Literature DB >> 31943260

A new look at the cognitive neuroscience of video game play.

Gillian Dale1, Augustin Joessel2,3, Daphne Bavelier2,3, C Shawn Green4.   

Abstract

A growing body of literature has investigated the effects of playing video games on brain function and behavior. One key takeaway from this literature has been that not all entertainment video games are created equal with respect to their effects on cognitive functioning. The majority of the research to date has contrasted the cognitive impact of playing first- or third-person shooter games (together dubbed "action video games") against the effects of playing other game types. Indeed, when the research began in the late 1990s, action video games placed a load upon the perceptual, attentional, and cognitive systems in a manner not seen in other video games. However, the video game industry has shifted dramatically over the intervening years. In particular, first- and third-person shooter games are no longer unique in the extent to which they load upon cognitive abilities. Instead, a host of other game genres appear to place similar degrees of load upon these systems. This state of affairs calls for a paradigm shift in the way that the cognitive neuroscience field examines the impact of video game play on cognitive skills and their neural mediators-a shift that is only just now slowly occurring.
© 2020 New York Academy of Sciences.

Entities:  

Keywords:  action video games; behavioral intervention studies; cognitive enhancement; video games

Mesh:

Year:  2020        PMID: 31943260     DOI: 10.1111/nyas.14295

Source DB:  PubMed          Journal:  Ann N Y Acad Sci        ISSN: 0077-8923            Impact factor:   5.691


  11 in total

1.  The role of visual working memory capacity in attention capture among video game players.

Authors:  Christopher Hauck; Mei-Ching Lien
Journal:  Psychol Res       Date:  2022-01-07

2.  Relationships between Dota 2 expertise and decision-making ability.

Authors:  Daniel Eriksson Sörman; Karl Eriksson Dahl; Daniel Lindmark; Patrik Hansson; Mariana Vega-Mendoza; Jessica Körning-Ljungberg
Journal:  PLoS One       Date:  2022-03-01       Impact factor: 3.240

Review 3.  A Review of Combined Training Studies in Older Adults According to a New Categorization of Conventional Interventions.

Authors:  Marta Maria Torre; Jean-Jacques Temprado
Journal:  Front Aging Neurosci       Date:  2022-02-01       Impact factor: 5.750

Review 4.  Effects of Exergames on Brain and Cognition in Older Adults: A Review Based on a New Categorization of Combined Training Intervention.

Authors:  Marta Maria Torre; Jean-Jacques Temprado
Journal:  Front Aging Neurosci       Date:  2022-03-30       Impact factor: 5.750

5.  Visuospatial working memory and attention control make the difference between experts, regulars and non-players of the videogame League of Legends.

Authors:  Carlos Valls-Serrano; Cristina De Francisco; María Vélez-Coto; Alfonso Caracuel
Journal:  Front Hum Neurosci       Date:  2022-07-20       Impact factor: 3.473

Review 6.  Neuroanatomical predictors of complex skill acquisition during video game training.

Authors:  Anna Kovbasiuk; Paulina Lewandowska; Aneta Brzezicka; Natalia Kowalczyk-Grębska
Journal:  Front Neurosci       Date:  2022-07-22       Impact factor: 5.152

7.  Information transmission in action video gaming experts: Inferences from the lateralized readiness potential.

Authors:  Jiaxin Xie; Ruifang Cui; Weiyi Ma; Jingqing Lu; Lin Wang; Shaofei Ying; Dezhong Yao; Diankun Gong; Guojian Yan; Tiejun Liu
Journal:  Front Hum Neurosci       Date:  2022-07-25       Impact factor: 3.473

8.  Videogaming Frequency and Executive Skills in Young Adults.

Authors:  Sara Peracchia; Giulia D'Aurizio; Giuseppe Curcio
Journal:  Int J Environ Res Public Health       Date:  2022-09-24       Impact factor: 4.614

9.  Action Video Gaming Experience Related to Altered Resting-State EEG Temporal and Spatial Complexity.

Authors:  Ruifang Cui; Jinliang Jiang; Lu Zeng; Lijun Jiang; Zeling Xia; Li Dong; Diankun Gong; Guojian Yan; Weiyi Ma; Dezhong Yao
Journal:  Front Hum Neurosci       Date:  2021-06-29       Impact factor: 3.169

10.  Adverse childhood experiences, dissociation, and anxious attachment style as risk factors of gaming disorder.

Authors:  Piotr Grajewski; Małgorzata Dragan
Journal:  Addict Behav Rep       Date:  2020-03-03
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