-
1
-
-
84881053923
-
Action video game playing is associated with improved visual sensitivity, but not alterations in visual sensory memory
-
L. Gregory Appelbaum, Matthew S. Cain, Elise F. Darling, Stephen R. Mitroff. 2013. Action video game playing is associated with improved visual sensitivity, but not alterations in visual sensory memory. Atten Percept Psychophys 75, 6:1161-1167. http://dx.doi.org/10.3758/s13414-013-0472-7
-
(2013)
Atten Percept Psychophys
, vol.75
, Issue.6
, pp. 1161-1167
-
-
Gregory Appelbaum, L.1
Cain, M.S.2
Darling, E.F.3
Mitroff, S.R.4
-
2
-
-
84867077951
-
Do action video games improve perception and cognition?
-
Walter R. Boot, Daniel P. Blakely, Daniel J. Simons. 2011. Do action video games improve perception and cognition? Frontiers in Psychology. http://dx.doi.org/10.3389/fpsyg.2011.00226
-
(2011)
Frontiers in Psychology
-
-
Boot, W.R.1
Blakely, D.P.2
Simons, D.J.3
-
3
-
-
54049103891
-
The effects of video game playing on attention, memory, and executive control
-
Walter R. Boot, Arthur F. Kramer, Daniel J. Simons, Monica Fabiani, Gabriele Gratton. 2008. The effects of video game playing on attention, memory, and executive control. Acta Psychologica 129:387-398. http://dx.doi.org/10.1016/j.actpsy.2008.09.005
-
(2008)
Acta Psychologica
, vol.129
, pp. 387-398
-
-
Boot, W.R.1
Kramer, A.F.2
Simons, D.J.3
Fabiani, M.4
Gratton, G.5
-
4
-
-
33746064852
-
The Family Affluence Scale as a measure of national wealth: Validation of an adolescent self-report measure
-
William Boyce, Torbjorn Torsheim, Candace Currie, Alessio Zambon. 2006. The Family Affluence Scale as a measure of national wealth: Validation of an adolescent self-report measure. Social Indicators Research 78:473-487. http://dx.doi.org/10.1007/s11205-005-1607-6
-
(2006)
Social Indicators Research
, vol.78
, pp. 473-487
-
-
Boyce, W.1
Torsheim, T.2
Currie, C.3
Zambon, A.4
-
5
-
-
0037104652
-
The human hippocampus and spatial and episodic memory
-
Neil Burgess, Eleanor A. Maguire, John O'Keefe. 2002. The human hippocampus and spatial and episodic memory. Neuron 35:625-641. http://dx.doi.org/10.1016/S0896-6273 (02) 00830-9
-
(2002)
Neuron
, vol.35
, pp. 625-641
-
-
Burgess, N.1
Maguire, E.A.2
O'Keefe, J.3
-
6
-
-
84897650745
-
Improved control of exogenous attention in action video game players
-
Matthew S. Cain, William Prinzmetal, Arthur P. Shimamura, Ayelet N. Landau. (2014). Improved control of exogenous attention in action video game players. Frontiers in Psychology. http://dx.doi.org/10.3389/fpsyg.2014.00069
-
(2014)
Frontiers in Psychology
-
-
Cain, M.S.1
Prinzmetal, W.2
Shimamura, A.P.3
Landau, A.N.4
-
7
-
-
85015100995
-
Resistance is futile: ESports is massive
-
Retrieved September 23, 2015 from
-
Ben Casselman. 2015. Resistance is futile: eSports is massive... and growing. Retrieved September 23, 2015 from http://espn. go.com/espn/story/-/id/13059210/esports-massive-industry-growing
-
(2015)
And Growing
-
-
Casselman, B.1
-
8
-
-
18144370094
-
The effects of action video game experience on the time course of inhibition of return and the efficiency of visual search
-
Alan D. Castel, Jay Pratt, Emily Drummond. 2005. The effects of action video game experience on the time course of inhibition of return and the efficiency of visual search. Acta Psychologica 199:217-230. http://dx.doi.org/10.1016/j.actpsy.2005.02.004
-
(2005)
Acta Psychologica
, vol.199
, pp. 217-230
-
-
Castel, A.D.1
Pratt, J.2
Drummond, E.3
-
9
-
-
0002626121
-
Perception in chess
-
