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Cited by 990

The DOI matches its Crossref record; 9 of the 9 references it cites were found in a registry or an index.

The effects of video game playing on attention, memory, and executive control

Boot, Walter R., Kramer, Arthur F., Simons, Daniel J., Fabiani, Monica, Gratton, Gabriele·2008·Acta Psychologica

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Crossref · 10.1016/j.actpsy.2008.09.005

Cites

9 of 9 references verified0 citation errors · 0 not checkable

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Citations

Cites

Research works printed but not linked: 26

  1. Alvarez, G. A., & Franconeri, S. L. (2005). How many objects can you track? Evidence for a flexible tracking resource [Abstract]. Journal of Vision, 5(8), 641a, http://journalofvision.org/5/8/641/, doi:10.1167/5.8.641. · doi:10.1167/5.8.641
  2. Braver, 1997, A parametric study of prefrontal cortex involvement in human working memory, NeuroImage, 5, 49, 10.1006/nimg.1996.0247 · DOI · Paper page
  3. Casey, 1995, The influence of spatial ability on gender differences in mathematics college entrance test scores across diverse samples, Developmental Psychology, 31, 697, 10.1037/0012-1649.31.4.697 · DOI · Paper page
  4. Castel, 2005, The effects of action video game experience on the time course of inhibition of return and the efficiency of visual search, Acta Psychologica, 119, 217, 10.1016/j.actpsy.2005.02.004 · DOI · Paper page
  5. Clark, 1987, The effects of videogame playing on the response selection processing of elderly adults, Journals of Gerontology, 42, 82, 10.1093/geronj/42.1.82 · DOI
  6. Corsi, 1972, Human memory and the medial temporal region of the brain, Dissertation Abstracts International, 34, 819B
  7. 1989, Acta Psychologica, 71, 1, 10.1016/0001-6918(89)90002-4 · DOI
  8. De Lisi, 2002, Improving children’s mental rotation accuracy with computer game playing, The Journal of Genetic Psychology, 163, 272, 10.1080/00221320209598683 · DOI · Paper page
  9. Fabiani, 1989, The training of complex task performance, Acta Psychologica, 71, 259, 10.1016/0001-6918(89)90012-7 · DOI
  10. Fehrer, 1962, Effects of luminance ration on masking, Perceptual and Motor Skills, 14, 243, 10.2466/pms.1962.14.2.243 · doi:10.2466/pms.1962.14.2.243
  11. Feng, 2007, Playing an action video game reduces gender differences in spatial cognition, Psychological Science, 18, 850, 10.1111/j.1467-9280.2007.01990.x · DOI · Paper page
  12. Frederiksen, 1989, An approach to training based upon principled task decomposition, Acta Psychologica, 71, 89, 10.1016/0001-6918(89)90006-1 · DOI
  13. Geary, 2000, Sex differences in spatial cognition, computational fluency, and arithmetical reasoning, Journal of Experimental Child Psychology, 77, 337, 10.1006/jecp.2000.2594 · DOI · Paper page
  14. Gopher, 1994, Transfer of skill from a computer game trainer to flight, Human Factors, 36, 387, 10.1177/001872089403600301 · DOI · Paper page
  15. Gopher, 1989, Practice under changing priorities: An approach to the training of complex skills, Acta Psychologica, 71, 147, 10.1016/0001-6918(89)90007-3 · DOI · Paper page
  16. Green, 2006, Effect of action video games on the spatial distribution of visuospatial attention, Journal of Experimental Psychology: Human Perception and Performance, 1465
  17. Green, 2006, Enumeration versus multiple object tracking: The case of action video game players, Cognition, 101, 217, 10.1016/j.cognition.2005.10.004 · DOI · Paper page
  18. Green, 2007, Action video game experience alters the spatial resolution of attention, Psychological Science, 18, 88, 10.1111/j.1467-9280.2007.01853.x · DOI · Paper page
  19. Luck, 1997, The capacity of visual working memory for features and conjunctions, Nature, 390, 279, 10.1038/36846 · DOI · Paper page
  20. Macknik, 1998, Neuronal correlates of visibility and invisibility in the primate visual system, Nature Neuroscience, 1, 44, 10.1038/393 · DOI · Paper page
  21. Maglio, 2008, Evidence for the role of self-priming in epistemic action: Expertise and the effective use of memory, Acta Psychologica, 127, 72, 10.1016/j.actpsy.2007.02.001 · DOI
  22. Orosy-Fildes, 1989, Psychology of computer use: XII. Videogame play: Human reaction time to visual stimuli, Perceptual and Motor Skills, 69, 243, 10.2466/pms.1989.69.1.243 · DOI
  23. Pylyshyn, 1988, Tracking multiple independent targets: Evidence for a parallel tracking mechanism, Spatial Vision, 3, 179, 10.1163/156856888X00122 · DOI · Paper page
  24. Sims, 2002, Domain specificity of spatial expertise: The case of video game players, Applied Cognitive Psychology, 16, 97, 10.1002/acp.759 · DOI · Paper page
  25. Terlecki, 2005, How important is the digital divide? The relation of computer and videogame usage to gender differences in mental rotation ability, Sex Roles, 53, 433, 10.1007/s11199-005-6765-0 · DOI · Paper page
  26. Turner, 1989, Is memory capacity task dependent?, Journal of Memory and Language, 28, 127, 10.1016/0749-596X(89)90040-5 · DOI · Paper page

Cited by

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Metadata

Authors
Boot, W. R., Kramer, A. F., Simons, D. J., Fabiani, M., & Gratton, G.
Venue
Acta Psychologica
Publisher
Elsevier BV
Published
2008-11
Volume
129
Issue
3
Pages
387-398
ISSN
0001-6918 (ISSN-L)
OpenAlex
W2094398406
Cited by
990
References
9
FWCI
36.92
Type
journal article
Language
en
Open access
closed
Licence
www.elsevier.com/tdm/userlicense/1.0/ (tdm)

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Data sources

Bibliographic data: Semantic Scholar, OpenAlex, Crossref.

Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).

Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.