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Items: 18

1.

Location estimation of approaching objects is modulated by the observer's inherent and momentary action capabilities.

Kandula M, Hofman D, Dijkerman HC.

Exp Brain Res. 2016 Aug;234(8):2315-22. doi: 10.1007/s00221-016-4637-1.

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Issues and advances in research methods on video games and cognitive abilities.

Sobczyk B, Dobrowolski P, Skorko M, Michalak J, Brzezicka A.

Front Psychol. 2015 Sep 29;6:1451. doi: 10.3389/fpsyg.2015.01451.

5.

A dichoptic custom-made action video game as a treatment for adult amblyopia.

Vedamurthy I, Nahum M, Huang SJ, Zheng F, Bayliss J, Bavelier D, Levi DM.

Vision Res. 2015 Sep;114:173-87. doi: 10.1016/j.visres.2015.04.008.

6.

Enhancing perceptual and attentional skills requires common demands between the action video games and transfer tasks.

Oei AC, Patterson MD.

Front Psychol. 2015 Feb 10;6:113. doi: 10.3389/fpsyg.2015.00113.

7.

A new adaptive videogame for training attention and executive functions: design principles and initial validation.

Montani V, De Filippo De Grazia M, Zorzi M.

Front Psychol. 2014 May 13;5:409. doi: 10.3389/fpsyg.2014.00409.

8.

The drive-wise project: driving simulator training increases real driving performance in healthy older drivers.

Casutt G, Theill N, Martin M, Keller M, Jäncke L.

Front Aging Neurosci. 2014 May 13;6:85. doi: 10.3389/fnagi.2014.00085.

9.

Video game training to improve selective visual attention in older adults.

Belchior P, Marsiske M, Sisco SM, Yam A, Bavelier D, Ball K, Mann WC.

Comput Human Behav. 2013 Jul 1;29(4):1318-1324.

10.

Larger right posterior parietal volume in action video game experts: a behavioral and voxel-based morphometry (VBM) study.

Tanaka S, Ikeda H, Kasahara K, Kato R, Tsubomi H, Sugawara SK, Mori M, Hanakawa T, Sadato N, Honda M, Watanabe K.

PLoS One. 2013 Jun 11;8(6):e66998. doi: 10.1371/journal.pone.0066998.

12.

Online games training aging brains: limited transfer to cognitive control functions.

van Muijden J, Band GP, Hommel B.

Front Hum Neurosci. 2012 Aug 17;6:221. doi: 10.3389/fnhum.2012.00221.

13.

Video games and higher education: what can "call of duty" teach our students?

Tannahill N, Tissington P, Senior C.

Front Psychol. 2012 Jun 25;3:210. doi: 10.3389/fpsyg.2012.00210. No abstract available.

14.

Diffusion tensor imaging reveals thalamus and posterior cingulate cortex abnormalities in internet gaming addicts.

Dong G, DeVito E, Huang J, Du X.

J Psychiatr Res. 2012 Sep;46(9):1212-6. doi: 10.1016/j.jpsychires.2012.05.015.

15.

A protocol for a randomized clinical trial of interactive video dance: potential for effects on cognitive function.

Jovancevic J, Rosano C, Perera S, Erickson KI, Studenski S.

BMC Geriatr. 2012 Jun 6;12:23. doi: 10.1186/1471-2318-12-23.

16.

Transformative art: art as means for long-term neurocognitive change.

Preminger S.

Front Hum Neurosci. 2012 Apr 24;6:96. doi: 10.3389/fnhum.2012.00096.

17.

Use it or lose it? Wii brain exercise practice and reading for domain knowledge.

Ackerman PL, Kanfer R, Calderwood C.

Psychol Aging. 2010 Dec;25(4):753-66. doi: 10.1037/a0019277.

18.

Enhancing the contrast sensitivity function through action video game training.

Li R, Polat U, Makous W, Bavelier D.

Nat Neurosci. 2009 May;12(5):549-51. doi: 10.1038/nn.2296.

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