The DOI matches its Crossref record; 46 of the 46 references it cites were found in a registry or an index.
Real-Time Strategy Game Training: Emergence of a Cognitive Flexibility Trait
Open accessAbstract
Training in action video games can increase the speed of perceptual processing. However, it is unknown whether video-game training can lead to broad-based changes in higher-level competencies such as cognitive flexibility, a core and neurally distributed component of cognition. To determine whether video gaming can enhance cognitive flexibility and, if so, why these changes occur, the current study compares two versions of a real-time strategy (RTS) game. Using a meta-analytic Bayes factor approach, we found that the gaming condition that emphasized maintenance and rapid switching between multiple information and action sources led to a large increase in cognitive flexibility as measured by a wide array of non-video gaming tasks. Theoretically, the results suggest that the distributed brain networks supporting cognitive flexibility can be tuned by engrossing video game experience that stresses maintenance and rapid manipulation of multiple information sources. Practically, these results suggest avenues for increasing cognitive function.
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?
The source backs part of the claim, not all of it — or backs it for a different population, condition or comparison.
In the citing paper
“Following the 7 weeks, the StarCraft group better performed on cognitive tests of task switching, multi-source information management, and adaptation to changing task rules [36].”
From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [36]
Experimental — accuracy not yet measuredThe cited source says what the claim attributes to it.
In the citing paper
“Those who played StarCraft demonstrated significant improvements in cognitive flexibility, the capacity to rapidly and simultaneously maintain, evaluate, and coordinate multiple streams of information and action, compared to a control group that played Sims, a less situationally demanding game [36].”
From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [36]
In the citing paper
“Glass, Maddox, and Love (2013) reported improvements in tasks measuring cognitive flexibility in a group trained on Starcraft, but only after 40 h of carefully managed play emphasizing maintained awareness of resources and rapid switching.A second group played Starcraft for the same 40 h, but without these specific demands, and showed no improvement.”
From A simultaneous examination of two forms of working memory training: Evidence for near transfer only (2016) · cites this paper as Glass, Maddox, and Love (2013)
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
Monsell, S. (2003) · Trends in Cognitive Sciences · doi:10.1016/s1364-6613(03)00028-7 · Cited by 2,984
Working memory span tasks: A methodological review and user’s guide
Conway, A. R. A., Kane, M. J., Bunting, M. F., Hambrick, D. Z., Wilhelm, O., & Engle, R. W. (2005) · Psychonomic Bulletin & Review · doi:10.3758/bf03196772 · Cited by 2,882
Action video game modifies visual selective attention
Green, C. S., & Bavelier, D. (2003) · Nature · doi:10.1038/nature01647 · Cited by 2,540
Evaluation of a behavioral measure of risk taking: The balloon analogue risk task (BART)
Lejuez, C. W., Read, J. P., Kahler, C. W., Richards, J. B., Ramsey, S. E., Stuart, G. L., Strong, D. R., & Brown, R. A. (2002) · Journal of Experimental Psychology: Applied · doi:10.1037/1076-898x.8.2.75 · Cited by 2,336
