diff --git a/ccn2019/ccn2019_paper/BC19_abstracts.pdf b/ccn2019/ccn2019_paper/BC19_abstracts.pdf new file mode 100644 index 0000000..68539c8 --- /dev/null +++ b/ccn2019/ccn2019_paper/BC19_abstracts.pdf Binary files differ diff --git a/ccn2019/ccn2019_paper/BC19_abstracts.pdf b/ccn2019/ccn2019_paper/BC19_abstracts.pdf new file mode 100644 index 0000000..68539c8 --- /dev/null +++ b/ccn2019/ccn2019_paper/BC19_abstracts.pdf Binary files differ diff --git a/ccn2019/ccn2019_paper/bib.bib b/ccn2019/ccn2019_paper/bib.bib new file mode 100644 index 0000000..2f89c1d --- /dev/null +++ b/ccn2019/ccn2019_paper/bib.bib @@ -0,0 +1,2700 @@ + +@article{green2017, + title = {Playing {{Some Video Games}} but {{Not Others Is Related}} to {{Cognitive Abilities}}: {{A Critique}} of {{Unsworth}} et Al. (2015)}, + volume = {28}, + issn = {0956-7976}, + shorttitle = {Playing {{Some Video Games}} but {{Not Others Is Related}} to {{Cognitive Abilities}}}, + language = {en}, + number = {5}, + journal = {Psychological Science}, + doi = {10.1177/0956797616644837}, + author = {Green, C. Shawn and Kattner, Florian and Eichenbaum, Adam and Bediou, Benoit and Adams, Deanne M. and Mayer, Richard E. and Bavelier, Daphne}, + month = may, + year = {2017}, + keywords = {Video Recording}, + pages = {679-682}, + note = {00020} +} + +@article{xiongEffectsExergamingPreschoolers2019, + title = {Effects of {{Exergaming}} on {{Preschoolers}}' {{Executive Functions}} and {{Perceived Competence}}: {{A Pilot Randomized Trial}}}, + volume = {8}, + issn = {2077-0383}, + shorttitle = {Effects of {{Exergaming}} on {{Preschoolers}}' {{Executive Functions}} and {{Perceived Competence}}}, + abstract = {Purpose: This study aimed to evaluate the effects of a child-centered exergaming program and a traditional teacher-led physical activity (PA) program on preschoolers' executive functions and perceived competence. Methods: Sixty children aged 4{$^{-}$}5 years from an urban childcare center in China completed an 8-week exergaming/traditional PA intervention. After baseline measurements of executive functions and perceived competence (i.e., perceived physical competence and social acceptance), children were randomly assigned to either an exergaming group or traditional PA group (30 children per group). Exergaming and traditional PA programs were offered 20 min/session by trained instructors for 8 weeks. Post-intervention measures were identical to baseline measures. Results: In general, children's executive functions, perceived physical competence, and perceived social acceptance were enhanced over time. Analysis of variance revealed significant time by group interaction effects for executive functions, F(1, 58) = 12.01, p = 0.01, and perceived social acceptance, F(1, 58) = 6.04, p = 0.02, indicating that the exergaming intervention group displayed significantly greater increases in executive functions and perceived social acceptance in comparison with traditional PA children. In addition, children's executive functions and perceived physical and social competence significantly improved from baseline to post-intervention. However, there was no significant difference in the increase of children's perceived physical competence across groups over time. Conclusion: The results suggested exergaming to be beneficial in enhancing young children's executive functions and perceived social acceptance compared to the traditional PA program. More diverse samples with a longer intervention duration in preschool children in urban areas are warranted.}, + language = {eng}, + number = {4}, + journal = {Journal of Clinical Medicine}, + doi = {10.3390/jcm8040469}, + author = {Xiong, Shanying and Zhang, Peng and Gao, Zan}, + month = apr, + year = {2019}, + keywords = {active video games,cognitive functions,perceived physical competence,perceived social acceptance,preschool children}, + file = {/Users/morteza/Documents/Zotero/storage/J79X78J7/Xiong et al. - 2019 - Effects of Exergaming on Preschoolers' Executive F.pdf}, + pmid = {30959860} +} + +@article{costaVirtualRealityBasedExercise2019, + title = {Virtual {{Reality}}-{{Based Exercise}} with {{Exergames}} as {{Medicine}} in {{Different Contexts}}: {{A Short Review}}}, + volume = {15}, + issn = {1745-0179}, + shorttitle = {Virtual {{Reality}}-{{Based Exercise}} with {{Exergames}} as {{Medicine}} in {{Different Contexts}}}, + language = {en}, + number = {1}, + journal = {Clinical Practice \& Epidemiology in Mental Health}, + doi = {10.2174/1745017901915010015}, + author = {Costa, Marcos T\'ulio Silva and Vieira, Lanna Pinheiro and Barbosa, Elizabete de Oliveira and Mendes Oliveira, Luciana and Maillot, Pauline and Ottero Vaghetti, C\'esar Augusto and Giovani Carta, Mauro and Machado, S\'ergio and {Gatica-Rojas}, Valeska and {Monteiro-Junior}, Renato Sobral}, + month = jan, + year = {2019}, + pages = {15-20}, + file = {/Users/morteza/Documents/Zotero/storage/MCJ4YU4Q/Costa et al. - 2019 - Virtual Reality-Based Exercise with Exergames as M.pdf} +} + +@article{mirelman2012, + title = {Executive {{Function}} and {{Falls}} in {{Older Adults}}: {{New Findings}} from a {{Five}}-{{Year Prospective Study Link Fall Risk}} to {{Cognition}}}, + volume = {7}, + issn = {1932-6203}, + shorttitle = {Executive {{Function}} and {{Falls}} in {{Older Adults}}}, + abstract = {Background +Recent findings suggest that executive function (EF) plays a critical role in the regulation of gait in older adults, especially under complex and challenging conditions, and that EF deficits may, therefore, contribute to fall risk. The objective of this study was to evaluate if reduced EF is a risk factor for future falls over the course of 5 years of follow-up. Secondary objectives were to assess whether single and dual task walking abilities, an alternative window into EF, were associated with fall risk. + +Methodology/Main Results +We longitudinally followed 256 community-living older adults (age: 76.4{$\pm$}4.5 yrs; 61\% women) who were dementia free and had good mobility upon entrance into the study. At baseline, a computerized cognitive battery generated an index of EF, attention, a closely related construct, and other cognitive domains. Gait was assessed during single and dual task conditions. Falls data were collected prospectively using monthly calendars. Negative binomial regression quantified risk ratios (RR). After adjusting for age, gender and the number of falls in the year prior to the study, only the EF index (RR: .85; CI: .74\textendash.98, p{$\mkern1mu$}={$\mkern1mu$}.021), the attention index (RR: .84; CI: .75\textendash.94, p{$\mkern1mu$}={$\mkern1mu$}.002) and dual tasking gait variability (RR: 1.11; CI: 1.01\textendash{}1.23; p{$\mkern1mu$}={$\mkern1mu$}.027) were associated with future fall risk. Other cognitive function measures were not related to falls. Survival analyses indicated that subjects with the lowest EF scores were more likely to fall sooner and more likely to experience multiple falls during the 66 months of follow-up (p{$<$}0.02). + +Conclusions/Significance +These findings demonstrate that among community-living older adults, the risk of future falls was predicted by performance on EF and attention tests conducted 5 years earlier. The present results link falls among older adults to cognition, indicating that screening EF will likely enhance fall risk assessment, and that treatment of EF may reduce fall risk.}, + number = {6}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0040297}, + author = {Mirelman, Anat and Herman, Talia and Brozgol, Marina and Dorfman, Moran and Sprecher, Elliot and Schweiger, Avraham and Giladi, Nir and Hausdorff, Jeffrey M.}, + month = jun, + year = {2012}, + file = {/Users/morteza/Documents/Zotero/storage/VGU5ZVBS/Mirelman et al. - 2012 - Executive Function and Falls in Older Adults New .pdf}, + pmid = {22768271}, + pmcid = {PMC3386974} +} + +@article{ball1993, + title = {Visual Attention Problems as a Predictor of Vehicle Crashes in Older Drivers}, + volume = {34}, + issn = {0146-0404}, + abstract = {PURPOSE: To identify visual factors that are significantly associated with increased vehicle crashes in older drivers. +METHODS: Several aspects of vision and visual information processing were assessed in 294 drivers aged 55 to 90 years. The sample was stratified with respect to age and crash frequency during the 5-year period before the test date. Variables assessed included eye health status, visual sensory function, the size of the useful field of view, and cognitive status. Crash data were obtained from state records. +RESULTS: The size of the useful field of view, a test of visual attention, had high sensitivity (89\%) and specificity (81\%) in predicting which older drivers had a history of crash problems. This level of predictability is unprecedented in research on crash risk in older drivers. Older adults with substantial shrinkage in the useful field of view were six times more likely to have incurred one or more crashes in the previous 5-year period. Eye health status, visual sensory function, cognitive status, and chronological age were significantly correlated with crashes, but were relatively poor at discriminating between crash-involved versus crash-free drivers. +CONCLUSIONS: This study suggests that policies that restrict driving privileges based solely on age or on common stereotypes of age-related declines in vision and cognition are scientifically unfounded. With the identification of a visual attention measure highly predictive of crash problems in the elderly, this study points to a way in which the suitability of licensure in the older adult population could be based on objective, performance-based criteria.}, + language = {eng}, + number = {11}, + journal = {Investigative Ophthalmology \& Visual Science}, + author = {Ball, K. and Owsley, C. and Sloane, M. E. and Roenker, D. L. and Bruni, J. R.}, + month = oct, + year = {1993}, + keywords = {Accidents; Traffic,Aged,Aged; 80 and over,Aging,Attention,Automobile Driving,Cognition Disorders,Contrast Sensitivity,Health Status,Humans,Middle Aged,Models; Statistical,Predictive Value of Tests,Vision Disorders,Visual Acuity,Visual Fields,Visual Perception}, + pages = {3110-3123}, + pmid = {8407219} +} + +@article{cardoso-leite2016, + title = {Technology Consumption and Cognitive Control: {{Contrasting}} Action Video Game Experience with Media Multitasking}, + volume = {78}, + shorttitle = {Technology Consumption and Cognitive Control}, + number = {1}, + journal = {Attention, Perception, \& Psychophysics}, + author = {{Cardoso-Leite}, Pedro and Kludt, Rachel and Vignola, Gianluca and Ma, Wei Ji and Green, C. Shawn and Bavelier, Daphne}, + year = {2016}, + pages = {218--241}, + file = {/Users/morteza/Documents/Zotero/storage/24TPU746/s1-ln2011024395844769-1939656818Hwf-1530618246IdV191325474220110243PDF_HI0001.pdf;/Users/morteza/Documents/Zotero/storage/3RXWGHPQ/Cardoso-Leite et al. - 2016 - Technology consumption and cognitive control Cont.pdf}, + note = {00029} +} + +@article{cardoso-leite2015, + title = {On the Impact of New Technologies on Multitasking}, + volume = {35}, + issn = {02732297}, + language = {en}, + journal = {Developmental Review}, + doi = {10.1016/j.dr.2014.12.001}, + author = {{Cardoso-Leite}, Pedro and Green, C. Shawn and Bavelier, Daphne}, + month = mar, + year = {2015}, + pages = {98-112}, + file = {/Users/morteza/Documents/Zotero/storage/CNKGKD72/CardosoG&B_DevReview 0214.pdf}, + note = {00025} +} + +@article{bavelier2010, + title = {Children, {{Wired}}: {{For Better}} and for {{Worse}}}, + volume = {67}, + issn = {08966273}, + shorttitle = {Children, {{Wired}}}, + language = {en}, + number = {5}, + journal = {Neuron}, + doi = {10.1016/j.neuron.2010.08.035}, + author = {Bavelier, Daphne and Green, C. Shawn and Dye, Matthew W.G.}, + month = sep, + year = {2010}, + pages = {692-701}, + file = {/Users/morteza/Documents/Zotero/storage/5I3QY2VW/BavelierGreenDye_Neuron_10.pdf}, + note = {00182} +} + +@article{bavelier2019, + title = {Rethinking Human Enhancement as Collective Welfarism}, + volume = {3}, + copyright = {2019 Springer Nature Limited}, + issn = {2397-3374}, + abstract = {Human enhancement technologies are opening tremendous opportunities but also challenges to the core of what it means to be human. We argue that the goal of human enhancement should be to enhance quality of life and well-being not only of individuals but also of the communities they inhabit.}, + language = {En}, + number = {3}, + journal = {Nature Human Behaviour}, + doi = {10.1038/s41562-019-0545-2}, + author = {Bavelier, Daphne and Savulescu, Julian and Fried, Linda P. and Friedmann, Theodore and Lathan, Corinna E. and Sch\"urle, Simone and Beard, John R.}, + month = mar, + year = {2019}, + pages = {204}, + file = {/Users/morteza/Documents/Zotero/storage/EIVG594Y/s41562-019-0545-2.html}, + note = {00000} +} + +@article{simons2016, + title = {Do "{{Brain}}-{{Training}}" {{Programs Work}}?}, + volume = {17}, + issn = {2160-0031}, + abstract = {In 2014, two groups of scientists published open letters on the efficacy of brain-training interventions, or "brain games," for improving cognition. The first letter, a consensus statement from an international group of more than 70 scientists, claimed that brain games do not provide a scientifically grounded way to improve cognitive functioning or to stave off cognitive decline. Several months later, an international group of 133 scientists and practitioners countered that the literature is replete with demonstrations of the benefits of brain training for a wide variety of cognitive and everyday activities. How could two teams of scientists examine the same literature and come to conflicting "consensus" views about the effectiveness of brain training?In part, the disagreement might result from different standards used when evaluating the evidence. To date, the field has lacked a comprehensive review of the brain-training literature, one that examines both the quantity and the quality of the evidence according to a well-defined set of best practices. This article provides such a review, focusing exclusively on the use of cognitive tasks or games as a means to enhance performance on other tasks. We specify and justify a set of best practices for such brain-training interventions and then use those standards to evaluate all of the published peer-reviewed intervention studies cited on the websites of leading brain-training companies listed on Cognitive Training Data (www.cognitivetrainingdata.org), the site hosting the open letter from brain-training proponents. These citations presumably represent the evidence that best supports the claims of effectiveness.Based on this examination, we find extensive evidence that brain-training interventions improve performance on the trained tasks, less evidence that such interventions improve performance on closely related tasks, and little evidence that training enhances performance on distantly related tasks or that training improves everyday cognitive performance. We also find that many of the published intervention studies had major shortcomings in design or analysis that preclude definitive conclusions about the efficacy of training, and that none of the cited studies conformed to all of the best practices we identify as essential to drawing clear conclusions about the benefits of brain training for everyday activities. We conclude with detailed recommendations for scientists, funding agencies, and policymakers that, if adopted, would lead to better evidence regarding the efficacy of brain-training interventions.}, + language = {eng}, + number = {3}, + journal = {Psychological Science in the Public Interest: A Journal of the American Psychological Society}, + doi = {10.1177/1529100616661983}, + author = {Simons, Daniel J. and Boot, Walter R. and Charness, Neil and Gathercole, Susan E. and Chabris, Christopher F. and Hambrick, David Z. and {Stine-Morrow}, Elizabeth A. L.}, + month = oct, + year = {2016}, + keywords = {Humans,brain training,Cognition,cognitive,cognitive training,learning,Learning,skill,transfer}, + pages = {103-186}, + pmid = {27697851}, + note = {00340} +} + +@article{green2010, + title = {Perceptual {{Learning During Action Video Game Playing}}}, + volume = {2}, + issn = {17568757, 17568765}, + language = {en}, + number = {2}, + journal = {Topics in Cognitive Science}, + doi = {10.1111/j.1756-8765.2009.01054.x}, + author = {Green, C. Shawn and Li, Renjie and Bavelier, Daphne}, + month = apr, + year = {2010}, + pages = {202-216}, + file = {/Users/morteza/Documents/Zotero/storage/ZB6G3GNT/Green et al. - 2010 - Perceptual Learning During Action Video Game Playi.pdf}, + note = {00147} +} + +@article{erickson2010, + title = {Striatal {{Volume Predicts Level}} of {{Video Game Skill Acquisition}}}, + volume = {20}, + issn = {1047-3211, 1460-2199}, + language = {en}, + number = {11}, + journal = {Cerebral Cortex}, + doi = {10.1093/cercor/bhp293}, + author = {Erickson, K. I. and Boot, W. R. and Basak, C. and Neider, M. B. and Prakash, R. S. and Voss, M. W. and Graybiel, A. M. and Simons, D. J. and Fabiani, M. and Gratton, G. and Kramer, A. F.}, + month = nov, + year = {2010}, + pages = {2522-2530}, + note = {00127} +} + +@incollection{gorman2017, + title = {Young {{Minds}} on {{Video Games}}}, + isbn = {978-0-12-809481-5}, + language = {en}, + booktitle = {Cognitive {{Development}} in {{Digital Contexts}}}, + publisher = {{Elsevier}}, + author = {Gorman, Thomas E. and Green, C. Shawn}, + year = {2017}, + pages = {121-143}, + doi = {10.1016/B978-0-12-809481-5.00006-7}, + note = {00000} +} + +@article{belchior2012a, + title = {Older Adults' Engagement with a Video Game Training Program}, + volume = {36}, + issn = {0192-4788}, + abstract = {Objectives +The current study investigated older adults' level of engagement with a video game training program. Engagement was measured using the concept of Flow (). + +Methods +Forty-five older adults were randomized to receive practice with an action game (Medal of Honor), a puzzle-like game (Tetris), or a gold-standard Useful Field of View (UFOV) training program. + +Results +Both Medal of Honor and Tetris participants reported significantly higher Flow ratings at the conclusion, relative to the onset of training. + +Discussion +Participants are more engaged in games that can be adjusted to their skill levels and that provide incremental levels of difficulty. This finding was consistent with the Flow theory ()}, + number = {4}, + journal = {Activities, adaptation \& aging}, + doi = {10.1080/01924788.2012.702307}, + author = {Belchior, Patr\'icia and Marsiske, Michael and Sisco, Shannon and Yam, Anna and Mann, William}, + month = dec, + year = {2012}, + pages = {269-279}, + pmid = {23504652}, + pmcid = {PMC3596832}, + note = {00026} +} + +@article{toril2014, + title = {Video Game Training Enhances Cognition of Older Adults: {{A}} Meta-Analytic Study.}, + volume = {29}, + issn = {1939-1498, 0882-7974}, + shorttitle = {Video Game Training Enhances Cognition of Older Adults}, + language = {en}, + number = {3}, + journal = {Psychology and Aging}, + doi = {10.1037/a0037507}, + author = {Toril, Pilar and Reales, Jos\'e M. and Ballesteros, Soledad}, + year = {2014}, + keywords = {\#nosource}, + pages = {706-716}, + note = {00139} +} + +@article{green2003, + title = {Action Video Game Modifies Visual Selective Attention}, + volume = {423}, + issn = {0028-0836}, + abstract = {As video-game playing has become a ubiquitous activity in today's society, it is worth considering its potential consequences on perceptual and motor skills. It is well known that exposing an organism to an altered visual environment often results in modification of the visual system of the organism. The field of perceptual learning provides many examples of training-induced increases in performance. But perceptual learning, when it occurs, tends to be specific to the trained task; that is, generalization to new tasks is rarely found. Here we show, by contrast, that action-video-game playing is capable of altering a range of visual skills. Four experiments establish changes in different aspects of visual attention in habitual video-game players as compared with non-video-game players. In a fifth experiment, non-players trained on an action video game show marked improvement from their pre-training abilities, thereby establishing the role of playing in this effect.}, + language = {eng}, + number = {6939}, + journal = {Nature}, + doi = {10.1038/nature01647}, + author = {Green, C. Shawn and Bavelier, Daphne}, + month = may, + year = {2003}, + keywords = {Attention,Humans,Learning,Video Games,Adolescent,Adult,Female,Male,Photic Stimulation,Psychomotor Performance,Space Perception}, + pages = {534-537}, + pmid = {12774121} +} + +@article{green2012, + title = {The Effect of Action Video Game Experience on Task-Switching}, + volume = {28}, + issn = {0747-5632}, + abstract = {There is now a substantial body of work demonstrating that action video game experience results in enhancements in a wide variety of perceptual skills. More recently, several groups have also demonstrated improvements in abilities that are more cognitive in nature, in particular, the ability to efficiently switch between tasks. In a series of four experiments, we add to this body of work, demonstrating that the action video game player advantage is not exclusively due to an ability to map manual responses onto arbitrary buttons, but rather generalizes to vocal responses, is not restricted to tasks that are perceptual in nature (e.g. respond to a physical dimension of the stimulus such as its color), but generalizes to more cognitive tasks (e.g. is a number odd or even), and is present whether the switch requires a goal-switch or only a motor switch. Finally, a training study establishes that the relationship between the reduction in switch cost and action game playing is causal.}, + language = {eng}, + number = {3}, + journal = {Computers in Human Behavior}, + doi = {10.1016/j.chb.2011.12.020}, + author = {Green, C. Shawn and Sugarman, Michael A. and Medford, Katherine and Klobusicky, Elizabeth and Daphne Bavelier, null}, + month = may, + year = {2012}, + pages = {984-994}, + file = {/Users/morteza/Documents/Zotero/storage/HPLPXSFH/Green et al. - 2012 - The effect of action video game experience on task.pdf}, + pmid = {22393270}, + pmcid = {PMC3292256}, + note = {00159} +} + +@article{strobach2012, + title = {Video Game Practice Optimizes Executive Control Skills in Dual-Task and Task Switching Situations}, + volume = {140}, + issn = {1873-6297}, + abstract = {We examined the relation of action video game practice and the optimization of executive control skills that are needed to coordinate two different tasks. As action video games are similar to real life situations and complex in nature, and include numerous concurrent actions, they may generate an ideal environment for practicing these skills (Green \& Bavelier, 2008). For two types of experimental paradigms, dual-task and task switching respectively; we obtained performance advantages for experienced video gamers compared to non-gamers in situations in which two different tasks were processed simultaneously or sequentially. This advantage was absent in single-task situations. These findings indicate optimized executive control skills in video gamers. Similar findings in non-gamers after 15 h of action video game practice when compared to non-gamers with practice on a puzzle game clarified the causal relation between video game practice and the optimization of executive control skills.}, + language = {eng}, + number = {1}, + journal = {Acta Psychologica}, + doi = {10.1016/j.actpsy.2012.02.001}, + author = {Strobach, Tilo and Frensch, Peter A. and Schubert, Torsten}, + month = may, + year = {2012}, + keywords = {Attention,Humans,Visual Perception,Practice (Psychology),Video Games,Adolescent,Adult,Male,Psychomotor Performance,Executive Function,Neuropsychological Tests,Reaction Time}, + pages = {13-24}, + pmid = {22426427}, + note = {00206} +} + +@article{bejjanki2014, + title = {Action Video Game Play Facilitates the Development of Better Perceptual Templates}, + volume = {111}, + issn = {0027-8424, 1091-6490}, + language = {en}, + number = {47}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.1417056111}, + author = {Bejjanki, Vikranth R. and Zhang, Ruyuan and Li, Renjie and Pouget, Alexandre and Green, C. Shawn and Lu, Zhong-Lin and Bavelier, Daphne}, + month = nov, + year = {2014}, + pages = {16961-16966}, + file = {/Users/morteza/Documents/Zotero/storage/VEIW3YCB/Bejjanki et al. - 2014 - Action video game play facilitates the development.pdf}, + note = {00108} +} + +@article{green2010a, + title = {Improved Probabilistic Inference as a General Learning Mechanism with Action Video Games}, + volume = {20}, + issn = {1879-0445}, + abstract = {Action video game play benefits performance in an array of sensory, perceptual, and attentional tasks that go well beyond the specifics of game play [1-9]. That a training regimen may induce improvements in so many different skills is notable because the majority of studies on training-induced learning report improvements on the trained task but limited transfer to other, even closely related, tasks ([10], but see also [11-13]). Here we ask whether improved probabilistic inference may explain such broad transfer. By using a visual perceptual decision making task [14, 15], the present study shows for the first time that action video game experience does indeed improve probabilistic inference. A neural model of this task [16] establishes how changing a single parameter, namely the strength of the connections between the neural layer providing the momentary evidence and the layer integrating the evidence over time, captures improvements in action-gamers behavior. These results were established in a visual, but also in a novel auditory, task, indicating generalization across modalities. Thus, improved probabilistic inference provides a general mechanism for why action video game playing enhances performance in a wide variety of tasks. In addition, this mechanism may serve as a signature of training regimens that are likely to produce transfer of learning.}, + language = {eng}, + number = {17}, + journal = {Current biology: CB}, + doi = {10.1016/j.cub.2010.07.040}, + author = {Green, C. Shawn and Pouget, Alexandre and Bavelier, Daphne}, + month = sep, + year = {2010}, + keywords = {Humans,Visual Perception,Learning,Decision Making,Probability}, + pages = {1573-1579}, + file = {/Users/morteza/Documents/Zotero/storage/QA7EM2T3/Green et al. - 2010 - Improved probabilistic inference as a general lear.pdf}, + pmid = {20833324}, + pmcid = {PMC2956114}, + note = {00275} +} + +@article{libertus2017, + title = {The {{Impact}} of {{Action Video Game Training}} on {{Mathematical Abilities}} in {{Adults}}}, + volume = {3}, + issn = {2332-8584, 2332-8584}, + language = {en}, + number = {4}, + journal = {AERA Open}, + doi = {10.1177/2332858417740857}, + author = {Libertus, Melissa E. and Liu, Allison and Pikul, Olga and Jacques, Theodore and {Cardoso-Leite}, Pedro and Halberda, Justin and Bavelier, Daphne}, + month = oct, + year = {2017}, + pages = {233285841774085}, + file = {/Users/morteza/Documents/Zotero/storage/JQZWZKGW/Libertus et al. - 2017 - The Impact of Action Video Game Training on Mathem.pdf;/Users/morteza/Documents/Zotero/storage/YU8PMLCK/Libertus et al. - 2017 - The Impact of Action Video Game Training on Mathem.pdf}, + note = {00002} +} + +@article{delisi2002, + title = {Improving Children's Mental Rotation Accuracy with Computer Game Playing}, + volume = {163}, + issn = {0022-1325}, + abstract = {The authors investigated the relation between mental rotation (MR) and computer game-playing experience. Third grade boys (n = 24) and girls (n = 23) completed a 2-dimensional MR test before and after playing computer games (during 11 separate 30-min sessions), which either involved the use of MR skills (the experimental group) or did not involve the use of MR skills (the control group). The experimental group outperformed the control group on the MR posttest but not on the pretest. Boys outperformed girls on the pretest but not on the posttest. Children whose initial MR performance was low improved after playing computer games that entailed MR skills. The findings imply that computer-based instructional activities can be used in schools to enhance children's spatial abilities.}, + language = {eng}, + number = {3}, + journal = {The Journal of Genetic Psychology}, + doi = {10.1080/00221320209598683}, + author = {De Lisi, Richard and Wolford, Jennifer L.}, + month = sep, + year = {2002}, + keywords = {Humans,Cognition,Practice (Psychology),Video Games,Female,Male,Space Perception,Analysis of Variance,Child,New Jersey,Rotation,Sex Factors}, + pages = {272-282}, + pmid = {12230149}, + note = {00386} +} + +@article{okagaki1994, + title = {Effects of Video Game Playing on Measures of Spatial Performance: {{Gender}} Effects in Late Adolescence}, + volume = {15}, + issn = {01933973}, + shorttitle = {Effects of Video Game Playing on Measures of Spatial Performance}, + language = {en}, + number = {1}, + journal = {Journal of Applied Developmental Psychology}, + doi = {10.1016/0193-3973(94)90005-1}, + author = {Okagaki, Lynn and Frensch, Peter A.}, + month = jan, + year = {1994}, + pages = {33-58}, + note = {00451} +} + +@article{sala2018, + title = {Video Game Training Does Not Enhance Cognitive Ability: {{A}} Comprehensive Meta-Analytic Investigation}, + volume = {144}, + issn = {1939-1455}, + shorttitle = {Video Game Training Does Not Enhance Cognitive Ability}, + abstract = {As a result of considerable potential scientific and societal implications, the possibility of enhancing cognitive ability by training has been one of the most influential topics of cognitive psychology in the last two decades. However, substantial research into the psychology of expertise and a recent series of meta-analytic reviews have suggested that various types of cognitive training (e.g., working memory training) benefit performance only in the trained tasks. The lack of skill generalization from one domain to different ones-that is, far transfer-has been documented in various fields of research such as working memory training, music, brain training, and chess. Video game training is another activity that has been claimed by many researchers to foster a broad range of cognitive abilities such as visual processing, attention, spatial ability, and cognitive control. We tested these claims with three random-effects meta-analytic models. The first meta-analysis (k = 310) examined the correlation between video game skill and cognitive ability. The second meta-analysis (k = 315) dealt with the differences between video game players and nonplayers in cognitive ability. The third meta-analysis (k = 359) investigated the effects of video game training on participants' cognitive ability. Small or null overall effect sizes were found in all three models. These outcomes show that overall cognitive ability and video game skill are only weakly related. Importantly, we found no evidence of a causal relationship between playing video games and enhanced cognitive ability. Video game training thus represents no exception to the general difficulty of obtaining far transfer. (PsycINFO Database Record}, + language = {eng}, + number = {2}, + journal = {Psychological Bulletin}, + doi = {10.1037/bul0000139}, + author = {Sala, Giovanni and Tatlidil, K. Semir and Gobet, Fernand}, + month = feb, + year = {2018}, + keywords = {Humans,Cognition,Practice (Psychology),Transfer (Psychology),Video Games,Aptitude}, + pages = {111-139}, + pmid = {29239631} +} + +@article{anguera2013, + title = {Video Game Training Enhances Cognitive Control in Older Adults}, + volume = {501}, + issn = {0028-0836, 1476-4687}, + number = {7465}, + journal = {Nature}, + doi = {10.1038/nature12486}, + author = {Anguera, J. A. and Boccanfuso, J. and Rintoul, J. L. and {Al-Hashimi}, O. and Faraji, F. and Janowich, J. and Kong, E. and Larraburo, Y. and Rolle, C. and Johnston, E. and Gazzaley, A.