The DOI matches its Crossref record; 4 of the 4 references it cites were found in a registry or an index.
Differential development of visual attention skills in school-age children
Open accessAbstract
Children aged 7–17 years and adults aged 18–22 years were tested on three aspects of visual attention: the ability to distribute visual attention across the field to search for a target, the time required for attention to recover from being directed towards a target, and the number of objects to which attention can be simultaneously allocated. The data suggested different developmental trajectories for these components of visual attention within the same set of participants. This suggests that, to some extent, spatial, temporal and object-based attentional processes are subserved by different neural resources which develop at different rate. In addition, participants who played action games showed enhanced performance on all aspects of attention tested as compared to non-gamers. These findings reveal a potential facilitation of development of attentional skills in children who are avid players of action video games. As these games are predominantly drawing a male audience, young girls are at risk of underperforming on such tests, calling for a careful control of video game usage when assessing gender differences in attentional tasks.
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Cites
Action video game modifies visual selective attention
Green, C. S., & Bavelier, D. (2003) · Nature · doi:10.1038/nature01647 · Cited by 2,540
Self-citationVideo games and aggressive thoughts, feelings, and behavior in the laboratory and in life.
Anderson, C. A., & Dill, K. E. (2000) · Journal of Personality and Social Psychology · doi:10.1037/0022-3514.78.4.772 · Cited by 1,778
Heritability estimates versus large environmental effects: The IQ paradox resolved.
Dickens, W. T., & Flynn, J. R. (2001) · Psychological Review · doi:10.1037/0033-295x.108.2.346 · Cited by 663
A Specific and Enduring Improvement in Visual Motion Discrimination
Ball, K., & Sekuler, R. (1982) · Science · doi:10.1126/science.7134968 · Cited by 383
Cited by
Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., Lim, T., Ninaus, M., Ribeiro, C., & Pereira, J. (2016) · Computers & Education · doi:10.1016/j.compedu.2015.11.003 · Cited by 1,133
Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills.
Bediou, B., Adams, D. M., Mayer, R. E., Tipton, E., Green, C. S., & Bavelier, D. (2018) · Psychological Bulletin · doi:10.1037/bul0000130 · Cited by 807
Self-citationBrain plasticity through the life span: Learning to learn and action video games
Bavelier, D., Green, C. S., Pouget, A., & Schrater, P. (2012) · Annual Review of Neuroscience · doi:10.1146/annurev-neuro-060909-152832 · Cited by 541
Self-citationDo Action Video Games Improve Perception and Cognition?
Boot, W. R., Blakely, D. P., & Simons, D. J. (2011) · Frontiers in Psychology · doi:10.3389/fpsyg.2011.00226 · Cited by 472
Effects of video-game play on information processing: a meta-analytic investigation
Powers, K. L., Brooks, P. J., Aldrich, N. J., Palladino, M. A., & Alfieri, L. (2013) · Psychonomic Bulletin & Review · doi:10.3758/s13423-013-0418-z · Cited by 348
Metadata
- Authors
- Dye, M. W. G., & Bavelier, D.
- Venue
- Vision Research
- Publisher
- Elsevier BV
- Published
- 2010-02
- Volume
- 50
- Issue
- 4
- Pages
- 452-459
- ISSN
- 0042-6989 (ISSN-L)
- OpenAlex
- W2008606993
- Cited by
- 226
- References
- 4
- FWCI
- 3.35
- Type
- journal article
- Language
- en
- Open access
- bronze
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
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