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
Wechsler Adult Intelligence Scale--Fourth Edition
Wechsler, D. (2012) · PsycTESTS Dataset · doi:10.1037/t15169-000 · Cited by 2,232
Generation M2: Media in the Lives of 8- to 18-Year-Olds
Foehr, U. G., Rideout, V. J., & Roberts, D. F. (2010) · Cited by 2,197
Improving fluid intelligence with training on working memory
Jaeggi, S. M., Buschkuehl, M., Jonides, J., & Perrig, W. J. (2008) · Proceedings of the National Academy of Sciences · doi:10.1073/pnas.0801268105 · Cited by 2,187
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
Modeling Response Times for Two-Choice Decisions
Ratcliff, R., & Rouder, J. N. (1998) · Psychological Science · doi:10.1111/1467-9280.00067 · Cited by 1,478
Flagged first, then by citations
Cited by
Sorted by citations
Items 101–200 of 226
The effect of strategy game types on inhibition
Leong, A. Y. C., Yong, M. H., & Lin, M.-H. (2022) · Psychological Research · doi:10.1007/s00426-021-01632-0 · Cited by 14
The effect of strategy game types on inhibition
Leong, A. Y. C. *., Yong, M. H., & Lin, M. H. *. (2022) · Sunway Institutional Repository (Sunway University) · Cited by 7
Ferreira, C. P., González, C. S. G., & Adamatti, D. F. (2022) · Applied Sciences · doi:10.3390/app121910143 · Cited by 7
Bush, R. M. (2017) · Games and Culture · doi:10.1177/1555412016675728 · Cited by 7
User Experience Evaluation of the REEFOCUS ADHD Management Gaming System
Kanellos, T., Doulgerakis, A., Georgiou, E., Bessa, M., Thomopoulos, S. C. A., Vatakis, A., del Val-Guardiola, A., & Navarra, J. (2019) · International Conference on Smart and Sustainable Technologies (SpliTech) · doi:10.23919/splitech.2019.8783141 · Cited by 7
Gamer o adicto? Revisión narrativa de los aspectos psicológicos de la adicción a los videojuegos
Marengo, L., Núñez, L. M. H., Coutinho, T. V., Leite, G. R., & Rivero, T. S. (2016) · doi:10.5579/rnl · Cited by 7
Video game playing frequency, social cognition, and social behavior in childhood.
Lavertu, G., Seni, A. G., Vera-Estay, E., Tran, M., West, G. L., & Beauchamp, M. H. (2022) · Technology Mind and Behavior · doi:10.1037/tmb0000075 · Cited by 6
Fan, Z., Sun, H., Wang, L., Zhu, M., & Peng, T. (2022) · Frontiers in Psychology · doi:10.3389/fpsyg.2022.974569 · Cited by 6
Zhang, X., Teng, H., Zhu, L., & Qiu, B. (2025) · Frontiers in Psychology · doi:10.3389/fpsyg.2025.1505360 · Cited by 5
Making Games for Health Engaging: The Influence of Cognitive Skills
Kreutzer, C. P., & Bowers, C. A. (2016) · Games for Health Journal · doi:10.1089/g4h.2015.0048 · Cited by 8
McColeman, C. M., Thompson, J. J., Anvari, N., Azmand, S. J., Barnes, J., Barrett, R., Byliris, R., Chen, Y., Dolguikh, K., Fischler, K., et al. (2020) · Attention Perception & Psychophysics · doi:10.3758/s13414-020-02019-w · Cited by 6
Chen, R., Yan, H., & Xian, L. (2024) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2024.2346691 · Cited by 6
Exploring the Factors Influencing Motivation and Satisfaction of Video Game Players
Kępka, P., & Strzelecki, A. (2024) · Journal of Electronic Gaming and Esports · doi:10.1123/jege.2023-0026 · Cited by 5
Norm and Deviance-Seeking Personal Orientation Scale (NDPOS) Adapted to the Organisational Context
Déprez, G., Battistelli, A., & Antino, M. (2019) · Psychologica Belgica · doi:10.5334/pb.462 · Cited by 4
Caracterización del trastorno por videojuegos: ¿Una problemática emergente?