}, + month = sep, + year = {2013}, + pages = {97-101}, + file = {/Users/morteza/Documents/Zotero/storage/EMARTW6H/Anguera_Nature_2013-Video-game-training-enhances-cognitive-control-in-older-adults.pdf}, + note = {00884} +} + +@article{tidwell2014, + title = {What Counts as Evidence for Working Memory Training? {{Problems}} with Correlated Gains and Dichotomization}, + volume = {21}, + issn = {1531-5320}, + shorttitle = {What Counts as Evidence for Working Memory Training?}, + abstract = {The question of whether computerized cognitive training leads to generalized improvements of intellectual abilities has been a popular, yet contentious, topic within both the psychological and neurocognitive literatures. Evidence for the effective transfer of cognitive training to nontrained measures of cognitive abilities is mixed, with some studies showing apparent successful transfer, while others have failed to obtain this effect. At the same time, several authors have made claims about both successful and unsuccessful transfer effects on the basis of a form of responder analysis, an analysis technique that shows that those who gain the most on training show the greatest gains on transfer tasks. Through a series of Monte Carlo experiments and mathematical analyses, we demonstrate that the apparent transfer effects observed through responder analysis are illusory and are independent of the effectiveness of cognitive training. We argue that responder analysis can be used neither to support nor to refute hypotheses related to whether cognitive training is a useful intervention to obtain generalized cognitive benefits. We end by discussing several proposed alternative analysis techniques that incorporate training gain scores and argue that none of these methods are appropriate for testing hypotheses regarding the effectiveness of cognitive training.}, + language = {eng}, + number = {3}, + journal = {Psychonomic Bulletin \& Review}, + doi = {10.3758/s13423-013-0560-7}, + author = {Tidwell, Joe W. and Dougherty, Michael R. and Chrabaszcz, Jeffrey R. and Thomas, Rick P. and Mendoza, Jorge L.}, + month = jun, + year = {2014}, + keywords = {Humans,Intelligence,Transfer (Psychology),Data Interpretation; Statistical,Memory; Short-Term}, + pages = {620-628}, + pmid = {24307249}, + note = {00029} +} + +@article{dale2017, + title = {Associations {{Between Avid Action}} and {{Real}}-{{Time Strategy Game Play}} and {{Cognitive Performance}}: A {{Pilot Study}}}, + volume = {1}, + issn = {2509-3290, 2509-3304}, + shorttitle = {Associations {{Between Avid Action}} and {{Real}}-{{Time Strategy Game Play}} and {{Cognitive Performance}}}, + language = {en}, + number = {3}, + journal = {Journal of Cognitive Enhancement}, + doi = {10.1007/s41465-017-0021-8}, + author = {Dale, Gillian and Green, C. Shawn}, + month = sep, + year = {2017}, + pages = {295-317}, + note = {00005} +} + +@article{pilegard2018, + title = {Game over for {{Tetris}} as a Platform for Cognitive Skill Training}, + volume = {54}, + issn = {0361476X}, + language = {en}, + journal = {Contemporary Educational Psychology}, + doi = {10.1016/j.cedpsych.2018.04.003}, + author = {Pilegard, Celeste and Mayer, Richard E.}, + month = jul, + year = {2018}, + pages = {29-41}, + note = {00001} +} + +@article{adams2016, + title = {Evaluating the {{Cognitive Consequences}} of {{Playing}} {{{\emph{Portal}}}} for a {{Short Duration}}}, + volume = {54}, + issn = {0735-6331, 1541-4140}, + language = {en}, + number = {2}, + journal = {Journal of Educational Computing Research}, + doi = {10.1177/0735633115620431}, + author = {Adams, Deanne M. and Pilegard, Celeste and Mayer, Richard E.}, + month = apr, + year = {2016}, + pages = {173-195}, + note = {00000} +} + +@article{comstockjr1992, + title = {The Multi-Attribute Task Battery for Human Operator Workload and Strategic Behavior Research}, + author = {Comstock Jr, J. Raymond and Arnegard, Ruth J.}, + year = {1992}, + file = {/Users/morteza/Documents/Zotero/storage/QKVALB4U/Comstock Jr and Arnegard - 1992 - The multi-attribute task battery for human operato.pdf;/Users/morteza/Documents/Zotero/storage/LCWY99TW/search.html}, + note = {00350} +} + +@article{belchior2019, + title = {Computer and {{Videogame Interventions}} for {{Older Adults}}' {{Cognitive}} and {{Everyday Functioning}}}, + volume = {8}, + issn = {2161-783X, 2161-7856}, + language = {en}, + number = {2}, + journal = {Games for Health Journal}, + doi = {10.1089/g4h.2017.0092}, + author = {Belchior, Patr\'icia and Yam, Anna and Thomas, Kelsey R. and Bavelier, Daphne and Ball, Karlene K. and Mann, William C. and Marsiske, Michael}, + month = apr, + year = {2019}, + pages = {129-143}, + note = {00001} +} + +@article{basak2011, + title = {Regional Differences in Brain Volume Predict the Acquisition of Skill in a Complex Real-Time Strategy Videogame}, + volume = {76}, + issn = {02782626}, + language = {en}, + number = {3}, + journal = {Brain and Cognition}, + doi = {10.1016/j.bandc.2011.03.017}, + author = {Basak, Chandramallika and Voss, Michelle W. and Erickson, Kirk I. and Boot, Walter R. and Kramer, Arthur F.}, + month = aug, + year = {2011}, + pages = {407-414}, + file = {/Users/morteza/Documents/Zotero/storage/H46CBQP8/Basak et al. - 2011 - Regional differences in brain volume predict the a.pdf}, + note = {00071} +} + +@article{basak2008, + title = {Can Training in a Real-Time Strategy Video Game Attenuate Cognitive Decline in Older Adults?}, + volume = {23}, + issn = {0882-7974}, + abstract = {Declines in various cognitive abilities, particularly executive control functions, are observed in older adults. An important goal of cognitive training is to slow or reverse these age-related declines. However, opinion is divided in the literature regarding whether cognitive training can engender transfer to a variety of cognitive skills in older adults. In the current study, the authors trained older adults in a real-time strategy video game for 23.5 hr in an effort to improve their executive functions. A battery of cognitive tasks, including tasks of executive control and visuospatial skills, were assessed before, during, and after video-game training. The trainees improved significantly in the measures of game performance. They also improved significantly more than the control participants in executive control functions, such as task switching, working memory, visual short-term memory, and reasoning. Individual differences in changes in game performance were correlated with improvements in task switching. The study has implications for the enhancement of executive control processes of older adults.}, + language = {eng}, + number = {4}, + journal = {Psychology and Aging}, + doi = {10.1037/a0013494}, + author = {Basak, Chandramallika and Boot, Walter R. and Voss, Michelle W. and Kramer, Arthur F.}, + month = dec, + year = {2008}, + keywords = {Aged,Aged; 80 and over,Cognition Disorders,Humans,Practice (Psychology),Transfer (Psychology),Video Games,Female,Male,Psychomotor Performance,Neuropsychological Tests,Memory; Short-Term,Computer Systems,Mental Recall,Orientation,Problem Solving}, + pages = {765-777}, + file = {/Users/morteza/Documents/Zotero/storage/TDRV77PL/Basak et al. - 2008 - Can training in a real-time strategy video game at.pdf}, + pmid = {19140648}, + pmcid = {PMC4041116}, + note = {00793} +} + +@article{palaus2017, + title = {Neural {{Basis}} of {{Video Gaming}}: {{A Systematic Review}}}, + volume = {11}, + issn = {1662-5161}, + shorttitle = {Neural {{Basis}} of {{Video Gaming}}}, + abstract = {Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games. Objectives: We aim to understand the relationship between the use of video games and their neural correlates, taking into account the whole variety of cognitive factors that they encompass. Methods: A systematic review was conducted using standardized search operators that included the presence of video games and neuro-imaging techniques or references to structural or functional brain changes. Separate categories were made for studies featuring Internet Gaming Disorder and studies focused on the violent content of video games. Results: A total of 116 articles were considered for the final selection. One hundred provided functional data and 22 measured structural brain changes. One-third of the studies covered video game addiction, and 14\% focused on video game related violence. Conclusions: Despite the innate heterogeneity of the field of study, it has been possible to establish a series of links between the neural and cognitive aspects, particularly regarding attention, cognitive control, visuospatial skills, cognitive workload, and reward processing. However, many aspects could be improved. The lack of standardization in the different aspects of video game related research, such as the participants' characteristics, the features of each video game genre and the diverse study goals could contribute to discrepancies in many related studies.}, + language = {eng}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2017.00248}, + author = {Palaus, Marc and Marron, Elena M. and {Viejo-Sobera}, Raquel and {Redolar-Ripoll}, Diego}, + year = {2017}, + keywords = {addiction,cognitive improvement,functional changes,internet gaming disorder,neural correlates,neuroimaging,structural changes,video games}, + pages = {248}, + file = {/Users/morteza/Documents/Zotero/storage/VLNQ6S7M/palaus2017.pdf;/Users/morteza/Documents/Zotero/storage/XW9X6BD2/Palaus et al. - 2017 - Neural Basis of Video Gaming A Systematic Review.pdf}, + pmid = {28588464}, + pmcid = {PMC5438999}, + note = {00025} +} + +@article{strenziok2014, + title = {Neurocognitive Enhancement in Older Adults: Comparison of Three Cognitive Training Tasks to Test a Hypothesis of Training Transfer in Brain Connectivity}, + volume = {85 Pt 3}, + issn = {1095-9572}, + shorttitle = {Neurocognitive Enhancement in Older Adults}, + abstract = {The ultimate goal of cognitive enhancement as an intervention for age-related cognitive decline is transfer to everyday cognitive functioning. Development of training methods that transfer broadly to untrained cognitive tasks (far transfer) requires understanding of the neural bases of training and far transfer effects. We used cognitive training to test the hypothesis that far transfer is associated with altered attentional control demands mediated by the dorsal attention network and trained sensory cortex. In an exploratory study, we randomly assigned 42 healthy older adults to six weeks of training on Brain Fitness (BF-auditory perception), Space Fortress (SF-visuomotor/working memory), or Rise of Nations (RON-strategic reasoning). Before and after training, cognitive performance, diffusion-derived white matter integrity, and functional connectivity of the superior parietal cortex (SPC) were assessed. We found the strongest effects from BF training, which transferred to everyday problem solving and reasoning and selectively changed integrity of occipito-temporal white matter associated with improvement on untrained everyday problem solving. These results show that cognitive gain from auditory perception training depends on heightened white matter integrity in the ventral attention network. In BF and SF (which also transferred positively), a decrease in functional connectivity between SPC and inferior temporal lobe (ITL) was observed compared to RON-which did not transfer to untrained cognitive function. These findings highlight the importance for cognitive training of top-down control of sensory processing by the dorsal attention network. Altered brain connectivity - observed in the two training tasks that showed far transfer effects - may be a marker for training success.}, + language = {eng}, + journal = {NeuroImage}, + doi = {10.1016/j.neuroimage.2013.07.069}, + author = {Strenziok, Maren and Parasuraman, Raja and Clarke, Ellen and Cisler, Dean S. and Thompson, James C. and Greenwood, Pamela M.}, + month = jan, + year = {2014}, + keywords = {Aged,Aging,Attention,Humans,Cognition,Brain,Transfer (Psychology),Female,Male,Biomedical Enhancement,Brain Mapping,Cognitive training,Diffusion Tensor Imaging,Far transfer,Functional connectivity,Image Processing; Computer-Assisted,Neural Pathways,Superior parietal cortex,White matter integrity}, + pages = {1027-1039}, + pmid = {23933474}, + note = {00082} +} + +@article{glass2013, + title = {Real-{{Time Strategy Game Training}}: {{Emergence}} of a {{Cognitive Flexibility Trait}}}, + volume = {8}, + issn = {1932-6203}, + shorttitle = {Real-{{Time Strategy Game Training}}}, + language = {en}, + number = {8}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0070350}, + author = {Glass, Brian D. and Maddox, W. Todd and Love, Bradley C.}, + editor = {Wenderoth, Nicole}, + month = aug, + year = {2013}, + pages = {e70350}, + file = {/Users/morteza/Documents/Zotero/storage/629S47H3/Glass et al. - 2013 - Real-Time Strategy Game Training Emergence of a C.pdf}, + note = {00124} +} + +@article{gong2017, + title = {Action {{Video Game Experience Related}} to {{Altered Large}}-{{Scale White Matter Networks}}}, + volume = {2017}, + language = {English}, + journal = {Neural Plasticity}, + doi = {10.1155/2017/7543686}, + author = {Gong, Diankun and Ma, Weiyi and Gong, Jinnan and He, Hui and Dong, Li and Zhang, Dan and Li, Jianfu and Luo, Cheng and Yao, Dezhong}, + year = {2017}, + keywords = {WM,AVGP}, + pages = {1--7}, + file = {/Users/morteza/Documents/Zotero/storage/SKEWRJGG/gong2017.pdf}, + note = {00002} +} + +@article{west2015, + title = {Habitual Action Video Game Playing Is Associated with Caudate Nucleus-Dependent Navigational Strategies}, + volume = {282}, + language = {English}, + number = {1808}, + journal = {Proceedings of the Royal Society B: Biological Sciences}, + doi = {10.1098/rspb.2014.2952}, + author = {West, G L and Drisdelle, B L and Konishi, K and Jackson, J and Jolicoeur, P and Bohbot, V D}, + month = may, + year = {2015}, + pages = {20142952--20142952} +} + +@article{gong2015, + title = {Enhanced Functional Connectivity and Increased Gray Matter Volume of Insula Related to Action Video Game Playing}, + volume = {5}, + issn = {2045-2322}, + language = {en}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/srep09763}, + author = {Gong, Diankun and He, Hui and Liu, Dongbo and Ma, Weiyi and Dong, Li and Luo, Cheng and Yao, Dezhong}, + month = sep, + year = {2015}, + pages = {9763}, + file = {/Users/morteza/Documents/Zotero/storage/A57TJY5F/gong2015.pdf} +} + +@article{bavelier2012, + title = {Neural Bases of Selective Attention in Action Video Game Players}, + volume = {61}, + abstract = {Vision Research, 61 (2012) 132-143. doi:10.1016/j.visres.2011.08.007}, + number = {C}, + journal = {Vision Research}, + doi = {10.1016/j.visres.2011.08.007}, + author = {Bavelier, D and Achtman, R L and Mani, M and F\"ocker, J}, + month = may, + year = {2012}, + pages = {132--143}, + file = {/Users/morteza/Documents/Zotero/storage/Z47WV36Z/bavelier2012.pdf} +} + +@article{zhang2015, + title = {Higher Integrity of the Motor and Visual Pathways in Long-Term Video Game Players}, + volume = {9}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2015.00098}, + author = {Zhang, Yang and Du, Guijin and Yang, Yongxin and Qin, Wen and Li, Xiaodong and Zhang, Quan}, + month = mar, + year = {2015}, + pages = {695}, + file = {/Users/morteza/Documents/Zotero/storage/UIVDFKF2/zhang2015.pdf}, + note = {00014} +} + +@article{bressler2010, + title = {Large-Scale Brain Networks in Cognition: Emerging Methods and Principles}, + volume = {14}, + issn = {13646613}, + shorttitle = {Large-Scale Brain Networks in Cognition}, + language = {en}, + number = {6}, + journal = {Trends in Cognitive Sciences}, + doi = {10.1016/j.tics.2010.04.004}, + author = {Bressler, Steven L. and Menon, Vinod}, + month = jun, + year = {2010}, + pages = {277-290}, + note = {01342} +} + +@article{takeuchi2011, + title = {Working {{Memory Training Using Mental Calculation Impacts Regional Gray Matter}} of the {{Frontal}} and {{Parietal Regions}}}, + volume = {6}, + issn = {1932-6203}, + language = {en}, + number = {8}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0023175}, + author = {Takeuchi, Hikaru and Taki, Yasuyuki and Sassa, Yuko and Hashizume, Hiroshi and Sekiguchi, Atsushi and Fukushima, Ai and Kawashima, Ryuta}, + editor = {Chapouthier, Georges}, + month = aug, + year = {2011}, + pages = {e23175}, + file = {/Users/morteza/Documents/Zotero/storage/8J2JWTUN/takeuchi2011.pdf}, + note = {00127} +} + +@article{gorbet2018, + title = {Move Faster, Think Later: {{Women}} Who Play Action Video Games Have Quicker Visually- Guided Responses with Later Onset Visuomotor-Related Brain Activity}, + volume = {13}, + abstract = {A history of action video game (AVG) playing is associated with improvements in several visuospatial and attention-related skills and these improvements may be transferable to unrelated tasks. These facts make video games a potential medium for skill-training and rehabilitation. However, examinations of the neural correlates underlying these observations are almost non-existent in the visuomotor system. Further, the vast majority of studies on the effects of a history of AVG play have been done using almost exclusively male participants. Therefore, to begin to fill these gaps in the literature, we present findings from two experiments. In the first, we use functional MRI to examine brain activity in experienced, female AVG players during visually-guided reaching. In the second, we examine the kinematics of visually-guided reaching in this population. Imaging data demonstrate that relative to women who do not play, AVG players have less motor-related preparatory activity in the cuneus, middle occipital gyrus, and cerebellum. This decrease is correlated with estimates of time spent playing. Further, these correlations are strongest during the performance of a visuomotor mapping that spatially dissociates eye and arm movements. However, further examinations of the full time-course of visuomotor-related activity in the AVG players revealed that the decreased activity during motor preparation likely results from a later onset of activity in AVG players, which occurs closer to beginning motor execution relative to the non-playing group. Further, the data presented here suggest that this later onset of preparatory activity represents greater neural efficiency that is associated with faster visually-guided responses.}, + language = {English}, + number = {1}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0189110}, + author = {Gorbet, Diana J and Sergio, Lauren E}, + month = jan, + year = {2018}, + pages = {e0189110}, + pmid = {29364891}, + pmcid = {PMC5783344}, + note = {00005} +} + +@article{fox2006, + title = {Spontaneous Neuronal Activity Distinguishes Human Dorsal and Ventral Attention Systems}, + volume = {103}, + issn = {0027-8424, 1091-6490}, + language = {en}, + number = {26}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.0604187103}, + author = {Fox, M. D. and Corbetta, M. and Snyder, A. Z. and Vincent, J. L. and Raichle, M. E.}, + month = jun, + year = {2006}, + pages = {10046-10051}, + file = {/Users/morteza/Documents/Zotero/storage/2PZH83RJ/fox2006.pdf}, + note = {01468} +} + +@article{buschkuehl2012, + title = {Neuronal Effects Following Working Memory Training.}, + volume = {2 Suppl 1}, + abstract = {There is accumulating evidence that training working memory (WM) leads to beneficial effects in tasks that were not trained, but the mechanisms underlying this transfer remain elusive. Brain imaging can be a valuable method to gain insights into such mechanisms. Here, we discuss the impact of cognitive training on neural correlates with an emphasis on studies that implemented a WM intervention. We focus on changes in activation patterns, changes in resting state connectivity, changes in brain structure, and changes in the dopaminergic system. Our analysis of the existing literature reveals that there is currently no clear pattern of results that would single out a specific neural mechanism underlying training and transfer. We conclude that although brain imaging has provided us with information about the mechanisms of WM training, more research is needed to understand its neural impact.}, + language = {English}, + journal = {Developmental cognitive neuroscience}, + doi = {10.1016/j.dcn.2011.10.001}, + author = {Buschkuehl, Martin and Jaeggi, Susanne M and Jonides, John}, + month = feb, + year = {2012}, + pages = {S167--79}, + pmid = {22682905}, + note = {00168} +} + +@article{gong2016, + title = {Functional {{Integration}} between {{Salience}} and {{Central Executive Networks}}: {{A Role}} for {{Action Video Game Experience}}}, + volume = {2016}, + language = {English}, + number = {4}, + journal = {Neural Plasticity}, + doi = {10.1155/2016/9803165}, + author = {Gong, Diankun and He, Hui and Ma, Weiyi and Liu, Dongbo and Huang, Mengting and Dong, Li and Gong, Jinnan and Li, Jianfu and Luo, Cheng and Yao, Dezhong}, + year = {2016}, + pages = {1--9}, + note = {00026} +} + +@article{green2008, + title = {Exercising Your Brain: A Review of Human Brain Plasticity and Training-Induced Learning}, + volume = {23}, + issn = {0882-7974}, + shorttitle = {Exercising Your Brain}, + abstract = {Human beings have an amazing capacity to learn new skills and adapt to new environments. However, several obstacles remain to be overcome in designing paradigms to broadly improve quality of life. Arguably, the most notable impediment to this goal is that learning tends to be quite specific to the trained regimen and does not transfer to even qualitatively similar tasks. This severely limits the potential benefits of learning to daily life. This review discusses training regimens that lead to the acquisition of new knowledge and strategies that can be used flexibly across a range of tasks and contexts. Possible characteristics of training regimens are proposed that may be responsible for augmented learning, including the manner in which task difficulty is progressed, the motivational state of the learner, and the type of feedback the training provides. When maximally implemented in rehabilitative paradigms, these characteristics may greatly increase the efficacy of training.}, + language = {eng}, + number = {4}, + journal = {Psychology and Aging}, + doi = {10.1037/a0014345}, + author = {Green, C. S. and Bavelier, D.}, + month = dec, + year = {2008}, + keywords = {Aged,Aging,Attention,Humans,Arousal,Brain,Feedback; Psychological,Intelligence,Motivation,Music,Neuronal Plasticity,Practice (Psychology),Sports,Transfer (Psychology),Video Games}, + pages = {692-701}, + pmid = {19140641}, + pmcid = {PMC2896818}, + note = {00552} +} + +@article{katsyri2013, + title = {Just Watching the Game Ain't Enough: Striatal {{fMRI}} Reward Responses to Successes and Failures in a Video Game during Active and Vicarious Playing}, + volume = {7}, + issn = {1662-5161}, + shorttitle = {Just Watching the Game Ain't Enough}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2013.00278}, + author = {K\"atsyri, Jari and Hari, Riitta and Ravaja, Niklas and Nummenmaa, Lauri}, + year = {2013}, + file = {/Users/morteza/Documents/Zotero/storage/XJE9DMTU/kätsyri2013.pdf}, + note = {00046} +} + +@article{koepp1998, + title = {Evidence for Striatal Dopamine Release during a Video Game}, + volume = {393}, + issn = {0028-0836, 1476-4687}, + language = {en}, + number = {6682}, + journal = {Nature}, + doi = {10.1038/30498}, + author = {Koepp, M. J. and Gunn, R. N. and Lawrence, A. D. and Cunningham, V. J. and Dagher, A. and Jones, T. and Brooks, D. J. and Bench, C. J. and Grasby, P. M.}, + month = may, + year = {1998}, + pages = {266-268}, + note = {01314} +} + +@article{focker2019, + title = {Neural {{Correlates}} of {{Enhanced Visual Attentional Control}} in {{Action Video Game Players}}: {{An Event}}-{{Related Potential Study}}}, + volume = {31}, + issn = {0898-929X, 1530-8898}, + shorttitle = {Neural {{Correlates}} of {{Enhanced Visual Attentional Control}} in {{Action Video Game Players}}}, + language = {en}, + number = {3}, + journal = {Journal of Cognitive Neuroscience}, + doi = {10.1162/jocn_a_01230}, + author = {F\"ocker, Julia and Mortazavi, Matin and Khoe, Wayne and Hillyard, Steven A. and Bavelier, Daphne}, + month = mar, + year = {2019}, + pages = {377-389}, + note = {00005} +} + +@incollection{menon2015, + title = {Salience {{Network}}}, + isbn = {978-0-12-397316-0}, + language = {en}, + booktitle = {Brain {{Mapping}}}, + publisher = {{Elsevier}}, + author = {Menon, V.}, + year = {2015}, + pages = {597-611}, + doi = {10.1016/B978-0-12-397025-1.00052-X}, + note = {00308} +} + +@article{kuhn2014, + title = {Playing {{Super Mario}} Induces Structural Brain Plasticity: Gray Matter Changes Resulting from Training with a Commercial Video Game}, + volume = {19}, + issn = {1359-4184, 1476-5578}, + shorttitle = {Playing {{Super Mario}} Induces Structural Brain Plasticity}, + language = {en}, + number = {2}, + journal = {Molecular Psychiatry}, + doi = {10.1038/mp.2013.120}, + author = {K\"uhn, S and Gleich, T and Lorenz, R C and Lindenberger, U and Gallinat, J}, + month = feb, + year = {2014}, + pages = {265-271} +} + +@article{kuhn2011, + title = {The Neural Basis of Video Gaming}, + volume = {1}, + issn = {2158-3188}, + language = {en}, + number = {11}, + journal = {Translational Psychiatry}, + doi = {10.1038/tp.2011.53}, + author = {K\"uhn, S and Romanowski, A and Schilling, C and Lorenz, R and M\"orsen, C and Seiferth, N and Banaschewski, T and Barbot, A and Barker, G J and B\"uchel, C and Conrod, P J and Dalley, J W and Flor, H and Garavan, H and Ittermann, B and Mann, K and Martinot, J-L and Paus, T and Rietschel, M and Smolka, M N and Str\"ohle, A and Walaszek, B and Schumann, G and Heinz, A and Gallinat, J}, + month = nov, + year = {2011}, + pages = {e53-e53}, + note = {00163} +} + +@article{kuhn2014a, + title = {Positive {{Association}} of {{Video Game Playing}} with {{Left Frontal Cortical Thickness}} in {{Adolescents}}}, + volume = {9}, + issn = {1932-6203}, + language = {en}, + number = {3}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0091506}, + author = {K\"uhn, Simone and Lorenz, Robert and Banaschewski, Tobias and Barker, Gareth J. and B\"uchel, Christian and Conrod, Patricia J. and Flor, Herta and Garavan, Hugh and Ittermann, Bernd and Loth, Eva and Mann, Karl and Nees, Frauke and Artiges, Eric and Paus, Tomas and Rietschel, Marcella and Smolka, Michael N. and Str\"ohle, Andreas and Walaszek, Bernadetta and Schumann, Gunter and Heinz, Andreas and Gallinat, J\"urgen and {The IMAGEN Consortium}}, + editor = {Krueger, Frank}, + month = mar, + year = {2014}, + pages = {e91506}, + file = {/Users/morteza/Documents/Zotero/storage/VHNP8RTR/kühn2014.pdf}, + note = {00069} +} + +@article{eichenbaum2017, + title = {The Role of the Hippocampus in Navigation Is Memory}, + volume = {117}, + issn = {0022-3077, 1522-1598}, + language = {en}, + number = {4}, + journal = {Journal of Neurophysiology}, + doi = {10.1152/jn.00005.2017}, + author = {Eichenbaum, Howard}, + month = apr, + year = {2017}, + pages = {1785-1796}, + note = {00038} +} + +@article{lisman2017, + title = {Viewpoints: How the Hippocampus Contributes to Memory, Navigation and Cognition}, + volume = {20}, + issn = {1097-6256, 1546-1726}, + shorttitle = {Viewpoints}, + language = {en}, + number = {11}, + journal = {Nature Neuroscience}, + doi = {10.1038/nn.4661}, + author = {Lisman, John and Buzs\'aki, Gy\"orgy and Eichenbaum, Howard and Nadel, Lynn and Ranganath, Charan and Redish, A David}, + month = nov, + year = {2017}, + pages = {1434-1447}, + note = {00028} +} + +@article{bird2008, + title = {The Hippocampus and Memory: Insights from Spatial Processing}, + volume = {9}, + issn = {1471-003X, 1471-0048}, + shorttitle = {The Hippocampus and Memory}, + language = {en}, + number = {3}, + journal = {Nature Reviews Neuroscience}, + doi = {10.1038/nrn2335}, + author = {Bird, Chris M. and Burgess, Neil}, + month = mar, + year = {2008}, + pages = {182-194}, + note = {00746} +} + +@article{siniatchkin2017, + title = {Anodal {{tDCS}} over the Left {{DLPFC}} Improved Working Memory and Reduces Symptoms in Children with {{ADHD}}}, + volume = {10}, + issn = {1935861X}, + language = {en}, + number = {2}, + journal = {Brain Stimulation}, + doi = {10.1016/j.brs.2017.01.509}, + author = {Siniatchkin, M.}, + month = mar, + year = {2017}, + pages = {517}, + note = {00000} +} + +@article{wang2018, + title = {Transcranial Direct Current Stimulation over the Right {{DLPFC}} Selectively Modulates Subprocesses in Working Memory}, + volume = {6}, + issn = {2167-8359}, + abstract = {Background + Working memory, as a complex system, consists of two independent components: manipulation and maintenance process, which are defined as executive control and storage process. Previous studies mainly focused on the overall effect of transcranial direct current stimulation (tDCS) on working memory. However, little has been known about the segregative effects of tDCS on the sub-processes within working memory. + + + Method + + Transcranial direct current stimulation, as one of the non-invasive brain stimulation techniques, is being widely used to modulate the cortical activation of local brain areas. This study modified a spatial + n + -back experiment with anodal and cathodal tDCS exertion on the right dorsolateral prefrontal cortex (DLPFC), aiming to investigate the effects of tDCS on the two sub-processes of working memory: manipulation (updating) and maintenance. Meanwhile, considering the separability of tDCS effects, we further reconfirmed the causal relationship between the right DLPFC and the sub-processes of working memory with different tDCS conditions. + + + + Results + The present study showed that cathodal tDCS on the right DLPFC selectively improved the performance of the modified 2-back task in the difficult condition, whereas anodal tDCS significantly reduced the performance of subjects and showed an speeding-up tendency of response time. More precisely, the results of discriminability index and criterion showed that only cathodal tDCS enhanced the performance of maintenance in the difficult condition. Neither of the two tDCS conditions affected the performance of manipulation (updating). + + + Conclusion + These findings provide evidence that cathodal tDCS of the right DLPFC selectively affects maintenance capacity. Besides, cathodal tDCS also serves as an interference suppressor to reduce the irrelevant interference, thereby indirectly improving the working memory capacity. Moreover, the right DLPFC is not the unique brain regions for working memory manipulation (updating).}, + language = {en}, + journal = {PeerJ}, + doi = {10.7717/peerj.4906}, + author = {Wang, Jiarui and Tian, Jinhua and Hao, Renning and Tian, Lili and Liu, Qiang}, + month = may, + year = {2018}, + pages = {e4906}, + note = {00001} +} + +@article{lefebvre2005, + title = {Assessment of Working Memory Abilities Using an Event-Related Brain Potential ({{ERP}})-Compatible Digit Span Backward Task}, + volume = {116}, + issn = {13882457}, + language = {en}, + number = {7}, + journal = {Clinical Neurophysiology}, + doi = {10.1016/j.clinph.2005.03.015}, + author = {Lefebvre, Celeste D. and Marchand, Yannick and Eskes, Gail A. and Connolly, John F.