• If you are citizen of an European Union member nation, you may not use this service unless you are at least 16 years old.

  • You already know Dokkio is an AI-powered assistant to organize & manage your digital files & messages. Very soon, Dokkio will support Outlook as well as One Drive. Check it out today!


Cognitive Effects

Page history last edited by Joanna Postlethwaite 10 years, 9 months ago




Cognitive Function/Strategy


Anderson A. F., Bavelier D., Green C. S. (2010). “Speed-accuracy tradeoffs in cognitive tasks in action game players,” in Presented at the 10th Meeting of the Vision Sciences Society, Sarasota, FL.


Andrews G., Murphy K. (2006). “Does video-game playing improve executive function?” in Frontiers in Cognitive Sciences, ed. Vanchevsky M. A., editor. (New York, NY: Nova Science Publishers, Inc.), 145–161.


Bailey, K., West, R., & Anderson, C. A. (2011). 'The influence of video games on social, cognitive, and affective information processing'. In J. Decety & J. Cacioppo (Eds.), Handbook of social neuroscience (pp. 1001–1014). New York: Oxford University Press.


Barlett, C. P., Vowels, C. L., Shanteau, J., Crow, J. & Miller, T. (2009). The effect of violent and non-violent computer games on cognitive performance. Computers in Human Behavior, 25, 96-102.


Bialystok E. (2006). Effect of bilingualisim and computer video game experience on the simon task. Can. J. Exp. Psychol. 60, 68–79.


Boot WR, Blakely DP and Simons DJ (2011). Do Action Video Games Improve Perception and Cognition?. Front. Psychology

Calvert, S. L. (2005). 'Cognitive effects of video games'. In J. Raessens & J. Goldstein (Eds.), Handbook of computer game studies (pp. 125–131). Cambridge: MIT.


Castel A. D., Pratt J., Drummond E. (2005). The effects of action video game experience on the time course of inhibition of return and the efficiency of visual search. Acta Psychol. (Amst.) 119, 217–230.

Cherney, I. D. (2008) Mom, let me play more computer games: They improve my mental rotation skills. Sex Roles, 59 (11-12),


Clark K., Fleck M. S., Mitroff S. R. (2011). Enhanced change detection performance reveals improved strategy use in avid action video game players. Acta Psychol. (Amst.) 136, 67–72.


Colzato L. S., van Leeuwen P. J. A., van den Wildenberg W. P. M., Hommel B. (2010). DOOM’d to switch: superior cognitive flexibility in players of first person shooter games. Front. Psychol. 1, 1–5.


Donohue S. E., Woldorff M. G., Mitroff S. R. (2010). Video game players show more precise multisensory temporal processing abilities. Atten. Percept. Psychophys. 72, 1120–1129.


M.W.G. Dye et. al. (2009), 'Increasing speed of processing with action video games.' Current Directions in Psychological Science 18.


Feng J., Spence I., Pratt J. (2007). Playing an action video game reduces gender differences in spatial cognition. Psychol. Sci. 18, 850–855.


Goodman, N.L. Bradley, B. Paras, I.J. Williamson, J. Bizzochi (2006), 'Video gaming promotes concussion knowledge acquisition in youth hockey players' Journal of Adolescence 29:3.


Granek J. A., Gorbet D. J., Sergio L. E. (2010). Extensive video-game experience alters cortical networks for complex visuomotor transformations. Cortex 46.


Green C. S., Sugarman M. A., Medford K., Klobusicky E., Bavelier D. (2012). The effect of action video game experience on task-switching. Comput. Human Behav. 28, 984–994.


Green CS, Li R, Bavelier D (2010) Perceptual learning during action video game playing. Topics in Cognitive Science 2: 202–216.


Green C. S., Pouget A., Bavelier D. (2010). A general mechanism for learning with action video games: improved probabilistic inference. Curr. Biol. 20, 1573–15792.


C.S. Green, D. Bavelier (2007), ‘Action-video-game experience alters the spatial resolution of vision’, Psychological Science, 18 (1) (2007), pp. 88–94.


P.M. Greenfield (1994), 'Video games as cultural artifacts' Journal of Applied Developmental Psychology.