Sandoval-Obando, E. (2020) · Pensamiento Psicológico · doi:10.11144/javerianacali.ppsi18-1.ctvp · Cited by 5
Single‐player videogames in leadership learning
Bezio, K. M. S. (2022) · New Directions for Student Leadership · doi:10.1002/yd.20502 · Cited by 5
Effects of Acute and Chronic Physical Exercise on Esports Performance: A Systematic Review
Wachholz, F., Coenen, F., Zhang, M., & Heidenreich, H. (2026) · Sports Medicine - Open · doi:10.1186/s40798-026-01034-9 · Cited by 5
Los efectos positivos de jugar videojuegos y su aplicación en entornos no lúdicos
Moscardi, R. (2020) · Cuadernos del Centro de Estudios de Diseño y Comunicación · doi:10.18682/cdc.vi110.4066 · Cited by 10
Steinkuehler, C. A., Anderson, C. G., Reitman, J. G., Lee, J. S., Wu, M., Wells, G., & Gardner, R. T. (2023) · The Journal of Interactive Learning Research · doi:10.70725/575686oceamt · Cited by 4
Game On: Exploring the Potential for Soft Skill Development Through Video Games
Bartolomé, J., del Río, I., Martinez, A. D., Aranguren, A., Laña, I., & Alloza, S. (2025) · Information · doi:10.3390/info16100918 · Cited by 5
Effectivity of Affine Transformation Knowledge Training Using Game Mechanics
Oberdörfer, S., & Latoschik, M. E. (2018) · International Conference on Virtual Worlds and Games for Serious Applications (VS-Games) · doi:10.1109/vs-games.2018.8493418 · Cited by 4
MemoGinga: Jogo Interativo para TV Digital como Exercício Cognitivo para Idosos
Matos, L. F., Santos, M. H., Boechat, Y. E. M., Amorim, G. F., & Muchaluat-Saade, D. C. (2018) · doi:10.5753/sbcas.2018.3686 · Cited by 4
Digital Game-based Learning Operationalization Strategies
Aleksić, V. (2019) · Zbornik radova Pedagoskog fakulteta Uzice · doi:10.46793/zbradova21.279a · Cited by 7
Faust, K., & Faust, D. (2015) · Behavioral Science · doi:10.3390/bs5030372 · Cited by 4
Good thinking: seven powerful ideas that influence the way we think
(2012) · Choice Reviews Online · doi:10.5860/choice.50-1158 · Cited by 4
The Changes of Cognition in Teenagers after Playing Video Games
Singh, K., & Molloy, K. (2021) · Journal of Student Research · doi:10.47611/jsrhs.v10i2.1748 · Cited by 3
Medvetskaya, A., Ryder, A. G., & Doucerain, M. M. (2025) · Behavioral Sciences · doi:10.3390/bs15040498 · Cited by 3
Cahill, K., & Dhamala, M. (2025) · Scientific Reports · doi:10.1038/s41598-025-27275-4 · Cited by 5
Analysis Learning Model With Biometric Devices for Business Simulation Games: Brazilian Case Study
Ferreira, C. P., González, C. S. G., Adamatti, D. F., & Moreira, F. (2024) · IEEE Access · doi:10.1109/access.2024.3425054 · Cited by 4
Brain-Training Games Help Prevent Cognitive Decline in Older Adults
Ballesteros, S. (2018) · Springer eBooks · doi:10.1007/978-3-319-95495-0_12 · Cited by 3
Knöchelmann, L., Janßen, A., Dörbaum, J., Heck, D. W., & Cohrs, J. C. (2025) · European Journal of Social Psychology · doi:10.1002/ejsp.3177 · Cited by 2
The predictive role of cognitive flexibility in 21st century skills among esports players
Kilci, A. K., & Göktaş, Z. (2025) · Entertainment Computing · doi:10.1016/j.entcom.2025.101042 · Cited by 2
Level up the brain! Novel PCA method reveals key neuroplastic refinements in action video gamers
Cahill, K., & Dhamala, M. (2025) · Imaging Neuroscience · doi:10.1162/imag.a.1090 · Cited by 3
Deng, S., Tian, Z., Qiao, S., Liao, X., & Li, X. (2026) · Entertainment Computing · doi:10.1016/j.entcom.2026.101101 · Cited by 2