}, + month = jul, + year = {2005}, + pages = {1665-1680}, + note = {00087} +} + +@article{finnigan2011, + title = {{{ERP}} Measures Indicate Both Attention and Working Memory Encoding Decrements in Aging: {{Age}} Effects on Attention and Memory Encoding {{ERPs}}}, + volume = {48}, + issn = {00485772}, + shorttitle = {{{ERP}} Measures Indicate Both Attention and Working Memory Encoding Decrements in Aging}, + language = {en}, + number = {5}, + journal = {Psychophysiology}, + doi = {10.1111/j.1469-8986.2010.01128.x}, + author = {Finnigan, Simon and O'Connell, Redmond G. and Cummins, Tarrant D. R. and Broughton, Megan and Robertson, Ian H.}, + month = may, + year = {2011}, + pages = {601-611}, + note = {00000} +} + +@article{looi2016, + title = {Combining Brain Stimulation and Video Game to Promote Long-Term Transfer of Learning and Cognitive Enhancement}, + volume = {6}, + issn = {2045-2322}, + language = {en}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/srep22003}, + author = {Looi, Chung Yen and Duta, Mihaela and Brem, Anna-Katharine and Huber, Stefan and Nuerk, Hans-Christoph and Cohen Kadosh, Roi}, + month = apr, + year = {2016}, + pages = {22003}, + file = {/Users/morteza/Documents/Zotero/storage/NU964ZWA/looi2016.pdf}, + note = {00041} +} + +@article{winkler2010, + title = {Cortical {{Thickness}} or {{Grey Matter Volume}}? {{The Importance}} of {{Selecting}} the {{Phenotype}} for {{Imaging Genetics Studies}}}, + volume = {53}, + issn = {1053-8119}, + shorttitle = {Cortical {{Thickness}} or {{Grey Matter Volume}}?}, + abstract = {Choosing the appropriate neuroimaging phenotype is critical to successfully identify genes that influence brain structure or function. While neuroimaging methods provide numerous potential phenotypes, their role for imaging genetics studies are unclear. Here we examine the relationship between brain volume, grey matter volume, cortical thickness and surface area, from a genetic standpoint. Four hundred and eighty-six individuals from randomly ascertained extended pedigrees with high-quality T1-weighted neuroanatomic MRI images participated in the study. Surface-based and voxel-based representations of brain structure were derived, using automated methods, and these measurements were analysed using a variance-components method to identify the heritability of these traits and their genetic correlations. All neuroanatomic traits were significantly influenced by genetic factors. Cortical thickness and surface area measurements were found to be genetically and phenotypically independent. While both thickness and area influenced volume measurements of cortical grey matter, volume was more closely related to surface area than cortical thickness. This trend was observed for both the volume-based and surface-based techniques. The results suggest that surface area and cortical thickness measurements should be considered separately and preferred over gray matter volumes for imaging genetic studies.}, + number = {3}, + journal = {NeuroImage}, + doi = {10.1016/j.neuroimage.2009.12.028}, + author = {Winkler, Anderson M. and Kochunov, Peter and Blangero, John and Almasy, Laura and Zilles, Karl and Fox, Peter T. and Duggirala, Ravindranath and Glahn, David C.}, + month = nov, + year = {2010}, + pages = {1135-1146}, + file = {/Users/morteza/Documents/Zotero/storage/V4P9UUCA/Winkler et al. - 2010 - Cortical Thickness or Grey Matter Volume The Impo.pdf}, + pmid = {20006715}, + pmcid = {PMC2891595}, + note = {00000} +} + +@article{engelhard2010, + title = {The Impact of Taxing Working Memory on Negative and Positive Memories}, + volume = {1}, + issn = {2000-8066}, + abstract = {BACKGROUND: Earlier studies have shown that horizontal eye movement (EM) during retrieval of a negative memory reduces its vividness and emotionality. This may be due to both tasks competing for working memory (WM) resources. This study examined whether playing the computer game "Tetris" also blurs memory. +METHOD: PARTICIPANTS RECALLED NEGATIVE AND POSITIVE MEMORIES IN THREE CONDITIONS: recall only, recall with concurrent EM, and recall with playing Tetris. Before and after these conditions, vividness, emotionality, and physiological startle responses during recall were measured. +RESULTS: A reaction time task showed that EM and Tetris draw on WM, compared to no dual-task. Compared to recall only, EM and Tetris both decreased reported emotionality and startle responses. +CONCLUSIONS: The effects of EM and Tetris did not differ, even though the tasks differed in the degree of taxing WM. This suggests that taxing WM and its effects on emotional memories may not be linearly related. Potential clinical implications are discussed.}, + language = {eng}, + journal = {European Journal of Psychotraumatology}, + doi = {10.3402/ejpt.v1i0.5623}, + author = {Engelhard, Iris M. and {van Uijen}, Sophie L. and {van den Hout}, Marcel A.}, + year = {2010}, + keywords = {EMDR,Intrusive memory,PTSD,working memory}, + file = {/Users/morteza/Documents/Zotero/storage/LBBTJU8D/Engelhard et al. - 2010 - The impact of taxing working memory on negative an.pdf}, + pmid = {22893797}, + pmcid = {PMC3402003}, + note = {00000} +} + +@article{iyadurai2018, + title = {Preventing Intrusive Memories after Trauma via a Brief Intervention Involving {{Tetris}} Computer Game Play in the Emergency Department: A Proof-of-Concept Randomized Controlled Trial}, + volume = {23}, + copyright = {2017 Nature Publishing Group}, + issn = {1476-5578}, + shorttitle = {Preventing Intrusive Memories after Trauma via a Brief Intervention Involving {{Tetris}} Computer Game Play in the Emergency Department}, + abstract = {After psychological trauma, recurrent intrusive visual memories may be distressing and disruptive. Preventive interventions post trauma are lacking. Here we test a behavioural intervention after real-life trauma derived from cognitive neuroscience. We hypothesized that intrusive memories would be significantly reduced in number by an intervention involving a computer game with high visuospatial demands (Tetris), via disrupting consolidation of sensory elements of trauma memory. The Tetris-based intervention (trauma memory reminder cue plus c. 20 min game play) vs attention-placebo control (written activity log for same duration) were both delivered in an emergency department within 6 h of a motor vehicle accident. The randomized controlled trial compared the impact on the number of intrusive trauma memories in the subsequent week (primary outcome). Results vindicated the efficacy of the Tetris-based intervention compared with the control condition: there were fewer intrusive memories overall, and time-series analyses showed that intrusion incidence declined more quickly. There were convergent findings on a measure of clinical post-trauma intrusion symptoms at 1 week, but not on other symptom clusters or at 1 month. Results of this proof-of-concept study suggest that a larger trial, powered to detect differences at 1 month, is warranted. Participants found the intervention easy, helpful and minimally distressing. By translating emerging neuroscientific insights and experimental research into the real world, we offer a promising new low-intensity psychiatric intervention that could prevent debilitating intrusive memories following trauma.}, + language = {en}, + number = {3}, + journal = {Molecular Psychiatry}, + doi = {10.1038/mp.2017.23}, + author = {Iyadurai, L. and Blackwell, S. E. and {Meiser-Stedman}, R. and Watson, P. C. and Bonsall, M. B. and Geddes, J. R. and Nobre, A. C. and Holmes, E. A.}, + month = mar, + year = {2018}, + pages = {674-682}, + file = {/Users/morteza/Documents/Zotero/storage/ZZCIFX7G/Iyadurai et al. - 2018 - Preventing intrusive memories after trauma via a b.pdf;/Users/morteza/Documents/Zotero/storage/PPL3CDGF/mp201723.html}, + note = {00000} +} + +@article{skorka-brown2015, + title = {Playing {{Tetris}} Decreases Drug and Other Cravings in Real World Settings}, + volume = {51}, + issn = {1873-6327}, + abstract = {Most research on cognitive processes in craving has been carried out in the laboratory and focuses on food craving. This study extends laboratory findings to real world settings and cravings for drugs or activities as well as food. Previous laboratory research has found that playing Tetris reduces craving strength. The present study used an ecological momentary assessment protocol in which 31 undergraduate participants carried iPods for a week and were prompted 7 times each day, by SMS message, to use their iPod to report craving. Participants reported craving target and strength (0-100), whether they indulged their previous craving (yes/no), and whether they were under the influence of alcohol (yes/no). Those randomly assigned to the intervention condition (n=15) then played Tetris for 3min and reported their craving again. Those in the monitoring-only control condition (n=16) provided baseline craving data to test if Tetris reduced the incidence and strength of spontaneous cravings across the week. Playing Tetris decreased craving strength for drugs (alcohol, nicotine, caffeine), food and drink, and activities (sex, exercise, gaming), with a mean reduction of 13.9 percentage points, effect size f(2)=0.11. This effect was consistent across the week. This is the first demonstration that visual cognitive interference can be used in the field to reduce cravings for substances and activities other than eating.}, + language = {eng}, + journal = {Addictive Behaviors}, + doi = {10.1016/j.addbeh.2015.07.020}, + author = {{Skorka-Brown}, Jessica and Andrade, Jackie and Whalley, Ben and May, Jon}, + month = dec, + year = {2015}, + keywords = {Humans,Video Games,Adolescent,Adult,Female,Male,Addiction,Behavior; Addictive,Behavioural research,Cognitive theory,Craving,Desire,Elaborated Intrusion theory,Multilevel models,Students,Substance-Related Disorders,Technology,Young Adult}, + pages = {165-170}, + file = {/Users/morteza/Documents/Zotero/storage/NDASC6YX/Skorka-Brown et al. - 2015 - Playing Tetris decreases drug and other cravings i.pdf}, + pmid = {26275843}, + note = {00000} +} + +@article{palaus2017a, + title = {Cognitive Enhancement by Means of {{TMS}} and Video Game Training: Preliminary Analysis}, + author = {Palaus, Marc and {Redolar-Ripoll}, Diego and {Viejo-Sobera}, Raquel and {Mu\~noz-Marr\'on}, Elena}, + month = jun, + year = {2017}, + note = {00000 +cites: unknown} +} + +@article{boot2008, + title = {The Effects of Video Game Playing on Attention, Memory, and Executive Control}, + volume = {129}, + issn = {00016918}, + language = {en}, + number = {3}, + journal = {Acta Psychologica}, + doi = {10.1016/j.actpsy.2008.09.005}, + author = {Boot, Walter R. and Kramer, Arthur F. and Simons, Daniel J. and Fabiani, Monica and Gratton, Gabriele}, + month = nov, + year = {2008}, + pages = {387-398}, + note = {00000} +} + +@article{moreau2013, + title = {Differentiating Two- from Three-Dimensional Mental Rotation Training Effects}, + volume = {66}, + issn = {1747-0226}, + abstract = {Block videogame training has consistently demonstrated transfer effects to mental rotation tasks, yet how variations in training influence performance with different stimuli remains unclear. In this study, participants took mental rotation assessments before and after a 3-week training programme based on 2D or 3D block videogames. Assessments varied in terms of dimensionality (2D or 3D) and stimulus type (polygon or body). Increases in videogame scores throughout training were correlated with mental rotation improvements. In particular, 2D training led to improvements in 2D tasks, whereas 3D training led to improvements in both 2D and 3D tasks. This effect did not depend on stimulus type, demonstrating that training can transfer to different stimuli of identical dimensionality. Interestingly, traditional gender differences in 3D mental rotation tasks vanished after 3D videogame training, highlighting the malleability of mental rotation ability given adequate training. These findings emphasize the influence of dimensionality in transfer effects and offer promising perspectives to reduce differences in mental rotation via designed training programmes.}, + language = {eng}, + number = {7}, + journal = {Quarterly Journal of Experimental Psychology (2006)}, + doi = {10.1080/17470218.2012.744761}, + author = {Moreau, David}, + year = {2013}, + keywords = {Video Recording,Humans,Transfer (Psychology),Adolescent,Female,Male,Space Perception,Neuropsychological Tests,Reaction Time,Analysis of Variance,Rotation,Young Adult,Mental Processes,Statistics as Topic,Teaching}, + pages = {1399-1413}, + pmid = {23163833}, + note = {00000} +} + +@article{belchior2013, + title = {Video Game Training to Improve Selective Visual Attention in Older Adults}, + volume = {29}, + issn = {0747-5632}, + abstract = {The current study investigated the effect of video game training on older adult's useful field of view performance (the UFOV\textregistered{} test). Fifty-eight older adult participants were randomized to receive practice with the target action game (Medal of Honor), a placebo control arcade game (Tetris), a clinically validated UFOV training program, or into a no contact control group. Examining pretest-posttest change in selective visual attention, the UFOV improved significantly more than the game groups; all three intervention groups improved significantly more than no-contact controls. There was a lack of difference between the two game conditions, differing from findings with younger adults. Discussion considers whether games posing less challenge might still be effective interventions for elders, and whether optimal training dosages should be higher.}, + language = {eng}, + number = {4}, + journal = {Computers in Human Behavior}, + author = {Belchior, Patr\'icia and Marsiske, Michael and Sisco, Shannon M. and Yam, Anna and Bavelier, Daphne and Ball, Karlene and Mann, William C.}, + month = jul, + year = {2013}, + keywords = {Aging,Older adults,Training,Videogames,Visual attention}, + pages = {1318-1324}, + pmid = {24003265}, + pmcid = {PMC3758751}, + note = {00000} +} + +@article{astle2015, + title = {Cognitive {{Training Enhances Intrinsic Brain Connectivity}} in {{Childhood}}}, + volume = {35}, + number = {16}, + journal = {Journal of Neuroscience}, + author = {Astle, D E and Barnes, J J and Baker, K and Colclough, G L and Woolrich, M W}, + month = apr, + year = {2015}, + pages = {6277-6283}, + note = {00000} +} + +@article{terlecki2008, + title = {Durable and Generalized Effects of Spatial Experience on Mental Rotation: Gender Differences in Growth Patterns}, + volume = {22}, + copyright = {Copyright \textcopyright{} 2007 John Wiley \& Sons, Ltd.}, + issn = {1099-0720}, + shorttitle = {Durable and Generalized Effects of Spatial Experience on Mental Rotation}, + abstract = {This study addressed questions about improvement in mental rotation skills: (1) whether growth trajectories differ for men and women with higher or lower spatial experience, (2) whether videogame training has effects on performance and leads to transfer, (3) whether effects of repeated testing or training effects are durable and (4) whether transfer is durable. Undergraduates participated in repeated testing on the MRT or played the videogame Tetris. Analyses showed large improvements in mental rotation with both repeated testing and training; these gains were maintained several months later. MRT scores of men and women did not converge, but men showed faster initial growth and women showed more improvement later. Videogame training showed greater initial growth than repeated testing alone, but final performance did not differ. Effects of videogame training transferred to other spatial tasks exceeding the effects of repeated testing, and this transfer advantage was still evident after several months. Copyright \textcopyright{} 2007 John Wiley \& Sons, Ltd.}, + language = {en}, + number = {7}, + journal = {Applied Cognitive Psychology}, + doi = {10.1002/acp.1420}, + author = {Terlecki, Melissa S. and Newcombe, Nora S. and Little, Michelle}, + year = {2008}, + pages = {996-1013}, + file = {/Users/morteza/Documents/Zotero/storage/XU7HEU2M/acp.html}, + note = {00000} +} + +@article{draganski2008, + title = {Training-Induced Structural Changes in the Adult Human Brain}, + volume = {192}, + number = {1}, + journal = {Behavioural brain research}, + author = {Draganski, B and May, A}, + month = sep, + year = {2008}, + pages = {137-142}, + note = {00000} +} + +@article{oei2014, + title = {Playing a Puzzle Video Game with Changing Requirements Improves Executive Functions}, + volume = {37}, + issn = {07475632}, + language = {en}, + journal = {Computers in Human Behavior}, + doi = {10.1016/j.chb.2014.04.046}, + author = {Oei, Adam C. and Patterson, Michael D.}, + month = aug, + year = {2014}, + pages = {216-228}, + note = {00042} +} + +@article{oei2013, + title = {Enhancing {{Cognition}} with {{Video Games}}: {{A Multiple Game Training Study}}}, + volume = {8}, + issn = {1932-6203}, + shorttitle = {Enhancing {{Cognition}} with {{Video Games}}}, + language = {en}, + number = {3}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0058546}, + author = {Oei, Adam C. and Patterson, Michael D.}, + editor = {Geng, Joy J.}, + month = mar, + year = {2013}, + pages = {e58546}, + file = {/Users/morteza/Documents/Zotero/storage/VVFATBLU/Oei and Patterson - 2013 - Enhancing Cognition with Video Games A Multiple G.pdf}, + note = {00200} +} + +@article{li2016, + title = {Playing {{Action Video Games Improves Visuomotor Control}}}, + volume = {27}, + issn = {0956-7976, 1467-9280}, + language = {en}, + number = {8}, + journal = {Psychological Science}, + doi = {10.1177/0956797616650300}, + author = {Li, Li and Chen, Rongrong and Chen, Jing}, + month = aug, + year = {2016}, + pages = {1092-1108}, + note = {00013} +} + +@article{cherney2014, + title = {Training {{Spatial Skills}} in {{Men}} and {{Women}}}, + volume = {119}, + issn = {0031-5125, 1558-688X}, + language = {en}, + number = {1}, + journal = {Perceptual and Motor Skills}, + doi = {10.2466/23.25.PMS.119c12z0}, + author = {Cherney, Isabelle D. and Bersted, Kyle and Smetter, Joseph}, + month = aug, + year = {2014}, + pages = {82-99}, + note = {00020} +} + +@article{wu2013, + title = {Playing Shooter and Driving Videogames Improves Top-down Guidance in Visual Search}, + volume = {75}, + issn = {1943-3921, 1943-393X}, + language = {en}, + number = {4}, + journal = {Attention, Perception, \& Psychophysics}, + doi = {10.3758/s13414-013-0440-2}, + author = {Wu, Sijing and Spence, Ian}, + month = may, + year = {2013}, + pages = {673-686}, + file = {/Users/morteza/Documents/Zotero/storage/B6YQLSCB/Wu and Spence - 2013 - Playing shooter and driving videogames improves to.pdf}, + note = {00072} +} + +@article{cherney2008, + title = {Mom, {{Let Me Play More Computer Games}}: {{They Improve My Mental Rotation Skills}}}, + volume = {59}, + issn = {0360-0025, 1573-2762}, + shorttitle = {Mom, {{Let Me Play More Computer Games}}}, + language = {en}, + number = {11-12}, + journal = {Sex Roles}, + doi = {10.1007/s11199-008-9498-z}, + author = {Cherney, Isabelle D.}, + month = dec, + year = {2008}, + pages = {776-786}, + note = {00187} +} + +@article{sims2002, + title = {Domain Specificity of Spatial Expertise: The Case of Video Game Players}, + volume = {16}, + issn = {08884080, 10990720}, + shorttitle = {Domain Specificity of Spatial Expertise}, + language = {en}, + number = {1}, + journal = {Applied Cognitive Psychology}, + doi = {10.1002/acp.759}, + author = {Sims, Valerie K. and Mayer, Richard E.}, + month = jan, + year = {2002}, + pages = {97-115}, + note = {00000} +} + +@article{kuhn2014b, + title = {Amount of Lifetime Video Gaming Is Positively Associated with Entorhinal, Hippocampal and Occipital Volume}, + volume = {19}, + issn = {1359-4184, 1476-5578}, + language = {en}, + number = {7}, + journal = {Molecular Psychiatry}, + doi = {10.1038/mp.2013.100}, + author = {K\"uhn, S and Gallinat, J}, + month = jul, + year = {2014}, + pages = {842-847}, + note = {00083} +} + +@article{hopf2000, + title = {Neural Sources of Focused Attention in Visual Search}, + volume = {10}, + issn = {1047-3211}, + abstract = {Previous studies of visual search in humans using event-related potentials (ERPs) have revealed an ERP component called 'N2pc' (180-280 ms) that reflects the focusing of attention onto potential target items in the search array. The present study was designed to localize the neuroanatomical sources of this component by means of magnetoencephalographic (MEG) recordings, which provide greater spatial precision than ERP recordings. MEG recordings were obtained with an array of 148 magnetometers from six normal adult subjects, one of whom was tested in multiple sessions so that both single-subject and group analyses could be performed. Source localization procedures revealed that the N2pc is composed of two distinct neural responses, an early parietal source (180-200 ms) and a later occipito-temporal source (220-240 ms). These findings are consistent with the proposal that parietal areas are used to initiate a shift of attention within a visual search array and that the focusing of attention is implemented by extrastriate areas of the occipital and inferior temporal cortex.}, + language = {eng}, + number = {12}, + journal = {Cerebral Cortex (New York, N.Y.: 1991)}, + author = {Hopf, J. M. and Luck, S. J. and Girelli, M. and Hagner, T. and Mangun, G. R. and Scheich, H. and Heinze, H. J.}, + month = dec, + year = {2000}, + keywords = {Attention,Humans,Brain,Adult,Female,Male,Space Perception,Reaction Time,Evoked Potentials,Magnetoencephalography,Occipital Lobe,Parietal Lobe,Temporal Lobe}, + pages = {1233-1241}, + pmid = {11073872}, + note = {00392} +} + +@article{holmes2009, + title = {Can {{Playing}} the {{Computer Game}} ``{{Tetris}}'' {{Reduce}} the {{Build}}-{{Up}} of {{Flashbacks}} for {{Trauma}}? {{A Proposal}} from {{Cognitive Science}}}, + volume = {4}, + issn = {1932-6203}, + shorttitle = {Can {{Playing}} the {{Computer Game}} ``{{Tetris}}'' {{Reduce}} the {{Build}}-{{Up}} of {{Flashbacks}} for {{Trauma}}?}, + abstract = {Background Flashbacks are the hallmark symptom of Posttraumatic Stress Disorder (PTSD). Although we have successful treatments for full-blown PTSD, early interventions are lacking. We propose the utility of developing a `cognitive vaccine' to prevent PTSD flashback development following exposure to trauma. Our theory is based on two key findings: 1) Cognitive science suggests that the brain has selective resources with limited capacity; 2) The neurobiology of memory suggests a 6-hr window to disrupt memory consolidation. The rationale for a `cognitive vaccine' approach is as follows: Trauma flashbacks are sensory-perceptual, visuospatial mental images. Visuospatial cognitive tasks selectively compete for resources required to generate mental images. Thus, a visuospatial computer game (e.g. ``Tetris'') will interfere with flashbacks. Visuospatial tasks post-trauma, performed within the time window for memory consolidation, will reduce subsequent flashbacks. We predicted that playing ``Tetris'' half an hour after viewing trauma would reduce flashback frequency over 1-week. Methodology/Principal Findings The Trauma Film paradigm was used as a well-established experimental analog for Post-traumatic Stress. All participants viewed a traumatic film consisting of scenes of real injury and death followed by a 30-min structured break. Participants were then randomly allocated to either a no-task or visuospatial (``Tetris'') condition which they undertook for 10-min. Flashbacks were monitored for 1-week. Results indicated that compared to the no-task condition, the ``Tetris'' condition produced a significant reduction in flashback frequency over 1-week. Convergent results were found on a clinical measure of PTSD symptomatology at 1-week. Recognition memory between groups did not differ significantly. Conclusions/Significance Playing ``Tetris'' after viewing traumatic material reduces unwanted, involuntary memory flashbacks to that traumatic film, leaving deliberate memory recall of the event intact. Pathological aspects of human memory in the aftermath of trauma may be malleable using non-invasive, cognitive interventions. This has implications for a novel avenue of preventative treatment development, much-needed as a crisis intervention for the aftermath of traumatic events.}, + language = {en}, + number = {1}, + journal = {PLOS ONE}, + doi = {10.1371/journal.pone.0004153}, + author = {Holmes, Emily A. and James, Ella L. and {Coode-Bate}, Thomas and Deeprose, Catherine}, + month = jan, + year = {2009}, + keywords = {Cognition,Computer games,Memory,Memory consolidation,Post-traumatic stress disorder,Recall (memory),Vision,Working memory}, + pages = {e4153}, + note = {00293} +} + +@article{holmes2009a, + title = {Can {{Playing}} the {{Computer Game}} ``{{Tetris}}'' {{Reduce}} the {{Build}}-{{Up}} of {{Flashbacks}} for {{Trauma}}? {{A Proposal}} from {{Cognitive Science}}}, + volume = {4}, + issn = {1932-6203}, + shorttitle = {Can {{Playing}} the {{Computer Game}} ``{{Tetris}}'' {{Reduce}} the {{Build}}-{{Up}} of {{Flashbacks}} for {{Trauma}}?}, + abstract = {Background Flashbacks are the hallmark symptom of Posttraumatic Stress Disorder (PTSD). Although we have successful treatments for full-blown PTSD, early interventions are lacking. We propose the utility of developing a `cognitive vaccine' to prevent PTSD flashback development following exposure to trauma. Our theory is based on two key findings: 1) Cognitive science suggests that the brain has selective resources with limited capacity; 2) The neurobiology of memory suggests a 6-hr window to disrupt memory consolidation. The rationale for a `cognitive vaccine' approach is as follows: Trauma flashbacks are sensory-perceptual, visuospatial mental images. Visuospatial cognitive tasks selectively compete for resources required to generate mental images. Thus, a visuospatial computer game (e.g. ``Tetris'') will interfere with flashbacks. Visuospatial tasks post-trauma, performed within the time window for memory consolidation, will reduce subsequent flashbacks. We predicted that playing ``Tetris'' half an hour after viewing trauma would reduce flashback frequency over 1-week. Methodology/Principal Findings The Trauma Film paradigm was used as a well-established experimental analog for Post-traumatic Stress. All participants viewed a traumatic film consisting of scenes of real injury and death followed by a 30-min structured break. Participants were then randomly allocated to either a no-task or visuospatial (``Tetris'') condition which they undertook for 10-min. Flashbacks were monitored for 1-week. Results indicated that compared to the no-task condition, the ``Tetris'' condition produced a significant reduction in flashback frequency over 1-week. Convergent results were found on a clinical measure of PTSD symptomatology at 1-week. Recognition memory between groups did not differ significantly. Conclusions/Significance Playing ``Tetris'' after viewing traumatic material reduces unwanted, involuntary memory flashbacks to that traumatic film, leaving deliberate memory recall of the event intact. Pathological aspects of human memory in the aftermath of trauma may be malleable using non-invasive, cognitive interventions. This has implications for a novel avenue of preventative treatment development, much-needed as a crisis intervention for the aftermath of traumatic events.}, + language = {en}, + number = {1}, + journal = {PLOS ONE}, + doi = {10.1371/journal.pone.0004153}, + author = {Holmes, Emily A. and James, Ella L. and {Coode-Bate}, Thomas and Deeprose, Catherine}, + month = jan, + year = {2009}, + keywords = {Cognition,Computer games,Memory,Memory consolidation,Post-traumatic stress disorder,Recall (memory),Vision,Working memory}, + pages = {e4153}, + note = {00293} +} + +@article{stafford2014, + title = {Tracing the {{Trajectory}} of {{Skill Learning With}} a {{Very Large Sample}} of {{Online Game Players}}}, + volume = {25}, + issn = {0956-7976, 1467-9280}, + language = {en}, + number = {2}, + journal = {Psychological Science}, + doi = {10.1177/0956797613511466}, + author = {Stafford, T. and Dewar, M.}, + month = feb, + year = {2014}, + pages = {511-518}, + file = {/Users/morteza/Documents/Zotero/storage/4ITDWQA3/Stafford and Dewar - 2014 - Tracing the Trajectory of Skill Learning With a Ve.pdf;/Users/morteza/Documents/Zotero/storage/8BDIF8GU/Psychological Science-2013-Stafford-0956797613511466.pdf}, + note = {00071} +} + +@article{bediou2018, + title = {Meta-Analysis of Action Video Game Impact on Perceptual, Attentional, and Cognitive Skills.}, + volume = {144}, + issn = {1939-1455, 0033-2909}, + language = {en}, + number = {1}, + journal = {Psychological Bulletin}, + doi = {10.1037/bul0000130}, + author = {Bediou, Benoit and Adams, Deanne M. and Mayer, Richard E. and Tipton, Elizabeth and Green, C. Shawn and Bavelier, Daphne}, + month = jan, + year = {2018}, + keywords = {Attention,Cognition,Computer Games,Perception}, + pages = {77-110}, + file = {/Users/morteza/Documents/Zotero/storage/NXMBXG88/Bediou et al. - 2018 - Meta-analysis of action video game impact on perce.pdf;/Users/morteza/Documents/Zotero/storage/T3VU72KY/Bediou et al. - 2018 - Meta-analysis of action video game impact on perce.pdf;/Users/morteza/Documents/Zotero/storage/3DMINK4G/2017-52625-001.html}, + note = {00063} +} + +@article{boot2013, + title = {Video {{Games}} as a {{Means}} to {{Reduce Age}}-{{Related Cognitive Decline}}: {{Attitudes}}, {{Compliance}}, and {{Effectiveness}}}, + volume = {4}, + issn = {1664-1078}, + shorttitle = {Video {{Games}} as a {{Means}} to {{Reduce Age}}-{{Related Cognitive Decline}}}, + abstract = {Recent research has demonstrated broad benefits of video game play to perceptual and cognitive abilities. These broad improvements suggest that video game-based cognitive interventions may be ideal to combat the many perceptual and cognitive declines associated with advancing age. Furthermore, game interventions have the potential to induce higher rates of intervention compliance compared to other cognitive interventions as they are assumed to be inherently enjoyable and motivating. We explored these issues in an intervention that tested the ability of an action game and a ``brain fitness'' game to improve a variety of abilities. Cognitive abilities did not significantly improve, suggesting caution when recommending video game interventions as a means to reduce the effects of cognitive aging. However, the game expected to produce the largest benefit based on previous literature (an action game) induced the lowest intervention compliance. We explain this low compliance by participants' ratings of the action game as less enjoyable and by their prediction that training would have few meaningful benefits. Despite null cognitive results, data provide valuable insights into the types of video games older adults are willing to play and why.