P.M. Greenfield, P. DeWinstanley, H. Kilpatrick, D. Kaye (1994), 'Action video games and informal education: Effects on strategies for dividing visual attention' Journal of Applied Developmental Psychology.


L. Henderson, J. Klemes, Y. Eshet (2000), 'Just playing a game? Educational simulation software and cognitive outcomes', Journal of Educational Computing Research, 22 (1) (2000).


Li R., Polat U., Scalzo F., Bavelier D. (2010). Reducing backward masking through action game training. J. Vis. 10, 33, 1–13.


Lynn Okagaki, Peter A. Frensch (1994), 'Effects of video game playing on measures of spatial performance: Gender effects in late adolescence' Journal of Applied Developmental Psychology


Owen A. M., Hampshire A., Grahn J. A., Stenton R., Dajani S., Burns A. S., Howard R. J., Ballard C. G. (2010). Putting brain training to the test. Nature 465, 775–779.


K. Subrahmanyam, P.M. Greenfield (1994), 'Effect of video game practice on spatial skills in girls and boys' Journal of Applied Developmental Psychology.


Surgical skills


Badurdeen S, Abdul-Samad O, Story G, Wilson C, Down S, et al. (2010) 'Nintendo Wii video- gaming ability predicts laparoscopic skill.' Surg Endosc 24: 1824–1828.


Boyle E, Kennedy AM, Traynor O, Hill AD (2011) 'Training surgical skills using nonsurgical tasks–can Nintendo Wii™ improve surgical performance?' J Surg Educ 68: 148–154.


D. Giannotti et al. (2013), 'Play to Become a Surgeon: Impact of Nintendo WII Training on Laparoscopic Skills' PLoS ONE.


Jones DB, Brewer JD, Soper NJ (1996) 'The influence of three dimensional video systems on laparoscopic task performance.' Surg Laparosc Endosc 6.


Kolga Schlickum M, Hedman L, Enochsson L, Kjellin A, Felländer-Tsai L (2008) 'Transfer of systematic computer game training in surgical novices on performance in virtual reality image guided surgical simulators.' Stud Health Technol Inform 132: 210–215.

Lynch J, Aughwane P, Hammond TM (2010) 'Video-games and surgical ability: a literature review.' J Surg Educ 67: 184–189.

Schlickum MK, Hedman L, Enochsson L, Kjellin A, Felländer-Tsai L (2009) 'Systematic video-game training in surgical novices improves performance in virtual reality endoscopic surgical simulators: a prospective randomized study.' World J Surg 33.


Rosenberg BH, Landsittel D, Averch TD (2005) 'Can video-games be used to predict or improve laparoscopic skills?' J Endourol 19: 372–376.


Rosser JC Jr, Lynch PJ, Cuddihy L, Gentile DA, Klonsky J, et al. (2007) 'The impact of video-games on training surgeons in the 21st century.' Arch Surg 142: 181–186.



Attention (Advantages and Disadvantages)


Bavelier D, Achtman RL, Mani M, Focker J (2012) Neural bases of selective attention in action video game players. Vision Research 61: 132–143.


P. Belchior et al. (2013), 'Video game training to improve selective visual attention in older adults' Computers in Human Behaviour.


Bioulac, S., Arfi, L., & Bouvard, M. P. (2008). Attention deficit/hyperactivity disorder and video games: A comparative study of hyperactive and control children. European Psychiatry


Boot, W. R., Kramer, A. F., Simons, D. J., Fabiani, M. & Gratton, G. (2008) The effects of video game playing on attention, memory, and executive control. Acta Psychologica, 129


Cain, M. S., Landau, A. N., & Shimamura, A. P. (2012). Action video game experience reduces the cost of switching tasks. Attention, perception & psychophysics, 74 (4)


Chan, P. A., & Rabinowitz, T. (2006). A cross-sectional analysis of videogames and attention deficit hyperactivity disorder symptoms in adolescents. Annals of General Psychiatry, 5, 16.


Chisholm J. D., Hickey C., Theeuwes J., Kingston A. (2010). Reduced attentional capture in video game players. Atten. Percept. Psychophys. 72, 667–671.


