The DOI matches its Crossref record; 57 of the 57 references it cites were found in a registry or an index.
Enhancing Cognition with Video Games: A Multiple Game Training Study
Open accessAbstract
BACKGROUND: Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands. METHODOLOGY/PRINCIPAL FINDINGS: We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch) for one hour a day/five days a week over four weeks (20 hours). Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training. CONCLUSION/SIGNIFICANCE: Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to cognition may be attributed to near-transfer effects.
Overview
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
In the citing paper
“This active control group played two casual video games used in previous training studies [15, 54–57], which do not specifically tap WM processes.”
From Nearest transfer effects of working memory training: A comparison of two programs focused on working memory updating (2019) · cites this paper as [54]
In the citing paper
“Boosted by the publication of a Nature letter showing that video game training can enhance cognitive control in older adults (343), SG specifically adapted to people with AD have been developed and employed to train physical and cognitive abilities, showing preliminary but encouraging results (341, 344–348).”
From The Multidisciplinary Approach to Alzheimer’s Disease and Dementia. A Narrative Review of Non-Pharmacological Treatment (2018) · cites this paper as [345]
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
Citations
Cites
Updating P300: An integrative theory of P3a and P3b
Polich, J. (2007) · Clinical Neurophysiology · doi:10.1016/j.clinph.2007.04.019 · Cited by 7,919
Calculation of signal detection theory measures
Stanislaw, H., & Todorov, N. (1999) · Behavior Research Methods, Instruments, & Computers · doi:10.3758/bf03207704 · Cited by 2,673
Action video game modifies visual selective attention
Green, C. S., & Bavelier, D. (2003) · Nature · doi:10.1038/nature01647 · Cited by 2,540
Using confidence intervals in within-subject designs
Loftus, G. R., & Masson, M. E. J. (1994) · Psychonomic Bulletin & Review · doi:10.3758/bf03210951 · Cited by 2,433
Is working memory capacity task dependent?
Turner, M. L., & Engle, R. W. (1989) · Journal of Memory and Language · doi:10.1016/0749-596x(89)90040-5 · Cited by 2,299
Temporary suppression of visual processing in an RSVP task: An attentional blink?
Raymond, J. E., Shapiro, K. L., & Arnell, K. M. (1992) · Journal of Experimental Psychology Human Perception & Performance · doi:10.1037//0096-1523.18.3.849 · Cited by 2,286
Video 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 1,955
Cognitive control in media multitaskers
Ophir, E., Nass, C., & Wagner, A. D. (2009) · Proceedings of the National Academy of Sciences · doi:10.1073/pnas.0903620106 · Cited by 1,810
Video 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
Temporary suppression of visual processing in an RSVP task: an attentional blink?
Raymond, J. E., Shapiro, K. L., & Arnell, K. M. (1992) · Journal of Experimental Psychology: Human Perception and Performance · doi:10.1037/0096-1523.18.3.849 · Cited by 1,649
Flagged first, then by citations
Research works printed but not linked: 1
- Cohen JE, Green CS, Bavelier D (2008) Training visual attention with video games: Not all games are created equal. In: O’Neil HF, Perez RS, editors. Computer games and team and individual learning. Oxford, UK: Elseiver Ltd.
