scholarly article | Q13442814 |
review article | Q7318358 |
P50 | author | Min-Hyeon Park | Q89514297 |
P2093 | author name string | Kyu-In Jung | |
Eunhye Choi | |||
Shin-Young Kim | |||
Jeh-Kwang Ryu | |||
Suk-Ho Shin | |||
P2860 | cites work | Improved probabilistic inference as a general learning mechanism with action video games | Q24630658 |
Dorsal and ventral attention systems: distinct neural circuits but collaborative roles | Q27011786 | ||
Conflict monitoring and cognitive control | Q28211132 | ||
Video game training enhances cognitive control in older adults | Q30575914 | ||
Enhancing perceptual and attentional skills requires common demands between the action video games and transfer tasks | Q30620064 | ||
Enhanced functional connectivity and increased gray matter volume of insula related to action video game playing | Q30844264 | ||
Neural Basis of Video Gaming: A Systematic Review. | Q30852233 | ||
The effects of video game playing on attention, memory, and executive control | Q33346158 | ||
Amount of lifetime video gaming is positively associated with entorhinal, hippocampal and occipital volume | Q33356380 | ||
Action Video Game Experience Related to Altered Large-Scale White Matter Networks | Q33863713 | ||
Neural bases of selective attention in action video game players | Q34001950 | ||
Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: a meta-analytic review of the scientific literature | Q34091059 | ||
Interactions between attention and visual short-term memory (VSTM): what can be learnt from individual and developmental differences? | Q34156579 | ||
Enhancing cognition with video games: a multiple game training study | Q34629751 | ||
Positive association of video game playing with left frontal cortical thickness in adolescents | Q35122070 | ||
A pilot study to determine the feasibility of enhancing cognitive abilities in children with sensory processing dysfunction | Q36335949 | ||
Video games as a means to reduce age-related cognitive decline: attitudes, compliance, and effectiveness | Q36579720 | ||
Comparison of brain activation in response to two dimensional and three dimensional on-line games | Q36941557 | ||
The good, the bad and the ugly: a meta-analytic review of positive and negative effects of violent video games | Q36959990 | ||
Action Video Game Training for Healthy Adults: A Meta-Analytic Study | Q37014480 | ||
The development of attention skills in action video game players | Q37188585 | ||
Striatal volume predicts level of video game skill acquisition. | Q37345201 | ||
Cognitive training with casual video games: points to consider | Q37441042 | ||
Brain plasticity through the life span: learning to learn and action video games | Q38020192 | ||
The benefits of playing video games | Q38167891 | ||
Video game play, attention, and learning: how to shape the development of attention and influence learning? | Q38189618 | ||
Are videogame training gains specific or general? | Q38208294 | ||
Games people play: How video games improve probabilistic learning | Q38371658 | ||
Functional changes in the reward circuit in response to gaming-related cues after training with a commercial video game | Q38546105 | ||
More than just fun and games: the longitudinal relationships between strategic video games, self-reported problem solving skills, and academic grades | Q38548434 | ||
Is playing video games related to cognitive abilities? | Q39015829 | ||
Language Learning Enhanced by Massive Multiple Online Role-Playing Games (MMORPGs) and the Underlying Behavioral and Neural Mechanisms | Q39182976 | ||
Functional Integration between Salience and Central Executive Networks: A Role for Action Video Game Experience | Q42210978 | ||
Personality profiles associated with different motivations for playing World of Warcraft | Q43498858 | ||
Enhanced visual short-term memory in action video game players. | Q44907113 | ||
Neural Basis of Enhanced Executive Function in Older Video Game Players: An fMRI Study | Q47138633 | ||
The Association Between Video Game Play and Cognitive Function: Does Gaming Platform Matter? | Q47313008 | ||
Effects of action video game training on visual working memory. | Q47745664 | ||
Playing Super Mario induces structural brain plasticity: gray matter changes resulting from training with a commercial video game | Q47836162 | ||
Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills | Q47952019 | ||
The malleability of spatial skills: a meta-analysis of training studies | Q47985103 | ||
Does computerized working memory training with game elements enhance motivation and training efficacy in children with ADHD? | Q48194255 | ||
The electrophysiological correlate of saliency: evidence from a figure-detection task | Q48425235 | ||
Action video gaming and cognitive control: playing first person shooter games is associated with improvement in working memory but not action inhibition | Q48695542 | ||
Low-grade inflammation disrupts structural plasticity in the human brain. | Q48715987 | ||
Rapid Improvement in Visual Selective Attention Related to Action Video Gaming Experience. | Q50314117 | ||
Action video game players form more detailed representation of objects. | Q50665198 | ||
Habitual action video game playing is associated with caudate nucleus-dependent navigational strategies. | Q50974589 | ||
Women match men when learning a spatial skill. | Q51627529 | ||
Playing a first-person shooter video game induces neuroplastic change. | Q51822931 | ||
Attentional advantages in video-game experts are not related to perceptual tendencies. | Q55365242 | ||
A Reduction in Video Gaming Time Produced a Decrease in Brain Activity | Q64105009 | ||
Electronic-Sports Experience Related to Functional Enhancement in Central Executive and Default Mode Areas | Q64231130 | ||
Real-time strategy video game experience and structural connectivity - A diffusion tensor imaging study | Q89163846 | ||
Enhancing Attentional Control: Lessons from Action Video Games | Q90630713 | ||
The high-working load states induced by action real-time strategy gaming: An EEG power spectrum and network study | Q92115078 | ||
Brain network modularity predicts cognitive training-related gains in young adults | Q92316924 | ||
P433 | issue | 1 | |
P921 | main subject | video game | Q7889 |
P304 | page(s) | 2 | |
P577 | publication date | 2020-02-03 | |
P1433 | published in | Behavioral and Brain Functions | Q4880714 |
P1476 | title | Commercial video games and cognitive functions: video game genres and modulating factors of cognitive enhancement | |
P478 | volume | 16 |
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