William G. Chase, Herbert A. Simon. 1973. Perception in chess. Cognitive Psychology 4:55-81. http://dx.doi.org/10.1016/0010-0285 (73) 90004-2
-
(1973)
Cognitive Psychology
, vol.4
, pp. 55-81
-
-
Chase, W.G.1
Simon, H.A.2
-
10
-
-
78650840824
-
Enhanced change detection performance reveals improved strategy use in avid action video game players
-
Kait Clark, Mathias S. Fleck, Stephen R. Mitroff. 2011. Enhanced change detection performance reveals improved strategy use in avid action video game players. Acta Psychologica 136:67-72. http://dx.doi.org/10.1016/j.actpsy.2010.10.003
-
(2011)
Acta Psychologica
, vol.136
, pp. 67-72
-
-
Clark, K.1
Fleck, M.S.2
Mitroff, S.R.3
-
11
-
-
84874024782
-
Action video gaming and cognitive control: Playing first person shooter games is associated with improvement in working memory but not action inhibition
-
Lorenza S. Colzato, Wery P. M. van den Wildenberg, Sharon Zmigrod, Bernhard Hommel. 2013. Action video gaming and cognitive control: Playing first person shooter games is associated with improvement in working memory but not action inhibition. Psychological Research 77:234-239. http://dx.doi.org/10.1007/s00426-012-0415-2
-
(2013)
Psychological Research
, vol.77
, pp. 234-239
-
-
Colzato, L.S.1
Van Den Wildenberg, W.P.M.2
Zmigrod, S.3
Hommel, B.4
-
12
-
-
33644768093
-
Working memory span tasks: A methodological review and user's guide
-
Andrew R. A. Conway, Michael J. Kane, Michael F. Bunting, D. Zach Hambrick, Oliver Wilhelm, Randall W. Engle. 2005. Working memory span tasks: A methodological review and user's guide. Psychonomic Bulletin & Review 12, 5:769-786. http://dx.doi.org/10.3758/BF03196772
-
(2005)
Psychonomic Bulletin & Review
, vol.12
, Issue.5
, pp. 769-786
-
-
Conway, A.R.A.1
Kane, M.J.2
Bunting, M.F.3
Zach Hambrick, D.4
Wilhelm, O.5
Engle, R.W.6
-
13
-
-
77955292087
-
Video game players show more precise multisensory temporal processing abilities
-
Sarah E. Donohue, Marty G. Woldorff, Stephen R. Mitroff. 2010. Video game players show more precise multisensory temporal processing abilities. Attention, Perception, & Psychophysics 72, 4:1120-1129. http://dx.doi.org/10.3758/APP. 72.4.1120
-
(2010)
Attention, Perception, & Psychophysics
, vol.72
, Issue.4
, pp. 1120-1129
-
-
Donohue, S.E.1
Woldorff, M.G.2
Mitroff, S.R.3
-
14
-
-
65549110375
-
Pathological video-game use among youth ages 8 to 18: A national study
-
Douglas A. Gentile. 2009. Pathological video-game use among youth ages 8 to 18: A national study. Psychological Science 20, 5:594-602. http://dx.doi.org/10.1111/j.1467-9280.2009.02340.x
-
(2009)
Psychological Science
, vol.20
, Issue.5
, pp. 594-602
-
-
Gentile, D.A.1
-
15
-
-
79551514364
-
Pathological video game use among youths: A two-year longitudinal study
-
Douglas A. Gentile, Hyekyung Choo, Albert Liau, Timothy Sim, Dongdong Li, Daniel Fung, Angeline Khoo. 2011. Pathological video game use among youths: A two-year longitudinal study. Pediatrics 127, 2:E319-e329. http://dx.doi.org/10.1542/peds.2010-1353
-
(2011)
Pediatrics
, vol.127
, Issue.2
, pp. E319-e329
-
-
Gentile, D.A.1
Choo, H.2
Liau, A.3
Sim, T.4
Li, D.5
Fung, D.6
Khoo, A.7
-
16
-
-
0032065340
-
Expert Chess memory: Revisiting the chunking hypothesis
-
Fernand Gobet, Herbert A. Simon. 1996. Expert Chess memory: Revisiting the chunking hypothesis. Memory 6:225-255. http://dx.doi.org/10.1080/741942359
-
(1996)
Memory
, vol.6
, pp. 225-255
-
-
Gobet, F.1
Simon, H.A.2
-
17
-
-
85015090707
-
-
Retrieved December 17, 2015 from
-
GosuGamers. 2015. eSports Gaming Events. Retrieved December 17, 2015 from http://www.gosugamers.net/events
-
(2015)
