort Effects in Children's Delay-of-Gratification," Working Papers 2017-077, Human Capital and Economic Opportunity Working Group.
- Aleksandar Klasnja & Natasa Milenovic & Sonja Lukac & Aleksandar Knezevic & Jelena Klasnja & Vedrana Karan Rakic, 2022. "The Effects of Regular Physical Activity and Playing Video Games on Reaction Time in Adolescents," IJERPH, MDPI, vol. 19(15), pages 1-7, July.
- Charlotte Willems & Johannes Herdzin & Sander Martens, 2015. "Individual Differences in Temporal Selective Attention as Reflected in Pupil Dilation," PLOS ONE, Public Library of Science, vol. 10(12), pages 1-13, December.
- Douglas A. Gentile, 2013. "Catharsis and Media Violence: A Conceptual Analysis," Societies, MDPI, vol. 3(4), pages 1-20, December.
- Stefanie Duyck & Hans Op de Beeck, 2019. "An investigation of far and near transfer in a gamified visual learning paradigm," PLOS ONE, Public Library of Science, vol. 14(12), pages 1-23, December.
- Jacqueline M Fulvio & C Shawn Green & Paul R Schrater, 2014. "Task-Specific Response Strategy Selection on the Basis of Recent Training Experience," PLOS Computational Biology, Public Library of Science, vol. 10(1), pages 1-16, January.
- Jan W de Fockert & Serge Caparos & Karina J Linnell & Jules Davidoff, 2011. "Reduced Distractibility in a Remote Culture," PLOS ONE, Public Library of Science, vol. 6(10), pages 1-8, October.
- Robert West & Edward L. Swing & Craig A. Anderson & Sara Prot, 2020. "The Contrasting Effects of an Action Video Game on Visuo-Spatial Processing and Proactive Cognitive Control," IJERPH, MDPI, vol. 17(14), pages 1-12, July.
- Joseph L Hardy & Rolf A Nelson & Moriah E Thomason & Daniel A Sternberg & Kiefer Katovich & Faraz Farzin & Michael Scanlon, 2015. "Enhancing Cognitive Abilities with Comprehensive Training: A Large, Online, Randomized, Active-Controlled Trial," PLOS ONE, Public Library of Science, vol. 10(9), pages 1-17, September.
- Tim Wulf & Nicholas D. Bowman & Diana Rieger & John A. Velez & Johannes Breuer, 2018. "Running Head: Video Game Nostalgia and Retro Gaming," Media and Communication, Cogitatio Press, vol. 6(2), pages 60-68.
- Bonny, Justin W. & Scanlon, Mike & Castaneda, Lisa M., 2020. "Variations in psychological factors and experience-dependent changes in team-based video game performance," Intelligence, Elsevier, vol. 80(C).
- Roger W Li & Charlie Ngo & Jennie Nguyen & Dennis M Levi, 2011. "Video-Game Play Induces Plasticity in the Visual System of Adults with Amblyopia," PLOS Biology, Public Library of Science, vol. 9(8), pages 1-11, August.
- Yong-Quan Chen & Shulan Hsieh, 2018. "The relationship between internet-gaming experience and executive functions measured by virtual environment compared with conventional laboratory multitasks," PLOS ONE, Public Library of Science, vol. 13(6), pages 1-16, June.
- Hauke S Meyerhoff & Nina A Gehrer, 2017. "Visuo-perceptual capabilities predict sensitivity for coinciding auditory and visual transients in multi-element displays," PLOS ONE, Public Library of Science, vol. 12(9), pages 1-11, September.
- Rabi Datta & Seung-Hun Chon & Thomas Dratsch & Ferdinand Timmermann & Luise Müller & Patrick Sven Plum & Stefan Haneder & Daniel Pinto dos Santos & Martin Richard Späth & Roger Wahba & Christiane Jose, 2020. "Are gamers better laparoscopic surgeons? Impact of gaming skills on laparoscopic performance in “Generation Y” students," PLOS ONE, Public Library of Science, vol. 15(8), pages 1-15, August.
- Troy A W Visser & Jeneva L Ohan, 2012. "How Does Information Processing Speed Relate to the Attentional Blink?," PLOS ONE, Public Library of Science, vol. 7(3), pages 1-8, March.
- Sebastian Röhlcke & Christian Bäcklund & Daniel Eriksson Sörman & Bert Jonsson, 2018. "Time on task matters most in video game expertise," PLOS ONE, Public Library of Science, vol. 13(10), pages 1-13, October.
- Tim Wulf & Nicholas D. Bowman & Diana Rieger & John A. Velez & Johannes Breuer, 2018. "Running Head: Video Game Nostalgia and Retro Gaming," Media and Communication, Cogitatio Press, vol. 6(2), pages 60-68.
- Sangyub Kim & Yeonji Baik & Kichun Nam, 2022. "The Effects of Self-Perceived Parenting Attitudes on Visuo-Spatial Attention and Mental Rotation Abilities among Adolescents," IJERPH, MDPI, vol. 19(14), pages 1-16, July.
- Mirza Rayana Sanzana & Mostafa Osama Mostafa Abdulrazic & Jing Ying Wong & Chun-Chieh Yip, 2024. "Personnel Training for Common Facility Management Issues in Thermal-Energy-Storage Chiller Plant using a Serious 3D Game," Simulation & Gaming, , vol. 55(2), pages 224-248, April.