Cited by
Sorted by citations
Items 101–200 of 397
Neri, F., Smeralda, C. L., Momi, D., Sprugnoli, G., Menardi, A., Ferrone, S., Rossi, S., Rossi, A., Di Lorenzo, G., & Santarnecchi, E. (2021) · Frontiers in Psychology · doi:10.3389/fpsyg.2021.598410 · Cited by 27
Action Video Games Training in Children with Developmental Dyslexia: A Meta-Analysis
Puccio, G., Gazzi, G., Bertoni, S., Franceschini, S., Mancarella, M., Gori, S., Ronconi, L., & Facoetti, A. (2023) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2023.2267297 · Cited by 32
Zioga, T., Ferentinos, A., Konsolaki, E., Nega, C., & Kourtesis, P. (2024) · Behavioral Sciences · doi:10.3390/bs14100874 · Cited by 34
Relieving the Attentional Blink in the Amblyopic Brain with Video Games
Li, R. W., Ngo, C. V., & Levi, D. M. (2015) · Scientific Reports · doi:10.1038/srep08483 · Cited by 28
Playing Action Video Games Boosts Visual Attention
Feng, J., & Spence, I. (2018) · Springer eBooks · doi:10.1007/978-3-319-95495-0_8 · Cited by 28
Ray, N. R., O’Connell, M. A., Nashiro, K., Smith, E. T., Qin, S., & Basak, C. (2017) · Restorative Neurology and Neuroscience · doi:10.3233/rnn-160716 · Cited by 30
Action Real-Time Strategy Gaming Experience Related to Enhanced Capacity of Visual Working Memory
Yao, Y., Cui, R., Li, Y., Zeng, L., Jiang, J., Qiu, N., Dong, L., Gong, D., Yan, G., Ma, W., et al. (2020) · Frontiers in Human Neuroscience · doi:10.3389/fnhum.2020.00333 · Cited by 28
Knowledge Encoding in Game Mechanics: Transfer-Oriented Knowledge Learning in Desktop-3D and VR
Oberdörfer, S., & Latoschik, M. E. (2019) · International Journal of Computer Games Technology · doi:10.1155/2019/7626349 · Cited by 27
Does playing video games effect cognitive abilities in Pakistani children?
Hisam, A., Mashhadi, S. F., Faheem, M., Sohail, M., Ikhlaq, B., & Iqbal, I. (2018) · Pakistan Journal of Medical Sciences · doi:10.12669/pjms.346.15532 · Cited by 35
Khorammakan, R., Omid, A., Mirmohammadsadeghi, M., & Ghadami, A. (2023) · BMC Medical Education · doi:10.1186/s12909-023-04156-w · Cited by 30
Linebarger, D. L. (2015) · Psychology of Popular Media Culture · doi:10.1037/ppm0000069 · Cited by 26
Kooiman, B. J., & Sheehan, D. P. (2015) · Loisir et Société / Society and Leisure · doi:10.1080/07053436.2015.1006960 · Cited by 28
da Rocha, M. M., Valentim, P. A., Barreto, F. R., Acosta-Mitjans, A., Sandoval, D. C., Favela, J., & Muchaluat-Saade, D. C. (2022) · Lecture notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering · doi:10.1007/978-3-030-99194-4_25 · Cited by 25
Martinović, D., Burgess, G. H., Pomerleau, C. M., & Marin, C. (2015) · Computers in Human Behavior · doi:10.1016/j.chb.2015.03.039 · Cited by 27
Neuronal Correlates of Cognitive Control during Gaming Revealed by Near-Infrared Spectroscopy
Witte, M., Ninaus, M., Kober, S. E., Neuper, C., & Wood, G. M. D. O. (2015) · PLoS ONE · doi:10.1371/journal.pone.0134816 · Cited by 24
A comparative analysis of the processing speed between video game players and non-players
Pardina-Torner, H., Carbonell, X., & Castejón, M. (2019) · Aloma: revista de psicologia, ciències de l'educació i de l'esport Blanquerna · doi:10.51698/aloma.2019.37.1.13-20 · Cited by 23
Gan, X., Yao, Y., Liu, H., Zong, X., Cui, R., Qiu, N., Xie, J., Dong, J., Ying, S., Tang, X., et al. (2020) · Frontiers in Human Neuroscience · doi:10.3389/fnhum.2020.00101 · Cited by 26