ESports Gaming Events
-
-
-
18
-
-
0038700754
-
Action video game modifies visual selective attention
-
C. S. Green, Daphne Bavelier. 2003. Action video game modifies visual selective attention. Nature 423, 29:534-537.
-
(2003)
Nature
, vol.423
, Issue.29
, pp. 534-537
-
-
Green, C.S.1
Bavelier, D.2
-
19
-
-
33947262589
-
Action-video-game experience alters the spatial resolution of vision
-
C. S. Green and D. Bavelier. 2007. Action-video-game experience alters the spatial resolution of vision. Psychol Sci 18, 1:88-94. http://dx.doi.org/10.1111/j.1467-9280.2007.01853.x
-
(2007)
Psychol Sci
, vol.18
, Issue.1
, pp. 88-94
-
-
Green, C.S.1
Bavelier, D.2
-
20
-
-
85010398958
-
-
Retrieved September 23, 2015 from
-
Leah Jackson. 2013. The rise of esports in America. Retrieved September 23, 2015 from http://www.ign.com/articles/2013/07/25/the-rise-of-esports-in-america
-
(2013)
The Rise of Esports in America
-
-
Jackson, L.1
-
21
-
-
0031139020
-
Sex differences in remembering the locations of objects in an array: Location-shifts versus location-exchanges
-
Thomas W. James, Doreen Kimura. 1997. Sex differences in remembering the locations of objects in an array: Location-shifts versus location-exchanges. Evolution and Human Behavior 18, 3:155-163. http://dx.doi.org/10.1016/S1090-5138 (97) 00004-4
-
(1997)
Evolution and Human Behavior
, vol.18
, Issue.3
, pp. 155-163
-
-
James, T.W.1
Kimura, D.2
-
22
-
-
2542636564
-
The Generality of working memory capacity: A latent-variable approach to verbal and visuospatial memory span and reasoning
-
Michael J. Kane, David Z. Hambrick, Stephen W. Tuholski, Oliver Wilhelm, Tabitha W. Payne, Randall W. Engle. 2004. The Generality of working memory capacity: A latent-variable approach to verbal and visuospatial memory span and reasoning. J Exp Psychol Gen 133, 2:189-217. http://dx.doi.org/10.1037/0096-3445.133.2.189
-
(2004)
J Exp Psychol Gen
, vol.133
, Issue.2
, pp. 189-217
-
-
Kane, M.J.1
Hambrick, D.Z.2
Tuholski, S.W.3
Wilhelm, O.4
Payne, T.W.5
Engle, R.W.6
-
24
-
-
84891694913
-
Just how expert are "expert" video-game players? Assessing the experience and expertise of video-game players across "action" video-game genres
-
Andrew J. Latham, Lucy L. M. Patston, Lynette J. Tippett. 2013. Just how expert are "expert" video-game players? Assessing the experience and expertise of video-game players across "action" video-game genres. Frontiers in Psychology. http://dx.doi.org/10.3389/fpsyg.2013.00941
-
(2013)
Frontiers in Psychology
-
-
Latham, A.J.1
Patston, L.L.M.2
Tippett, L.J.3
-
25
-
-
77952505365
-
Adults and video games
-
Retrieved September 23, 2015 from
-
Amanda Lenhart, Sydney Jones, Alexandra Macgill. 2008. Adults and video games. Pew Internet & American Life Project. Retrieved September 23, 2015 from http://www.pewinternet.org/2008/12/07/adults-and-video-games
-
(2008)
Pew Internet & American Life Project
-
-
Lenhart, A.1
Jones, S.2
Macgill, A.3
-
26
-
-
25444469897
-
Men and women differ in object memory but not performance of a virtual radial maze
-