Chisholm JD, Kingstone A (2012) Improved top-down control reduces oculomotor capture: The case of action video game players. Attention, Perception & Psychophysics 74: 257–262.


Cohen JE, Green CS, Bavelier D (2008) Training visual attention with video games: Not all games are created equal. In: O’Neil HF, Perez RS, editors. Computer games and team and individual learning. Oxford, UK: Elseiver Ltd.


Decker, S. A., & Gay, J. N. (2011). Cognitive-bias toward gaming-related words and disinhibition in world of warcraft gamers. Computers in Human Behavior , 27 (2)

Dye M. G. W., Green C. S., Bavelier D. (2009). The development of attention skills in action video game players. Neuropsychologia 47, 1780–1789.


Ferguson, Christopher (2010). "The influence of television and video game use on attention and school problems: A multivariate analysis with other risk factors controlled". Journal of Psychiatric Research 45 (6): 808–13.


D.A. Gentile, E.L. Swing, C.G. Lim (2012), 'Video Game Playing, Attention Problems, and Impulsiveness: Evidence of Bidirectional Causality', Psychology of Popular Media Culture.


Green C. S., Bavelier D. (2003). Action video game modifies visual selective attention. Nature 423, 534–537.


Green C. S., Bavelier D. (2006a). Effect of action video games on the spatial distribution of visuospatial attention. J. Exp. Psychol. Hum. Percept. Perform. 1465–1468.


Green C. S., Bavelier D. (2006b). Enumeration versus multiple object tracking: the case of action video game players. Cognition 101, 217–245.


Green C. S., Bavelier D. (2007). Action video game experience alters the spatial resolution of attention. Psychol. Sci. 18, 88–94.


Green CS, Bavelier D (2004) Does action video game play really enhance the number of items that can be simultaneously attended? Journal of Vision 4: 632.


Green CS, Bavelier D (2012) Learning, attentional control and action video games. Current Biology 22: R197–R206.

van Holst, R. J., Lemmens, J. S., Valkenburg, P. M., Peter, J., Veltman, D. J., & Goudriaan, A. E. (2011). Attentional bias and disinhibition toward gaming cues are related to problem gaming in male adolescents. Journal of Adolescent Health

Irons J. L., Remington R. W., McLean J. P. (2011). Not so fast: rethinking the effects of action video games on attentional capacity. Aust. J. Psychol. 63


Karle J. W., Watter S., Shedden J. M. (2010). Task switching in video game players: benefits of selective attention but not resistance to proactive interference. Acta Psychol. (Amst.) 134, 70–78.


Metcalf, O., & Pammer, K. (2011). Attentional bias in excessive massively multiplayer online role-playing gamers using a modified stroop task. Computers in Human Behavior , 27 (5)


Mishra J., Zinni M., Bavelier D., Hillyard S. A. (2011). Neural basis of superior performance of action videogame players in an attention-demanding task. J. Neurosci. 31, 992–998, 2011


Murphy K., Spencer A. (2009). 'Playing video games does not make for better visual attention skills'. J. Articles Support Null Hypothesis 6, 1–20.


Nelson R. A., Strachan I. (2009). 'Action and puzzle video games prime different speed/accuracy tradeoffs'. Perception 38, 1678–1687


Swing, Edward; Douglas A. Gentile, Craig A. Anderson, and David A. Walsh (August 2010). "Television and Video Game Exposure and the Development of Attention Problems". Pediatrics 126 (2): 214–21.

Tahiroglu, A. Y., Celik, G. G., Avci, A., Seydaoglu, G., Uzel, M., Altunbas, H. (2009). Short-term effects of playing computer games on attention. Journal of Attention Disorders


A. Tolchinsky and S.D. Jefferson (2011), 'Problematic Video Game Play in a College Sample and Its Relationship to Time Management Skills and Attention-Deficit/Hyperactivity Disorder Symptomology' Cyberpsychology, Behaviour and Social Networking.


West G. L., Stevens S. S., Pun C., Pratt J. (2008). Visuospatial experience modulates attentional capture: evidence from action video game players. J. Vis. 8, 1–9. 


Comments (0)

You don't have permission to comment on this page.