}, + journal = {Frontiers in Psychology}, + doi = {10.3389/fpsyg.2013.00031}, + author = {Boot, Walter R. and Champion, Michael and Blakely, Daniel P. and Wright, Timothy and Souders, Dustin J. and Charness, Neil}, + month = feb, + year = {2013}, + pmid = {23378841}, + pmcid = {PMC3561600}, + note = {00102} +} + +@article{luniewska2018, + title = {Neither Action nor Phonological Video Games Make Dyslexic Children Read Better}, + volume = {8}, + issn = {2045-2322}, + language = {en}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/s41598-017-18878-7}, + author = {\L{}uniewska, Magdalena and Chyl, Katarzyna and D\k{e}bska, Agnieszka and Kacprzak, Agnieszka and Plewko, Joanna and Szczerbi\'nski, Marcin and Szewczyk, Jakub and Grabowska, Anna and Jednor\'og, Katarzyna}, + month = dec, + year = {2018}, + pages = {549}, + file = {/Users/morteza/Documents/Zotero/storage/75NVU8M7/Łuniewska et al. - 2018 - Neither action nor phonological video games make d.pdf}, + note = {00007} +} + +@misc{zotero-246, + title = {Neither Action nor Phonological Video Games Make Dyslexic Children Read Better | {{Scientific Reports}}}, + howpublished = {https://www.nature.com/articles/s41598-017-18878-7}, + file = {/Users/morteza/Documents/Zotero/storage/LK4INZBV/s41598-017-18878-7.html}, + note = {00007} +} + +@article{antzaka2017, + title = {Enhancing Reading Performance through Action Video Games: The Role of Visual Attention Span}, + volume = {7}, + copyright = {2017 The Author(s)}, + issn = {2045-2322}, + shorttitle = {Enhancing Reading Performance through Action Video Games}, + abstract = {Recent studies reported that Action Video Game-AVG training improves not only certain attentional components, but also reading fluency in children with dyslexia. We aimed to investigate the shared attentional components of AVG playing and reading, by studying whether the Visual Attention (VA) span, a component of visual attention that has previously been linked to both reading development and dyslexia, is improved in frequent players of AVGs. Thirty-six French fluent adult readers, matched on chronological age and text reading proficiency, composed two groups: frequent AVG players and non-players. Participants performed behavioural tasks measuring the VA span, and a challenging reading task (reading of briefly presented pseudo-words). AVG players performed better on both tasks and performance on these tasks was correlated. These results further support the transfer of the attentional benefits of playing AVGs to reading, and indicate that the VA span could be a core component mediating this transfer. The correlation between VA span and pseudo-word reading also supports the involvement of VA span even in adult reading. Future studies could combine VA span training with defining features of AVGs, in order to build a new generation of remediation software.}, + language = {En}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/s41598-017-15119-9}, + author = {Antzaka, A. and Lallier, M. and Meyer, S. and Diard, J. and Carreiras, M. and Valdois, S.}, + month = nov, + year = {2017}, + pages = {14563}, + file = {/Users/morteza/Documents/Zotero/storage/3IG7EWHI/Antzaka et al. - 2017 - Enhancing reading performance through action video.pdf;/Users/morteza/Documents/Zotero/storage/KSVSRCMT/s41598-017-15119-9.html}, + note = {00010} +} + +@article{chopin2019, + title = {Altering Perception: The Case of Action Video Gaming}, + volume = {29}, + issn = {2352-2518}, + shorttitle = {Altering Perception}, + abstract = {The view that better perceptual skills can open the door to greater cognitive fitness calls for identifying interventions that enhance perception. We review here the impact of action video game play on perception. Cross-sectional studies indicate that action video game players outperform non-players by about \textthreequarters{} of a standard deviation across all perceptual skills. More specifically, tasks relying on the dorsal system and peripheral vision appear most enhanced in action video game players. Despite their crucial role for establishing a causal role of action video game play on perception, the paucity of intervention studies limits interpretation. Yet, the existing dose-response curve already calls for at least 20\,hours of play for significant effects to emerge. When considering the mechanisms at play, we propose that attentional control may mediate the noted perceptual benefits by increasing the quality of the perceptual information gathered, facilitating in turn the development of better perceptual templates.}, + language = {eng}, + journal = {Current Opinion in Psychology}, + doi = {10.1016/j.copsyc.2019.03.004}, + author = {Chopin, Adrien and Bediou, Benoit and Bavelier, Daphne}, + month = mar, + year = {2019}, + pages = {168-173}, + pmid = {30978639}, + note = {00002} +} + +@article{corbetta2002, + title = {Control of Goal-Directed and Stimulus-Driven Attention in the Brain}, + volume = {3}, + issn = {1471-003X, 1471-0048}, + language = {en}, + number = {3}, + journal = {Nature Reviews Neuroscience}, + doi = {10.1038/nrn755}, + author = {Corbetta, Maurizio and Shulman, Gordon L.}, + month = mar, + year = {2002}, + pages = {201-215}, + note = {09044} +} + +@article{sparrow2011, + title = {Google Effects on Memory: Cognitive Consequences of Having Information at Our Fingertips}, + volume = {333}, + issn = {1095-9203}, + shorttitle = {Google Effects on Memory}, + abstract = {The advent of the Internet, with sophisticated algorithmic search engines, has made accessing information as easy as lifting a finger. No longer do we have to make costly efforts to find the things we want. We can "Google" the old classmate, find articles online, or look up the actor who was on the tip of our tongue. The results of four studies suggest that when faced with difficult questions, people are primed to think about computers and that when people expect to have future access to information, they have lower rates of recall of the information itself and enhanced recall instead for where to access it. The Internet has become a primary form of external or transactive memory, where information is stored collectively outside ourselves.}, + language = {eng}, + number = {6043}, + journal = {Science (New York, N.Y.)}, + doi = {10.1126/science.1207745}, + author = {Sparrow, Betsy and Liu, Jenny and Wegner, Daniel M.}, + month = aug, + year = {2011}, + keywords = {Humans,Cognition,Female,Male,Reaction Time,Mental Recall,Memory,Computers,Cues,Information Storage and Retrieval,Internet,Search Engine,Stroop Test}, + pages = {776-778}, + pmid = {21764755}, + note = {00952} +} + +@article{yung2015, + title = {Methods to {{Test Visual Attention Online}}}, + issn = {1940-087X}, + language = {en}, + number = {96}, + journal = {Journal of Visualized Experiments}, + doi = {10.3791/52470}, + author = {Yung, Amanda and {Cardoso-Leite}, Pedro and Dale, Gillian and Bavelier, Daphne and Green, C. Shawn}, + month = feb, + year = {2015}, + file = {/Users/morteza/Documents/Zotero/storage/PI5ED9M6/Yung et al. - 2015 - Methods to Test Visual Attention Online.pdf}, + note = {00007} +} + +@article{chuang2007, + title = {Effect of {{Digital Games}} on {{Children}}'s {{Cognitive Achievement}}.}, + volume = {2}, + number = {5}, + journal = {Journal of Multimedia}, + author = {Chuang, Tsung-Yen and Chen, Wei-Fan}, + year = {2007}, + file = {/Users/morteza/Documents/Zotero/storage/2LVZY9GX/Chuang and Chen - 2007 - Effect of Digital Games on Children's Cognitive Ac.pdf}, + note = {00034} +} + +@article{baniqued2013, + title = {Selling Points: {{What}} Cognitive Abilities Are Tapped by Casual Video Games?}, + volume = {142}, + issn = {00016918}, + shorttitle = {Selling Points}, + language = {en}, + number = {1}, + journal = {Acta Psychologica}, + doi = {10.1016/j.actpsy.2012.11.009}, + author = {Baniqued, Pauline L. and Lee, Hyunkyu and Voss, Michelle W. and Basak, Chandramallika and Cosman, Joshua D. and DeSouza, Shanna and Severson, Joan and Salthouse, Timothy A. and Kramer, Arthur F.}, + month = jan, + year = {2013}, + pages = {74-86}, + file = {/Users/morteza/Documents/Zotero/storage/5BF3PBBV/Selling points- What cognitive abilities are tapped by casual video games (Baniqued, Voss, Krammer et al 2013).pdf}, + note = {00092} +} + +@article{baniqued2014, + title = {Cognitive Training with Casual Video Games: Points to Consider}, + volume = {4}, + issn = {1664-1078}, + shorttitle = {Cognitive Training with Casual Video Games}, + journal = {Frontiers in Psychology}, + doi = {10.3389/fpsyg.2013.01010}, + author = {Baniqued, Pauline L. and Kranz, Michael B. and Voss, Michelle W. and Lee, Hyunkyu and Cosman, Joshua D. and Severson, Joan and Kramer, Arthur F.}, + year = {2014}, + file = {/Users/morteza/Documents/Zotero/storage/G7YMT9VP/fpsyg-04-01010.pdf}, + note = {00075} +} + +@article{owen2010, + title = {Putting Brain Training to the Test}, + volume = {465}, + issn = {0028-0836, 1476-4687}, + number = {7299}, + journal = {Nature}, + doi = {10.1038/nature09042}, + author = {Owen, Adrian M. and Hampshire, Adam and Grahn, Jessica A. and Stenton, Robert and Dajani, Said and Burns, Alistair S. and Howard, Robert J. and Ballard, Clive G.}, + month = jun, + year = {2010}, + keywords = {Attention,Humans,Cognition,Brain,Memory,Computers,Exercise,Task Performance and Analysis,Thinking,Time Factors}, + pages = {775-778}, + file = {/Users/morteza/Documents/Zotero/storage/B4CSWUX9/Owen et al. - 2010 - Putting brain training to the test.pdf;/Users/morteza/Documents/Zotero/storage/DY4XWQIP/nature09042-s1.pdf}, + note = {00965} +} + +@article{whitbourne2013, + title = {Reasons for {{Playing Casual Video Games}} and {{Perceived Benefits Among Adults}} 18 to 80 {{Years Old}}}, + volume = {16}, + issn = {2152-2715, 2152-2723}, + language = {en}, + number = {12}, + journal = {Cyberpsychology, Behavior, and Social Networking}, + doi = {10.1089/cyber.2012.0705}, + author = {Whitbourne, Susan Krauss and Ellenberg, Stacy and Akimoto, Kyoko}, + month = dec, + year = {2013}, + pages = {892-897}, + note = {00027} +} + +@article{jaeggi2008, + title = {Improving Fluid Intelligence with Training on Working Memory}, + volume = {105}, + number = {19}, + journal = {Proceedings of the National Academy of Sciences}, + author = {Jaeggi, Susanne M. and Buschkuehl, Martin and Jonides, John and Perrig, Walter J.}, + year = {2008}, + pages = {6829--6833}, + file = {/Users/morteza/Documents/Zotero/storage/7GBP8MTA/PNAS-2008-Jaeggi-6829-33.pdf;/Users/morteza/Documents/Zotero/storage/M47F7L7F/Jaeggi et al. - 2008 - Improving fluid intelligence with training on work.pdf}, + note = {01918} +} + +@article{kim2015, + title = {Real-{{Time Strategy Video Game Experience}} and {{Visual Perceptual Learning}}}, + volume = {35}, + issn = {0270-6474, 1529-2401}, + language = {en}, + number = {29}, + journal = {Journal of Neuroscience}, + doi = {10.1523/JNEUROSCI.3340-14.2015}, + author = {Kim, Y.-H. and Kang, D.-W. and Kim, D. and Kim, H.-J. and Sasaki, Y. and Watanabe, T.}, + month = jul, + year = {2015}, + pages = {10485-10492}, + note = {00027} +} + +@article{kowalczyk2018, + title = {Real-Time Strategy Video Game Experience and Structural Connectivity - {{A}} Diffusion Tensor Imaging Study}, + volume = {39}, + issn = {10659471}, + language = {en}, + number = {9}, + journal = {Human Brain Mapping}, + doi = {10.1002/hbm.24208}, + author = {Kowalczyk, Natalia and Shi, Feng and Magnuski, Mikolaj and Skorko, Maciek and Dobrowolski, Pawel and Kossowski, Bartosz and Marchewka, Artur and Bielecki, Maksymilian and Kossut, Malgorzata and Brzezicka, Aneta}, + month = sep, + year = {2018}, + pages = {3742-3758}, + note = {00000} +} + +@article{pavan2019, + title = {Visual Short-Term Memory for Coherent Motion in Video Game Players: Evidence from a Memory-Masking Paradigm}, + volume = {9}, + copyright = {2019 The Author(s)}, + issn = {2045-2322}, + shorttitle = {Visual Short-Term Memory for Coherent Motion in Video Game Players}, + abstract = {In this study, we investigated visual short-term memory for coherent motion in action video game players (AVGPs), non-action video game players (NAVGPs), and non-gamers (control group: CONs). Participants performed a visual memory-masking paradigm previously used with macaque monkeys and humans. In particular, we tested whether video game players form a more robust visual short-term memory trace for coherent moving stimuli during the encoding phase, and whether such memory traces are less affected by an intervening masking stimulus presented 0.2\,s after the offset of the to-be-remembered sample. The results showed that task performance of all groups was affected by the masking stimulus, but video game players were affected to a lesser extent than controls. Modelling of performance values and reaction times revealed that video game players have a lower guessing rate than CONs, and higher drift rates than CONs, indicative of more efficient perceptual decisions. These results suggest that video game players exhibit a more robust VSTM trace for moving objects and this trace is less prone to external interference.}, + language = {En}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/s41598-019-42593-0}, + author = {Pavan, Andrea and Hobaek, Martine and Blurton, Steven P. and Contillo, Adriano and Ghin, Filippo and Greenlee, Mark W.}, + month = apr, + year = {2019}, + pages = {6027}, + file = {/Users/morteza/Documents/Zotero/storage/CYN3ZUZU/Pavan et al. - 2019 - Visual short-term memory for coherent motion in vi.pdf;/Users/morteza/Documents/Zotero/storage/WMIH8V55/s41598-019-42593-0.html}, + note = {00000} +} + +@inproceedings{chuang2007b, + address = {Jhongli City}, + title = {Effect of {{Computer}}-{{Based Video Games}} on {{Children}}: {{An Experimental Study}}}, + isbn = {978-0-7695-2801-4}, + shorttitle = {Effect of {{Computer}}-{{Based Video Games}} on {{Children}}}, + booktitle = {2007 {{First IEEE International Workshop}} on {{Digital Game}} and {{Intelligent Toy Enhanced Learning}} ({{DIGITEL}}'07)}, + publisher = {{IEEE}}, + doi = {10.1109/DIGITEL.2007.24}, + author = {Chuang, Tsung-Yen and Chen, Wei-Fan}, + month = mar, + year = {2007}, + pages = {114-118}, + note = {00000} +} + +@article{nau2018, + title = {How the {{Brain}}'s {{Navigation System Shapes Our Visual Experience}}}, + volume = {22}, + issn = {13646613}, + language = {en}, + number = {9}, + journal = {Trends in Cognitive Sciences}, + doi = {10.1016/j.tics.2018.06.008}, + author = {Nau, Matthias and Julian, Joshua B. and Doeller, Christian F.}, + month = sep, + year = {2018}, + pages = {810-825} +} + +@article{west2018, + title = {Impact of Video Games on Plasticity of the Hippocampus}, + volume = {23}, + issn = {1359-4184, 1476-5578}, + language = {en}, + number = {7}, + journal = {Molecular Psychiatry}, + doi = {10.1038/mp.2017.155}, + author = {West, G L and Konishi, K and Diarra, M and {Benady-Chorney}, J and Drisdelle, B L and Dahmani, L and Sodums, D J and Lepore, F and Jolicoeur, P and Bohbot, V D}, + month = jul, + year = {2018}, + pages = {1566-1574}, + note = {00000} +} + +@article{nava2019, + title = {Children Can Optimally Integrate Multisensory Information after a Short Action-like Mini Game Training}, + issn = {1363-755X, 1467-7687}, + language = {en}, + journal = {Developmental Science}, + doi = {10.1111/desc.12840}, + author = {Nava, Elena and F\"ocker, Julia and Gori, Monica}, + month = apr, + year = {2019}, + pages = {e12840}, + note = {00000} +} + +@article{green2012a, + title = {Learning, {{Attentional Control}}, and {{Action Video Games}}}, + volume = {22}, + issn = {09609822}, + language = {en}, + number = {6}, + journal = {Current Biology}, + doi = {10.1016/j.cub.2012.02.012}, + author = {Green, C.S. and Bavelier, D.}, + month = mar, + year = {2012}, + pages = {R197-R206}, + note = {00405} +} + +@article{mishra2011, + title = {Neural {{Basis}} of {{Superior Performance}} of {{Action Videogame Players}} in an {{Attention}}-{{Demanding Task}}}, + volume = {31}, + issn = {0270-6474, 1529-2401}, + language = {en}, + number = {3}, + journal = {Journal of Neuroscience}, + doi = {10.1523/JNEUROSCI.4834-10.2011}, + author = {Mishra, J. and Zinni, M. and Bavelier, D. and Hillyard, S. A.}, + month = jan, + year = {2011}, + pages = {992-998}, + file = {/Users/morteza/Documents/Zotero/storage/GK6QJIEI/mishra2011.pdf}, + note = {00177} +} + +@article{karimpur2015, + title = {The {{Future}} of {{Action Video Games}} in {{Psychological Research}} and {{Application}}}, + volume = {6}, + issn = {1664-1078}, + journal = {Frontiers in Psychology}, + doi = {10.3389/fpsyg.2015.01747}, + author = {Karimpur, Harun and Hamburger, Kai}, + month = nov, + year = {2015}, + file = {/Users/morteza/Documents/Zotero/storage/E6A52HS2/Karimpur and Hamburger - 2015 - The Future of Action Video Games in Psychological .pdf}, + note = {00006} +} + +@article{krishnan2013, + title = {Neural {{Strategies}} for {{Selective Attention Distinguish Fast}}-{{Action Video Game Players}}}, + volume = {26}, + issn = {0896-0267, 1573-6792}, + language = {en}, + number = {1}, + journal = {Brain Topography}, + doi = {10.1007/s10548-012-0232-3}, + author = {Krishnan, Lavanya and Kang, Albert and Sperling, George and Srinivasan, Ramesh}, + month = jan, + year = {2013}, + pages = {83-97}, + file = {/Users/morteza/Documents/Zotero/storage/J4D9VMX4/krishnan2013.pdf}, + note = {00049} +} + +@article{wu2012, + title = {Playing a {{First}}-Person {{Shooter Video Game Induces Neuroplastic Change}}}, + volume = {24}, + issn = {0898-929X, 1530-8898}, + language = {en}, + number = {6}, + journal = {Journal of Cognitive Neuroscience}, + doi = {10.1162/jocn_a_00192}, + author = {Wu, Sijing and Cheng, Cho Kin and Feng, Jing and D'Angelo, Lisa and Alain, Claude and Spence, Ian}, + month = jun, + year = {2012}, + pages = {1286-1293}, + note = {00000} +} + +@article{kok2001, + title = {On the Utility of {{P3}} Amplitude as a Measure of Processing Capacity}, + volume = {38}, + issn = {0048-5772}, + abstract = {The present review focuses on the utility of the amplitude of P3 of as a measure of processing capacity and mental workload. The paper starts with a brief outline of the conceptual framework underlying the relationship between P3 amplitude and task demands, and the cognitive task manipulations that determine demands on capacity. P3 amplitude results are then discussed on the basis of an extensive review of the relevant literature. It is concluded that although it has often been assumed that P3 amplitude depends on the capacity for processing task relevant stimuli, the utility of P3 amplitude as a sensitive and diagnostic measure of processing capacity remains limited. The major factor that prompts this conclusion is that the two principal task variables that have been used to manipulate capacity allocation, namely task difficulty and task emphasis, have opposite effects on the amplitude of P3. I suggest that this is because, in many tasks, an increase in difficulty transforms the structure or actual content of the flow of information in the processing systems, thereby interfering with the very processes that underlie P3 generation. Finally, in an attempt to theoretically integrate the results of the reviewed studies, it is proposed that P3 amplitude reflects activation of elements in a event-categorization network that is controlled by the joint operation of attention and working memory.}, + language = {eng}, + number = {3}, + journal = {Psychophysiology}, + author = {Kok, A.}, + month = may, + year = {2001}, + keywords = {Electroencephalography,Evoked Potentials,Humans,Mental Processes,Psychomotor Performance}, + pages = {557-577}, + pmid = {11352145}, + note = {00000} +} + +@article{spence2010, + title = {Video {{Games}} and {{Spatial Cognition}}}, + volume = {14}, + issn = {1089-2680, 1939-1552}, + language = {en}, + number = {2}, + journal = {Review of General Psychology}, + doi = {10.1037/a0019491}, + author = {Spence, Ian and Feng, Jing}, + month = jun, + year = {2010}, + pages = {92-104}, + note = {00000} +} + +@article{sungur2012, + title = {Action Video Game Players Form More Detailed Representation of Objects}, + volume = {139}, + issn = {00016918}, + language = {en}, + number = {2}, + journal = {Acta Psychologica}, + doi = {10.1016/j.actpsy.2011.12.002}, + author = {Sungur, Hande and Boduroglu, Aysecan}, + month = feb, + year = {2012}, + pages = {327-334}, + note = {00000} +} + +@article{chesham2017, + title = {What {{Older People Like}} to {{Play}}: {{Genre Preferences}} and {{Acceptance}} of {{Casual Games}}}, + volume = {5}, + issn = {2291-9279}, + shorttitle = {What {{Older People Like}} to {{Play}}}, + language = {en}, + number = {2}, + journal = {JMIR Serious Games}, + doi = {10.2196/games.7025}, + author = {Chesham, Alvin and Wyss, Patric and M\"uri, Ren\'e Martin and Mosimann, Urs Peter and Nef, Tobias}, + month = apr, + year = {2017}, + pages = {e8}, + file = {/Users/morteza/Documents/Zotero/storage/EWMKXRI7/chesham2017.pdf}, + note = {00000} +} + +@article{pujol2016, + title = {Video Gaming in School Children: {{How}} Much Is Enough?: {{Video Gaming}}}, + volume = {80}, + issn = {03645134}, + shorttitle = {Video Gaming in School Children}, + language = {en}, + number = {3}, + journal = {Annals of Neurology}, + doi = {10.1002/ana.24745}, + author = {Pujol, Jesus and Fenoll, Raquel and Forns, Joan and Harrison, Ben J. and {Mart\'inez-Vilavella}, Gerard and Maci\`a, D\'idac and {Alvarez-Pedrerol}, Mar and {Blanco-Hinojo}, Laura and {Gonz\'alez-Ortiz}, Sof\'ia and Deus, Joan and Sunyer, Jordi}, + month = sep, + year = {2016}, + pages = {424-433}, + note = {00000} +} + +@article{gong2019, + title = {A {{Reduction}} in {{Video Gaming Time Produced}} a {{Decrease}} in {{Brain Activity}}}, + volume = {13}, + issn = {1662-5161}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2019.00134}, + author = {Gong, Diankun and Yao, Yutong and Gan, Xianyang and Peng, Yurui and Ma, Weiyi and Yao, Dezhong}, + month = apr, + year = {2019}, + pages = {134}, + file = {/Users/morteza/Documents/Zotero/storage/ZINBBDPR/gong2019.pdf}, + note = {00000} +} + +@article{focker2018, + title = {Neural Bases of Enhanced Attentional Control: {{Lessons}} from Action Video Game Players}, + volume = {8}, + issn = {21623279}, + shorttitle = {Neural Bases of Enhanced Attentional Control}, + language = {en}, + number = {7}, + journal = {Brain and Behavior}, + doi = {10.1002/brb3.1019}, + author = {F\"ocker, Julia and Cole, Daniel and Beer, Anton L. and Bavelier, Daphne}, + month = jul, + year = {2018}, + pages = {e01019}, + file = {/Users/morteza/Documents/Zotero/storage/E3B7RYAD/föcker2018.pdf}, + note = {00000} +} + +@article{petersen2012, + title = {The {{Attention System}} of the {{Human Brain}}: 20 {{Years After}}}, + volume = {35}, + issn = {0147-006X, 1545-4126}, + shorttitle = {The {{Attention System}} of the {{Human Brain}}}, + language = {en}, + number = {1}, + journal = {Annual Review of Neuroscience}, + doi = {10.1146/annurev-neuro-062111-150525}, + author = {Petersen, Steven E. and Posner, Michael I.}, + month = jul, + year = {2012}, + pages = {73-89}, + file = {/Users/morteza/Documents/Zotero/storage/BL2BHIFY/petersen2012.pdf}, + note = {00000} +} + +@article{kovess-masfety2016, + title = {Is Time Spent Playing Video Games Associated with Mental Health, Cognitive and Social Skills in Young Children?}, + volume = {51}, + issn = {0933-7954, 1433-9285}, + language = {en}, + number = {3}, + journal = {Social Psychiatry and Psychiatric Epidemiology}, + doi = {10.1007/s00127-016-1179-6}, + author = {{Kovess-Masfety}, Viviane and Keyes, Katherine and Hamilton, Ava and Hanson, Gregory and Bitfoi, Adina and Golitz, Dietmar and Ko{\c c}, Ceren and Kuijpers, Rowella and Lesinskiene, Sigita and Mihova, Zlatka and Otten, Roy and Fermanian, Christophe and Pez, Ondine}, + month = mar, + year = {2016}, + pages = {349-357}, + file = {/Users/morteza/Documents/Zotero/storage/FSRSHE5F/kovess-masfety2016.pdf}, + note = {00000} +} + +@article{gathercole2004, + title = {Working Memory Skills and Educational Attainment: Evidence from National Curriculum Assessments at 7 and 14 Years of Age}, + volume = {18}, + issn = {0888-4080, 1099-0720}, + shorttitle = {Working Memory Skills and Educational Attainment}, + language = {en}, + number = {1}, + journal = {Applied Cognitive Psychology}, + doi = {10.1002/acp.934}, + author = {Gathercole, Susan E. and Pickering, Susan J. and Knight, Camilla and Stegmann, Zoe}, + month = jan, + year = {2004}, + pages = {1-16}, + note = {00000} +} + +@article{franceschini2013, + title = {Action {{Video Games Make Dyslexic Children Read Better}}}, + volume = {23}, + issn = {09609822}, + language = {en}, + number = {6}, + journal = {Current Biology}, + doi = {10.1016/j.cub.2013.01.044}, + author = {Franceschini, Sandro and Gori, Simone and Ruffino, Milena and Viola, Simona and Molteni, Massimo and Facoetti, Andrea}, + month = mar, + year = {2013}, + pages = {462-466}, + note = {00000} +} + +@article{gentile2017a, + title = {Violent Video Game Effects on Salivary Cortisol, Arousal, and Aggressive Thoughts in Children}, + volume = {70}, + issn = {07475632}, + language = {en}, + journal = {Computers in Human Behavior}, + doi = {10.1016/j.chb.2016.12.045}, + author = {Gentile, Douglas A. and Bender, Patrick K. and Anderson, Craig A.}, + month = may, + year = {2017}, + pages = {39-43}, + note = {00000} +} + +@article{diamond2013, + title = {Executive {{Functions}}}, + volume = {64}, + issn = {0066-4308, 1545-2085}, + language = {en}, + number = {1}, + journal = {Annual Review of Psychology}, + doi = {10.1146/annurev-psych-113011-143750}, + author = {Diamond, Adele}, + month = jan, + year = {2013}, + pages = {135-168}, + file = {/Users/morteza/Documents/Zotero/storage/AY4F6PKA/false}, + note = {00000} +} + +@article{dye2009, + title = {Increasing {{Speed}} of {{Processing With Action Video Games}}}, + volume = {18}, + issn = {0963-7214, 1467-8721}, + language = {en}, + number = {6}, + journal = {Current Directions in Psychological Science}, + doi = {10.1111/j.1467-8721.2009.01660.x}, + author = {Dye, Matthew W.G. and Green, C. Shawn and Bavelier, Daphne}, + month = dec, + year = {2009}, + pages = {321-326}, + file = {/Users/morteza/Documents/Zotero/storage/P83QVAR3/dye2009.pdf}, + note = {00000} +} + +@article{diamond2007, + title = {{{THE EARLY YEARS}}: {{Preschool Program Improves Cognitive Control}}}, + volume = {318}, + issn = {0036-8075, 1095-9203}, + shorttitle = {{{THE EARLY YEARS}}}, + language = {en}, + number = {5855}, + journal = {Science}, + doi = {10.1126/science.1151148}, + author = {Diamond, A. and Barnett, W. S. and Thomas, J. and Munro, S.}, + month = nov, + year = {2007}, + pages = {1387-1388}, + file = {/Users/morteza/Documents/Zotero/storage/5INLXRV5/diamond2007.pdf}, + note = {00000} +} + +@article{belchior2012, + title = {Older {{Adults}}' {{Engagement With}} a {{Video Game Training Program}}}, + volume = {36}, + issn = {0192-4788, 1544-4368}, + language = {en}, + number = {4}, + journal = {Activities, Adaptation \& Aging}, + doi = {10.1080/01924788.2012.702307}, + author = {Belchior, Patr\'icia and Marsiske, Michael and Sisco, Shannon and Yam, Anna and Mann, William}, + month = oct, + year = {2012}, + pages = {269-279}, + file = {/Users/morteza/Documents/Zotero/storage/JA3II75X/belchior2012.pdf}, + note = {00000} +} + +@article{powers2013, + title = {Effects of Video-Game Play on Information Processing: {{A}} Meta-Analytic Investigation}, + volume = {20}, + issn = {1069-9384, 1531-5320}, + shorttitle = {Effects of Video-Game Play on Information Processing}, + language = {en}, + number = {6}, + journal = {Psychonomic Bulletin \& Review}, + doi = {10.3758/s13423-013-0418-z}, + author = {Powers, Kasey L. and Brooks, Patricia J. and Aldrich, Naomi J. and Palladino, Melissa A. and Alfieri, Louis}, + month = dec, + year = {2013}, + pages = {1055-1079}, + note = {00000} +} + +@incollection{powers2014, + title = {Evaluating the {{Specificity}} of {{Effects}} of {{Video Game Training}}}, + isbn = {978-0-19-989664-6}, + booktitle = {Learning by {{Playing}}}, + publisher = {{Oxford University Press}}, + author = {Powers, Kasey L. and Brooks, Patricia J.}, + editor = {Blumberg, Fran C.}, + month = may, + year = {2014}, + pages = {302-330}, + doi = {10.1093/acprof:osobl/9780199896646.003.0021}, + note = {00000} +} + +@article{melby-lervag2013, + title = {Is Working Memory Training Effective? {{A}} Meta-Analytic Review.}, + volume = {49}, + issn = {1939-0599, 0012-1649}, + shorttitle = {Is Working Memory Training Effective?}, + language = {en}, + number = {2}, + journal = {Developmental Psychology}, + doi = {10.1037/a0028228}, + author = {{Melby-Lerv\aa{}g}, Monica and Hulme, Charles}, + year = {2013}, + pages = {270-291}, + file = {/Users/morteza/Documents/Zotero/storage/W2DXRBC7/melby-lervåg2013.pdf}, + note = {01334} +} + +@article{wang2016, + title = {Action {{Video Game Training}} for {{Healthy Adults}}: {{A Meta}}-{{Analytic Study}}}, + volume = {7}, + issn = {1664-1078}, + shorttitle = {Action {{Video Game Training}} for {{Healthy Adults}}}, + journal = {Frontiers in Psychology}, + doi = {10.3389/fpsyg.2016.00907}, + author = {Wang, Ping and Liu, Han-Hui and Zhu, Xing-Ting and Meng, Tian and Li, Hui-Jie and Zuo, Xi-Nian}, + month = jun, + year = {2016}, + file = {/Users/morteza/Documents/Zotero/storage/JNA5856G/wang2016.pdf}, + note = {00032} +} + +@article{goldin2014, + title = {Far Transfer to Language and Math of a Short Software-Based Gaming Intervention}, + volume = {111}, + issn = {0027-8424, 1091-6490}, + language = {en}, + number = {17}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.1320217111}, + author = {Goldin, A. P. and Hermida, M. J. and Shalom, D. E. and Elias Costa, M. and {Lopez-Rosenfeld}, M. and Segretin, M. S. and {Fernandez-Slezak}, D. and Lipina, S. J. and Sigman, M.}, + month = apr, + year = {2014}, + pages = {6443-6448}, + file = {/Users/morteza/Documents/Zotero/storage/QCDGHXTY/goldin2014.pdf}, + note = {00086} +} + +@article{ophir2009, + title = {Cognitive Control in Media Multitaskers}, + volume = {106}, + issn = {0027-8424, 1091-6490}, + abstract = {Chronic media multitasking is quickly becoming ubiquitous, although processing multiple incoming streams of information is considered a challenge for human cognition. A series of experiments addressed whether there are systematic differences in information processing styles between chronically heavy and light media multitaskers. A trait media multitasking index was developed to identify groups of heavy and light media multitaskers. These two groups were then compared along established cognitive control dimensions. Results showed that heavy media multitaskers are more susceptible to interference from irrelevant environmental stimuli and from irrelevant representations in memory. This led to the surprising result that heavy media multitaskers performed worse on a test of task-switching ability, likely due to reduced ability to filter out interference from the irrelevant task set. These results demonstrate that media multitasking, a rapidly growing societal trend, is associated with a distinct approach to fundamental information processing.}, + language = {en}, + number = {37}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.0903620106}, + author = {Ophir, Eyal and Nass, Clifford and Wagner, Anthony D.}, + month = sep, + year = {2009}, + pages = {15583-15587}, + file = {/Users/morteza/Documents/Zotero/storage/BU8YMZVJ/ophir2009.pdf}, + note = {01405} +} + +@article{adachi2013, + title = {More {{Than Just Fun}} and {{Games}}: {{The Longitudinal Relationships Between Strategic Video Games}}, {{Self}}-{{Reported Problem Solving Skills}}, and {{Academic Grades}}}, + volume = {42}, + issn = {0047-2891, 1573-6601}, + shorttitle = {More {{Than Just Fun}} and {{Games}}}, + language = {en}, + number = {7}, + journal = {Journal of Youth and Adolescence}, + doi = {10.1007/s10964-013-9913-9}, + author = {Adachi, Paul J. C. and Willoughby, Teena}, + month = jul, + year = {2013}, + pages = {1041-1052}, + note = {00171} +} + +@article{franceschini2017, + title = {Action Video Games Improve Reading Abilities and Visual-to-Auditory Attentional Shifting in {{English}}-Speaking Children with Dyslexia}, + volume = {7}, + issn = {2045-2322}, + language = {en}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/s41598-017-05826-8}, + author = {Franceschini, Sandro and Trevisan, Piergiorgio and Ronconi, Luca and Bertoni, Sara and Colmar, Susan and Double, Kit and Facoetti, Andrea and Gori, Simone}, + month = dec, + year = {2017}, + pages = {5863}, + file = {/Users/morteza/Documents/Zotero/storage/FAPY3VYD/franceschini2017.pdf}, + note = {00030} +} + +@article{rideout2016, + title = {Measuring Time Spent with Media: The {{Common Sense}} Census of Media Use by {{US}} 8- to 18-Year-Olds}, + volume = {10}, + issn = {1748-2798, 1748-2801}, + shorttitle = {Measuring Time Spent with Media}, + language = {en}, + number = {1}, + journal = {Journal of Children and Media}, + doi = {10.1080/17482798.2016.1129808}, + author = {Rideout, Vicky}, + month = jan, + year = {2016}, + pages = {138-144}, + note = {00038} +} + +@article{thorndike1901, + title = {The Influence of Improvement in One Mental Function upon the Efficiency of Other Functions. {{II}}. {{The}} Estimation of Magnitudes.