publication . Article . 2014

Video games: play that can do serious good

Eichenbaum, Adam; Bavelier, Daphné; Green, C. Shawn;
Open Access English
  • Published: 01 Jan 2014
  • Country: Switzerland
Abstract
The authors review recent research that reveals how today’s video games instantiate naturally and effectively many principles psychologists, neuroscientists, and educators believe critical for learning. A large body of research exists showing that the effects of these games are much broader. In fact, some types of commercial games have been proven to enhance basic perceptual and cognitive skills. These effects are significant enough that educators use these games for such practical, real-world purposes as training surgeons and rehabilitating individuals with perceptual or cognitive deficits. Although many individuals may still consider video games nothing more t...
Subjects
ACM Computing Classification System: ComputingMilieux_PERSONALCOMPUTING
free text keywords: Job training and video games, Video games and cognition, Video games and learning, Video games and the elderly, ddc:150
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77 references, page 1 of 6

Abernethy, Bruce, and Robert J. Neal. 1999. “Visual Characteristics of Clay Target Shooters.” Journal of Science and Medicine in Sport 2:1-19.

Anderson, Ashley F., Daphne Bavelier, and C. Shawn Green. 2010. “Speed-Accuracy Tradeoffs in Cognitive Tasks in Action Game Players.” Journal of Vision 10: 748. [OpenAIRE]

Ahissar, Merav, and Shaul Hochstein. 1997. “Task Difficulty and the Specificity of Perceptual Learning.” Nature 387:401-06.

Allaire, Jason C., Anne Collins McLaughlin, Amanda Trujillo, Laura A. Whitlock, Landon LaPorte, Maribeth Gandy. 2013. “Successful Aging through Digital Games: Socioemotional Differences between Older Adult Gamers and Non-Gamers.” Computers in Human Behavior 4:1302-06.

Anguera, Joaquin A., Jacqueline Boccanfuso, James L. Rintoul, Omar Al-Hashimi, Farhoud Faraji, Jacqueline Janowich, Eric Kong, Yudy Larraburo, Christine Rolle, E. Johnston, and Adam Gazzaley. 2013. “Video Game Training Enhances Cognitive Control in Older Adults.” Nature 501:97-101. [OpenAIRE]

Antonelli, Paola. 2012. “Video Games:14 in the Collection, for Starters.” MoMA PS1 Blog. http://www.moma.org/explore/inside_out/2012/11/29/video-games-14-in -the-collection-for-starters.

Awh, Edward, Edward K. Vogen, and S. H. Oh. 2006. “Interactions between Attention and Working Memory.” Neuroscience 139:201-08. [OpenAIRE]

Bao, Shaowen, Vincent T. Chan, and Michael M. Merzenich. 2001. “Cortical Remodeling Induced by Activity of Ventral Tegmental Dopamine Neurons.” Nature 412:79-83.

Ball, Karlene, and Robert Sekuler. 1982.“A Specific and Enduring Improvement in Visual Motion Discrimination.” Science 218:697-98. [OpenAIRE]

Basak, Chandramallika, Walter R. Boot, Michelle W. Voss, and Arthur F. Kramer. 2008. “Can Training in a Real-Time Strategy Video Game Attenuate Cognitive Decline in Older Adults?” Psychology and Aging 23:765-77. [OpenAIRE]

Bavelier, Daphne, Dennis M. Levi, Roger W. Li., Yang Dan, and Takao K. Hensch. 2010. “Removing Brakes on Adult Brain Plasticity: From Molecular to Behavioral Interventions.” Journal of Neuroscience 30:14964-71.

Boot, Walter R., Arthur F. Kramer, Daniel J. Simons, Monica Fabiani, and Gabriele Gratton. 2008. “The Effects of Video Game Playing on Attention, Memory, and Executive Control.” Acta Psychologica 129:387-98.

Brown, Stephanie J., Debra A. Lieberman, B. Gemeny, Yong Chan Fan, D. M. Wilson, and David J. Pasta. 1997. “Educational Video Game for Juvenile Diabetes: Results of a Controlled Trial.” Med Inform 22:77-89.

Bruner, Jerome. 1960. The Process of Education.

Catalano, John F., and Brian M. Kleiner. 1984. “Distant Transfer in Coincident Timing as a Function of Variability of Practice.” Perceptual and Motor Skills 58:851-56.