Video games as rich environments to foster brain plasticity
Nahum, M., & Bavelier, D. (2020) · Handbook of clinical neurology · doi:10.1016/b978-0-444-63934-9.00010-x · Cited by 26
Kasumovic, M. M., Blake, K. R., Dixson, B. J. W., & Denson, T. F. (2015) · Personality and Individual Differences · doi:10.1016/j.paid.2015.06.018 · Cited by 29
Smith, E. T., Bhaskar, B., Hinerman, A., & Basak, C. (2020) · Frontiers in Psychology · doi:10.3389/fpsyg.2020.00786 · Cited by 26
Using a video game to teach supply chain and logistics management
Liu, C.-L. (2016) · Interactive Learning Environments · doi:10.1080/10494820.2016.1242503 · Cited by 23
Can digital games in school improve attention? A study of Brazilian elementary school students
Ramos, D. K., & Melo, H. M. (2018) · Journal of Computers in Education · doi:10.1007/s40692-018-0111-3 · Cited by 23
Auditory cognition and perception of action video game players
Stewart, H. J., Martinez, J. L., Perdew, A., Green, C. S., & Moore, D. R. (2020) · Scientific Reports · doi:10.1038/s41598-020-71235-z · Cited by 24
Adoption and Use of a Mobile Health Application in Older Adults for Cognitive Stimulation
Yasini, M., & Guillaume, M. (2016) · Studies in health technology and informatics · doi:10.3233/978-1-61499-633-0-13 · Cited by 22
Bender, A. D., Filmer, H. L., Naughtin, C. K., & Dux, P. E. (2017) · npj Science of Learning · doi:10.1038/s41539-017-0015-4 · Cited by 26
Attentional advantages in video-game experts are not related to perceptual tendencies
Wong, N., & Chang, D. H. F. (2018) · Scientific Reports · doi:10.1038/s41598-018-23819-z · Cited by 23
Bertoni, S., Franceschini, S., Mancarella, M., Puccio, G., Ronconi, L., Marsicano, G., Gori, S., Campana, G., & Facoetti, A. (2024) · Cerebral Cortex · doi:10.1093/cercor/bhae152 · Cited by 23
Fortes, L. D. S., Ferreira, M. E. C., Faro, H., Penna, E. M., & Almeida, S. S. (2022) · Journal of Sport and Exercise Psychology · doi:10.1123/jsep.2021-0281 · Cited by 21
Cognitive screening of older adults using serious games: An empirical study
Neto, H. C. S., Cerejeira, J., & Roque, L. (2018) · Entertainment Computing · doi:10.1016/j.entcom.2018.08.002 · Cited by 21
A Taxonomy of Coping Strategies and Discriminatory Stressors in Digital Gaming
Passmore, C. J., & Mandryk, R. L. (2020) · Frontiers in Computer Science · doi:10.3389/fcomp.2020.00040 · Cited by 28
Krebs, C. R., Falkner, M., Niklaus, J., Persello, L., Klöppel, S., Nef, T., & Urwyler, P. (2021) · JMIR Serious Games · doi:10.2196/24151 · Cited by 20
Nagle, A., Riener, R., & Wolf, P. (2015) · Frontiers in Psychology · doi:10.3389/fpsyg.2015.01774 · Cited by 21
Holm, S. K., Häikiö, T., Olli, K., & Kaakinen, J. K. (2021) · Journal of Eye Movement Research · doi:10.16910/jemr.14.2.3 · Cited by 20
Azizi, E., Fielding, J., & Abel, L. A. (2022) · Journal of Eye Movement Research · doi:10.16910/jemr.15.1.6 · Cited by 19
Starosta, J., Kiszka, P., Szyszka, P. D., Starzec, S., & Strojny, P. (2024) · PLoS ONE · doi:10.1371/journal.pone.0299819 · Cited by 19
Neurofeedback and Serious Games
Ninaus, M., Witte, M., Kober, S. E., Friedrich, E. V. C., Kurzmann, J., Hartsuiker, E., Neuper, C., & Wood, G. M. D. O. (2013) · Advances in game-based learning book series · doi:10.4018/978-1-4666-4773-2.ch005 · Cited by 19
Howard, C. J., Wilding, R., & Guest, D. (2016) · Perception · doi:10.1177/0301006616672579 · Cited by 18