}, + volume = {8}, + issn = {0033-295X}, + language = {en}, + number = {4}, + journal = {Psychological Review}, + doi = {10.1037/h0071280}, + author = {Thorndike, Edward L. and Woodworth, R. S.}, + year = {1901}, + pages = {384-395}, + note = {00162} +} + +@article{au2015, + title = {Improving Fluid Intelligence with Training on Working Memory: A Meta-Analysis}, + volume = {22}, + issn = {1069-9384, 1531-5320}, + shorttitle = {Improving Fluid Intelligence with Training on Working Memory}, + language = {en}, + number = {2}, + journal = {Psychonomic Bulletin \& Review}, + doi = {10.3758/s13423-014-0699-x}, + author = {Au, Jacky and Sheehan, Ellen and Tsai, Nancy and Duncan, Greg J. and Buschkuehl, Martin and Jaeggi, Susanne M.}, + month = apr, + year = {2015}, + pages = {366-377}, + file = {/Users/morteza/Documents/Zotero/storage/WS47R7P7/au2015.pdf}, + note = {00385} +} + +@article{fikkers2019, + title = {Child's {{Play}}? {{Assessing}} the {{Bidirectional Longitudinal Relationship}} between {{Gaming}} and {{Intelligence}} in {{Early Childhood}}}, + volume = {69}, + issn = {0021-9916, 1460-2466}, + shorttitle = {Child's {{Play}}?}, + language = {en}, + number = {2}, + journal = {Journal of Communication}, + doi = {10.1093/joc/jqz003}, + author = {Fikkers, Karin M and Piotrowski, Jessica Taylor and Valkenburg, Patti M}, + month = apr, + year = {2019}, + pages = {124-143}, + note = {00000} +} + +@inproceedings{SeokDaCos2019ab, + title = {Video {{Games}} as a {{Literacy Tool}}: {{A Comparison}} of {{Players}}' and {{Nonplayers}}' {{Grades}}, {{Reading Test Scores}}, and {{Self}}-{{Perceived Digital Reading Ability}}}, + abstract = {Given the growing importance of digital literacy, and the continued deliberation about the academic potential of video games, this study explored if and how video game play contributes to reading performance. Specifically, the grade point level, silent contextual reading fluency, and perceived digital reading ability of South Korean video game players (N = 589) and nonplayers (N = 617) were examined. The findings revealed that nonplayers had better grades and were better readers, while players held stronger positive perceptions about their reading ability not aligned with their grade point level or silent contextual reading fluency. The study does not debate the use of video games in learning. Rather, the purpose behind this investigation was to offer further evidence in the ongoing discussion of the use of video games as a literacy tool.}, + booktitle = {Proceedings of {{Society}} for {{Information Technology}} \& {{Teacher Education International Conference}} 2019}, + publisher = {{Association for the Advancement of Computing in Education (AACE)}}, + author = {Seok, Soonhwa and DaCosta, Boaventura}, + editor = {Graziano, Kevin}, + month = mar, + year = {2019}, + pages = {777-781}, + note = {00000} +} + +@inproceedings{seok2019, + title = {Video {{Games}} as a {{Literacy Tool}}: {{A Comparison}} of {{Players}}' and {{Nonplayers}}' {{Grades}}, {{Reading Test Scores}}, and {{Self}}-{{Perceived Digital Reading Ability}}}, + isbn = {978-1-939797-37-7}, + shorttitle = {Video {{Games}} as a {{Literacy Tool}}}, + abstract = {Given the growing importance of digital literacy, and the continued deliberation about the academic potential of video games, this study explored if and how video game play contributes to reading performance. Specifically, the grade point level, silent contextual reading fluency, and perceived digital reading ability of South Korean video game players (N = 589) and nonplayers (N = 617) were examined. The findings revealed that nonplayers had better grades and were better readers, while players held stronger positive perceptions about their reading ability not aligned with their grade point ...}, + language = {en}, + booktitle = {Society for {{Information Technology}} \& {{Teacher Education International Conference}}}, + publisher = {{Association for the Advancement of Computing in Education (AACE)}}, + author = {Seok, Soonhwa and DaCosta, Boaventura}, + month = mar, + year = {2019}, + pages = {777-781}, + file = {/Users/morteza/Documents/Zotero/storage/6D2NCZIG/207731.html}, + note = {00000} +} + +@inproceedings{seok2019a, + title = {Video {{Games}} as a {{Literacy Tool}}: {{A Comparison}} of {{Players}}' and {{Nonplayers}}' {{Grades}}, {{Reading Test Scores}}, and {{Self}}-{{Perceived Digital Reading Ability}}}, + isbn = {978-1-939797-37-7}, + shorttitle = {Video {{Games}} as a {{Literacy Tool}}}, + abstract = {Given the growing importance of digital literacy, and the continued deliberation about the academic potential of video games, this study explored if and how video game play contributes to reading performance. Specifically, the grade point level, silent contextual reading fluency, and perceived digital reading ability of South Korean video game players (N = 589) and nonplayers (N = 617) were examined. The findings revealed that nonplayers had better grades and were better readers, while players held stronger positive perceptions about their reading ability not aligned with their grade point ...}, + language = {en}, + booktitle = {Society for {{Information Technology}} \& {{Teacher Education International Conference}}}, + publisher = {{Association for the Advancement of Computing in Education (AACE)}}, + author = {Seok, Soonhwa and DaCosta, Boaventura}, + year = {2019}, + pages = {777-781}, + file = {/Users/morteza/Documents/Zotero/storage/GEDLIXTP/207731.html}, + note = {00000} +} + +@techreport{waller2016, + address = {Zurich}, + title = {{{JAMES}} - {{Jeunes}}, Activit\'es, M\'edias \textendash{} Enqu\^ete {{Suisse}}}, + institution = {{Haute \'ecole des sciences appliqu\'ees de Zurich}}, + author = {Waller, Gregor and Willemse, Isabel and Genner, Sarah and Suter, Lilian and S\"uss, Daniel}, + year = {2016}, + file = {/Users/morteza/Documents/Zotero/storage/XHZWQPBW/Waller et al. - 2016 - JAMES - Jeunes, activités, médias – enquête Suisse.pdf}, + note = {00000} +} + +@article{stanhope2015, + title = {Stress {{Reduction}}: {{Casual Gaming}} versus {{Guided Relaxation}}}, + journal = {Human Factors and Applied Psychology Student Conference HFAP Conference}, + author = {Stanhope, Jenny L and Owens, Caresse and Elliott, L Jo}, + year = {2015}, + file = {/Users/morteza/Documents/Zotero/storage/7PJCD5R9/Stanhope, Owens, Elliott - 2015 - Stress Reduction Casual Gaming versus Guided Relaxation.pdf}, + note = {00000} +} + +@article{kiraly2017, + title = {Intense Video Gaming Is Not Essentially Problematic.}, + volume = {31}, + issn = {1939-1501, 0893-164X}, + language = {en}, + number = {7}, + journal = {Psychology of Addictive Behaviors}, + doi = {10.1037/adb0000316}, + author = {Kir\'aly, Orsolya and T\'oth, D\'enes and Urb\'an, R\'obert and Demetrovics, Zsolt and Maraz, Aniko}, + month = nov, + year = {2017}, + keywords = {\#nosource}, + pages = {807-817}, + note = {00000} +} + +@article{katz2018, + title = {How to Play 20 Questions with Nature and Lose: {{Reflections}} on 100 Years of Brain-Training Research}, + volume = {115}, + issn = {0027-8424, 1091-6490}, + shorttitle = {How to Play 20 Questions with Nature and Lose}, + language = {en}, + number = {40}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.1617102114}, + author = {Katz, Benjamin and Shah, Priti and Meyer, David E.}, + month = oct, + year = {2018}, + pages = {9897-9904}, + file = {/Users/morteza/Documents/Zotero/storage/QM9KK7YG/Katz et al. - 2018 - How to play 20 questions with nature and lose Ref.pdf}, + note = {00000} +} + +@article{katz2014, + title = {Differential Effect of Motivational Features on Training Improvements in School-Based Cognitive Training}, + volume = {8}, + issn = {1662-5161}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2014.00242}, + author = {Katz, Benjamin and Jaeggi, Susanne and Buschkuehl, Martin and Stegman, Alyse and Shah, Priti}, + month = apr, + year = {2014}, + file = {/Users/morteza/Documents/Zotero/storage/TYKST8IB/fnhum-08-00242.pdf}, + note = {00000} +} + +@article{gentile2017, + title = {Internet {{Gaming Disorder}} in {{Children}} and {{Adolescents}}}, + volume = {140}, + issn = {0031-4005, 1098-4275}, + language = {en}, + number = {Supplement 2}, + journal = {Pediatrics}, + doi = {10.1542/peds.2016-1758H}, + author = {Gentile, Douglas A. and Bailey, Kira and Bavelier, Daphne and Brockmyer, Jeanne Funk and Cash, Hilarie and Coyne, Sarah M. and Doan, Andrew and Grant, Donald S. and Green, C. Shawn and Griffiths, Mark and Markle, Tracy and Petry, Nancy M. and Prot, Sara and Rae, Cosette D. and Rehbein, Florian and Rich, Michael and Sullivan, Dave and Woolley, Elizabeth and Young, Kimberly}, + month = nov, + year = {2017}, + pages = {S81-S85}, + file = {/Users/morteza/Documents/Zotero/storage/4AG57Y9E/Gentile et al. - 2017 - Internet Gaming Disorder in Children and Adolescen.pdf;/Users/morteza/Documents/Zotero/storage/YZACRADD/Gentile et al. - 2017 - Internet Gaming Disorder in Children and Adolescen.pdf;/Users/morteza/Documents/Zotero/storage/ZW7ZKUAM/S81+.html}, + note = {00000} +} + +@incollection{geary2019, + title = {Introduction: {{Cognitive Foundations}} for {{Improving Mathematical Learning}}}, + isbn = {978-0-12-815952-1}, + shorttitle = {Introduction}, + language = {en}, + booktitle = {Cognitive {{Foundations}} for {{Improving Mathematical Learning}}}, + publisher = {{Elsevier}}, + author = {Geary, David C. and Berch, Daniel B. and Mann Koepke, Kathleen}, + year = {2019}, + pages = {1-36}, + doi = {10.1016/B978-0-12-815952-1.00001-3}, + note = {00000} +} + +@article{gathercole2016, + title = {How {{Common}} Are {{WM Deficits}} in {{Children}} with {{Difficulties}} in {{Reading}} and {{Mathematics}}?}, + volume = {5}, + issn = {22113681}, + language = {en}, + number = {4}, + journal = {Journal of Applied Research in Memory and Cognition}, + doi = {10.1016/j.jarmac.2016.07.013}, + author = {Gathercole, Susan E. and Woolgar, Francesca and Kievit, Rogier A. and Astle, Duncan and Manly, Tom and Holmes, Joni}, + month = dec, + year = {2016}, + pages = {384-394}, + note = {00000} +} + +@article{gathercole2005, + title = {Developmental Consequences of Poor Phonological Short-Term Memory Function in Childhood: A Longitudinal Study}, + volume = {46}, + issn = {0021-9630}, + shorttitle = {Developmental Consequences of Poor Phonological Short-Term Memory Function in Childhood}, + abstract = {BACKGROUND: A longitudinal study investigated the cognitive skills and scholastic attainments at 8 years of age of children selected on the basis of poor phonological loop skills at 5 years. +METHODS: Children with low and average performance at 5 years were tested three years later on measures of working memory, phonological awareness, vocabulary, language, reading, and number skill. +RESULTS: Two subgroups of children with poor early performance on phonological memory tests were identified. In one subgroup, the poor phonological memory skills persisted at 8 years. These children performed at comparable levels to the control group on measures of vocabulary, language and mathematics. They scored more poorly on literacy assessments, but this deficit was associated with group differences in complex memory span and phonological awareness performance. The second subgroup of children performed more highly on phonological memory tests at 8 years, but had enduring deficits in language assessments from 4 to 8 years. +CONCLUSIONS: Persistently poor phonological memory skills do not appear to significantly constrain the acquisition of language, mathematics or number skills over the early school years. More general working memory skills do, however, appear to be crucial.}, + language = {eng}, + number = {6}, + journal = {Journal of Child Psychology and Psychiatry, and Allied Disciplines}, + doi = {10.1111/j.1469-7610.2004.00379.x}, + author = {Gathercole, Susan E. and Tiffany, Claire and Briscoe, Josie and Thorn, Annabel and {ALSPAC team}}, + month = jun, + year = {2005}, + keywords = {Humans,Female,Male,Child,Memory; Short-Term,Articulation Disorders,Child; Preschool,Epidemiologic Methods,Language Development Disorders,Language Tests}, + pages = {598-611}, + pmid = {15877766}, + note = {00000} +} + +@article{gathercole2003, + title = {Working Memory Assessments at School Entry as Longitudinal Predictors of {{National Curriculum}} Attainment Levels}, + volume = {20}, + issn = {2396-8702(Electronic),0267-1611(Print)}, + abstract = {A longitudinal study of 54 children aged between 4 and 7 years of age investigated whether measures of working memory skills taken shortly after school entry served as useful predictors of children's attainment levels in National Curriculum assessments at Key Stage 1. Early working memory scores were found to be highly significant predictors of children's subsequent levels of attainment in literacy, but not in mathematics. Compared with the local education authority baseline assessments also administered at 4 years of age that are designed in large part to predict later attainments, working memory scores accounted for unique variance in children's spelling and writing scores at 7 years. These findings point to the utility of combining knowledge-based assessments with measures of fluid cognitive ability in order to obtain the best estimates of a child's chances of future academic success. (PsycINFO Database Record (c) 2016 APA, all rights reserved)}, + number = {3}, + journal = {Educational and Child Psychology}, + author = {Gathercole, Susan E. and Brown, Leanne and Pickering, Susan J.}, + year = {2003}, + keywords = {Academic Achievement,Literacy,Mathematics Achievement,Preschool Students,Short Term Memory,Standardized Tests}, + pages = {109-122}, + file = {/Users/morteza/Documents/Zotero/storage/U67273FY/2004-11157-009.html}, + note = {00000} +} + +@article{feng2007, + title = {Playing an {{Action Video Game Reduces Gender Differences}} in {{Spatial Cognition}}}, + volume = {18}, + issn = {0956-7976, 1467-9280}, + language = {en}, + number = {10}, + journal = {Psychological Science}, + doi = {10.1111/j.1467-9280.2007.01990.x}, + author = {Feng, Jing and Spence, Ian and Pratt, Jay}, + month = oct, + year = {2007}, + pages = {850-855}, + file = {/Users/morteza/Documents/Zotero/storage/W9JK4954/Feng et al. - 2007 - Playing an Action Video Game Reduces Gender Differ.pdf}, + note = {00000} +} + +@article{bull2008, + title = {Short-Term Memory, Working Memory, and Executive Functioning in Preschoolers: Longitudinal Predictors of Mathematical Achievement at Age 7 Years}, + volume = {33}, + issn = {1532-6942}, + shorttitle = {Short-Term Memory, Working Memory, and Executive Functioning in Preschoolers}, + abstract = {This study examined whether measures of short-term memory, working memory, and executive functioning in preschool children predict later proficiency in academic achievement at 7 years of age (third year of primary school). Children were tested in preschool (M age = 4 years, 6 months) on a battery of cognitive measures, and mathematics and reading outcomes (from standardized, norm-referenced school-based assessments) were taken on entry to primary school, and at the end of the first and third year of primary school. Growth curve analyses examined predictors of math and reading achievement across the duration of the study and revealed that better digit span and executive function skills provided children with an immediate head start in math and reading that they maintained throughout the first three years of primary school. Visual-spatial short-term memory span was found to be a predictor specifically of math ability. Correlational and regression analyses revealed that visual short-term and working memory were found to specifically predict math achievement at each time point, while executive function skills predicted learning in general rather than learning in one specific domain. The implications of the findings are discussed in relation to further understanding the role of cognitive skills in different mathematical tasks, and in relation to the impact of limited cognitive skills in the classroom environment.}, + language = {eng}, + number = {3}, + journal = {Developmental Neuropsychology}, + doi = {10.1080/87565640801982312}, + author = {Bull, Rebecca and Espy, Kimberly Andrews and Wiebe, Sandra A.}, + year = {2008}, + keywords = {Attention,Humans,Female,Male,Psychomotor Performance,Neuropsychological Tests,Reaction Time,Child,Sex Factors,Aptitude,Memory; Short-Term,Orientation,Problem Solving,Child; Preschool,Achievement,Age Factors,Color Perception,Concept Formation,Discrimination Learning,Games; Experimental,Longitudinal Studies,Mathematics,Pattern Recognition; Visual,Psychometrics,Reading}, + pages = {205-228}, + file = {/Users/morteza/Documents/Zotero/storage/LIF4IAJA/Bull et al. - 2008 - Short-term memory, working memory, and executive f.pdf}, + pmid = {18473197}, + pmcid = {PMC2729141}, + note = {00000} +} + +@article{belchior2018, + title = {Computer and {{Videogame Interventions}} for {{Older Adults}}' {{Cognitive}} and {{Everyday Functioning}}}, + issn = {2161-783X}, + abstract = {Objective: This study compared older adults' gains in cognitive and everyday functioning after a 60-session home-based videogame intervention with gains seen under formal cognitive training and usual care/no intervention.Materials and Methods: Participants were randomized to one of three groups: one group played an off-the-shelf videogame (i.e., Crazy Taxi), the second group engaged in a computerized training program focused on visual attention and processing speed (i.e., PositScience InSight), and the third group received no training. Training in the two intervention conditions consisted of 60 training sessions of 1 hour each, which were completed in 3 months (5 hours a week). Participants received a broad battery of cognitive and everyday functioning assessments immediately before (pretest), after (post-test), and 3 months after (follow-up) training.Results: Both training conditions improved on direct assessments of trained outcomes. In the InSight-trained group, we found transfer to untrained measures of visual attention and processing speed that were similar to the trained tasks, and these gains endured for up to 3 months. Participants in the videogame condition showed small additional benefits, not emerging until 3 months after intervention completion, on a measure of both attention and mood. No trained groups showed gain on visuospatial skills or memory.Conclusion: Training effects were highly specific to the target of training. Training effects to visual attention and processing speed were, as expected, larger for InSight-trained participants but were also seen for videogame participants. Given that past research has shown that videogame training leads to greater engagement than cognitive training, videogame interventions may represent a choice for more modest gains in a more engaging context.}, + journal = {Games for Health Journal}, + doi = {10.1089/g4h.2017.0092}, + author = {Belchior, Patr\'icia and Yam, Anna and Thomas, Kelsey R. and Bavelier, Daphne and Ball, Karlene K. and Mann, William C. and Marsiske, Michael}, + month = sep, + year = {2018}, + file = {/Users/morteza/Documents/Zotero/storage/LQLCQQCP/g4h.2017.html}, + note = {00000} +} + +@incollection{cardoso-leiteinpress, + address = {Boston}, + title = {Games for Enhancing Cognitive Abilities}, + booktitle = {Handbook of {{Game}}-Based {{Learning}}}, + publisher = {{MIT Press}}, + author = {{Cardoso-Leite}, P and Joessel, A and Bavelier, D}, + editor = {Plass, Jan and Mayer, Richard E. and Homer, Bruce D}, + year = {in press}, + keywords = {\#nosource}, + note = {00000} +} + +@article{braver2012, + title = {The Variable Nature of Cognitive Control: A Dual Mechanisms Framework}, + volume = {16}, + issn = {13646613}, + shorttitle = {The Variable Nature of Cognitive Control}, + language = {en}, + number = {2}, + journal = {Trends in Cognitive Sciences}, + doi = {10.1016/j.tics.2011.12.010}, + author = {Braver, Todd S.}, + month = feb, + year = {2012}, + pages = {106-113}, + file = {/Users/morteza/Documents/Zotero/storage/NY83IQL8/false}, + note = {01090} +} + +@article{jaeggi2010, + title = {The Concurrent Validity of the {{N}}-Back Task as a Working Memory Measure}, + volume = {18}, + issn = {0965-8211, 1464-0686}, + language = {en}, + number = {4}, + journal = {Memory}, + doi = {10.1080/09658211003702171}, + author = {Jaeggi, Susanne M. and Buschkuehl, Martin and Perrig, Walter J. and Meier, Beat}, + month = may, + year = {2010}, + pages = {394-412}, + note = {00483} +} + +@article{au2015a, + title = {Improving Fluid Intelligence with Training on Working Memory: A Meta-Analysis}, + volume = {22}, + issn = {1069-9384, 1531-5320}, + shorttitle = {Improving Fluid Intelligence with Training on Working Memory}, + language = {en}, + number = {2}, + journal = {Psychonomic Bulletin \& Review}, + doi = {10.3758/s13423-014-0699-x}, + author = {Au, Jacky and Sheehan, Ellen and Tsai, Nancy and Duncan, Greg J. and Buschkuehl, Martin and Jaeggi, Susanne M.}, + month = apr, + year = {2015}, + pages = {366-377}, + file = {/Users/morteza/Documents/Zotero/storage/5JQUE5BK/au2015.pdf}, + note = {00394} +} + +@article{jaeggi2008a, + title = {Improving Fluid Intelligence with Training on Working Memory}, + volume = {105}, + issn = {0027-8424, 1091-6490}, + language = {en}, + number = {19}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.0801268105}, + author = {Jaeggi, S. M. and Buschkuehl, M. and Jonides, J. and Perrig, W. J.}, + month = may, + year = {2008}, + pages = {6829-6833}, + file = {/Users/morteza/Documents/Zotero/storage/TBC8IBYU/jaeggi2008.pdf}, + note = {01950} +} + +@phdthesis{ralph2014, + address = {Troy, New York}, + type = {{{PhD Thesis}}}, + title = {Statistical Manipulation and Control Strategies of the N-Back Task.}, + school = {Rensselaer Polytechnic Institute}, + author = {Ralph, Json}, + year = {2014}, + note = {00000} +} + +@article{batou2013, + title = {Calculation of {{Lagrange Multipliers}} in the {{Construction}} of {{Maximum Entropy Distributions}} in {{High Stochastic Dimension}}}, + volume = {1}, + issn = {2166-2525}, + language = {en}, + number = {1}, + journal = {SIAM/ASA Journal on Uncertainty Quantification}, + doi = {10.1137/120901386}, + author = {Batou, A. and Soize, C.}, + month = jan, + year = {2013}, + pages = {431-451}, + file = {/Users/morteza/Documents/Zotero/storage/RKPL5AMZ/batou2013.pdf}, + note = {00014} +} + +@inproceedings{4e76dd9e5534473a95e58dfa95ab4a90, + title = {Modeling Control Strategies in the {{N}}-Back Task.}, + language = {English}, + booktitle = {Proceedings of the Eight {{International Conference}} on {{Cognitive Modeling}}}, + publisher = {{Psychology Press}}, + author = {Juvina, I and Taatgen, N.A.}, + year = {2007}, + pages = {73-78}, + note = {00030} +} + +@inproceedings{juvina2007, + title = {Modeling Control Strategies in the {{N}}-Back Task}, + language = {English}, + booktitle = {Proceedings of the Eight {{International Conference}} on {{Cognitive Modeling}}}, + publisher = {{Psychology Press}}, + author = {Juvina, I and Taatgen, N.A.}, + year = {2007}, + pages = {73-78}, + note = {00030} +} + +@article{kursa2010, + title = {Feature {{Selection}} with the {{Boruta Package}}}, + volume = {36}, + issn = {1548-7660}, + language = {en}, + number = {11}, + journal = {Journal of Statistical Software}, + doi = {10.18637/jss.v036.i11}, + author = {Kursa, Miron B. and Rudnicki, Witold R.}, + year = {2010}, + file = {/Users/morteza/Documents/Zotero/storage/XA8EWYQQ/kursa2010.pdf} +} + +@book{abelson1995, + address = {Hillsdale, NJ, US}, + series = {Statistics as Principled Argument.}, + title = {Statistics as Principled Argument.}, + abstract = {Abelson delves into the . . . problems of interpreting quantitative data and then presenting them in the context of a coherent story about one's research. [This book is] filled with . . . real-life (and real-research) examples rather than . . . recipes for analysis. [It is intended for] beginning graduate students and researchers alike. (PsycINFO Database Record (c) 2016 APA, all rights reserved)}, + publisher = {{Lawrence Erlbaum Associates, Inc}}, + author = {Abelson, Robert P}, + year = {1995}, + rating = {0}, + uri = {papers3://publication/uuid/3744008D-0698-4668-BEC3-5281D85126D5}, + note = {01023} +} + +@article{cardoso-leite2016a, + title = {Technology Consumption and Cognitive Control: {{Contrasting}} Action Video Game Experience with Media Multitasking}, + volume = {78}, + issn = {1943-3921, 1943-393X}, + shorttitle = {Technology Consumption and Cognitive Control}, + language = {en}, + number = {1}, + journal = {Attention, Perception, \& Psychophysics}, + doi = {10.3758/s13414-015-0988-0}, + author = {{Cardoso-Leite}, Pedro and Kludt, Rachel and Vignola, Gianluca and Ma, Wei Ji and Green, C. Shawn and Bavelier, Daphne}, + month = jan, + year = {2016}, + pages = {218-241}, + file = {/Users/morteza/Documents/Zotero/storage/D5P39AVB/cardoso-leite2016.pdf}, + note = {00031} +} + +@article{miller2009, + title = {Is the {{N}}-{{Back Task}} a {{Valid Neuropsychological Measure}} for {{Assessing Working Memory}}?}, + volume = {24}, + issn = {0887-6177, 1873-5843}, + language = {en}, + number = {7}, + journal = {Archives of Clinical Neuropsychology}, + doi = {10.1093/arclin/acp063}, + author = {Miller, K.M. and Price, C.C. and Okun, M.S. and Montijo, H. and Bowers, D.}, + month = nov, + year = {2009}, + pages = {711-717}, + file = {/Users/morteza/Documents/Zotero/storage/YHG882IF/miller2009.pdf}, + note = {00000} +} + +@article{mcmillan2007, + title = {Self-Paced Working Memory: {{Validation}} of Verbal Variations of the n-Back Paradigm}, + volume = {1139}, + issn = {00068993}, + shorttitle = {Self-Paced Working Memory}, + language = {en}, + journal = {Brain Research}, + doi = {10.1016/j.brainres.2006.12.058}, + author = {McMillan, Kathryn M. and Laird, Angela R. and Witt, Suzanne T. and Meyerand, M. Elizabeth}, + month = mar, + year = {2007}, + pages = {133-142}, + file = {/Users/morteza/Documents/Zotero/storage/MJ9MIXPI/mcmillan2007.pdf} +} + + diff --git a/ccn2019/ccn2019_paper/BC19_abstracts.pdf b/ccn2019/ccn2019_paper/BC19_abstracts.pdf new file mode 100644 index 0000000..68539c8 --- /dev/null +++ b/ccn2019/ccn2019_paper/BC19_abstracts.pdf Binary files differ diff --git a/ccn2019/ccn2019_paper/bib.bib b/ccn2019/ccn2019_paper/bib.bib new file mode 100644 index 0000000..2f89c1d --- /dev/null +++ b/ccn2019/ccn2019_paper/bib.bib @@ -0,0 +1,2700 @@ + +@article{green2017, + title = {Playing {{Some Video Games}} but {{Not Others Is Related}} to {{Cognitive Abilities}}: {{A Critique}} of {{Unsworth}} et Al. (2015)}, + volume = {28}, + issn = {0956-7976}, + shorttitle = {Playing {{Some Video Games}} but {{Not Others Is Related}} to {{Cognitive Abilities}}}, + language = {en}, + number = {5}, + journal = {Psychological Science}, + doi = {10.1177/0956797616644837}, + author = {Green, C. Shawn and Kattner, Florian and Eichenbaum, Adam and Bediou, Benoit and Adams, Deanne M. and Mayer, Richard E. and Bavelier, Daphne}, + month = may, + year = {2017}, + keywords = {Video Recording}, + pages = {679-682}, + note = {00020} +} + +@article{xiongEffectsExergamingPreschoolers2019, + title = {Effects of {{Exergaming}} on {{Preschoolers}}' {{Executive Functions}} and {{Perceived Competence}}: {{A Pilot Randomized Trial}}}, + volume = {8}, + issn = {2077-0383}, + shorttitle = {Effects of {{Exergaming}} on {{Preschoolers}}' {{Executive Functions}} and {{Perceived Competence}}}, + abstract = {Purpose: This study aimed to evaluate the effects of a child-centered exergaming program and a traditional teacher-led physical activity (PA) program on preschoolers' executive functions and perceived competence. Methods: Sixty children aged 4{$^{-}$}5 years from an urban childcare center in China completed an 8-week exergaming/traditional PA intervention. After baseline measurements of executive functions and perceived competence (i.e., perceived physical competence and social acceptance), children were randomly assigned to either an exergaming group or traditional PA group (30 children per group). Exergaming and traditional PA programs were offered 20 min/session by trained instructors for 8 weeks. Post-intervention measures were identical to baseline measures. Results: In general, children's executive functions, perceived physical competence, and perceived social acceptance were enhanced over time. Analysis of variance revealed significant time by group interaction effects for executive functions, F(1, 58) = 12.01, p = 0.01, and perceived social acceptance, F(1, 58) = 6.04, p = 0.02, indicating that the exergaming intervention group displayed significantly greater increases in executive functions and perceived social acceptance in comparison with traditional PA children. In addition, children's executive functions and perceived physical and social competence significantly improved from baseline to post-intervention. However, there was no significant difference in the increase of children's perceived physical competence across groups over time. Conclusion: The results suggested exergaming to be beneficial in enhancing young children's executive functions and perceived social acceptance compared to the traditional PA program. More diverse samples with a longer intervention duration in preschool children in urban areas are warranted.