77 references, page 1 of 6
Abstract
The authors review recent research that reveals how today’s video games instantiate naturally and effectively many principles psychologists, neuroscientists, and educators believe critical for learning. A large body of research exists showing that the effects of these games are much broader. In fact, some types of commercial games have been proven to enhance basic perceptual and cognitive skills. These effects are significant enough that educators use these games for such practical, real-world purposes as training surgeons and rehabilitating individuals with perceptual or cognitive deficits. Although many individuals may still consider video games nothing more t...
Subjects
ACM Computing Classification System: ComputingMilieux_PERSONALCOMPUTING
free text keywords: Job training and video games, Video games and cognition, Video games and learning, Video games and the elderly, ddc:150
Related Organizations
Download from
77 references, page 1 of 6

Abernethy, Bruce, and Robert J. Neal. 1999. “Visual Characteristics of Clay Target Shooters.” Journal of Science and Medicine in Sport 2:1-19.

Anderson, Ashley F., Daphne Bavelier, and C. Shawn Green. 2010. “Speed-Accuracy Tradeoffs in Cognitive Tasks in Action Game Players.” Journal of Vision 10: 748. [OpenAIRE]

Ahissar, Merav, and Shaul Hochstein. 1997. “Task Difficulty and the Specificity of Perceptual Learning.” Nature 387:401-06.

Allaire, Jason C., Anne Collins McLaughlin, Amanda Trujillo, Laura A. Whitlock, Landon LaPorte, Maribeth Gandy. 2013. “Successful Aging through Digital Games: Socioemotional Differences between Older Adult Gamers and Non-Gamers.” Computers in Human Behavior 4:1302-06.

Anguera, Joaquin A., Jacqueline Boccanfuso, James L. Rintoul, Omar Al-Hashimi, Farhoud Faraji, Jacqueline Janowich, Eric Kong, Yudy Larraburo, Christine Rolle, E. Johnston, and Adam Gazzaley. 2013. “Video Game Training Enhances Cognitive Control in Older Adults.” Nature 501:97-101. [OpenAIRE]

Antonelli, Paola. 2012. “Video Games:14 in the Collection, for Starters.” MoMA PS1 Blog. http://www.moma.org/explore/inside_out/2012/11/29/video-games-14-in -the-collection-for-starters.

Awh, Edward, Edward K. Vogen, and S. H. Oh. 2006. “Interactions between Attention and Working Memory.” Neuroscience 139:201-08. [OpenAIRE]

Bao, Shaowen, Vincent T. Chan, and Michael M. Merzenich. 2001. “Cortical Remodeling Induced by Activity of Ventral Tegmental Dopamine Neurons.” Nature 412:79-83.

Ball, Karlene, and Robert Sekuler. 1982.“A Specific and Enduring Improvement in Visual Motion Discrimination.” Science 218:697-98. [OpenAIRE]

Basak, Chandramallika, Walter R. Boot, Michelle W. Voss, and Arthur F. Kramer. 2008. “Can Training in a Real-Time Strategy Video Game Attenuate Cognitive Decline in Older Adults?” Psychology and Aging 23:765-77. [OpenAIRE]

Bavelier, Daphne, Dennis M. Levi, Roger W. Li., Yang Dan, and Takao K. Hensch. 2010. “Removing Brakes on Adult Brain Plasticity: From Molecular to Behavioral Interventions.” Journal of Neuroscience 30:14964-71.

Boot, Walter R., Arthur F. Kramer, Daniel J. Simons, Monica Fabiani, and Gabriele Gratton. 2008. “The Effects of Video Game Playing on Attention, Memory, and Executive Control.” Acta Psychologica 129:387-98.

Brown, Stephanie J., Debra A. Lieberman, B. Gemeny, Yong Chan Fan, D. M. Wilson, and David J. Pasta. 1997. “Educational Video Game for Juvenile Diabetes: Results of a Controlled Trial.” Med Inform 22:77-89.

Bruner, Jerome. 1960. The Process of Education.

Catalano, John F., and Brian M. Kleiner. 1984. “Distant Transfer in Coincident Timing as a Function of Variability of Practice.” Perceptual and Motor Skills 58:851-56.

77 references, page 1 of 6
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