2019
DOI: 10.1016/j.neuron.2019.09.031
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Enhancing Attentional Control: Lessons from Action Video Games

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Cited by 155 publications
(196 citation statements)
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References 168 publications
(161 reference statements)
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“…logic/puzzle games) was associated with gray matter (GM) volume in bilateral entorhinal cortex [48] that is involved in navigation [49]. AVGs and SVGs were also found to be associated with the enhanced visuo-spatial function [50]. Ten hours of AVG training resulted in better navigation skills through the adoption of response strategy, which indirectly measure/indicate the volume of hippocampus and striatum [51].…”
Section: Sgsmentioning
confidence: 99%
“…logic/puzzle games) was associated with gray matter (GM) volume in bilateral entorhinal cortex [48] that is involved in navigation [49]. AVGs and SVGs were also found to be associated with the enhanced visuo-spatial function [50]. Ten hours of AVG training resulted in better navigation skills through the adoption of response strategy, which indirectly measure/indicate the volume of hippocampus and striatum [51].…”
Section: Sgsmentioning
confidence: 99%
“…This could include not only standard but also novel approaches. For example, recent reviews detail the mounting evidence that video games can improve attention and spatial cognition, [96][97][98] and these have been applied recently to the study of patients with traumatic brain injury. 99 It would be of interest to see how the efficacy and compliance rates of these various approaches compare in the clinical setting.…”
Section: Discussionmentioning
confidence: 99%
“…There is also evidence indicating superior cognitive control among action video game players as young as 7 years old (Cain et al, 2014;Dye & Bavelier, 2004;Wu & Spence, 2013). For example, experienced action video-game players seem to be better than non-Technology, Attention and Cognitive Control 23 gamers at ignoring irrelevant distractions (Chisholm & Kingstone, 2012Shawn Green & Bavelier, 2003;Mishra et al, 2011;West et al, 2008), attending information over long periods of time (Boot et al, 2008), localizing targets (Chisholm et al, 2010;Hubert-Wallander et al, 2011;Wu & Spence, 2013), tracking multiple objects simultaneously (Bavelier et al, 2010;Green & Bavelier, 2006), and switching between tasks (Bavelier & Green, 2019;Pohl et al, 2014;Strobach et al, 2012).…”
Section: Cognitive Profiles Of Video-gamersmentioning
confidence: 99%
“…Several brain imaging studies have shown that neuroanatomical variation in regional brain volume correlate with differences in skill acquisition after playing a video game (Basak et al, 2011;Erickson et al, 2010). Any training benefits derived from gaming may, therefore, also depend on players' latent potential for improvement (Bavelier & Green, 2019).…”
Section: The Who and Why: Individual Differences And Other Consideratmentioning
confidence: 99%
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