}, + language = {eng}, + number = {4}, + journal = {Journal of Clinical Medicine}, + doi = {10.3390/jcm8040469}, + author = {Xiong, Shanying and Zhang, Peng and Gao, Zan}, + month = apr, + year = {2019}, + keywords = {active video games,cognitive functions,perceived physical competence,perceived social acceptance,preschool children}, + file = {/Users/morteza/Documents/Zotero/storage/J79X78J7/Xiong et al. - 2019 - Effects of Exergaming on Preschoolers' Executive F.pdf}, + pmid = {30959860} +} + +@article{costaVirtualRealityBasedExercise2019, + title = {Virtual {{Reality}}-{{Based Exercise}} with {{Exergames}} as {{Medicine}} in {{Different Contexts}}: {{A Short Review}}}, + volume = {15}, + issn = {1745-0179}, + shorttitle = {Virtual {{Reality}}-{{Based Exercise}} with {{Exergames}} as {{Medicine}} in {{Different Contexts}}}, + language = {en}, + number = {1}, + journal = {Clinical Practice \& Epidemiology in Mental Health}, + doi = {10.2174/1745017901915010015}, + author = {Costa, Marcos T\'ulio Silva and Vieira, Lanna Pinheiro and Barbosa, Elizabete de Oliveira and Mendes Oliveira, Luciana and Maillot, Pauline and Ottero Vaghetti, C\'esar Augusto and Giovani Carta, Mauro and Machado, S\'ergio and {Gatica-Rojas}, Valeska and {Monteiro-Junior}, Renato Sobral}, + month = jan, + year = {2019}, + pages = {15-20}, + file = {/Users/morteza/Documents/Zotero/storage/MCJ4YU4Q/Costa et al. - 2019 - Virtual Reality-Based Exercise with Exergames as M.pdf} +} + +@article{mirelman2012, + title = {Executive {{Function}} and {{Falls}} in {{Older Adults}}: {{New Findings}} from a {{Five}}-{{Year Prospective Study Link Fall Risk}} to {{Cognition}}}, + volume = {7}, + issn = {1932-6203}, + shorttitle = {Executive {{Function}} and {{Falls}} in {{Older Adults}}}, + abstract = {Background +Recent findings suggest that executive function (EF) plays a critical role in the regulation of gait in older adults, especially under complex and challenging conditions, and that EF deficits may, therefore, contribute to fall risk. The objective of this study was to evaluate if reduced EF is a risk factor for future falls over the course of 5 years of follow-up. Secondary objectives were to assess whether single and dual task walking abilities, an alternative window into EF, were associated with fall risk. + +Methodology/Main Results +We longitudinally followed 256 community-living older adults (age: 76.4{$\pm$}4.5 yrs; 61\% women) who were dementia free and had good mobility upon entrance into the study. At baseline, a computerized cognitive battery generated an index of EF, attention, a closely related construct, and other cognitive domains. Gait was assessed during single and dual task conditions. Falls data were collected prospectively using monthly calendars. Negative binomial regression quantified risk ratios (RR). After adjusting for age, gender and the number of falls in the year prior to the study, only the EF index (RR: .85; CI: .74\textendash.98, p{$\mkern1mu$}={$\mkern1mu$}.021), the attention index (RR: .84; CI: .75\textendash.94, p{$\mkern1mu$}={$\mkern1mu$}.002) and dual tasking gait variability (RR: 1.11; CI: 1.01\textendash{}1.23; p{$\mkern1mu$}={$\mkern1mu$}.027) were associated with future fall risk. Other cognitive function measures were not related to falls. Survival analyses indicated that subjects with the lowest EF scores were more likely to fall sooner and more likely to experience multiple falls during the 66 months of follow-up (p{$<$}0.02). + +Conclusions/Significance +These findings demonstrate that among community-living older adults, the risk of future falls was predicted by performance on EF and attention tests conducted 5 years earlier. The present results link falls among older adults to cognition, indicating that screening EF will likely enhance fall risk assessment, and that treatment of EF may reduce fall risk.}, + number = {6}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0040297}, + author = {Mirelman, Anat and Herman, Talia and Brozgol, Marina and Dorfman, Moran and Sprecher, Elliot and Schweiger, Avraham and Giladi, Nir and Hausdorff, Jeffrey M.}, + month = jun, + year = {2012}, + file = {/Users/morteza/Documents/Zotero/storage/VGU5ZVBS/Mirelman et al. - 2012 - Executive Function and Falls in Older Adults New .pdf}, + pmid = {22768271}, + pmcid = {PMC3386974} +} + +@article{ball1993, + title = {Visual Attention Problems as a Predictor of Vehicle Crashes in Older Drivers}, + volume = {34}, + issn = {0146-0404}, + abstract = {PURPOSE: To identify visual factors that are significantly associated with increased vehicle crashes in older drivers. +METHODS: Several aspects of vision and visual information processing were assessed in 294 drivers aged 55 to 90 years. The sample was stratified with respect to age and crash frequency during the 5-year period before the test date. Variables assessed included eye health status, visual sensory function, the size of the useful field of view, and cognitive status. Crash data were obtained from state records. +RESULTS: The size of the useful field of view, a test of visual attention, had high sensitivity (89\%) and specificity (81\%) in predicting which older drivers had a history of crash problems. This level of predictability is unprecedented in research on crash risk in older drivers. Older adults with substantial shrinkage in the useful field of view were six times more likely to have incurred one or more crashes in the previous 5-year period. Eye health status, visual sensory function, cognitive status, and chronological age were significantly correlated with crashes, but were relatively poor at discriminating between crash-involved versus crash-free drivers. +CONCLUSIONS: This study suggests that policies that restrict driving privileges based solely on age or on common stereotypes of age-related declines in vision and cognition are scientifically unfounded. With the identification of a visual attention measure highly predictive of crash problems in the elderly, this study points to a way in which the suitability of licensure in the older adult population could be based on objective, performance-based criteria.}, + language = {eng}, + number = {11}, + journal = {Investigative Ophthalmology \& Visual Science}, + author = {Ball, K. and Owsley, C. and Sloane, M. E. and Roenker, D. L. and Bruni, J. R.}, + month = oct, + year = {1993}, + keywords = {Accidents; Traffic,Aged,Aged; 80 and over,Aging,Attention,Automobile Driving,Cognition Disorders,Contrast Sensitivity,Health Status,Humans,Middle Aged,Models; Statistical,Predictive Value of Tests,Vision Disorders,Visual Acuity,Visual Fields,Visual Perception}, + pages = {3110-3123}, + pmid = {8407219} +} + +@article{cardoso-leite2016, + title = {Technology Consumption and Cognitive Control: {{Contrasting}} Action Video Game Experience with Media Multitasking}, + volume = {78}, + shorttitle = {Technology Consumption and Cognitive Control}, + number = {1}, + journal = {Attention, Perception, \& Psychophysics}, + author = {{Cardoso-Leite}, Pedro and Kludt, Rachel and Vignola, Gianluca and Ma, Wei Ji and Green, C. Shawn and Bavelier, Daphne}, + year = {2016}, + pages = {218--241}, + file = {/Users/morteza/Documents/Zotero/storage/24TPU746/s1-ln2011024395844769-1939656818Hwf-1530618246IdV191325474220110243PDF_HI0001.pdf;/Users/morteza/Documents/Zotero/storage/3RXWGHPQ/Cardoso-Leite et al. - 2016 - Technology consumption and cognitive control Cont.pdf}, + note = {00029} +} + +@article{cardoso-leite2015, + title = {On the Impact of New Technologies on Multitasking}, + volume = {35}, + issn = {02732297}, + language = {en}, + journal = {Developmental Review}, + doi = {10.1016/j.dr.2014.12.001}, + author = {{Cardoso-Leite}, Pedro and Green, C. Shawn and Bavelier, Daphne}, + month = mar, + year = {2015}, + pages = {98-112}, + file = {/Users/morteza/Documents/Zotero/storage/CNKGKD72/CardosoG&B_DevReview 0214.pdf}, + note = {00025} +} + +@article{bavelier2010, + title = {Children, {{Wired}}: {{For Better}} and for {{Worse}}}, + volume = {67}, + issn = {08966273}, + shorttitle = {Children, {{Wired}}}, + language = {en}, + number = {5}, + journal = {Neuron}, + doi = {10.1016/j.neuron.2010.08.035}, + author = {Bavelier, Daphne and Green, C. Shawn and Dye, Matthew W.G.}, + month = sep, + year = {2010}, + pages = {692-701}, + file = {/Users/morteza/Documents/Zotero/storage/5I3QY2VW/BavelierGreenDye_Neuron_10.pdf}, + note = {00182} +} + +@article{bavelier2019, + title = {Rethinking Human Enhancement as Collective Welfarism}, + volume = {3}, + copyright = {2019 Springer Nature Limited}, + issn = {2397-3374}, + abstract = {Human enhancement technologies are opening tremendous opportunities but also challenges to the core of what it means to be human. We argue that the goal of human enhancement should be to enhance quality of life and well-being not only of individuals but also of the communities they inhabit.}, + language = {En}, + number = {3}, + journal = {Nature Human Behaviour}, + doi = {10.1038/s41562-019-0545-2}, + author = {Bavelier, Daphne and Savulescu, Julian and Fried, Linda P. and Friedmann, Theodore and Lathan, Corinna E. and Sch\"urle, Simone and Beard, John R.}, + month = mar, + year = {2019}, + pages = {204}, + file = {/Users/morteza/Documents/Zotero/storage/EIVG594Y/s41562-019-0545-2.html}, + note = {00000} +} + +@article{simons2016, + title = {Do "{{Brain}}-{{Training}}" {{Programs Work}}?}, + volume = {17}, + issn = {2160-0031}, + abstract = {In 2014, two groups of scientists published open letters on the efficacy of brain-training interventions, or "brain games," for improving cognition. The first letter, a consensus statement from an international group of more than 70 scientists, claimed that brain games do not provide a scientifically grounded way to improve cognitive functioning or to stave off cognitive decline. Several months later, an international group of 133 scientists and practitioners countered that the literature is replete with demonstrations of the benefits of brain training for a wide variety of cognitive and everyday activities. How could two teams of scientists examine the same literature and come to conflicting "consensus" views about the effectiveness of brain training?In part, the disagreement might result from different standards used when evaluating the evidence. To date, the field has lacked a comprehensive review of the brain-training literature, one that examines both the quantity and the quality of the evidence according to a well-defined set of best practices. This article provides such a review, focusing exclusively on the use of cognitive tasks or games as a means to enhance performance on other tasks. We specify and justify a set of best practices for such brain-training interventions and then use those standards to evaluate all of the published peer-reviewed intervention studies cited on the websites of leading brain-training companies listed on Cognitive Training Data (www.cognitivetrainingdata.org), the site hosting the open letter from brain-training proponents. These citations presumably represent the evidence that best supports the claims of effectiveness.Based on this examination, we find extensive evidence that brain-training interventions improve performance on the trained tasks, less evidence that such interventions improve performance on closely related tasks, and little evidence that training enhances performance on distantly related tasks or that training improves everyday cognitive performance. We also find that many of the published intervention studies had major shortcomings in design or analysis that preclude definitive conclusions about the efficacy of training, and that none of the cited studies conformed to all of the best practices we identify as essential to drawing clear conclusions about the benefits of brain training for everyday activities. We conclude with detailed recommendations for scientists, funding agencies, and policymakers that, if adopted, would lead to better evidence regarding the efficacy of brain-training interventions.}, + language = {eng}, + number = {3}, + journal = {Psychological Science in the Public Interest: A Journal of the American Psychological Society}, + doi = {10.1177/1529100616661983}, + author = {Simons, Daniel J. and Boot, Walter R. and Charness, Neil and Gathercole, Susan E. and Chabris, Christopher F. and Hambrick, David Z. and {Stine-Morrow}, Elizabeth A. L.}, + month = oct, + year = {2016}, + keywords = {Humans,brain training,Cognition,cognitive,cognitive training,learning,Learning,skill,transfer}, + pages = {103-186}, + pmid = {27697851}, + note = {00340} +} + +@article{green2010, + title = {Perceptual {{Learning During Action Video Game Playing}}}, + volume = {2}, + issn = {17568757, 17568765}, + language = {en}, + number = {2}, + journal = {Topics in Cognitive Science}, + doi = {10.1111/j.1756-8765.2009.01054.x}, + author = {Green, C. Shawn and Li, Renjie and Bavelier, Daphne}, + month = apr, + year = {2010}, + pages = {202-216}, + file = {/Users/morteza/Documents/Zotero/storage/ZB6G3GNT/Green et al. - 2010 - Perceptual Learning During Action Video Game Playi.pdf}, + note = {00147} +} + +@article{erickson2010, + title = {Striatal {{Volume Predicts Level}} of {{Video Game Skill Acquisition}}}, + volume = {20}, + issn = {1047-3211, 1460-2199}, + language = {en}, + number = {11}, + journal = {Cerebral Cortex}, + doi = {10.1093/cercor/bhp293}, + author = {Erickson, K. I. and Boot, W. R. and Basak, C. and Neider, M. B. and Prakash, R. S. and Voss, M. W. and Graybiel, A. M. and Simons, D. J. and Fabiani, M. and Gratton, G. and Kramer, A. F.}, + month = nov, + year = {2010}, + pages = {2522-2530}, + note = {00127} +} + +@incollection{gorman2017, + title = {Young {{Minds}} on {{Video Games}}}, + isbn = {978-0-12-809481-5}, + language = {en}, + booktitle = {Cognitive {{Development}} in {{Digital Contexts}}}, + publisher = {{Elsevier}}, + author = {Gorman, Thomas E. and Green, C. Shawn}, + year = {2017}, + pages = {121-143}, + doi = {10.1016/B978-0-12-809481-5.00006-7}, + note = {00000} +} + +@article{belchior2012a, + title = {Older Adults' Engagement with a Video Game Training Program}, + volume = {36}, + issn = {0192-4788}, + abstract = {Objectives +The current study investigated older adults' level of engagement with a video game training program. Engagement was measured using the concept of Flow (). + +Methods +Forty-five older adults were randomized to receive practice with an action game (Medal of Honor), a puzzle-like game (Tetris), or a gold-standard Useful Field of View (UFOV) training program. + +Results +Both Medal of Honor and Tetris participants reported significantly higher Flow ratings at the conclusion, relative to the onset of training. + +Discussion +Participants are more engaged in games that can be adjusted to their skill levels and that provide incremental levels of difficulty. This finding was consistent with the Flow theory ()}, + number = {4}, + journal = {Activities, adaptation \& aging}, + doi = {10.1080/01924788.2012.702307}, + author = {Belchior, Patr\'icia and Marsiske, Michael and Sisco, Shannon and Yam, Anna and Mann, William}, + month = dec, + year = {2012}, + pages = {269-279}, + pmid = {23504652}, + pmcid = {PMC3596832}, + note = {00026} +} + +@article{toril2014, + title = {Video Game Training Enhances Cognition of Older Adults: {{A}} Meta-Analytic Study.}, + volume = {29}, + issn = {1939-1498, 0882-7974}, + shorttitle = {Video Game Training Enhances Cognition of Older Adults}, + language = {en}, + number = {3}, + journal = {Psychology and Aging}, + doi = {10.1037/a0037507}, + author = {Toril, Pilar and Reales, Jos\'e M. and Ballesteros, Soledad}, + year = {2014}, + keywords = {\#nosource}, + pages = {706-716}, + note = {00139} +} + +@article{green2003, + title = {Action Video Game Modifies Visual Selective Attention}, + volume = {423}, + issn = {0028-0836}, + abstract = {As video-game playing has become a ubiquitous activity in today's society, it is worth considering its potential consequences on perceptual and motor skills. It is well known that exposing an organism to an altered visual environment often results in modification of the visual system of the organism. The field of perceptual learning provides many examples of training-induced increases in performance. But perceptual learning, when it occurs, tends to be specific to the trained task; that is, generalization to new tasks is rarely found. Here we show, by contrast, that action-video-game playing is capable of altering a range of visual skills. Four experiments establish changes in different aspects of visual attention in habitual video-game players as compared with non-video-game players. In a fifth experiment, non-players trained on an action video game show marked improvement from their pre-training abilities, thereby establishing the role of playing in this effect.}, + language = {eng}, + number = {6939}, + journal = {Nature}, + doi = {10.1038/nature01647}, + author = {Green, C. Shawn and Bavelier, Daphne}, + month = may, + year = {2003}, + keywords = {Attention,Humans,Learning,Video Games,Adolescent,Adult,Female,Male,Photic Stimulation,Psychomotor Performance,Space Perception}, + pages = {534-537}, + pmid = {12774121} +} + +@article{green2012, + title = {The Effect of Action Video Game Experience on Task-Switching}, + volume = {28}, + issn = {0747-5632}, + abstract = {There is now a substantial body of work demonstrating that action video game experience results in enhancements in a wide variety of perceptual skills. More recently, several groups have also demonstrated improvements in abilities that are more cognitive in nature, in particular, the ability to efficiently switch between tasks. In a series of four experiments, we add to this body of work, demonstrating that the action video game player advantage is not exclusively due to an ability to map manual responses onto arbitrary buttons, but rather generalizes to vocal responses, is not restricted to tasks that are perceptual in nature (e.g. respond to a physical dimension of the stimulus such as its color), but generalizes to more cognitive tasks (e.g. is a number odd or even), and is present whether the switch requires a goal-switch or only a motor switch. Finally, a training study establishes that the relationship between the reduction in switch cost and action game playing is causal.}, + language = {eng}, + number = {3}, + journal = {Computers in Human Behavior}, + doi = {10.1016/j.chb.2011.12.020}, + author = {Green, C. Shawn and Sugarman, Michael A. and Medford, Katherine and Klobusicky, Elizabeth and Daphne Bavelier, null}, + month = may, + year = {2012}, + pages = {984-994}, + file = {/Users/morteza/Documents/Zotero/storage/HPLPXSFH/Green et al. - 2012 - The effect of action video game experience on task.pdf}, + pmid = {22393270}, + pmcid = {PMC3292256}, + note = {00159} +} + +@article{strobach2012, + title = {Video Game Practice Optimizes Executive Control Skills in Dual-Task and Task Switching Situations}, + volume = {140}, + issn = {1873-6297}, + abstract = {We examined the relation of action video game practice and the optimization of executive control skills that are needed to coordinate two different tasks. As action video games are similar to real life situations and complex in nature, and include numerous concurrent actions, they may generate an ideal environment for practicing these skills (Green \& Bavelier, 2008). For two types of experimental paradigms, dual-task and task switching respectively; we obtained performance advantages for experienced video gamers compared to non-gamers in situations in which two different tasks were processed simultaneously or sequentially. This advantage was absent in single-task situations. These findings indicate optimized executive control skills in video gamers. Similar findings in non-gamers after 15 h of action video game practice when compared to non-gamers with practice on a puzzle game clarified the causal relation between video game practice and the optimization of executive control skills.}, + language = {eng}, + number = {1}, + journal = {Acta Psychologica}, + doi = {10.1016/j.actpsy.2012.02.001}, + author = {Strobach, Tilo and Frensch, Peter A. and Schubert, Torsten}, + month = may, + year = {2012}, + keywords = {Attention,Humans,Visual Perception,Practice (Psychology),Video Games,Adolescent,Adult,Male,Psychomotor Performance,Executive Function,Neuropsychological Tests,Reaction Time}, + pages = {13-24}, + pmid = {22426427}, + note = {00206} +} + +@article{bejjanki2014, + title = {Action Video Game Play Facilitates the Development of Better Perceptual Templates}, + volume = {111}, + issn = {0027-8424, 1091-6490}, + language = {en}, + number = {47}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.1417056111}, + author = {Bejjanki, Vikranth R. and Zhang, Ruyuan and Li, Renjie and Pouget, Alexandre and Green, C. Shawn and Lu, Zhong-Lin and Bavelier, Daphne}, + month = nov, + year = {2014}, + pages = {16961-16966}, + file = {/Users/morteza/Documents/Zotero/storage/VEIW3YCB/Bejjanki et al. - 2014 - Action video game play facilitates the development.pdf}, + note = {00108} +} + +@article{green2010a, + title = {Improved Probabilistic Inference as a General Learning Mechanism with Action Video Games}, + volume = {20}, + issn = {1879-0445}, + abstract = {Action video game play benefits performance in an array of sensory, perceptual, and attentional tasks that go well beyond the specifics of game play [1-9]. That a training regimen may induce improvements in so many different skills is notable because the majority of studies on training-induced learning report improvements on the trained task but limited transfer to other, even closely related, tasks ([10], but see also [11-13]). Here we ask whether improved probabilistic inference may explain such broad transfer. By using a visual perceptual decision making task [14, 15], the present study shows for the first time that action video game experience does indeed improve probabilistic inference. A neural model of this task [16] establishes how changing a single parameter, namely the strength of the connections between the neural layer providing the momentary evidence and the layer integrating the evidence over time, captures improvements in action-gamers behavior. These results were established in a visual, but also in a novel auditory, task, indicating generalization across modalities. Thus, improved probabilistic inference provides a general mechanism for why action video game playing enhances performance in a wide variety of tasks. In addition, this mechanism may serve as a signature of training regimens that are likely to produce transfer of learning.}, + language = {eng}, + number = {17}, + journal = {Current biology: CB}, + doi = {10.1016/j.cub.2010.07.040}, + author = {Green, C. Shawn and Pouget, Alexandre and Bavelier, Daphne}, + month = sep, + year = {2010}, + keywords = {Humans,Visual Perception,Learning,Decision Making,Probability}, + pages = {1573-1579}, + file = {/Users/morteza/Documents/Zotero/storage/QA7EM2T3/Green et al. - 2010 - Improved probabilistic inference as a general lear.pdf}, + pmid = {20833324}, + pmcid = {PMC2956114}, + note = {00275} +} + +@article{libertus2017, + title = {The {{Impact}} of {{Action Video Game Training}} on {{Mathematical Abilities}} in {{Adults}}}, + volume = {3}, + issn = {2332-8584, 2332-8584}, + language = {en}, + number = {4}, + journal = {AERA Open}, + doi = {10.1177/2332858417740857}, + author = {Libertus, Melissa E. and Liu, Allison and Pikul, Olga and Jacques, Theodore and {Cardoso-Leite}, Pedro and Halberda, Justin and Bavelier, Daphne}, + month = oct, + year = {2017}, + pages = {233285841774085}, + file = {/Users/morteza/Documents/Zotero/storage/JQZWZKGW/Libertus et al. - 2017 - The Impact of Action Video Game Training on Mathem.pdf;/Users/morteza/Documents/Zotero/storage/YU8PMLCK/Libertus et al. - 2017 - The Impact of Action Video Game Training on Mathem.pdf}, + note = {00002} +} + +@article{delisi2002, + title = {Improving Children's Mental Rotation Accuracy with Computer Game Playing}, + volume = {163}, + issn = {0022-1325}, + abstract = {The authors investigated the relation between mental rotation (MR) and computer game-playing experience. Third grade boys (n = 24) and girls (n = 23) completed a 2-dimensional MR test before and after playing computer games (during 11 separate 30-min sessions), which either involved the use of MR skills (the experimental group) or did not involve the use of MR skills (the control group). The experimental group outperformed the control group on the MR posttest but not on the pretest. Boys outperformed girls on the pretest but not on the posttest. Children whose initial MR performance was low improved after playing computer games that entailed MR skills. The findings imply that computer-based instructional activities can be used in schools to enhance children's spatial abilities.}, + language = {eng}, + number = {3}, + journal = {The Journal of Genetic Psychology}, + doi = {10.1080/00221320209598683}, + author = {De Lisi, Richard and Wolford, Jennifer L.}, + month = sep, + year = {2002}, + keywords = {Humans,Cognition,Practice (Psychology),Video Games,Female,Male,Space Perception,Analysis of Variance,Child,New Jersey,Rotation,Sex Factors}, + pages = {272-282}, + pmid = {12230149}, + note = {00386} +} + +@article{okagaki1994, + title = {Effects of Video Game Playing on Measures of Spatial Performance: {{Gender}} Effects in Late Adolescence}, + volume = {15}, + issn = {01933973}, + shorttitle = {Effects of Video Game Playing on Measures of Spatial Performance}, + language = {en}, + number = {1}, + journal = {Journal of Applied Developmental Psychology}, + doi = {10.1016/0193-3973(94)90005-1}, + author = {Okagaki, Lynn and Frensch, Peter A.}, + month = jan, + year = {1994}, + pages = {33-58}, + note = {00451} +} + +@article{sala2018, + title = {Video Game Training Does Not Enhance Cognitive Ability: {{A}} Comprehensive Meta-Analytic Investigation}, + volume = {144}, + issn = {1939-1455}, + shorttitle = {Video Game Training Does Not Enhance Cognitive Ability}, + abstract = {As a result of considerable potential scientific and societal implications, the possibility of enhancing cognitive ability by training has been one of the most influential topics of cognitive psychology in the last two decades. However, substantial research into the psychology of expertise and a recent series of meta-analytic reviews have suggested that various types of cognitive training (e.g., working memory training) benefit performance only in the trained tasks. The lack of skill generalization from one domain to different ones-that is, far transfer-has been documented in various fields of research such as working memory training, music, brain training, and chess. Video game training is another activity that has been claimed by many researchers to foster a broad range of cognitive abilities such as visual processing, attention, spatial ability, and cognitive control. We tested these claims with three random-effects meta-analytic models. The first meta-analysis (k = 310) examined the correlation between video game skill and cognitive ability. The second meta-analysis (k = 315) dealt with the differences between video game players and nonplayers in cognitive ability. The third meta-analysis (k = 359) investigated the effects of video game training on participants' cognitive ability. Small or null overall effect sizes were found in all three models. These outcomes show that overall cognitive ability and video game skill are only weakly related. Importantly, we found no evidence of a causal relationship between playing video games and enhanced cognitive ability. Video game training thus represents no exception to the general difficulty of obtaining far transfer. (PsycINFO Database Record}, + language = {eng}, + number = {2}, + journal = {Psychological Bulletin}, + doi = {10.1037/bul0000139}, + author = {Sala, Giovanni and Tatlidil, K. Semir and Gobet, Fernand}, + month = feb, + year = {2018}, + keywords = {Humans,Cognition,Practice (Psychology),Transfer (Psychology),Video Games,Aptitude}, + pages = {111-139}, + pmid = {29239631} +} + +@article{anguera2013, + title = {Video Game Training Enhances Cognitive Control in Older Adults}, + volume = {501}, + issn = {0028-0836, 1476-4687}, + number = {7465}, + journal = {Nature}, + doi = {10.1038/nature12486}, + author = {Anguera, J. A. and Boccanfuso, J. and Rintoul, J. L. and {Al-Hashimi}, O. and Faraji, F. and Janowich, J. and Kong, E. and Larraburo, Y. and Rolle, C. and Johnston, E. and Gazzaley, A.}, + month = sep, + year = {2013}, + pages = {97-101}, + file = {/Users/morteza/Documents/Zotero/storage/EMARTW6H/Anguera_Nature_2013-Video-game-training-enhances-cognitive-control-in-older-adults.pdf}, + note = {00884} +} + +@article{tidwell2014, + title = {What Counts as Evidence for Working Memory Training? {{Problems}} with Correlated Gains and Dichotomization}, + volume = {21}, + issn = {1531-5320}, + shorttitle = {What Counts as Evidence for Working Memory Training?}, + abstract = {The question of whether computerized cognitive training leads to generalized improvements of intellectual abilities has been a popular, yet contentious, topic within both the psychological and neurocognitive literatures. Evidence for the effective transfer of cognitive training to nontrained measures of cognitive abilities is mixed, with some studies showing apparent successful transfer, while others have failed to obtain this effect. At the same time, several authors have made claims about both successful and unsuccessful transfer effects on the basis of a form of responder analysis, an analysis technique that shows that those who gain the most on training show the greatest gains on transfer tasks. Through a series of Monte Carlo experiments and mathematical analyses, we demonstrate that the apparent transfer effects observed through responder analysis are illusory and are independent of the effectiveness of cognitive training. We argue that responder analysis can be used neither to support nor to refute hypotheses related to whether cognitive training is a useful intervention to obtain generalized cognitive benefits. We end by discussing several proposed alternative analysis techniques that incorporate training gain scores and argue that none of these methods are appropriate for testing hypotheses regarding the effectiveness of cognitive training.}, + language = {eng}, + number = {3}, + journal = {Psychonomic Bulletin \& Review}, + doi = {10.3758/s13423-013-0560-7}, + author = {Tidwell, Joe W. and Dougherty, Michael R. and Chrabaszcz, Jeffrey R. and Thomas, Rick P. and Mendoza, Jorge L.}, + month = jun, + year = {2014}, + keywords = {Humans,Intelligence,Transfer (Psychology),Data Interpretation; Statistical,Memory; Short-Term}, + pages = {620-628}, + pmid = {24307249}, + note = {00029} +} + +@article{dale2017, + title = {Associations {{Between Avid Action}} and {{Real}}-{{Time Strategy Game Play}} and {{Cognitive Performance}}: A {{Pilot Study}}}, + volume = {1}, + issn = {2509-3290, 2509-3304}, + shorttitle = {Associations {{Between Avid Action}} and {{Real}}-{{Time Strategy Game Play}} and {{Cognitive Performance}}}, + language = {en}, + number = {3}, + journal = {Journal of Cognitive Enhancement}, + doi = {10.1007/s41465-017-0021-8}, + author = {Dale, Gillian and Green, C. Shawn}, + month = sep, + year = {2017}, + pages = {295-317}, + note = {00005} +} + +@article{pilegard2018, + title = {Game over for {{Tetris}} as a Platform for Cognitive Skill Training}, + volume = {54}, + issn = {0361476X}, + language = {en}, + journal = {Contemporary Educational Psychology}, + doi = {10.1016/j.cedpsych.2018.04.003}, + author = {Pilegard, Celeste and Mayer, Richard E.}, + month = jul, + year = {2018}, + pages = {29-41}, + note = {00001} +} + +@article{adams2016, + title = {Evaluating the {{Cognitive Consequences}} of {{Playing}} {{{\emph{Portal}}}} for a {{Short Duration}}}, + volume = {54}, + issn = {0735-6331, 1541-4140}, + language = {en}, + number = {2}, + journal = {Journal of Educational Computing Research}, + doi = {10.1177/0735633115620431}, + author = {Adams, Deanne M. and Pilegard, Celeste and Mayer, Richard E.}, + month = apr, + year = {2016}, + pages = {173-195}, + note = {00000} +} + +@article{comstockjr1992, + title = {The Multi-Attribute Task Battery for Human Operator Workload and Strategic Behavior Research}, + author = {Comstock Jr, J. Raymond and Arnegard, Ruth J.}, + year = {1992}, + file = {/Users/morteza/Documents/Zotero/storage/QKVALB4U/Comstock Jr and Arnegard - 1992 - The multi-attribute task battery for human operato.pdf;/Users/morteza/Documents/Zotero/storage/LCWY99TW/search.html}, + note = {00350} +} + +@article{belchior2019, + title = {Computer and {{Videogame Interventions}} for {{Older Adults}}' {{Cognitive}} and {{Everyday Functioning}}}, + volume = {8}, + issn = {2161-783X, 2161-7856}, + language = {en}, + number = {2}, + journal = {Games for Health Journal}, + doi = {10.1089/g4h.2017.0092}, + author = {Belchior, Patr\'icia and Yam, Anna and Thomas, Kelsey R. and Bavelier, Daphne and Ball, Karlene K. and Mann, William C. and Marsiske, Michael}, + month = apr, + year = {2019}, + pages = {129-143}, + note = {00001} +} + +@article{basak2011, + title = {Regional Differences in Brain Volume Predict the Acquisition of Skill in a Complex Real-Time Strategy Videogame}, + volume = {76}, + issn = {02782626}, + language = {en}, + number = {3}, + journal = {Brain and Cognition}, + doi = {10.1016/j.bandc.2011.03.017}, + author = {Basak, Chandramallika and Voss, Michelle W. and Erickson, Kirk I. and Boot, Walter R. and Kramer, Arthur F.