Lauren J. Levy, Robert S. Astur, Karyn M. Frick. 2005. Men and women differ in object memory but not performance of a virtual radial maze. Behavioral Neuroscience 119, 4:853-862. http://dx.doi.org/10.1037/0735-7044.119.4.853
-
(2005)
Behavioral Neuroscience
, vol.119
, Issue.4
, pp. 853-862
-
-
Levy, L.J.1
Astur, R.S.2
Frick, K.M.3
-
27
-
-
70349843296
-
Beyond quantity: Individual differences in working memory and the ordinal understanding of numerical symbols
-
Ian M. Lyons, Sian L. Beilock. 2009. Beyond quantity: Individual differences in working memory and the ordinal understanding of numerical symbols. Cognition 113, 2:189-204. http://dx.doi.org/10.1016/j.cognition. 2009.08.003
-
(2009)
Cognition
, vol.113
, Issue.2
, pp. 189-204
-
-
Lyons, I.M.1
Beilock, S.L.2
-
28
-
-
80053130031
-
Numerical ordering ability mediates the relation between number-sense and arithmetic competence
-
Ian M. Lyons, Sian L. Beilock. 2011. Numerical ordering ability mediates the relation between number-sense and arithmetic competence. Cognition 121, 2:256-261. http://dx.doi.org/10.1016/j.cognition. 2011.07.009
-
(2011)
Cognition
, vol.121
, Issue.2
, pp. 256-261
-
-
Lyons, I.M.1
Beilock, S.L.2
-
31
-
-
84861408364
-
OpenSesame: An open-source, graphical experiment builder for the social sciences
-
Sebastiaan Mathôt, Daniel Schreij, Jan Theeuwes. 2012. OpenSesame: An open-source, graphical experiment builder for the social sciences. Behavior Research Methods 44, 2:314-324. http://dx.doi.org/10.3758/s13428-011-0168-7
-
(2012)
Behavior Research Methods
, vol.44
, Issue.2
, pp. 314-324
-
-
Mathôt, S.1
Schreij, D.2
Theeuwes, J.3
-
32
-
-
84894556642
-
Memory abilities in action video game players
-
Ashley F. McDermott, Daphne Bavelier, C. S. Green. 2014. Memory abilities in action video game players. Computers in Human Behavior 34:69-78. http://dx.doi.org/10.1016/j.chb.2014.01.018
-
(2014)
Computers in Human Behavior
, vol.34
, pp. 69-78
-
-
McDermott, A.F.1
Bavelier, D.2
Green, C.S.3
-
33
-
-
84947032768
-
The development of a short domain-general measure of working memory capacity
-
Frederick L. Oswald, Samuel T. McAbee, Thomas S. Redick, David Z. Hambrick. 2014. The development of a short domain-general measure of working memory capacity. Behav Res. http://dx.doi.org/10.3758/s13428-014-0543-2
-
(2014)
Behav Res
-
-
Oswald, F.L.1
McAbee, S.T.2
Redick, T.S.3
Hambrick, D.Z.4
-
34
-
-
84889564704
-
Effects of video-game play on information processing: A meta-analytic investigation
-
Kasey L. Powers, Patricia J. Brooks, Naomi J. Aldrich, Melissa A. Palladino, Louis Alfieri. 2013. Effects of video-game play on information processing: A meta-analytic investigation. Psychonomic Bulletin & Review 20:1055-1079. http://dx.doi.org/10.3758/s13423-013-0418-z
-
(2013)
Psychonomic Bulletin & Review
, vol.20
, pp. 1055-1079
-
-
Powers, K.L.1
Brooks, P.J.2
Aldrich, N.J.3
Palladino, M.A.4
Alfieri, L.5
-
35
-
-
22544441296
-
Use of the extreme groups approach: A critical reexamination and new recommendations
-
