The DOI matches its Crossref record; 3 of the 3 references it cites were found in a registry or an index.
Effect of action video games on the spatial distribution of visuospatial attention.
Open accessAbstract
The authors investigated the effect of action gaming on the spatial distribution of attention. The authors used the flanker compatibility effect to separately assess center and peripheral attentional resources in gamers versus nongamers. Gamers exhibited an enhancement in attentional resources compared with nongamers, not only in the periphery but also in central vision. The authors then used a target localization task to unambiguously establish that gaming enhances the spatial distribution of visual attention over a wide field of view. Gamers were more accurate than nongamers at all eccentricities tested, and the advantage held even when a concurrent center task was added, ruling out a trade-off between central and peripheral attention. By establishing the causal role of gaming through training studies, the authors demonstrate that action gaming enhances visuospatial attention throughout the visual field.
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Cites
Effects of noise letters upon the identification of a target letter in a nonsearch task
Eriksen, B. A., & Eriksen, C. W. (1974) · Perception & Psychophysics · doi:10.3758/bf03203267 · Cited by 7,230
Action video game modifies visual selective attention
Green, C. S., & Bavelier, D. (2003) · Nature · doi:10.1038/nature01647 · Cited by 2,540
Self-citationLoad Theory of Selective Attention and Cognitive Control
Lavie, N., Hirst, A., de Fockert, J. W., & Viding, E. (2004) · Journal of Experimental Psychology: General · doi:10.1037/0096-3445.133.3.339 · Cited by 1,812 · cited 8×
“Because differences in baseline RTs between groups may produce interactions with within-subject measures that reflect only the magnitude of the baseline RT differences, it is important to note that although the mean VGP RT was approximately 37 ms faster than the mean NVGP RT, the main effect of gaming did not To bette…”
BackgroundInfluential
Cited by
Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis
Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016) · Review of Educational Research · doi:10.3102/0034654315582065 · Cited by 1,274
Do “brain-training” programs work?
Simons, D. J., Boot, W. R., Charness, N., Gathercole, S. E., Chabris, C. F., Hambrick, D. Z., & Stine-Morrow, E. A. L. (2016) · Psychological Science in the Public Interest · doi:10.1177/1529100616661983 · Cited by 1,183
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-citationBoot, W. R., Simons, D. J., Stothart, C., & Stutts, C. (2013) · Perspectives on Psychological Science · doi:10.1177/1745691613491271 · Cited by 670
Exercising your brain: A review of human brain plasticity and training-induced learning.
Green, C. S., & Bavelier, D. (2008) · Psychology and Aging · doi:10.1037/a0014345 · Cited by 660
Self-citation
Metadata
- Authors
- Green, C. S., & Bavelier, D.
- Venue
- Journal of Experimental Psychology: Human Perception and Performance
- Published
- 2006
- Volume
- 32
- Issue
- 6
- Pages
- 1465-1478
- ISSN
- 0096-1523 (ISSN-L)
- 1939-1277
- OpenAlex
- W2100511170
- Cited by
- 745
- References
- 3
- FWCI
- 8.29
- Type
- journal article
- Language
- en
- Open access
- green
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