Yao, J., He, J., & Hu, E. (2026) · Journal of the International Society of Sports Nutrition · doi:10.1080/15502783.2026.2663363 · Cited by 2
The relationship between esports and cognitive function: A scoping review
Mingyang, L. U., Lee, H., & Yoon, I. (2026) · PLoS ONE · doi:10.1371/journal.pone.0352875 · Cited by 2
Poon, S. T. F. (2020) · Digital culture and humanities · doi:10.1007/978-981-15-4642-6_10 · Cited by 2
An Immersive Memory Game as a Cognitive Exercise for Elderly Users
de Farias, F. M., Montevecchi, E. B. B., Bokehi, J. R., Santana, R. F., & Muchaluat-Saade, D. C. (2022) · doi:10.5753/lique.2022.19997 · Cited by 2
ADDICTION AND RECOVERY: DIGITAL GAMES AS DEVICES FOR COGNITIVE REPAIRMENT
Darvenkumar, T., & Rajasekaran, W. C. (2023) · Journal Human Research in Rehabilitation · doi:10.21554/hrr.092318 · Cited by 2
Tsochev, G., Ukov, T. G., Rusev, A., Sharabov, M., & Trifonov, R. I. (2024) · International Scientific Conference on Computer Science (COMSCI) · doi:10.1109/comsci63166.2024.10778494 · Cited by 2
EFFECTIVITY OF NINTENDO WII AS REHABILITATION THERAPY IN POST STROKE PATIENTS: A SYSTEMATIC REVIEW
Wardani, R., Salsabila, S., Rahman, A. N., & Rakhmatiar, R. (2020) · MNJ (Malang Neurology Journal) · doi:10.21776/ub.mnj.2021.007.01.11 · Cited by 2
Study on the Relationship between Sports Skills and Visual Image Operation
Zeng, P., Liu, L., Liu, T. C., & Yang, X. (2014) · International Journal of Photoenergy · doi:10.1155/2014/895761 · Cited by 2
PENGARUH GAME BERGENRE MULTIPLAYER ONLINE BATTLE ARENA (MOBA) TERHADAP KEMAMPUAN KOGNITIF PEMAIN
Senapartha, I. K. D., Ferdiana, R., & Hartanto, R. (2015) · Cited by 2
Psychopathology of Dementia: Psychology’s Pivotal Role
Garrett, M. D. (2021) · European Journal of Medical and Health Sciences · doi:10.24018/ejmed.2021.3.5.1039 · Cited by 2
Проблема классификации компьютерных игр в контексте психологических исследований геймеров
Сеченова, П. М. Г. М. У. И. И. М., Богачева, Н. В., Войскунский, А. Е., & Ломоносова, М. Г. У. И. М. В. (2018) · International Culture & Thechnology Studies · doi:10.17586/2587-800x-2018-3-4-76-89 · Cited by 2
Xie, J., Cui, R., Ma, W., Lu, J., Wang, L., Ying, S., Yao, D., Gong, D., Yan, G., & Liu, T. (2022) · Frontiers in Human Neuroscience · doi:10.3389/fnhum.2022.906123 · Cited by 2
Różańska, A., Król, W., Orzechowski, J., & Gruszka, A. (2023) · Advances in Cognitive Psychology · doi:10.5709/acp-0371-9 · Cited by 2
Funkcjonowanie wykonawcze profesjonalnych graczy komputerowych
Witkowska, M. (2016) · Homo Ludens · Cited by 2
Howe, W. T., Livingston, D., & Lee, S. K. (2019) · Hawaii International Conference on System Sciences (HICSS) · doi:10.24251/hicss.2019.300 · Cited by 2
Time War: Paul Virilio and the Potential Educational Impacts of Real-Time Strategy Videogames
Waddington, D. I. (2020) · Philosophical Inquiry in Education · doi:10.7202/1070277ar · Cited by 2
Health Benefits of Video Games in Adolescents and Young Adults
Nagata, J. M., Nayak, S., Choi, W., Potes, C., Heuer, A., Memon, Z., Talebloo, J., Li, E. J., Bao, K., Helmer, C. K., et al. (2026) · Current Pediatrics Reports · doi:10.1007/s40124-026-00376-y · Cited by 5
“Following the 7 weeks, the StarCraft group better performed on cognitive tests of task switching, multi-source information management, and adaptation to changing task rules [ 36].”