}, + month = aug, + year = {2011}, + pages = {407-414}, + file = {/Users/morteza/Documents/Zotero/storage/H46CBQP8/Basak et al. - 2011 - Regional differences in brain volume predict the a.pdf}, + note = {00071} +} + +@article{basak2008, + title = {Can Training in a Real-Time Strategy Video Game Attenuate Cognitive Decline in Older Adults?}, + volume = {23}, + issn = {0882-7974}, + abstract = {Declines in various cognitive abilities, particularly executive control functions, are observed in older adults. An important goal of cognitive training is to slow or reverse these age-related declines. However, opinion is divided in the literature regarding whether cognitive training can engender transfer to a variety of cognitive skills in older adults. In the current study, the authors trained older adults in a real-time strategy video game for 23.5 hr in an effort to improve their executive functions. A battery of cognitive tasks, including tasks of executive control and visuospatial skills, were assessed before, during, and after video-game training. The trainees improved significantly in the measures of game performance. They also improved significantly more than the control participants in executive control functions, such as task switching, working memory, visual short-term memory, and reasoning. Individual differences in changes in game performance were correlated with improvements in task switching. The study has implications for the enhancement of executive control processes of older adults.}, + language = {eng}, + number = {4}, + journal = {Psychology and Aging}, + doi = {10.1037/a0013494}, + author = {Basak, Chandramallika and Boot, Walter R. and Voss, Michelle W. and Kramer, Arthur F.}, + month = dec, + year = {2008}, + keywords = {Aged,Aged; 80 and over,Cognition Disorders,Humans,Practice (Psychology),Transfer (Psychology),Video Games,Female,Male,Psychomotor Performance,Neuropsychological Tests,Memory; Short-Term,Computer Systems,Mental Recall,Orientation,Problem Solving}, + pages = {765-777}, + file = {/Users/morteza/Documents/Zotero/storage/TDRV77PL/Basak et al. - 2008 - Can training in a real-time strategy video game at.pdf}, + pmid = {19140648}, + pmcid = {PMC4041116}, + note = {00793} +} + +@article{palaus2017, + title = {Neural {{Basis}} of {{Video Gaming}}: {{A Systematic Review}}}, + volume = {11}, + issn = {1662-5161}, + shorttitle = {Neural {{Basis}} of {{Video Gaming}}}, + abstract = {Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games. Objectives: We aim to understand the relationship between the use of video games and their neural correlates, taking into account the whole variety of cognitive factors that they encompass. Methods: A systematic review was conducted using standardized search operators that included the presence of video games and neuro-imaging techniques or references to structural or functional brain changes. Separate categories were made for studies featuring Internet Gaming Disorder and studies focused on the violent content of video games. Results: A total of 116 articles were considered for the final selection. One hundred provided functional data and 22 measured structural brain changes. One-third of the studies covered video game addiction, and 14\% focused on video game related violence. Conclusions: Despite the innate heterogeneity of the field of study, it has been possible to establish a series of links between the neural and cognitive aspects, particularly regarding attention, cognitive control, visuospatial skills, cognitive workload, and reward processing. However, many aspects could be improved. The lack of standardization in the different aspects of video game related research, such as the participants' characteristics, the features of each video game genre and the diverse study goals could contribute to discrepancies in many related studies.}, + language = {eng}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2017.00248}, + author = {Palaus, Marc and Marron, Elena M. and {Viejo-Sobera}, Raquel and {Redolar-Ripoll}, Diego}, + year = {2017}, + keywords = {addiction,cognitive improvement,functional changes,internet gaming disorder,neural correlates,neuroimaging,structural changes,video games}, + pages = {248}, + file = {/Users/morteza/Documents/Zotero/storage/VLNQ6S7M/palaus2017.pdf;/Users/morteza/Documents/Zotero/storage/XW9X6BD2/Palaus et al. - 2017 - Neural Basis of Video Gaming A Systematic Review.pdf}, + pmid = {28588464}, + pmcid = {PMC5438999}, + note = {00025} +} + +@article{strenziok2014, + title = {Neurocognitive Enhancement in Older Adults: Comparison of Three Cognitive Training Tasks to Test a Hypothesis of Training Transfer in Brain Connectivity}, + volume = {85 Pt 3}, + issn = {1095-9572}, + shorttitle = {Neurocognitive Enhancement in Older Adults}, + abstract = {The ultimate goal of cognitive enhancement as an intervention for age-related cognitive decline is transfer to everyday cognitive functioning. Development of training methods that transfer broadly to untrained cognitive tasks (far transfer) requires understanding of the neural bases of training and far transfer effects. We used cognitive training to test the hypothesis that far transfer is associated with altered attentional control demands mediated by the dorsal attention network and trained sensory cortex. In an exploratory study, we randomly assigned 42 healthy older adults to six weeks of training on Brain Fitness (BF-auditory perception), Space Fortress (SF-visuomotor/working memory), or Rise of Nations (RON-strategic reasoning). Before and after training, cognitive performance, diffusion-derived white matter integrity, and functional connectivity of the superior parietal cortex (SPC) were assessed. We found the strongest effects from BF training, which transferred to everyday problem solving and reasoning and selectively changed integrity of occipito-temporal white matter associated with improvement on untrained everyday problem solving. These results show that cognitive gain from auditory perception training depends on heightened white matter integrity in the ventral attention network. In BF and SF (which also transferred positively), a decrease in functional connectivity between SPC and inferior temporal lobe (ITL) was observed compared to RON-which did not transfer to untrained cognitive function. These findings highlight the importance for cognitive training of top-down control of sensory processing by the dorsal attention network. Altered brain connectivity - observed in the two training tasks that showed far transfer effects - may be a marker for training success.}, + language = {eng}, + journal = {NeuroImage}, + doi = {10.1016/j.neuroimage.2013.07.069}, + author = {Strenziok, Maren and Parasuraman, Raja and Clarke, Ellen and Cisler, Dean S. and Thompson, James C. and Greenwood, Pamela M.}, + month = jan, + year = {2014}, + keywords = {Aged,Aging,Attention,Humans,Cognition,Brain,Transfer (Psychology),Female,Male,Biomedical Enhancement,Brain Mapping,Cognitive training,Diffusion Tensor Imaging,Far transfer,Functional connectivity,Image Processing; Computer-Assisted,Neural Pathways,Superior parietal cortex,White matter integrity}, + pages = {1027-1039}, + pmid = {23933474}, + note = {00082} +} + +@article{glass2013, + title = {Real-{{Time Strategy Game Training}}: {{Emergence}} of a {{Cognitive Flexibility Trait}}}, + volume = {8}, + issn = {1932-6203}, + shorttitle = {Real-{{Time Strategy Game Training}}}, + language = {en}, + number = {8}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0070350}, + author = {Glass, Brian D. and Maddox, W. Todd and Love, Bradley C.}, + editor = {Wenderoth, Nicole}, + month = aug, + year = {2013}, + pages = {e70350}, + file = {/Users/morteza/Documents/Zotero/storage/629S47H3/Glass et al. - 2013 - Real-Time Strategy Game Training Emergence of a C.pdf}, + note = {00124} +} + +@article{gong2017, + title = {Action {{Video Game Experience Related}} to {{Altered Large}}-{{Scale White Matter Networks}}}, + volume = {2017}, + language = {English}, + journal = {Neural Plasticity}, + doi = {10.1155/2017/7543686}, + author = {Gong, Diankun and Ma, Weiyi and Gong, Jinnan and He, Hui and Dong, Li and Zhang, Dan and Li, Jianfu and Luo, Cheng and Yao, Dezhong}, + year = {2017}, + keywords = {WM,AVGP}, + pages = {1--7}, + file = {/Users/morteza/Documents/Zotero/storage/SKEWRJGG/gong2017.pdf}, + note = {00002} +} + +@article{west2015, + title = {Habitual Action Video Game Playing Is Associated with Caudate Nucleus-Dependent Navigational Strategies}, + volume = {282}, + language = {English}, + number = {1808}, + journal = {Proceedings of the Royal Society B: Biological Sciences}, + doi = {10.1098/rspb.2014.2952}, + author = {West, G L and Drisdelle, B L and Konishi, K and Jackson, J and Jolicoeur, P and Bohbot, V D}, + month = may, + year = {2015}, + pages = {20142952--20142952} +} + +@article{gong2015, + title = {Enhanced Functional Connectivity and Increased Gray Matter Volume of Insula Related to Action Video Game Playing}, + volume = {5}, + issn = {2045-2322}, + language = {en}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/srep09763}, + author = {Gong, Diankun and He, Hui and Liu, Dongbo and Ma, Weiyi and Dong, Li and Luo, Cheng and Yao, Dezhong}, + month = sep, + year = {2015}, + pages = {9763}, + file = {/Users/morteza/Documents/Zotero/storage/A57TJY5F/gong2015.pdf} +} + +@article{bavelier2012, + title = {Neural Bases of Selective Attention in Action Video Game Players}, + volume = {61}, + abstract = {Vision Research, 61 (2012) 132-143. doi:10.1016/j.visres.2011.08.007}, + number = {C}, + journal = {Vision Research}, + doi = {10.1016/j.visres.2011.08.007}, + author = {Bavelier, D and Achtman, R L and Mani, M and F\"ocker, J}, + month = may, + year = {2012}, + pages = {132--143}, + file = {/Users/morteza/Documents/Zotero/storage/Z47WV36Z/bavelier2012.pdf} +} + +@article{zhang2015, + title = {Higher Integrity of the Motor and Visual Pathways in Long-Term Video Game Players}, + volume = {9}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2015.00098}, + author = {Zhang, Yang and Du, Guijin and Yang, Yongxin and Qin, Wen and Li, Xiaodong and Zhang, Quan}, + month = mar, + year = {2015}, + pages = {695}, + file = {/Users/morteza/Documents/Zotero/storage/UIVDFKF2/zhang2015.pdf}, + note = {00014} +} + +@article{bressler2010, + title = {Large-Scale Brain Networks in Cognition: Emerging Methods and Principles}, + volume = {14}, + issn = {13646613}, + shorttitle = {Large-Scale Brain Networks in Cognition}, + language = {en}, + number = {6}, + journal = {Trends in Cognitive Sciences}, + doi = {10.1016/j.tics.2010.04.004}, + author = {Bressler, Steven L. and Menon, Vinod}, + month = jun, + year = {2010}, + pages = {277-290}, + note = {01342} +} + +@article{takeuchi2011, + title = {Working {{Memory Training Using Mental Calculation Impacts Regional Gray Matter}} of the {{Frontal}} and {{Parietal Regions}}}, + volume = {6}, + issn = {1932-6203}, + language = {en}, + number = {8}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0023175}, + author = {Takeuchi, Hikaru and Taki, Yasuyuki and Sassa, Yuko and Hashizume, Hiroshi and Sekiguchi, Atsushi and Fukushima, Ai and Kawashima, Ryuta}, + editor = {Chapouthier, Georges}, + month = aug, + year = {2011}, + pages = {e23175}, + file = {/Users/morteza/Documents/Zotero/storage/8J2JWTUN/takeuchi2011.pdf}, + note = {00127} +} + +@article{gorbet2018, + title = {Move Faster, Think Later: {{Women}} Who Play Action Video Games Have Quicker Visually- Guided Responses with Later Onset Visuomotor-Related Brain Activity}, + volume = {13}, + abstract = {A history of action video game (AVG) playing is associated with improvements in several visuospatial and attention-related skills and these improvements may be transferable to unrelated tasks. These facts make video games a potential medium for skill-training and rehabilitation. However, examinations of the neural correlates underlying these observations are almost non-existent in the visuomotor system. Further, the vast majority of studies on the effects of a history of AVG play have been done using almost exclusively male participants. Therefore, to begin to fill these gaps in the literature, we present findings from two experiments. In the first, we use functional MRI to examine brain activity in experienced, female AVG players during visually-guided reaching. In the second, we examine the kinematics of visually-guided reaching in this population. Imaging data demonstrate that relative to women who do not play, AVG players have less motor-related preparatory activity in the cuneus, middle occipital gyrus, and cerebellum. This decrease is correlated with estimates of time spent playing. Further, these correlations are strongest during the performance of a visuomotor mapping that spatially dissociates eye and arm movements. However, further examinations of the full time-course of visuomotor-related activity in the AVG players revealed that the decreased activity during motor preparation likely results from a later onset of activity in AVG players, which occurs closer to beginning motor execution relative to the non-playing group. Further, the data presented here suggest that this later onset of preparatory activity represents greater neural efficiency that is associated with faster visually-guided responses.}, + language = {English}, + number = {1}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0189110}, + author = {Gorbet, Diana J and Sergio, Lauren E}, + month = jan, + year = {2018}, + pages = {e0189110}, + pmid = {29364891}, + pmcid = {PMC5783344}, + note = {00005} +} + +@article{fox2006, + title = {Spontaneous Neuronal Activity Distinguishes Human Dorsal and Ventral Attention Systems}, + volume = {103}, + issn = {0027-8424, 1091-6490}, + language = {en}, + number = {26}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.0604187103}, + author = {Fox, M. D. and Corbetta, M. and Snyder, A. Z. and Vincent, J. L. and Raichle, M. E.}, + month = jun, + year = {2006}, + pages = {10046-10051}, + file = {/Users/morteza/Documents/Zotero/storage/2PZH83RJ/fox2006.pdf}, + note = {01468} +} + +@article{buschkuehl2012, + title = {Neuronal Effects Following Working Memory Training.}, + volume = {2 Suppl 1}, + abstract = {There is accumulating evidence that training working memory (WM) leads to beneficial effects in tasks that were not trained, but the mechanisms underlying this transfer remain elusive. Brain imaging can be a valuable method to gain insights into such mechanisms. Here, we discuss the impact of cognitive training on neural correlates with an emphasis on studies that implemented a WM intervention. We focus on changes in activation patterns, changes in resting state connectivity, changes in brain structure, and changes in the dopaminergic system. Our analysis of the existing literature reveals that there is currently no clear pattern of results that would single out a specific neural mechanism underlying training and transfer. We conclude that although brain imaging has provided us with information about the mechanisms of WM training, more research is needed to understand its neural impact.}, + language = {English}, + journal = {Developmental cognitive neuroscience}, + doi = {10.1016/j.dcn.2011.10.001}, + author = {Buschkuehl, Martin and Jaeggi, Susanne M and Jonides, John}, + month = feb, + year = {2012}, + pages = {S167--79}, + pmid = {22682905}, + note = {00168} +} + +@article{gong2016, + title = {Functional {{Integration}} between {{Salience}} and {{Central Executive Networks}}: {{A Role}} for {{Action Video Game Experience}}}, + volume = {2016}, + language = {English}, + number = {4}, + journal = {Neural Plasticity}, + doi = {10.1155/2016/9803165}, + author = {Gong, Diankun and He, Hui and Ma, Weiyi and Liu, Dongbo and Huang, Mengting and Dong, Li and Gong, Jinnan and Li, Jianfu and Luo, Cheng and Yao, Dezhong}, + year = {2016}, + pages = {1--9}, + note = {00026} +} + +@article{green2008, + title = {Exercising Your Brain: A Review of Human Brain Plasticity and Training-Induced Learning}, + volume = {23}, + issn = {0882-7974}, + shorttitle = {Exercising Your Brain}, + abstract = {Human beings have an amazing capacity to learn new skills and adapt to new environments. However, several obstacles remain to be overcome in designing paradigms to broadly improve quality of life. Arguably, the most notable impediment to this goal is that learning tends to be quite specific to the trained regimen and does not transfer to even qualitatively similar tasks. This severely limits the potential benefits of learning to daily life. This review discusses training regimens that lead to the acquisition of new knowledge and strategies that can be used flexibly across a range of tasks and contexts. Possible characteristics of training regimens are proposed that may be responsible for augmented learning, including the manner in which task difficulty is progressed, the motivational state of the learner, and the type of feedback the training provides. When maximally implemented in rehabilitative paradigms, these characteristics may greatly increase the efficacy of training.}, + language = {eng}, + number = {4}, + journal = {Psychology and Aging}, + doi = {10.1037/a0014345}, + author = {Green, C. S. and Bavelier, D.}, + month = dec, + year = {2008}, + keywords = {Aged,Aging,Attention,Humans,Arousal,Brain,Feedback; Psychological,Intelligence,Motivation,Music,Neuronal Plasticity,Practice (Psychology),Sports,Transfer (Psychology),Video Games}, + pages = {692-701}, + pmid = {19140641}, + pmcid = {PMC2896818}, + note = {00552} +} + +@article{katsyri2013, + title = {Just Watching the Game Ain't Enough: Striatal {{fMRI}} Reward Responses to Successes and Failures in a Video Game during Active and Vicarious Playing}, + volume = {7}, + issn = {1662-5161}, + shorttitle = {Just Watching the Game Ain't Enough}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2013.00278}, + author = {K\"atsyri, Jari and Hari, Riitta and Ravaja, Niklas and Nummenmaa, Lauri}, + year = {2013}, + file = {/Users/morteza/Documents/Zotero/storage/XJE9DMTU/kätsyri2013.pdf}, + note = {00046} +} + +@article{koepp1998, + title = {Evidence for Striatal Dopamine Release during a Video Game}, + volume = {393}, + issn = {0028-0836, 1476-4687}, + language = {en}, + number = {6682}, + journal = {Nature}, + doi = {10.1038/30498}, + author = {Koepp, M. J. and Gunn, R. N. and Lawrence, A. D. and Cunningham, V. J. and Dagher, A. and Jones, T. and Brooks, D. J. and Bench, C. J. and Grasby, P. M.}, + month = may, + year = {1998}, + pages = {266-268}, + note = {01314} +} + +@article{focker2019, + title = {Neural {{Correlates}} of {{Enhanced Visual Attentional Control}} in {{Action Video Game Players}}: {{An Event}}-{{Related Potential Study}}}, + volume = {31}, + issn = {0898-929X, 1530-8898}, + shorttitle = {Neural {{Correlates}} of {{Enhanced Visual Attentional Control}} in {{Action Video Game Players}}}, + language = {en}, + number = {3}, + journal = {Journal of Cognitive Neuroscience}, + doi = {10.1162/jocn_a_01230}, + author = {F\"ocker, Julia and Mortazavi, Matin and Khoe, Wayne and Hillyard, Steven A. and Bavelier, Daphne}, + month = mar, + year = {2019}, + pages = {377-389}, + note = {00005} +} + +@incollection{menon2015, + title = {Salience {{Network}}}, + isbn = {978-0-12-397316-0}, + language = {en}, + booktitle = {Brain {{Mapping}}}, + publisher = {{Elsevier}}, + author = {Menon, V.}, + year = {2015}, + pages = {597-611}, + doi = {10.1016/B978-0-12-397025-1.00052-X}, + note = {00308} +} + +@article{kuhn2014, + title = {Playing {{Super Mario}} Induces Structural Brain Plasticity: Gray Matter Changes Resulting from Training with a Commercial Video Game}, + volume = {19}, + issn = {1359-4184, 1476-5578}, + shorttitle = {Playing {{Super Mario}} Induces Structural Brain Plasticity}, + language = {en}, + number = {2}, + journal = {Molecular Psychiatry}, + doi = {10.1038/mp.2013.120}, + author = {K\"uhn, S and Gleich, T and Lorenz, R C and Lindenberger, U and Gallinat, J}, + month = feb, + year = {2014}, + pages = {265-271} +} + +@article{kuhn2011, + title = {The Neural Basis of Video Gaming}, + volume = {1}, + issn = {2158-3188}, + language = {en}, + number = {11}, + journal = {Translational Psychiatry}, + doi = {10.1038/tp.2011.53}, + author = {K\"uhn, S and Romanowski, A and Schilling, C and Lorenz, R and M\"orsen, C and Seiferth, N and Banaschewski, T and Barbot, A and Barker, G J and B\"uchel, C and Conrod, P J and Dalley, J W and Flor, H and Garavan, H and Ittermann, B and Mann, K and Martinot, J-L and Paus, T and Rietschel, M and Smolka, M N and Str\"ohle, A and Walaszek, B and Schumann, G and Heinz, A and Gallinat, J}, + month = nov, + year = {2011}, + pages = {e53-e53}, + note = {00163} +} + +@article{kuhn2014a, + title = {Positive {{Association}} of {{Video Game Playing}} with {{Left Frontal Cortical Thickness}} in {{Adolescents}}}, + volume = {9}, + issn = {1932-6203}, + language = {en}, + number = {3}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0091506}, + author = {K\"uhn, Simone and Lorenz, Robert and Banaschewski, Tobias and Barker, Gareth J. and B\"uchel, Christian and Conrod, Patricia J. and Flor, Herta and Garavan, Hugh and Ittermann, Bernd and Loth, Eva and Mann, Karl and Nees, Frauke and Artiges, Eric and Paus, Tomas and Rietschel, Marcella and Smolka, Michael N. and Str\"ohle, Andreas and Walaszek, Bernadetta and Schumann, Gunter and Heinz, Andreas and Gallinat, J\"urgen and {The IMAGEN Consortium}}, + editor = {Krueger, Frank}, + month = mar, + year = {2014}, + pages = {e91506}, + file = {/Users/morteza/Documents/Zotero/storage/VHNP8RTR/kühn2014.pdf}, + note = {00069} +} + +@article{eichenbaum2017, + title = {The Role of the Hippocampus in Navigation Is Memory}, + volume = {117}, + issn = {0022-3077, 1522-1598}, + language = {en}, + number = {4}, + journal = {Journal of Neurophysiology}, + doi = {10.1152/jn.00005.2017}, + author = {Eichenbaum, Howard}, + month = apr, + year = {2017}, + pages = {1785-1796}, + note = {00038} +} + +@article{lisman2017, + title = {Viewpoints: How the Hippocampus Contributes to Memory, Navigation and Cognition}, + volume = {20}, + issn = {1097-6256, 1546-1726}, + shorttitle = {Viewpoints}, + language = {en}, + number = {11}, + journal = {Nature Neuroscience}, + doi = {10.1038/nn.4661}, + author = {Lisman, John and Buzs\'aki, Gy\"orgy and Eichenbaum, Howard and Nadel, Lynn and Ranganath, Charan and Redish, A David}, + month = nov, + year = {2017}, + pages = {1434-1447}, + note = {00028} +} + +@article{bird2008, + title = {The Hippocampus and Memory: Insights from Spatial Processing}, + volume = {9}, + issn = {1471-003X, 1471-0048}, + shorttitle = {The Hippocampus and Memory}, + language = {en}, + number = {3}, + journal = {Nature Reviews Neuroscience}, + doi = {10.1038/nrn2335}, + author = {Bird, Chris M. and Burgess, Neil}, + month = mar, + year = {2008}, + pages = {182-194}, + note = {00746} +} + +@article{siniatchkin2017, + title = {Anodal {{tDCS}} over the Left {{DLPFC}} Improved Working Memory and Reduces Symptoms in Children with {{ADHD}}}, + volume = {10}, + issn = {1935861X}, + language = {en}, + number = {2}, + journal = {Brain Stimulation}, + doi = {10.1016/j.brs.2017.01.509}, + author = {Siniatchkin, M.}, + month = mar, + year = {2017}, + pages = {517}, + note = {00000} +} + +@article{wang2018, + title = {Transcranial Direct Current Stimulation over the Right {{DLPFC}} Selectively Modulates Subprocesses in Working Memory}, + volume = {6}, + issn = {2167-8359}, + abstract = {Background + Working memory, as a complex system, consists of two independent components: manipulation and maintenance process, which are defined as executive control and storage process. Previous studies mainly focused on the overall effect of transcranial direct current stimulation (tDCS) on working memory. However, little has been known about the segregative effects of tDCS on the sub-processes within working memory. + + + Method + + Transcranial direct current stimulation, as one of the non-invasive brain stimulation techniques, is being widely used to modulate the cortical activation of local brain areas. This study modified a spatial + n + -back experiment with anodal and cathodal tDCS exertion on the right dorsolateral prefrontal cortex (DLPFC), aiming to investigate the effects of tDCS on the two sub-processes of working memory: manipulation (updating) and maintenance. Meanwhile, considering the separability of tDCS effects, we further reconfirmed the causal relationship between the right DLPFC and the sub-processes of working memory with different tDCS conditions. + + + + Results + The present study showed that cathodal tDCS on the right DLPFC selectively improved the performance of the modified 2-back task in the difficult condition, whereas anodal tDCS significantly reduced the performance of subjects and showed an speeding-up tendency of response time. More precisely, the results of discriminability index and criterion showed that only cathodal tDCS enhanced the performance of maintenance in the difficult condition. Neither of the two tDCS conditions affected the performance of manipulation (updating). + + + Conclusion + These findings provide evidence that cathodal tDCS of the right DLPFC selectively affects maintenance capacity. Besides, cathodal tDCS also serves as an interference suppressor to reduce the irrelevant interference, thereby indirectly improving the working memory capacity. Moreover, the right DLPFC is not the unique brain regions for working memory manipulation (updating).}, + language = {en}, + journal = {PeerJ}, + doi = {10.7717/peerj.4906}, + author = {Wang, Jiarui and Tian, Jinhua and Hao, Renning and Tian, Lili and Liu, Qiang}, + month = may, + year = {2018}, + pages = {e4906}, + note = {00001} +} + +@article{lefebvre2005, + title = {Assessment of Working Memory Abilities Using an Event-Related Brain Potential ({{ERP}})-Compatible Digit Span Backward Task}, + volume = {116}, + issn = {13882457}, + language = {en}, + number = {7}, + journal = {Clinical Neurophysiology}, + doi = {10.1016/j.clinph.2005.03.015}, + author = {Lefebvre, Celeste D. and Marchand, Yannick and Eskes, Gail A. and Connolly, John F.}, + month = jul, + year = {2005}, + pages = {1665-1680}, + note = {00087} +} + +@article{finnigan2011, + title = {{{ERP}} Measures Indicate Both Attention and Working Memory Encoding Decrements in Aging: {{Age}} Effects on Attention and Memory Encoding {{ERPs}}}, + volume = {48}, + issn = {00485772}, + shorttitle = {{{ERP}} Measures Indicate Both Attention and Working Memory Encoding Decrements in Aging}, + language = {en}, + number = {5}, + journal = {Psychophysiology}, + doi = {10.1111/j.1469-8986.2010.01128.x}, + author = {Finnigan, Simon and O'Connell, Redmond G. and Cummins, Tarrant D. R. and Broughton, Megan and Robertson, Ian H.}, + month = may, + year = {2011}, + pages = {601-611}, + note = {00000} +} + +@article{looi2016, + title = {Combining Brain Stimulation and Video Game to Promote Long-Term Transfer of Learning and Cognitive Enhancement}, + volume = {6}, + issn = {2045-2322}, + language = {en}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/srep22003}, + author = {Looi, Chung Yen and Duta, Mihaela and Brem, Anna-Katharine and Huber, Stefan and Nuerk, Hans-Christoph and Cohen Kadosh, Roi}, + month = apr, + year = {2016}, + pages = {22003}, + file = {/Users/morteza/Documents/Zotero/storage/NU964ZWA/looi2016.pdf}, + note = {00041} +} + +@article{winkler2010, + title = {Cortical {{Thickness}} or {{Grey Matter Volume}}? {{The Importance}} of {{Selecting}} the {{Phenotype}} for {{Imaging Genetics Studies}}}, + volume = {53}, + issn = {1053-8119}, + shorttitle = {Cortical {{Thickness}} or {{Grey Matter Volume}}?}, + abstract = {Choosing the appropriate neuroimaging phenotype is critical to successfully identify genes that influence brain structure or function. While neuroimaging methods provide numerous potential phenotypes, their role for imaging genetics studies are unclear. Here we examine the relationship between brain volume, grey matter volume, cortical thickness and surface area, from a genetic standpoint. Four hundred and eighty-six individuals from randomly ascertained extended pedigrees with high-quality T1-weighted neuroanatomic MRI images participated in the study. Surface-based and voxel-based representations of brain structure were derived, using automated methods, and these measurements were analysed using a variance-components method to identify the heritability of these traits and their genetic correlations. All neuroanatomic traits were significantly influenced by genetic factors. Cortical thickness and surface area measurements were found to be genetically and phenotypically independent. While both thickness and area influenced volume measurements of cortical grey matter, volume was more closely related to surface area than cortical thickness. This trend was observed for both the volume-based and surface-based techniques. The results suggest that surface area and cortical thickness measurements should be considered separately and preferred over gray matter volumes for imaging genetic studies.}, + number = {3}, + journal = {NeuroImage}, + doi = {10.1016/j.neuroimage.2009.12.028}, + author = {Winkler, Anderson M. and Kochunov, Peter and Blangero, John and Almasy, Laura and Zilles, Karl and Fox, Peter T. and Duggirala, Ravindranath and Glahn, David C.}, + month = nov, + year = {2010}, + pages = {1135-1146}, + file = {/Users/morteza/Documents/Zotero/storage/V4P9UUCA/Winkler et al. - 2010 - Cortical Thickness or Grey Matter Volume The Impo.pdf}, + pmid = {20006715}, + pmcid = {PMC2891595}, + note = {00000} +} + +@article{engelhard2010, + title = {The Impact of Taxing Working Memory on Negative and Positive Memories}, + volume = {1}, + issn = {2000-8066}, + abstract = {BACKGROUND: Earlier studies have shown that horizontal eye movement (EM) during retrieval of a negative memory reduces its vividness and emotionality. This may be due to both tasks competing for working memory (WM) resources. This study examined whether playing the computer game "Tetris" also blurs memory. +METHOD: PARTICIPANTS RECALLED NEGATIVE AND POSITIVE MEMORIES IN THREE CONDITIONS: recall only, recall with concurrent EM, and recall with playing Tetris. Before and after these conditions, vividness, emotionality, and physiological startle responses during recall were measured. +RESULTS: A reaction time task showed that EM and Tetris draw on WM, compared to no dual-task. Compared to recall only, EM and Tetris both decreased reported emotionality and startle responses. +CONCLUSIONS: The effects of EM and Tetris did not differ, even though the tasks differed in the degree of taxing WM. This suggests that taxing WM and its effects on emotional memories may not be linearly related. Potential clinical implications are discussed.}, + language = {eng}, + journal = {European Journal of Psychotraumatology}, + doi = {10.3402/ejpt.v1i0.5623}, + author = {Engelhard, Iris M. and {van Uijen}, Sophie L. and {van den Hout}, Marcel A.