Podlogar, N., & Podlešek, A. (2022) · Cyberpsychology Journal of Psychosocial Research on Cyberspace · doi:10.5817/cp2022-2-8 · Cited by 19
Moya-Higueras, J., Solé-Puiggené, M., Vita‐Barrull, N., Estrada‐Plana, V., Guzmán, N., Arias, S., Garcia, X., Ayesa‐Arriola, R., & March‐Llanes, J. (2023) · Children · doi:10.3390/children10091492 · Cited by 25
Keebler, J. R., Jentsch, F. G., & Schuster, D. M. (2014) · Human Factors The Journal of the Human Factors and Ergonomics Society · doi:10.1177/0018720814535248 · Cited by 18
Untangling the Relationship Between Spatial Skills, Game Features, and Gender in a Video Game
Wauck, H. C., Xiao, Z., Chiu, P.-T., & Fu, W. (2017) · ACM International Conference on Intelligent User Interfaces (IUI) · doi:10.1145/3025171.3025225 · Cited by 18
Itzhak, N. B., Franki, I., Jansen, B., Kostková, K., Wagemans, J. P., & Ortibus, E. (2021) · International Journal of Child-Computer Interaction · doi:10.1016/j.ijcci.2021.100437 · Cited by 18
Zhao, W., Wei, T., Zhou, R., Wang, Y., Wang, Y., Ren, Z., Shao, W., Luo, H., Zhou, Y., Chen, N., et al. (2021) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2021.713364 · Cited by 17
Positive effects of online games on the growth of college students: A qualitative study from China
Li, F., Zhang, D., Wu, S., Zhou, R., Dong, C., & Zhang, J. (2023) · Frontiers in Psychology · doi:10.3389/fpsyg.2023.1008211 · Cited by 17
Chesham, A., Gerber, S. M., Schütz, N., Saner, H. E., Gutbrod, K., Müri, R. M., Nef, T., & Urwyler, P. (2019) · JMIR Serious Games · doi:10.2196/13620 · Cited by 17
The effects of gender, flow and video game experience on combat identification training
Plummer, J. P., Schuster, D. M., & Keebler, J. R. (2017) · Ergonomics · doi:10.1080/00140139.2017.1280187 · Cited by 20
Designing NeuroSimVR: A Stereoscopic Virtual Reality Spine Surgery Simulator
Mostafa, A. E., Ryu, W. H. A., Chan, S., Takashima, K., Kopp, G., Sousa, M. C., & Sharlin, E. (2017) · doi:10.11575/prism/31003 · Cited by 17
Tartar, J. L., Banks, J., Marang, M., Pizzo, F., & António, J. (2021) · Cureus · doi:10.7759/cureus.20534 · Cited by 19
Howard, J., Bowden, V. K., & Visser, T. A. W. (2023) · Transportation Research Part F Traffic Psychology and Behaviour · doi:10.1016/j.trf.2023.07.006 · Cited by 16
How (not) to increase older adults’ tendency to anthropomorphise in serious games
Müller, B. C. N., Chen, S., Nijssen, S. R. R., & Kühn, S. (2018) · PLoS ONE · doi:10.1371/journal.pone.0199948 · Cited by 16
Personalized Serious Games for Cognitive Intervention with Lifelog Visual Analytics
Xu, Q., Subbaraju, V., Cheong, C. H., Wang, A., Kang, K., Bashir, M., Dong, Y., Li, L., & Lim, J. (2018) · ACM International Conference on Multimedia (ACM MM) · doi:10.1145/3240508.3240598 · Cited by 15
Hong, J., Tai, K., & Ye, J. (2018) · British Journal of Educational Technology · doi:10.1111/bjet.12721 · Cited by 18
Intrinsic Resting-State Activity in Older Adults With Video Game Experience
Hou, H.-Y., Jia, X., Wang, P., Zhang, J., Huang, S., & Li, H. (2019) · Frontiers in Aging Neuroscience · doi:10.3389/fnagi.2019.00119 · Cited by 15
Extended Interaction With a BCI Video Game Changes Resting-State Brain Activity
Singh, A. K., Wang, Y., King, J., & Lin, C. (2020) · IEEE Transactions on Cognitive and Developmental Systems · doi:10.1109/tcds.2020.2985102 · Cited by 18
Holmer, E., Rudner, M., Schönström, K., & Andin, J. (2020) · Frontiers in Psychology · doi:10.3389/fpsyg.2020.534741 · Cited by 16