InfluentialInvestigating Usability, User Preferences, Ergonomics, and Player Performance in StarCraft II
Schroeder, B. L., Leyva, K., Stowers, K. L., Lewis, J., & Sims, V. K. (2016) · Proceedings of the Human Factors and Ergonomics Society Annual Meeting · doi:10.1177/1541931213601283 · Cited by 1
Vo, T., Pahlen, S., Zheng, A., Yu, S., Lor, E., Bowman, N. D., Corley, R. P., Friedman, N. P., Wadsworth, S. J., & Reynolds, C. A. (2024) · Behavioral and Brain Functions · doi:10.1186/s12993-024-00258-7 · Cited by 4
Esports Interventions for Dementia and Mild Cognitive Impairment: A Rapid Scoping Review
Okuyama, K., Isaji, Y., Tanaka, K., Suzuki, K., Kurasawa, Y., Kaneko, T., & Kitagawa, T. (2025) · Dementia and Geriatric Cognitive Disorders · doi:10.1159/000547651 · Cited by 1
Hilla, Y., Stasch, S.-M., & Mack, W. (2025) · Scientific Reports · doi:10.1038/s41598-025-25260-5 · Cited by 1
Beyond the fog of war: Mining social dynamics and genre shaping in the StarCraft universe
Altındağ, E., & Balcioglu, Y. S. (2025) · Telematics and Informatics Reports · doi:10.1016/j.teler.2025.100252 · Cited by 1
The Role of Gaming in Cognitive Development and Learning
Namur, V., Lapiccirella, D. C., de Oliveira, M. A., & Menegazzo, G. L. M. (2025) · Springer eBooks · doi:10.1007/978-3-032-00325-6_4 · Cited by 1
Glass, S., Saxena, N., & Markant, D. B. (2025) · Journal of Cognitive Intervention and Digital Health · doi:10.58558/jcd.2025.4.2.29 · Cited by 1
Cognitive training with casual video games: points to
Baniqued, L., Kranz, M., Voss, M. W., Lee, H., Cosman, J. D., Severson, J., & Kramer, A. F. (2014) · Cited by 1
Electronic Games and Elderly Cognition – A Systematic Review
Cardoso, N. D. O., Argimon, I. I. D. L., & Pereira, V. T. (2017) · psicología desde el caribe · doi:10.14482/psdc.34.2.11078 · Cited by 6
Memo-VR: Exercício Cognitivo para Idosos Utilizando Realidade Virtual e Interface com as Mãos
Farias, F., Montevecchi, E. B. B., Bokehi, J. R., Santana, R. F., & Muchaluat-Saade, D. C. (2020) · doi:10.5753/sbcas.2020.11536 · Cited by 1
Immersive Data Exploration: The Role of Graphic Timing in Virtual World Visualization
de Guevara, J. M. G. L., Segovia, E. R., & García, F. L. D. B. (2024) · Springer series in design and innovation · doi:10.1007/978-3-031-57583-9_17 · Cited by 1
Encouraging Seniors to Get Active: Implementing a Gamification Strategy on Television
Faria, G., Silva, T., & Abreu, J. (2024) · Communications in computer and information science · doi:10.1007/978-3-031-70439-0_6 · Cited by 1
Smith, E. T., Nashiro, K., O’Connell, M., Chen, X., & Basak, C. (2024) · Aging Brain · doi:10.1016/j.nbas.2024.100131 · Cited by 2
Polyculturalism, cognitive flexibility, and sexual prejudice in Macau
Bernardo, A. B. I., & Sit, H. H. Y. (2025) · Current Psychology · doi:10.1007/s12144-025-07637-x · Cited by 1
Nieciecka, W., Lewandowska, P., Adamczyk, S., Binkowska, A. A., Brzezicka, A., Szczeciński, P., & Jakubowska, N. (2025) · Computers in Human Behavior · doi:10.1016/j.chb.2025.108689 · Cited by 1
Sahin, G. E., Köşker, A. B., Sözeri, M. E., Okan, M., & İnan, E. (2025) · İstanbul Gelişim Üniversitesi Sağlık Bilimleri Dergisi · doi:10.38079/igusabder.1430984 · Cited by 1
Polymathy: The Resurrection of Renaissance Man and the Renaissance Brain
Garcia-Vega, C., & Walsh, V. (2018) · Cambridge University Press eBooks · doi:10.1017/9781316556238.031 · Cited by 1
Intelligenz und schulische Leistungen