Kristopher J. Preacher, Derek D. Rucker, Robert C. MacCallum, W. Alan Nicewander. 2005. Use of the extreme groups approach: A critical reexamination and new recommendations. Psychological Methods 10, 2:178-192. http://dx.doi.org/10.1037/1082-989X.10.2.178
-
(2005)
Psychological Methods
, vol.10
, Issue.2
, pp. 178-192
-
-
Preacher, K.J.1
Rucker, D.D.2
MacCallum, R.C.3
Alan Nicewander, W.4
-
36
-
-
84862218132
-
Measuring working memory capacity with automated complex span tasks
-
Thomas S. Redick, James M. Broadway, Matt E. Meier, Princy S. Kuriakose, Nash Unsworth, Michael J. Kane, and Randall W. Engle. 2012. Measuring working memory capacity with automated complex span tasks. European Journal of Psychological Assessment 28, 3:164-171. http://dx.doi.org/10.1027/1015-5759/a000123
-
(2012)
European Journal of Psychological Assessment
, vol.28
, Issue.3
, pp. 164-171
-
-
Redick, T.S.1
Broadway, J.M.2
Meier, M.E.3
Kuriakose, P.S.4
Unsworth, N.5
Kane, M.J.6
Engle, R.W.7
-
37
-
-
84873310650
-
Approximate number sense, symbolic number processing, or number-space mappings: What underlies mathematics achievement?
-
Delphine Sasanguie, Silke M. Göbel, Kristina Moll, Karolien Smets, Bert Reynvoet. 2012. Approximate number sense, symbolic number processing, or number-space mappings: What underlies mathematics achievement? Journal of Experimental Child Psychology 114, 3:418-431. http://dx.doi.org/10.1016/j.jecp. 2012.10.012
-
(2012)
Journal of Experimental Child Psychology
, vol.114
, Issue.3
, pp. 418-431
-
-
Sasanguie, D.1
Göbel, S.M.2
Moll, K.3
Smets, K.4
Reynvoet, B.5
-
38
-
-
10844269653
-
Working memory capacity and fluid abilities: Examining the correlation between Operation Span and Raven
-
Nash Unsworth, Randall W. Engle. 2005. Working memory capacity and fluid abilities: Examining the correlation between Operation Span and Raven. Intelligence 33:67-81. http://dx.doi.org/10.1016/j.intell.2004.08.003
-
(2005)
Intelligence
, vol.33
, pp. 67-81
-
-
Unsworth, N.1
Engle, R.W.2
-
39
-
-
84930515568
-
Is playing video games related to cognitive abilities?
-
Nash Unsworth, Thomas S. Redick, Brittany D. McMillan, David Z. Hambrick, Michael J. Kane, Randall W. Engle. 2015. Is playing video games related to cognitive abilities? Psychological Science 26, 6:759-774. http://dx.doi.org/10.1177/0956797615570367
-
(2015)
Psychological Science
, vol.26
, Issue.6
, pp. 759-774
-
-
Unsworth, N.1
Redick, T.S.2
McMillan, B.D.3
Hambrick, D.Z.4
Kane, M.J.5
Engle, R.W.6
-
41
-
-
85015029839
-
-
Retrieved September 23, 2015 from
-
Nick Wingfield. 2014. In e-Sports, video gamers draw real crowds and big money. Retrieved September 23, 2015 from http://www.nytimes.com/2014/08/31/technology/esports-explosion-brings-opportunity-riches-for-video-gamers.html?-r=0
-
(2014)
E-sports, Video Gamers Draw Real Crowds and Big Money
-
-
Wingfield, N.1
-
42
-
-
33847739415
-
Motivations for play in online games
-
Nick Yee. 2006. Motivations for play in online games. CyberPsychology & Behavior 9, 6:772-775. http://dx.doi.org/10.1089/cpb.2006.9.772
-
(2006)
CyberPsychology & Behavior
, vol.9
, Issue.6
, pp. 772-775
-
-
Yee, N.1
|