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Published in 2018 at "Psychological Research"
DOI: 10.1007/s00426-018-1105-5
Abstract: We tested if high-level athletes or action video game players have superior context learning skills. Incidental context learning was tested in a spatial contextual cueing paradigm. We found comparable contextual cueing of visual search in…
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Keywords:
video game;
action video;
game players;
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1
Published in 2020 at "Psychology of popular media culture"
DOI: 10.1037/ppm0000237
Abstract: Numerous studies have demonstrated that regularly playing action video games (AVGPs) is associated with increased cognitive performance. Individuals who play role-playing video games (RPGs) have usually been excluded from these studies. This is because RPGs…
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Keywords:
video game;
game players;
game;
action video ... See more keywords
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Published in 2019 at "Scientific Reports"
DOI: 10.1038/s41598-019-42593-0
Abstract: In this study, we investigated visual short-term memory for coherent motion in action video game players (AVGPs), non-action video game players (NAVGPs), and non-gamers (control group: CONs). Participants performed a visual memory-masking paradigm previously used…
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Keywords:
visual short;
video game;
game players;
short term ... See more keywords
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Published in 2020 at "Scientific Reports"
DOI: 10.1038/s41598-020-71235-z
Abstract: A training method to improve speech hearing in noise has proven elusive, with most methods failing to transfer to untrained tasks. One common approach to identify potentially viable training paradigms is to make use of…
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Keywords:
game;
video game;
action video;
game players ... See more keywords
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Published in 2018 at "Visual Cognition"
DOI: 10.1080/13506285.2018.1553223
Abstract: ABSTRACT Previous research has assessed links between violent video game playing, aggression, and desensitization in the moral domain, but here we find that frequent violent video game play additionally may be linked with differences in…
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Keywords:
emotion induced;
video game;
violent video;
game players ... See more keywords
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2
Published in 2022 at "PLoS ONE"
DOI: 10.1371/journal.pone.0263560
Abstract: This article considers players’ experiences seeking out new games to play, and their use of the Australian National Classification Scheme in doing so. The global video game industry is booming, with hundreds of games being…
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Keywords:
choosing games;
classification;
games play;
game ... See more keywords