Gaming enhances learning-induced plastic changes in the brain
Junttila, K., Smolander, A.-R. M., Karhila, R., Giannakopoulou, A., Uther, M., Kurimo, M., & Ylinen, S. (2022) · Brain and Language · doi:10.1016/j.bandl.2022.105124 · Cited by 18
Jiang, T., Wang, Y., & Tang, R. (2023) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2023.2228068 · Cited by 15
Zioga, T., Nega, C., Ρούσσος, Π., & Kourtesis, P. (2024) · European Journal of Investigation in Health Psychology and Education · doi:10.3390/ejihpe14030048 · Cited by 18
The Effects of Aerobic Exercise and Gaming on Cognitive Performance
Douris, P. C., Handrakis, J. P., Apergis, D., Mangus, R. B., Patel, R., Limtao, J., Platonova, S., Gregorio, A., & Luty, E. (2018) · Journal of Human Kinetics · doi:10.1515/hukin-2017-0134 · Cited by 14
An Expectancy Effect Causes Improved Visual Attention Performance After Video Game Playing
Tiraboschi, G. A., Fukusima, S. S., & West, G. L. (2019) · Journal of Cognitive Enhancement · doi:10.1007/s41465-019-00130-x · Cited by 15
Spaniol, M. M., Mevorach, C., Shalev, L., Teixeira, M. C. T. V., Lowenthal, R., & Paula, C. S. (2021) · Autism Research · doi:10.1002/aur.2566 · Cited by 17
Video Games and Other Online Activities May Improve Health in Ageing
Kyriazis, M., & Kiourti, E. (2018) · Frontiers in Medicine · doi:10.3389/fmed.2018.00008 · Cited by 14
Effects of Nonaction Videogames on Attention and Memory in Young Adults
Ruiz-Marquez, E., Prieto, A. F., Mayas, J., Toril, P., Avilés, J. M. R., & Ballesteros, S. (2019) · Games for Health Journal · doi:10.1089/g4h.2019.0004 · Cited by 15
Chen, X., Chen, S., Kong, D., Wei, J., Mao, Y., Lin, W., Chen, Y., Yao, Z., Min, S. H., Lü, F., et al. (2020) · eNeuro · doi:10.1523/eneuro.0006-20.2020 · Cited by 14
Ludwig, O., Kelm, J., Hammes, A., Schmitt, E., & Fröhlich, M. (2018) · Frontiers in Physiology · doi:10.3389/fphys.2018.01620 · Cited by 14
Uslu, A. S., Gerber, S. M., Schmidt, N., Röthlisberger, C., Wyss, P., Vanbellingen, T., Schaller, S., Wyss, C., Koenig‐Bruhin, M., Berger, T., et al. (2020) · BMJ Open · doi:10.1136/bmjopen-2020-037702 · Cited by 14
Ghasemi, O., Ardakan, M. A., Labafi, S., & Shirzad, M. (2024) · Entertainment Computing · doi:10.1016/j.entcom.2024.100694 · Cited by 13
Perceptual-Cognitive Demands of Esports and Team Sports: A Comparative Study
Grushko, A. I., Morozova, O., Ostapchuk, M. A., & Korobeynikova, E. Y. (2021) · Advances in intelligent systems and computing · doi:10.1007/978-3-030-71637-0_4 · Cited by 13
Neurofeedback and Serious Games
Ninaus, M., Witte, M., Kober, S. E., Friedrich, E. V. C., Kurzmann, J., Hartsuiker, E., Neuper, C., & Wood, G. M. D. O. (2015) · IGI Global eBooks · doi:10.4018/978-1-4666-8200-9.ch005 · Cited by 13
Gamifying Video Object Segmentation
Spampinato, C., Palazzo, S., & Giordano, D. (2016) · IEEE Transactions on Pattern Analysis and Machine Intelligence · doi:10.1109/tpami.2016.2610973 · Cited by 13
The CAD 3D course improves students’ spatial skills in the technology and design education
János, K., & Kem, G. N. (2019) · YBL Journal of Built Environment · doi:10.2478/jbe-2019-0002 · Cited by 13
Predicting learning effects of computer games using the Gamified Knowledge Encoding Model
Oberdörfer, S., & Latoschik, M. E. (2019) · Entertainment Computing · doi:10.1016/j.entcom.2019.100315 · Cited by 13
Appetitive Needs and Addiction