Siegler, R. S., Saffran, J. R., Gershoff, E. T., & Eisenberg, N. (2021) · Springer eBooks · doi:10.1007/978-3-662-62772-3_8 · Cited by 1
Jugar videojuegos de estrategia en tiempo real tiene efectos positivos en la memoria de trabajo
López-Riquelme, G. O., Soto-Alba, E. E., Mata-Bautista, C. R., & Marzoug, R. (2022) · Revista Iberoamericana ConCiencia. · doi:10.32654/concienciaepg/eds.especial-7
The Legal Validity of E-Sports as a Sport
Mir, R. (2021) · IGI Global eBooks · doi:10.4018/978-1-7998-7707-3.ch029 · Cited by 1
Adolescent Social Skills Intervention: Theory, Design, and Implementation
Spaans, R. E. (2021) · ERA: Education and Research Archive (University of Alberta) · doi:10.7939/r3-1yt1-yx70 · Cited by 1
Idiosyncratic Deals and Breakthrough Innovation: Based on the Paradox Theory PerspectivePreprint
Fan, Z., Li, Y., Wu, Y., Peng, T., Peng, Z., & Xue, J. (2023) · Research Square · doi:10.21203/rs.3.rs-3393825/v1 · Cited by 1
VIDEO-GAME TRAINING EFFECTS ON ATTENTION AND MEMORY IN YOUNG AND OLDER ADULTS. BEHAVIORAL RESULTSPreprint
Ruiz-Marquez, E. (2023) · Thesis Commons (OSF Preprints) · doi:10.31237/osf.io/wt9ru · Cited by 1
Zmigrod, L. (2019) · doi:10.64628/ab.dnvjpwdyu · Cited by 1
Minecraft or Mindcraft? The Value of Online Games in Education
Benson, N., & Kilday, S. (2015)
Intelligenz und schulische Leistungen
Siegler, R. S., Eisenberg, N., DeLoache, J. S., & Saffran, J. R. (2016) · Springer eBooks · doi:10.1007/978-3-662-47028-2_8
Technology and Motor Ability Development.
Wang, L., Lang, Y., & Luo, Z. (2014) · International Association for Development of the Information Society
Marengo, L., María, L., Nuñez, H., Coutinho, T. V., Leite, G. R., & Rivero, T. S. (2015)
Serial Sequence Learning on Digital Games
Adams, E., Schuh, Â., Campos, M. D. B., Barbosa, D. N. F., & Mossmann, J. B. (2016) · Lecture notes in computer science · doi:10.1007/978-3-319-39952-2_27
Hai, N. H., & Thu, A. T. (2017) · IOSR Journal of Business and Management · doi:10.9790/487x-1906028184
Lampejos da percepção: jogos digitais em tempos de biopolítica
Denani, G. H. S. (2017) · doi:10.11606/d.27.2017.tde-01022017-105734
Not-Games in Secondary English Language Arts
Dodd, G. (2014) · ERA: Education and Research Archive (University of Alberta) · doi:10.7939/r34746z40
The Legal Validity of E-Sports as a Sport
Mir, R. (2018) · Advances in business information systems and analytics book series · doi:10.4018/978-1-5225-5387-8.ch005
Effective Orbital Mechanics Knowledge Training Using Game Mechanics
Oberdörfer, S., & Latoschik, M. E. (2018) · International Conference on Virtual Worlds and Games for Serious Applications (VS-Games) · doi:10.1109/vs-games.2018.8493417
Pratique excessive des jeux vidéo chez les personnes ayant un trouble du spectre de l'autisme
Couture, K. (2020) · Psycause revue scientifique étudiante de l École de psychologie de l Université Laval · doi:10.51656/psycause.v10i1.30453
COMPARISON OF DURATION PLAYING DEFENSE OF THE ANCIENTS-2 VIDEO GAME WITH REACTION TIME
Hadi, Y. A., Supatmo, Y., Kusumaningrum, N., & Susanto, H. (2020) · Jurnal Kedokteran Diponegoro (Diponegoro Medical Journal) · doi:10.14710/dmj.v9i6.29332
Ballesteros, S. (2021) · Oxford University Press eBooks · doi:10.1093/oso/9780197528976.003.0015 · Cited by 1
الفقی, ع. ا. ع. ا. ت. (2021) · التربية (الأزهر) مجلة علمية محکمة للبحوث التربوية والنفسية والاجتماعية) · doi:10.21608/jsrep.2021.206600
