2020
DOI: 10.1007/s41465-020-00169-1
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Assessing Differences in Visual Cognition Between Nongamers, Moderate Action Gamers, and Heavy Action Gamers: An Alternative to Extreme Group Designs

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Cited by 5 publications
(2 citation statements)
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“…The mean reaction time (RT) and reaction slope are recorded. The test is commonly administered in neuropsychological examinations (e.g., Mallik et al, 2020; Wong & Low, 2018).…”
Section: Methodsmentioning
confidence: 99%
“…The mean reaction time (RT) and reaction slope are recorded. The test is commonly administered in neuropsychological examinations (e.g., Mallik et al, 2020; Wong & Low, 2018).…”
Section: Methodsmentioning
confidence: 99%
“…Research was not focused on the impact that the extracurricular video-game-playing activity has on the skill sets of participants as learners. Even when articles highlighted skills like memory (La Corte et al, 2019;Mallik et al, 2020) and cognition (Kwak et al, 2020;Samsuri et al, 2019), these were more often found in the health or behavior literature, and not related to education. There is room to better understand the heavy-video-gamer as a learner, focusing on the study practices and skillsets that these learners are honing because of gaming (Gnambs et al, 2020).…”
Section: Identified Gapsmentioning
confidence: 99%