Sussman, S. Y., & Pakdaman, S. (2020) · Cambridge University Press eBooks · doi:10.1017/9781108632591.004 · Cited by 12
Schaefer, S. Y., Hooyman, A., Haikalis, N. K., Essikpe, R., Lohse, K. R., Duff, K. M., & Wang, P. (2022) · Experimental Brain Research · doi:10.1007/s00221-022-06478-5 · Cited by 14
Ahmad, F., Ahmed, Z., Shaheen, M., Muneeb, S., & Riasat, R. (2023) · Multimedia Tools and Applications · doi:10.1007/s11042-023-15100-x · Cited by 13
Latham, A. J., Patston, L. L. M., & Tippett, L. J. (2014) · Attention Perception & Psychophysics · doi:10.3758/s13414-014-0789-x · Cited by 12
Using knowledge from human research to improve understanding of contest theory and contest dynamics
Kasumovic, M. M., Blake, K. R., & Denson, T. F. (2017) · Proceedings of the Royal Society B Biological Sciences · doi:10.1098/rspb.2017.2182 · Cited by 15
Serious gaming: A tool to educate health care providers about domestic violence
Masón, R., & Turner, L. M. (2018) · Health Care For Women International · doi:10.1080/07399332.2018.1464572 · Cited by 13
Jakubowska, N., Dobrowolski, P., Rutkowska, N., Skorko, M., Myśliwiec, M., Michalak, J., & Brzezicka, A. (2021) · Heliyon · doi:10.1016/j.heliyon.2021.e06724 · Cited by 12
Lewandowska, P., Jakubowska, N., Hryniewicz, N., Prusinowski, R., Kossowski, B., Brzezicka, A., & Kowalczyk‐Grębska, N. (2022) · Scientific Reports · doi:10.1038/s41598-022-25099-0 · Cited by 11
Virk, T., Letendre, T., & Pathman, T. (2023) · Neuropsychologia · doi:10.1016/j.neuropsychologia.2023.108779 · Cited by 13
Becker, M., Fischer, D. J., Kühn, S., & Gallinat, J. (2024) · Translational Psychiatry · doi:10.1038/s41398-024-02945-5 · Cited by 11
Haptics-mediated approaches for enhancing sustained attention: framework and challenges
Wang, D., Li, T., Afzal, N., Zhang, J., & Zhang, Y. (2019) · Science China Information Sciences · doi:10.1007/s11432-018-9931-1 · Cited by 10
The role of visual working memory capacity in attention capture among video game players
Hauck, C., & Lien, M.-C. (2022) · Psychological Research · doi:10.1007/s00426-021-01640-0 · Cited by 11
Grinschgl, S., Berdnik, A.-L., Stehling, E., Hofer, G., & Neubauer, A. C. (2023) · Journal of Intelligence · doi:10.3390/jintelligence11060109 · Cited by 10
Ramos, D. K. (2014) · Revista da FAEEBA- Educação e Contemporaneidade · doi:10.21879/faeeba2358-0194.v23.n41.824 · Cited by 10
von Mentzer, C. N. (2014) · Linköping University Electronic Press eBooks · doi:10.3384/diss.diva-108902 · Cited by 11
Non-game like training benefits spoken foreign-language processing in children with dyslexia
Junttila, K., Smolander, A.-R. M., Karhila, R., Kurimo, M., & Ylinen, S. (2023) · Frontiers in Human Neuroscience · doi:10.3389/fnhum.2023.1122886 · Cited by 10
Ming, X., Huang, G., Chen, X., Liao, M., & Liu, L. (2025) · Ophthalmology and Therapy · doi:10.1007/s40123-025-01128-9 · Cited by 9
Monica, M. B. L., Listman, J. B., Donovan, I., Johnson, T. E., Heeger, D. J., & Mackey, W. E. (2021) · Journal of Exercise and Nutrition · doi:10.53520/jen2021.103104 · Cited by 11
Sensory Effects in Cognitive Exercises for Elderly Users: Stroop Game
de Paula, G., Valentim, P. A., Seixas, F. L., Santana, R. F., & Muchaluat-Saade, D. C. (2020) · Proceedings - IEEE Symposium on Computer-Based Medical Systems · doi:10.1109/cbms49503.2020.00032 · Cited by 9
How Deeply Does Media and Technology Usage Affect the Sustained Attention?