Peer Review #1 of "The neuropsychological profile of professional action video game players (v0.2)"
Benoit, J., Roudaia, E., Johnson, T. E., Love, T., Faubert, J., Andrews, G., Murphy, K., Awh, E., Jonides, J., Vogel, E., et al. (2020) · PeerJ · doi:10.7287/peerj.10211v0.2/reviews/1
Gaming and Information Behavior
(2015) · Advances in library and information science (ALIS) book series · doi:10.4018/978-1-4666-8175-0.ch010
(2015) · Advances in library and information science (ALIS) book series · doi:10.4018/978-1-4666-8175-0.ch004
سعد, ر. م. ع. ا. (2022) · مجلة بحوث التربية النوعية · doi:10.21608/mbse.2022.137838.1182
Effects of Video Game on Perceptual-Cognitive Functions and its Possible Application to Education
Seya, Y. (2022) · Journal of Japan Society for Fuzzy Theory and Intelligent Informatics · doi:10.3156/jsoft.34.2_63
Open-Mindedness Interventions: An Integrative ReviewPreprint
Lieberman, M. D., Dieffenbach, M. C., & Dolbier, S. Y. (2023) · doi:10.31234/osf.io/rg46s
Coronel‐Oliveros, C., Medel, V., Orellana, S., Rodiño, J., Lehue, F., Cruzat, J., Tagliazucchi, E., Brzezicka, A., Orio, P., Kowalczyk‐Grębska, N., et al. (2023) · bioRxiv (Cold Spring Harbor Laboratory) · doi:10.1101/2023.08.21.554072
The Influence of E-Sports Games on Individual Executive Function
王, 帅. (2023) · Advances in Psychology · doi:10.12677/ap.2023.1312796
Metadata
- Authors
- Glass, B. D., Maddox, W. T., & Love, B. C.
- Affiliations
- University of London (GB)
- The University of Texas at Austin (US)
- University College London (GB)
- Corresponding author
- Love, Bradley C.
- Venue
- PLoS ONE
- Publisher
- Public Library of Science (PLoS)
- Published
- 2013-08-07
- Volume
- 8
- Issue
- 8
- Pages
- e70350
- ISSN
- 1932-6203 (ISSN-L)
- PMC
- PMC3737212
- OpenAlex
- W1986493181
- Cited by
- 227
- References
- 46
- Citations by year
- 2026: 16 · 2025: 29 · 2024: 12 · 2023: 18 · 2022: 18 · 2021: 17 · 2020: 20 · 2019: 14 · 2018: 18 · 2017: 22 · 2016: 14 · 2015: 16 · 2014: 10 · 2013: 2
- FWCI
- 18.96
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Locations
- PLoS ONE (publishedVersion, cc-by)
- Europe PMC (PubMed Central) (publishedVersion, other-oa)
- PubMed Central (publishedVersion, cc-by)
- PubMed (publishedVersion)
- UCL Discovery (University College London) (submittedVersion)
- RePEc: Research Papers in Economics (submittedVersion)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- Figshare (submittedVersion, cc-by)
- Texas ScholarWorks (Texas Digital Library) (submittedVersion, other-oa)
- Funders
- National Institutes of Health
- National Institute of Mental Health (R21MH091523, MH091523)
- National Institute on Drug Abuse (R01DA032457, DA032457)
- Army Research Laboratory (W911NF, W911NF-09-2-0038)
- Topics
- Social Sciences › Psychology › Experimental and Cognitive Psychology › Cognitive Abilities and Testing
- Life Sciences › Neuroscience › Cognitive Neuroscience › Neural and Behavioral Psychology Studies
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Keywords
- video game training, real-time strategy games, cognitive flexibility, action video games, task switching, distributed brain networks, cognitive enhancement
- MeSH terms
- Bayes Theorem, Brain, Cognition, Cues, Humans, Nerve Net, Photic Stimulation, Psychomotor Performance, Reaction Time, Video Games, Principal Component Analysis, Young Adult
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