Literature DB >> 24553464

Video game play, attention, and learning: how to shape the development of attention and influence learning?

Pedro Cardoso-Leite1, Daphne Bavelier.   

Abstract

PURPOSE OF REVIEW: The notion that play may facilitate learning has long been touted. Here, we review how video game play may be leveraged for enhancing attentional control, allowing greater cognitive flexibility and learning and in turn new routes to better address developmental disorders. RECENT
FINDINGS: Video games, initially developed for entertainment, appear to enhance the behavior in domains as varied as perception, attention, task switching, or mental rotation. This surprisingly wide transfer may be mediated by enhanced attentional control, allowing increased signal-to-noise ratio and thus more informed decisions.
SUMMARY: The possibility of enhancing attentional control through targeted interventions, be it computerized training or self-regulation techniques, is now well established. Embedding such training in video game play is appealing, given the astounding amount of time spent by children and adults worldwide with this media. It holds the promise of increasing compliance in patients and motivation in school children, and of enhancing the use of positive impact games. Yet for all the promises, existing research indicates that not all games are created equal: a better understanding of the game play elements that foster attention and learning as well as of the strategies developed by the players is needed. Computational models from machine learning or developmental robotics provide a rich theoretical framework to develop this work further and address its impact on developmental disorders.

Entities:  

Mesh:

Year:  2014        PMID: 24553464     DOI: 10.1097/WCO.0000000000000077

Source DB:  PubMed          Journal:  Curr Opin Neurol        ISSN: 1350-7540            Impact factor:   5.710


  13 in total

1.  Technology consumption and cognitive control: Contrasting action video game experience with media multitasking.

Authors:  Pedro Cardoso-Leite; Rachel Kludt; Gianluca Vignola; Wei Ji Ma; C Shawn Green; Daphne Bavelier
Journal:  Atten Percept Psychophys       Date:  2016-01       Impact factor: 2.199

2.  Enhancing reading skills through a video game mixing action mechanics and cognitive training.

Authors:  Daphne Bavelier; Paola Venuti; Angela Pasqualotto; Irene Altarelli; Antonella De Angeli; Zeno Menestrina
Journal:  Nat Hum Behav       Date:  2022-01-17

3.  Efficacy of interactive video gaming in older adults with memory complaints: A cluster-randomized exercise intervention.

Authors:  Udhir Ramnath; Laurie Rauch; Estelle Victoria Lambert; Tracy Kolbe-Alexander
Journal:  PLoS One       Date:  2021-05-25       Impact factor: 3.240

4.  A computer-based selective visual attention test for first-grade school children: design, development and psychometric properties.

Authors:  Farzaneh Yazdani; Malahat Akbarfahimi; Afsoon Hassani Mehraban; Shohreh Jalaei; Mohammad Torabi-Nami
Journal:  Med J Islam Repub Iran       Date:  2015-02-23

5.  Physical Exercise and Spatial Training: A Longitudinal Study of Effects on Cognition, Growth Factors, and Hippocampal Plasticity.

Authors:  Luise Woost; Pierre-Louis Bazin; Marco Taubert; Robert Trampel; Christine L Tardif; Alexander Garthe; Gerd Kempermann; Ulrich Renner; Günter Stalla; Derek V M Ott; Viola Rjosk; Hellmuth Obrig; Arno Villringer; Elisabeth Roggenhofer; Tilmann A Klein
Journal:  Sci Rep       Date:  2018-03-09       Impact factor: 4.379

Review 6.  Selective visual attention to drive cognitive brain-machine interfaces: from concepts to neurofeedback and rehabilitation applications.

Authors:  Elaine Astrand; Claire Wardak; Suliann Ben Hamed
Journal:  Front Syst Neurosci       Date:  2014-08-12

7.  A pilot study of cognitive training with and without transcranial direct current stimulation to improve cognition in older persons with HIV-related cognitive impairment.

Authors:  Raymond L Ownby; Amarilis Acevedo
Journal:  Neuropsychiatr Dis Treat       Date:  2016-10-25       Impact factor: 2.570

8.  Location estimation of approaching objects is modulated by the observer's inherent and momentary action capabilities.

Authors:  Manasa Kandula; Dennis Hofman; H Chris Dijkerman
Journal:  Exp Brain Res       Date:  2016-04-27       Impact factor: 1.972

9.  Rapid Improvement in Visual Selective Attention Related to Action Video Gaming Experience.

Authors:  Nan Qiu; Weiyi Ma; Xin Fan; Youjin Zhang; Yi Li; Yuening Yan; Zhongliang Zhou; Fali Li; Diankun Gong; Dezhong Yao
Journal:  Front Hum Neurosci       Date:  2018-02-13       Impact factor: 3.169

Review 10.  Effects of computer gaming on cognition, brain structure, and function: a critical reflection on existing literature
.

Authors:  Simone Kühn; Jürgen Gallinat; Anna Mascherek
Journal:  Dialogues Clin Neurosci       Date:  2019-09       Impact factor: 5.986

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