Kokoç, M., Ilgaz, H., & Akçay, A. (2021) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2021.2002049 · Cited by 10
Jakubowska, N., Dobrowolski, P., Binkowska, A. A., Arslan, I. V., Myśliwiec, M., & Brzezicka, A. (2021) · Frontiers in Human Neuroscience · doi:10.3389/fnhum.2021.763821 · Cited by 9
Neuroanatomical predictors of complex skill acquisition during video game training
Kovbasiuk, A., Lewandowska, P., Brzezicka, A., & Kowalczyk‐Grębska, N. (2022) · Frontiers in Neuroscience · doi:10.3389/fnins.2022.834954 · Cited by 9
The buzz trap: Speeded-up lives, distractedness, impulsiveness and decreasing empathy
Music, G. (2014) · Psychodynamic Practice · doi:10.1080/14753634.2014.916840 · Cited by 8
Himmelmeier, R. M., Nouchi, R., Saito, T. I., Burin, D., Wiltfang, J., & Kawashima, R. (2019) · Frontiers in Aging Neuroscience · doi:10.3389/fnagi.2019.00260 · Cited by 8
Vedechkina, M., & Borgonovi, F. (2020) · PsyArXiv (OSF Preprints) · doi:10.31234/osf.io/vjsuw · Cited by 8
Effects of a single bout of mobile action video game play on attentional networks
Wang, B., Jiang, J., & Guo, W. (2023) · PeerJ · doi:10.7717/peerj.16409 · Cited by 7
Qualitative Approaches to the Study of Substance and Behavioral Addictions
Simpson, K. A., & Bluthenthal, R. N. (2020) · Cambridge University Press eBooks · doi:10.1017/9781108632591.013 · Cited by 10
New Directions in Training Designs
Cochrane, A., & Green, C. S. (2020) · Springer eBooks · doi:10.1007/978-3-030-39292-5_3 · Cited by 6
Metadata
- Authors
- Oei, A. C., & Patterson, M. D.
- Affiliations
- Nanyang Technological University (SG)
- Corresponding author
- Oei, Adam C.
- ORCID
- Oei, Adam C.
- Venue
- PLoS ONE
- Publisher
- Public Library of Science (PLoS)
- Published
- 2013-03-13
- Volume
- 8
- Issue
- 3
- Pages
- e58546
- ISSN
- 1932-6203 (ISSN-L)
- PMC
- PMC3596277
- OpenAlex
- W2020754547
- Cited by
- 398
- References
- 56
- Citations by year
- 2026: 10 · 2025: 23 · 2024: 27 · 2023: 28 · 2022: 22 · 2021: 35 · 2020: 77 · 2019: 41 · 2018: 32 · 2017: 26 · 2016: 19 · 2015: 33 · 2014: 19 · 2013: 6
- FWCI
- 34.68
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Locations
- PLoS ONE (publishedVersion, cc-by)
- Europe PMC (PubMed Central) (publishedVersion, cc-by)
- PubMed Central (publishedVersion, cc-by)
- PubMed (publishedVersion)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- DR-NTU (Nanyang Technological University) (submittedVersion)
- Topics
- Social Sciences › Psychology › Experimental and Cognitive Psychology › Cognitive Abilities and Testing
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Keywords
- video game training, action video games, transfer of learning, near transfer, attentional blink, multiple object tracking, cognitive control, spatial working memory, verbal span, visual search, mobile games, hidden object games, life simulation games
- MeSH terms
- Cognition, Female, Humans, Male, Memory, Reaction Time, Spatial Behavior, Video Games, Biomedical Enhancement, Attentional Blink
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review