Literature DB >> 26302012

Stretching the limits of visual attention: the case of action video games.

Bjorn Hubert-Wallander1, C Shawn Green2, Daphne Bavelier1.   

Abstract

Visual attention is the set of mechanisms by which relevant visual information is selected while irrelevant information is suppressed, thus allowing the observer to function in a world made up of nearly infinite visual information. Recently, those who habitually play video games have been documented to outperform novices in a variety of visual attentional capabilities, including attention in space, in time, and to objects. Training studies have established similar improvements in groups of nongamers given experience playing these video games. Critically, not all video games seem to have such a beneficial effect on attention; it seems that fast-paced, embodied visuo-motor tasks that require divided attention (tasks commonly found in popular action games like Halo) have the greatest effect. At the core of these action video game-induced improvements appears to be a remarkable enhancement in the ability to efficiently deploy endogenous attention. The implications of such an enhancement are relevant to a variety of real-world applications, such as work force training, rehabilitation of clinical populations, and improvement of traditional educational approaches. WIREs Cogni Sci 2011 2 222-230 DOI: 10.1002/wcs.116 For further resources related to this article, please visit the WIREs website.
© 2010 John Wiley & Sons, Ltd.

Entities:  

Year:  2010        PMID: 26302012     DOI: 10.1002/wcs.116

Source DB:  PubMed          Journal:  Wiley Interdiscip Rev Cogn Sci        ISSN: 1939-5078


  33 in total

Review 1.  Twenty years of load theory-Where are we now, and where should we go next?

Authors:  Gillian Murphy; John A Groeger; Ciara M Greene
Journal:  Psychon Bull Rev       Date:  2016-10

Review 2.  How to Assess Gaming-Induced Benefits on Attention and Working Memory.

Authors:  Jyoti Mishra; Daphne Bavelier; Adam Gazzaley
Journal:  Games Health J       Date:  2012-06

Review 3.  Learning, attentional control, and action video games.

Authors:  C S Green; D Bavelier
Journal:  Curr Biol       Date:  2012-03-20       Impact factor: 10.834

4.  Video gaming and working memory: a large-scale cross-sectional correlative study.

Authors:  Otto Waris; Susanne M Jaeggi; Aaron R Seitz; Minna Lehtonen; Anna Soveri; Karolina M Lukasik; Ulrika Söderström; Russell C Hoffing; Matti Laine
Journal:  Comput Human Behav       Date:  2019-03-09

5.  Don't Shoot the Messenger: Still No Evidence That Video-Game Experience Is Related to Cognitive Abilities-A Reply to Green et al. (2017).

Authors:  Thomas S Redick; Nash Unsworth; Michael J Kane; David Z Hambrick
Journal:  Psychol Sci       Date:  2017-03-27

6.  Media multitasking in adolescence.

Authors:  Matthew S Cain; Julia A Leonard; John D E Gabrieli; Amy S Finn
Journal:  Psychon Bull Rev       Date:  2016-12

7.  The effect of action video game experience on task-switching.

Authors:  C Shawn Green; Michael A Sugarman; Katherine Medford; Elizabeth Klobusicky
Journal:  Comput Human Behav       Date:  2012-05

8.  Video game training to improve selective visual attention in older adults.

Authors:  Patrícia Belchior; Michael Marsiske; Shannon M Sisco; Anna Yam; Daphne Bavelier; Karlene Ball; William C Mann
Journal:  Comput Human Behav       Date:  2013-07-01

9.  Children, wired: for better and for worse.

Authors:  Daphne Bavelier; C Shawn Green; Matthew W G Dye
Journal:  Neuron       Date:  2010-09-09       Impact factor: 17.173

Review 10.  Removing brakes on adult brain plasticity: from molecular to behavioral interventions.

Authors:  Daphne Bavelier; Dennis M Levi; Roger W Li; Yang Dan; Takao K Hensch
Journal:  J Neurosci       Date:  2010-11-10       Impact factor: 6.167

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