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Effect of action video games on the spatial distribution of visuospatial attention

Author/s:

Bavelier, D.; Green, C. S.

Citation:

Green, C. S., & Bavelier, D. (2006). Effect of action video games on the spatial distribution of visuospatial attention. Journal of Experimental Psychology: Human Perception and Performance, 32(6), 1465-1478.

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Effect of playing a video game on a measure of spatial visualization

Author/s:

Dorval, M. ; Pepin, M.

Citation:

Dorval, M., & Pepin, M. (1986). Effect of playing a video game on a measure of spatial visualization. Perceptual and Motor Skills, 62(1), 159-162.


Keywords:

adults; gender; play; students; video game; visual-spatial; young adults

Health Topic:

Cognition

Target Population:

Adults; Young Adults

Publication Type:

Journal Article

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Effects of video game practice on spatial skills in girls and boys

Author/s:

Greenfield, P. M.; Subrahmanyam, K.

Citation:

Subrahmanyam, K., & Greenfield, P. M. (1994). Effects of video game practice on spatial skills in girls and boys. Journal of Applied Developmental Psychology, 15(1), 13-32.


Keywords:

boys; children; gender; girls; macintosh; play; video game; visual-spatial

Health Topic:

Cognition

Target Population:

Children

Publication Type:

Journal Article

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Effects of video games on the adverse corollaries of chemotherapy in pediatric oncology patients: A single-case analysis

Author/s:

Kolko, D. J. ; Rickard-Figueroa, J. L.

Citation:

Kolko, D. J., & Rickard-Figueroa, J. L. (1985). Effects of video games on the adverse corollaries of chemotherapy in pediatric oncology patients: A single-case analysis. Journal of Consulting and Clinical Psychology, 53(2), 223-228.

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Enumeration versus multiple object tracking: The case of action video game players

Author/s:

Bavelier, D.; Green, C. S.

Citation:

Green, C. S., & Bavelier, D. (2006). Enumeration versus multiple object tracking: The case of action video game players. Cognition, 101(1), 217-245.


Keywords:

attention; males; memory; teens; visual-spatial; young adults

Health Topic:

Cognition

Target Population:

Teens; Young Adults

Publication Type:

Journal Article

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Examining the pedagogical foundations of modern educational computer games

Author/s:

Hirumi, A.; Kebritchi, M.

Citation:

Kebritchi, M., & Hirumi, A. (2008). Examining the pedagogical foundations of modern educational computer games. Computers and Education, 51(4),1729-1743.


Keywords:

computer-assisted instruction; educational; elearning; learning

Health Topic:

Cognition

Target Population:

General Audience

Publication Type:

Journal Article

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Factors affecting acceptability to young cancer patients of a psychoeducational video game about cancer

Author/s:

Beale, I. L.; Kato, P. M.

Citation:

Kato, P. M., & Beale, I. L. (2006). Factors affecting acceptability to young cancer patients of a psychoeducational video game about cancer. Journal of Pediatric Oncology Nursing, 23(5), 269-275.

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Feeling strangely fine: The well-being economy in popular games

Author/s:

Barr, P. ; Biddle, R.; Khaled, R. ; Noble, J.

Citation:

Barr, P., Khaled, R., Noble, J., & Biddle, R. (2006). Feeling strangely fine: The well-being economy in popular games. In W. Ijsselsteijn & Y. de Kort (Eds.),Persuasive Technology (60-71). New York : Springer.


Keywords:


Health Topic:

Cognition; Mental Health

Target Population:

General Audience

Publication Type:

Book

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