The virtual brain: 30 years of video-game play and cognitive abilities
نویسندگان
چکیده
منابع مشابه
The virtual brain: 30 years of video-game play and cognitive abilities
Forty years have passed since video-games were first made widely available to the public and subsequently playing games has become a favorite past-time for many. Players continuously engage with dynamic visual displays with success contingent on the time-pressured deployment, and flexible allocation, of attention as well as precise bimanual movements. Evidence to date suggests that both brief a...
متن کاملthe survey of the virtual higher education in iran and the ways of its development and improvement
این پژوهش با هدف "بررسی وضعیت موجود آموزش عالی مجازی در ایران و راههای توسعه و ارتقای آن " و با روش توصیفی-تحلیلی و پیمایشی صورت پذیرفته است. بررسی اسنادو مدارک موجود در زمینه آموزش مجازی نشان داد تعداد دانشجویان و مقاطع تحصیلی و رشته محل های دوره های الکترونیکی چندان مطلوب نبوده و از نظر کیفی نیز وضعیت شاخص خدمات آموزشی اساتید و وضعیت شبکه اینترنت در محیط آموزش مجازی نامطلوب است.
Running head: COGNITIVE FLEXIBILITY AND VIDEO GAME PLAY
21 Training in action video games can increase the speed of perceptual processing. However, it is 22 unknown whether video-game training can lead to broad-based changes in higher-level 23 competencies such as cognitive flexibility, a core and neurally distributed component of 24 cognition. To determine whether video gaming can enhance cognitive flexibility and, if so, why 25 these changes occur...
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Background The present study was designed and conducted to determine the effect of video game play on pain of venipuncture in 3-6 year-old children. Materials and Methods This randomized controlled trial study was conducted on 80 hospitalized children with pain of venipuncture procedures. Playing a video computer game for children during the venipuncture procedures was the intervention for the ...
متن کاملVideo games, cognitive exercises, and the enhancement of cognitive abilities
In this review we explore the emerging field of cognitive training via distinct types of interactive digital media: those designed primarily for entertainment (‘video games’) and those created for the purpose of cognitive enhancement (‘cognitive exercises’). Here we consider how specific design factors associated with each tool (e.g., fun, motivation, adaptive mechanics) and the study itself (e...
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ژورنال
عنوان ژورنال: Frontiers in Psychology
سال: 2013
ISSN: 1664-1078
DOI: 10.3389/fpsyg.2013.00629