}, + year = {2010}, + keywords = {EMDR,Intrusive memory,PTSD,working memory}, + file = {/Users/morteza/Documents/Zotero/storage/LBBTJU8D/Engelhard et al. - 2010 - The impact of taxing working memory on negative an.pdf}, + pmid = {22893797}, + pmcid = {PMC3402003}, + note = {00000} +} + +@article{iyadurai2018, + title = {Preventing Intrusive Memories after Trauma via a Brief Intervention Involving {{Tetris}} Computer Game Play in the Emergency Department: A Proof-of-Concept Randomized Controlled Trial}, + volume = {23}, + copyright = {2017 Nature Publishing Group}, + issn = {1476-5578}, + shorttitle = {Preventing Intrusive Memories after Trauma via a Brief Intervention Involving {{Tetris}} Computer Game Play in the Emergency Department}, + abstract = {After psychological trauma, recurrent intrusive visual memories may be distressing and disruptive. Preventive interventions post trauma are lacking. Here we test a behavioural intervention after real-life trauma derived from cognitive neuroscience. We hypothesized that intrusive memories would be significantly reduced in number by an intervention involving a computer game with high visuospatial demands (Tetris), via disrupting consolidation of sensory elements of trauma memory. The Tetris-based intervention (trauma memory reminder cue plus c. 20 min game play) vs attention-placebo control (written activity log for same duration) were both delivered in an emergency department within 6 h of a motor vehicle accident. The randomized controlled trial compared the impact on the number of intrusive trauma memories in the subsequent week (primary outcome). Results vindicated the efficacy of the Tetris-based intervention compared with the control condition: there were fewer intrusive memories overall, and time-series analyses showed that intrusion incidence declined more quickly. There were convergent findings on a measure of clinical post-trauma intrusion symptoms at 1 week, but not on other symptom clusters or at 1 month. Results of this proof-of-concept study suggest that a larger trial, powered to detect differences at 1 month, is warranted. Participants found the intervention easy, helpful and minimally distressing. By translating emerging neuroscientific insights and experimental research into the real world, we offer a promising new low-intensity psychiatric intervention that could prevent debilitating intrusive memories following trauma.}, + language = {en}, + number = {3}, + journal = {Molecular Psychiatry}, + doi = {10.1038/mp.2017.23}, + author = {Iyadurai, L. and Blackwell, S. E. and {Meiser-Stedman}, R. and Watson, P. C. and Bonsall, M. B. and Geddes, J. R. and Nobre, A. C. and Holmes, E. A.}, + month = mar, + year = {2018}, + pages = {674-682}, + file = {/Users/morteza/Documents/Zotero/storage/ZZCIFX7G/Iyadurai et al. - 2018 - Preventing intrusive memories after trauma via a b.pdf;/Users/morteza/Documents/Zotero/storage/PPL3CDGF/mp201723.html}, + note = {00000} +} + +@article{skorka-brown2015, + title = {Playing {{Tetris}} Decreases Drug and Other Cravings in Real World Settings}, + volume = {51}, + issn = {1873-6327}, + abstract = {Most research on cognitive processes in craving has been carried out in the laboratory and focuses on food craving. This study extends laboratory findings to real world settings and cravings for drugs or activities as well as food. Previous laboratory research has found that playing Tetris reduces craving strength. The present study used an ecological momentary assessment protocol in which 31 undergraduate participants carried iPods for a week and were prompted 7 times each day, by SMS message, to use their iPod to report craving. Participants reported craving target and strength (0-100), whether they indulged their previous craving (yes/no), and whether they were under the influence of alcohol (yes/no). Those randomly assigned to the intervention condition (n=15) then played Tetris for 3min and reported their craving again. Those in the monitoring-only control condition (n=16) provided baseline craving data to test if Tetris reduced the incidence and strength of spontaneous cravings across the week. Playing Tetris decreased craving strength for drugs (alcohol, nicotine, caffeine), food and drink, and activities (sex, exercise, gaming), with a mean reduction of 13.9 percentage points, effect size f(2)=0.11. This effect was consistent across the week. This is the first demonstration that visual cognitive interference can be used in the field to reduce cravings for substances and activities other than eating.}, + language = {eng}, + journal = {Addictive Behaviors}, + doi = {10.1016/j.addbeh.2015.07.020}, + author = {{Skorka-Brown}, Jessica and Andrade, Jackie and Whalley, Ben and May, Jon}, + month = dec, + year = {2015}, + keywords = {Humans,Video Games,Adolescent,Adult,Female,Male,Addiction,Behavior; Addictive,Behavioural research,Cognitive theory,Craving,Desire,Elaborated Intrusion theory,Multilevel models,Students,Substance-Related Disorders,Technology,Young Adult}, + pages = {165-170}, + file = {/Users/morteza/Documents/Zotero/storage/NDASC6YX/Skorka-Brown et al. - 2015 - Playing Tetris decreases drug and other cravings i.pdf}, + pmid = {26275843}, + note = {00000} +} + +@article{palaus2017a, + title = {Cognitive Enhancement by Means of {{TMS}} and Video Game Training: Preliminary Analysis}, + author = {Palaus, Marc and {Redolar-Ripoll}, Diego and {Viejo-Sobera}, Raquel and {Mu\~noz-Marr\'on}, Elena}, + month = jun, + year = {2017}, + note = {00000 +cites: unknown} +} + +@article{boot2008, + title = {The Effects of Video Game Playing on Attention, Memory, and Executive Control}, + volume = {129}, + issn = {00016918}, + language = {en}, + number = {3}, + journal = {Acta Psychologica}, + doi = {10.1016/j.actpsy.2008.09.005}, + author = {Boot, Walter R. and Kramer, Arthur F. and Simons, Daniel J. and Fabiani, Monica and Gratton, Gabriele}, + month = nov, + year = {2008}, + pages = {387-398}, + note = {00000} +} + +@article{moreau2013, + title = {Differentiating Two- from Three-Dimensional Mental Rotation Training Effects}, + volume = {66}, + issn = {1747-0226}, + abstract = {Block videogame training has consistently demonstrated transfer effects to mental rotation tasks, yet how variations in training influence performance with different stimuli remains unclear. In this study, participants took mental rotation assessments before and after a 3-week training programme based on 2D or 3D block videogames. Assessments varied in terms of dimensionality (2D or 3D) and stimulus type (polygon or body). Increases in videogame scores throughout training were correlated with mental rotation improvements. In particular, 2D training led to improvements in 2D tasks, whereas 3D training led to improvements in both 2D and 3D tasks. This effect did not depend on stimulus type, demonstrating that training can transfer to different stimuli of identical dimensionality. Interestingly, traditional gender differences in 3D mental rotation tasks vanished after 3D videogame training, highlighting the malleability of mental rotation ability given adequate training. These findings emphasize the influence of dimensionality in transfer effects and offer promising perspectives to reduce differences in mental rotation via designed training programmes.}, + language = {eng}, + number = {7}, + journal = {Quarterly Journal of Experimental Psychology (2006)}, + doi = {10.1080/17470218.2012.744761}, + author = {Moreau, David}, + year = {2013}, + keywords = {Video Recording,Humans,Transfer (Psychology),Adolescent,Female,Male,Space Perception,Neuropsychological Tests,Reaction Time,Analysis of Variance,Rotation,Young Adult,Mental Processes,Statistics as Topic,Teaching}, + pages = {1399-1413}, + pmid = {23163833}, + note = {00000} +} + +@article{belchior2013, + title = {Video Game Training to Improve Selective Visual Attention in Older Adults}, + volume = {29}, + issn = {0747-5632}, + abstract = {The current study investigated the effect of video game training on older adult's useful field of view performance (the UFOV\textregistered{} test). Fifty-eight older adult participants were randomized to receive practice with the target action game (Medal of Honor), a placebo control arcade game (Tetris), a clinically validated UFOV training program, or into a no contact control group. Examining pretest-posttest change in selective visual attention, the UFOV improved significantly more than the game groups; all three intervention groups improved significantly more than no-contact controls. There was a lack of difference between the two game conditions, differing from findings with younger adults. Discussion considers whether games posing less challenge might still be effective interventions for elders, and whether optimal training dosages should be higher.}, + language = {eng}, + number = {4}, + journal = {Computers in Human Behavior}, + author = {Belchior, Patr\'icia and Marsiske, Michael and Sisco, Shannon M. and Yam, Anna and Bavelier, Daphne and Ball, Karlene and Mann, William C.}, + month = jul, + year = {2013}, + keywords = {Aging,Older adults,Training,Videogames,Visual attention}, + pages = {1318-1324}, + pmid = {24003265}, + pmcid = {PMC3758751}, + note = {00000} +} + +@article{astle2015, + title = {Cognitive {{Training Enhances Intrinsic Brain Connectivity}} in {{Childhood}}}, + volume = {35}, + number = {16}, + journal = {Journal of Neuroscience}, + author = {Astle, D E and Barnes, J J and Baker, K and Colclough, G L and Woolrich, M W}, + month = apr, + year = {2015}, + pages = {6277-6283}, + note = {00000} +} + +@article{terlecki2008, + title = {Durable and Generalized Effects of Spatial Experience on Mental Rotation: Gender Differences in Growth Patterns}, + volume = {22}, + copyright = {Copyright \textcopyright{} 2007 John Wiley \& Sons, Ltd.}, + issn = {1099-0720}, + shorttitle = {Durable and Generalized Effects of Spatial Experience on Mental Rotation}, + abstract = {This study addressed questions about improvement in mental rotation skills: (1) whether growth trajectories differ for men and women with higher or lower spatial experience, (2) whether videogame training has effects on performance and leads to transfer, (3) whether effects of repeated testing or training effects are durable and (4) whether transfer is durable. Undergraduates participated in repeated testing on the MRT or played the videogame Tetris. Analyses showed large improvements in mental rotation with both repeated testing and training; these gains were maintained several months later. MRT scores of men and women did not converge, but men showed faster initial growth and women showed more improvement later. Videogame training showed greater initial growth than repeated testing alone, but final performance did not differ. Effects of videogame training transferred to other spatial tasks exceeding the effects of repeated testing, and this transfer advantage was still evident after several months. Copyright \textcopyright{} 2007 John Wiley \& Sons, Ltd.}, + language = {en}, + number = {7}, + journal = {Applied Cognitive Psychology}, + doi = {10.1002/acp.1420}, + author = {Terlecki, Melissa S. and Newcombe, Nora S. and Little, Michelle}, + year = {2008}, + pages = {996-1013}, + file = {/Users/morteza/Documents/Zotero/storage/XU7HEU2M/acp.html}, + note = {00000} +} + +@article{draganski2008, + title = {Training-Induced Structural Changes in the Adult Human Brain}, + volume = {192}, + number = {1}, + journal = {Behavioural brain research}, + author = {Draganski, B and May, A}, + month = sep, + year = {2008}, + pages = {137-142}, + note = {00000} +} + +@article{oei2014, + title = {Playing a Puzzle Video Game with Changing Requirements Improves Executive Functions}, + volume = {37}, + issn = {07475632}, + language = {en}, + journal = {Computers in Human Behavior}, + doi = {10.1016/j.chb.2014.04.046}, + author = {Oei, Adam C. and Patterson, Michael D.}, + month = aug, + year = {2014}, + pages = {216-228}, + note = {00042} +} + +@article{oei2013, + title = {Enhancing {{Cognition}} with {{Video Games}}: {{A Multiple Game Training Study}}}, + volume = {8}, + issn = {1932-6203}, + shorttitle = {Enhancing {{Cognition}} with {{Video Games}}}, + language = {en}, + number = {3}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0058546}, + author = {Oei, Adam C. and Patterson, Michael D.}, + editor = {Geng, Joy J.}, + month = mar, + year = {2013}, + pages = {e58546}, + file = {/Users/morteza/Documents/Zotero/storage/VVFATBLU/Oei and Patterson - 2013 - Enhancing Cognition with Video Games A Multiple G.pdf}, + note = {00200} +} + +@article{li2016, + title = {Playing {{Action Video Games Improves Visuomotor Control}}}, + volume = {27}, + issn = {0956-7976, 1467-9280}, + language = {en}, + number = {8}, + journal = {Psychological Science}, + doi = {10.1177/0956797616650300}, + author = {Li, Li and Chen, Rongrong and Chen, Jing}, + month = aug, + year = {2016}, + pages = {1092-1108}, + note = {00013} +} + +@article{cherney2014, + title = {Training {{Spatial Skills}} in {{Men}} and {{Women}}}, + volume = {119}, + issn = {0031-5125, 1558-688X}, + language = {en}, + number = {1}, + journal = {Perceptual and Motor Skills}, + doi = {10.2466/23.25.PMS.119c12z0}, + author = {Cherney, Isabelle D. and Bersted, Kyle and Smetter, Joseph}, + month = aug, + year = {2014}, + pages = {82-99}, + note = {00020} +} + +@article{wu2013, + title = {Playing Shooter and Driving Videogames Improves Top-down Guidance in Visual Search}, + volume = {75}, + issn = {1943-3921, 1943-393X}, + language = {en}, + number = {4}, + journal = {Attention, Perception, \& Psychophysics}, + doi = {10.3758/s13414-013-0440-2}, + author = {Wu, Sijing and Spence, Ian}, + month = may, + year = {2013}, + pages = {673-686}, + file = {/Users/morteza/Documents/Zotero/storage/B6YQLSCB/Wu and Spence - 2013 - Playing shooter and driving videogames improves to.pdf}, + note = {00072} +} + +@article{cherney2008, + title = {Mom, {{Let Me Play More Computer Games}}: {{They Improve My Mental Rotation Skills}}}, + volume = {59}, + issn = {0360-0025, 1573-2762}, + shorttitle = {Mom, {{Let Me Play More Computer Games}}}, + language = {en}, + number = {11-12}, + journal = {Sex Roles}, + doi = {10.1007/s11199-008-9498-z}, + author = {Cherney, Isabelle D.}, + month = dec, + year = {2008}, + pages = {776-786}, + note = {00187} +} + +@article{sims2002, + title = {Domain Specificity of Spatial Expertise: The Case of Video Game Players}, + volume = {16}, + issn = {08884080, 10990720}, + shorttitle = {Domain Specificity of Spatial Expertise}, + language = {en}, + number = {1}, + journal = {Applied Cognitive Psychology}, + doi = {10.1002/acp.759}, + author = {Sims, Valerie K. and Mayer, Richard E.}, + month = jan, + year = {2002}, + pages = {97-115}, + note = {00000} +} + +@article{kuhn2014b, + title = {Amount of Lifetime Video Gaming Is Positively Associated with Entorhinal, Hippocampal and Occipital Volume}, + volume = {19}, + issn = {1359-4184, 1476-5578}, + language = {en}, + number = {7}, + journal = {Molecular Psychiatry}, + doi = {10.1038/mp.2013.100}, + author = {K\"uhn, S and Gallinat, J}, + month = jul, + year = {2014}, + pages = {842-847}, + note = {00083} +} + +@article{hopf2000, + title = {Neural Sources of Focused Attention in Visual Search}, + volume = {10}, + issn = {1047-3211}, + abstract = {Previous studies of visual search in humans using event-related potentials (ERPs) have revealed an ERP component called 'N2pc' (180-280 ms) that reflects the focusing of attention onto potential target items in the search array. The present study was designed to localize the neuroanatomical sources of this component by means of magnetoencephalographic (MEG) recordings, which provide greater spatial precision than ERP recordings. MEG recordings were obtained with an array of 148 magnetometers from six normal adult subjects, one of whom was tested in multiple sessions so that both single-subject and group analyses could be performed. Source localization procedures revealed that the N2pc is composed of two distinct neural responses, an early parietal source (180-200 ms) and a later occipito-temporal source (220-240 ms). These findings are consistent with the proposal that parietal areas are used to initiate a shift of attention within a visual search array and that the focusing of attention is implemented by extrastriate areas of the occipital and inferior temporal cortex.}, + language = {eng}, + number = {12}, + journal = {Cerebral Cortex (New York, N.Y.: 1991)}, + author = {Hopf, J. M. and Luck, S. J. and Girelli, M. and Hagner, T. and Mangun, G. R. and Scheich, H. and Heinze, H. J.}, + month = dec, + year = {2000}, + keywords = {Attention,Humans,Brain,Adult,Female,Male,Space Perception,Reaction Time,Evoked Potentials,Magnetoencephalography,Occipital Lobe,Parietal Lobe,Temporal Lobe}, + pages = {1233-1241}, + pmid = {11073872}, + note = {00392} +} + +@article{holmes2009, + title = {Can {{Playing}} the {{Computer Game}} ``{{Tetris}}'' {{Reduce}} the {{Build}}-{{Up}} of {{Flashbacks}} for {{Trauma}}? {{A Proposal}} from {{Cognitive Science}}}, + volume = {4}, + issn = {1932-6203}, + shorttitle = {Can {{Playing}} the {{Computer Game}} ``{{Tetris}}'' {{Reduce}} the {{Build}}-{{Up}} of {{Flashbacks}} for {{Trauma}}?}, + abstract = {Background Flashbacks are the hallmark symptom of Posttraumatic Stress Disorder (PTSD). Although we have successful treatments for full-blown PTSD, early interventions are lacking. We propose the utility of developing a `cognitive vaccine' to prevent PTSD flashback development following exposure to trauma. Our theory is based on two key findings: 1) Cognitive science suggests that the brain has selective resources with limited capacity; 2) The neurobiology of memory suggests a 6-hr window to disrupt memory consolidation. The rationale for a `cognitive vaccine' approach is as follows: Trauma flashbacks are sensory-perceptual, visuospatial mental images. Visuospatial cognitive tasks selectively compete for resources required to generate mental images. Thus, a visuospatial computer game (e.g. ``Tetris'') will interfere with flashbacks. Visuospatial tasks post-trauma, performed within the time window for memory consolidation, will reduce subsequent flashbacks. We predicted that playing ``Tetris'' half an hour after viewing trauma would reduce flashback frequency over 1-week. Methodology/Principal Findings The Trauma Film paradigm was used as a well-established experimental analog for Post-traumatic Stress. All participants viewed a traumatic film consisting of scenes of real injury and death followed by a 30-min structured break. Participants were then randomly allocated to either a no-task or visuospatial (``Tetris'') condition which they undertook for 10-min. Flashbacks were monitored for 1-week. Results indicated that compared to the no-task condition, the ``Tetris'' condition produced a significant reduction in flashback frequency over 1-week. Convergent results were found on a clinical measure of PTSD symptomatology at 1-week. Recognition memory between groups did not differ significantly. Conclusions/Significance Playing ``Tetris'' after viewing traumatic material reduces unwanted, involuntary memory flashbacks to that traumatic film, leaving deliberate memory recall of the event intact. Pathological aspects of human memory in the aftermath of trauma may be malleable using non-invasive, cognitive interventions. This has implications for a novel avenue of preventative treatment development, much-needed as a crisis intervention for the aftermath of traumatic events.}, + language = {en}, + number = {1}, + journal = {PLOS ONE}, + doi = {10.1371/journal.pone.0004153}, + author = {Holmes, Emily A. and James, Ella L. and {Coode-Bate}, Thomas and Deeprose, Catherine}, + month = jan, + year = {2009}, + keywords = {Cognition,Computer games,Memory,Memory consolidation,Post-traumatic stress disorder,Recall (memory),Vision,Working memory}, + pages = {e4153}, + note = {00293} +} + +@article{holmes2009a, + title = {Can {{Playing}} the {{Computer Game}} ``{{Tetris}}'' {{Reduce}} the {{Build}}-{{Up}} of {{Flashbacks}} for {{Trauma}}? {{A Proposal}} from {{Cognitive Science}}}, + volume = {4}, + issn = {1932-6203}, + shorttitle = {Can {{Playing}} the {{Computer Game}} ``{{Tetris}}'' {{Reduce}} the {{Build}}-{{Up}} of {{Flashbacks}} for {{Trauma}}?}, + abstract = {Background Flashbacks are the hallmark symptom of Posttraumatic Stress Disorder (PTSD). Although we have successful treatments for full-blown PTSD, early interventions are lacking. We propose the utility of developing a `cognitive vaccine' to prevent PTSD flashback development following exposure to trauma. Our theory is based on two key findings: 1) Cognitive science suggests that the brain has selective resources with limited capacity; 2) The neurobiology of memory suggests a 6-hr window to disrupt memory consolidation. The rationale for a `cognitive vaccine' approach is as follows: Trauma flashbacks are sensory-perceptual, visuospatial mental images. Visuospatial cognitive tasks selectively compete for resources required to generate mental images. Thus, a visuospatial computer game (e.g. ``Tetris'') will interfere with flashbacks. Visuospatial tasks post-trauma, performed within the time window for memory consolidation, will reduce subsequent flashbacks. We predicted that playing ``Tetris'' half an hour after viewing trauma would reduce flashback frequency over 1-week. Methodology/Principal Findings The Trauma Film paradigm was used as a well-established experimental analog for Post-traumatic Stress. All participants viewed a traumatic film consisting of scenes of real injury and death followed by a 30-min structured break. Participants were then randomly allocated to either a no-task or visuospatial (``Tetris'') condition which they undertook for 10-min. Flashbacks were monitored for 1-week. Results indicated that compared to the no-task condition, the ``Tetris'' condition produced a significant reduction in flashback frequency over 1-week. Convergent results were found on a clinical measure of PTSD symptomatology at 1-week. Recognition memory between groups did not differ significantly. Conclusions/Significance Playing ``Tetris'' after viewing traumatic material reduces unwanted, involuntary memory flashbacks to that traumatic film, leaving deliberate memory recall of the event intact. Pathological aspects of human memory in the aftermath of trauma may be malleable using non-invasive, cognitive interventions. This has implications for a novel avenue of preventative treatment development, much-needed as a crisis intervention for the aftermath of traumatic events.}, + language = {en}, + number = {1}, + journal = {PLOS ONE}, + doi = {10.1371/journal.pone.0004153}, + author = {Holmes, Emily A. and James, Ella L. and {Coode-Bate}, Thomas and Deeprose, Catherine}, + month = jan, + year = {2009}, + keywords = {Cognition,Computer games,Memory,Memory consolidation,Post-traumatic stress disorder,Recall (memory),Vision,Working memory}, + pages = {e4153}, + note = {00293} +} + +@article{stafford2014, + title = {Tracing the {{Trajectory}} of {{Skill Learning With}} a {{Very Large Sample}} of {{Online Game Players}}}, + volume = {25}, + issn = {0956-7976, 1467-9280}, + language = {en}, + number = {2}, + journal = {Psychological Science}, + doi = {10.1177/0956797613511466}, + author = {Stafford, T. and Dewar, M.}, + month = feb, + year = {2014}, + pages = {511-518}, + file = {/Users/morteza/Documents/Zotero/storage/4ITDWQA3/Stafford and Dewar - 2014 - Tracing the Trajectory of Skill Learning With a Ve.pdf;/Users/morteza/Documents/Zotero/storage/8BDIF8GU/Psychological Science-2013-Stafford-0956797613511466.pdf}, + note = {00071} +} + +@article{bediou2018, + title = {Meta-Analysis of Action Video Game Impact on Perceptual, Attentional, and Cognitive Skills.}, + volume = {144}, + issn = {1939-1455, 0033-2909}, + language = {en}, + number = {1}, + journal = {Psychological Bulletin}, + doi = {10.1037/bul0000130}, + author = {Bediou, Benoit and Adams, Deanne M. and Mayer, Richard E. and Tipton, Elizabeth and Green, C. Shawn and Bavelier, Daphne}, + month = jan, + year = {2018}, + keywords = {Attention,Cognition,Computer Games,Perception}, + pages = {77-110}, + file = {/Users/morteza/Documents/Zotero/storage/NXMBXG88/Bediou et al. - 2018 - Meta-analysis of action video game impact on perce.pdf;/Users/morteza/Documents/Zotero/storage/T3VU72KY/Bediou et al. - 2018 - Meta-analysis of action video game impact on perce.pdf;/Users/morteza/Documents/Zotero/storage/3DMINK4G/2017-52625-001.html}, + note = {00063} +} + +@article{boot2013, + title = {Video {{Games}} as a {{Means}} to {{Reduce Age}}-{{Related Cognitive Decline}}: {{Attitudes}}, {{Compliance}}, and {{Effectiveness}}}, + volume = {4}, + issn = {1664-1078}, + shorttitle = {Video {{Games}} as a {{Means}} to {{Reduce Age}}-{{Related Cognitive Decline}}}, + abstract = {Recent research has demonstrated broad benefits of video game play to perceptual and cognitive abilities. These broad improvements suggest that video game-based cognitive interventions may be ideal to combat the many perceptual and cognitive declines associated with advancing age. Furthermore, game interventions have the potential to induce higher rates of intervention compliance compared to other cognitive interventions as they are assumed to be inherently enjoyable and motivating. We explored these issues in an intervention that tested the ability of an action game and a ``brain fitness'' game to improve a variety of abilities. Cognitive abilities did not significantly improve, suggesting caution when recommending video game interventions as a means to reduce the effects of cognitive aging. However, the game expected to produce the largest benefit based on previous literature (an action game) induced the lowest intervention compliance. We explain this low compliance by participants' ratings of the action game as less enjoyable and by their prediction that training would have few meaningful benefits. Despite null cognitive results, data provide valuable insights into the types of video games older adults are willing to play and why.}, + journal = {Frontiers in Psychology}, + doi = {10.3389/fpsyg.2013.00031}, + author = {Boot, Walter R. and Champion, Michael and Blakely, Daniel P. and Wright, Timothy and Souders, Dustin J. and Charness, Neil}, + month = feb, + year = {2013}, + pmid = {23378841}, + pmcid = {PMC3561600}, + note = {00102} +} + +@article{luniewska2018, + title = {Neither Action nor Phonological Video Games Make Dyslexic Children Read Better}, + volume = {8}, + issn = {2045-2322}, + language = {en}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/s41598-017-18878-7}, + author = {\L{}uniewska, Magdalena and Chyl, Katarzyna and D\k{e}bska, Agnieszka and Kacprzak, Agnieszka and Plewko, Joanna and Szczerbi\'nski, Marcin and Szewczyk, Jakub and Grabowska, Anna and Jednor\'og, Katarzyna}, + month = dec, + year = {2018}, + pages = {549}, + file = {/Users/morteza/Documents/Zotero/storage/75NVU8M7/Łuniewska et al. - 2018 - Neither action nor phonological video games make d.pdf}, + note = {00007} +} + +@misc{zotero-246, + title = {Neither Action nor Phonological Video Games Make Dyslexic Children Read Better | {{Scientific Reports}}}, + howpublished = {https://www.nature.com/articles/s41598-017-18878-7}, + file = {/Users/morteza/Documents/Zotero/storage/LK4INZBV/s41598-017-18878-7.html}, + note = {00007} +} + +@article{antzaka2017, + title = {Enhancing Reading Performance through Action Video Games: The Role of Visual Attention Span}, + volume = {7}, + copyright = {2017 The Author(s)}, + issn = {2045-2322}, + shorttitle = {Enhancing Reading Performance through Action Video Games}, + abstract = {Recent studies reported that Action Video Game-AVG training improves not only certain attentional components, but also reading fluency in children with dyslexia. We aimed to investigate the shared attentional components of AVG playing and reading, by studying whether the Visual Attention (VA) span, a component of visual attention that has previously been linked to both reading development and dyslexia, is improved in frequent players of AVGs. Thirty-six French fluent adult readers, matched on chronological age and text reading proficiency, composed two groups: frequent AVG players and non-players. Participants performed behavioural tasks measuring the VA span, and a challenging reading task (reading of briefly presented pseudo-words). AVG players performed better on both tasks and performance on these tasks was correlated. These results further support the transfer of the attentional benefits of playing AVGs to reading, and indicate that the VA span could be a core component mediating this transfer. The correlation between VA span and pseudo-word reading also supports the involvement of VA span even in adult reading. Future studies could combine VA span training with defining features of AVGs, in order to build a new generation of remediation software.}, + language = {En}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/s41598-017-15119-9}, + author = {Antzaka, A. and Lallier, M. and Meyer, S. and Diard, J. and Carreiras, M. and Valdois, S.}, + month = nov, + year = {2017}, + pages = {14563}, + file = {/Users/morteza/Documents/Zotero/storage/3IG7EWHI/Antzaka et al. - 2017 - Enhancing reading performance through action video.pdf;/Users/morteza/Documents/Zotero/storage/KSVSRCMT/s41598-017-15119-9.html}, + note = {00010} +} + +@article{chopin2019, + title = {Altering Perception: The Case of Action Video Gaming}, + volume = {29}, + issn = {2352-2518}, + shorttitle = {Altering Perception}, + abstract = {The view that better perceptual skills can open the door to greater cognitive fitness calls for identifying interventions that enhance perception. We review here the impact of action video game play on perception. Cross-sectional studies indicate that action video game players outperform non-players by about \textthreequarters{} of a standard deviation across all perceptual skills. More specifically, tasks relying on the dorsal system and peripheral vision appear most enhanced in action video game players. Despite their crucial role for establishing a causal role of action video game play on perception, the paucity of intervention studies limits interpretation. Yet, the existing dose-response curve already calls for at least 20\,hours of play for significant effects to emerge. When considering the mechanisms at play, we propose that attentional control may mediate the noted perceptual benefits by increasing the quality of the perceptual information gathered, facilitating in turn the development of better perceptual templates.}, + language = {eng}, + journal = {Current Opinion in Psychology}, + doi = {10.1016/j.copsyc.2019.03.004}, + author = {Chopin, Adrien and Bediou, Benoit and Bavelier, Daphne}, + month = mar, + year = {2019}, + pages = {168-173}, + pmid = {30978639}, + note = {00002} +} + +@article{corbetta2002, + title = {Control of Goal-Directed and Stimulus-Driven Attention in the Brain}, + volume = {3}, + issn = {1471-003X, 1471-0048}, + language = {en}, + number = {3}, + journal = {Nature Reviews Neuroscience}, + doi = {10.1038/nrn755}, + author = {Corbetta, Maurizio and Shulman, Gordon L.}, + month = mar, + year = {2002}, + pages = {201-215}, + note = {09044} +} + +@article{sparrow2011, + title = {Google Effects on Memory: Cognitive Consequences of Having Information at Our Fingertips}, + volume = {333}, + issn = {1095-9203}, + shorttitle = {Google Effects on Memory}, + abstract = {The advent of the Internet, with sophisticated algorithmic search engines, has made accessing information as easy as lifting a finger. No longer do we have to make costly efforts to find the things we want. We can "Google" the old classmate, find articles online, or look up the actor who was on the tip of our tongue. The results of four studies suggest that when faced with difficult questions, people are primed to think about computers and that when people expect to have future access to information, they have lower rates of recall of the information itself and enhanced recall instead for where to access it. The Internet has become a primary form of external or transactive memory, where information is stored collectively outside ourselves.}, + language = {eng}, + number = {6043}, + journal = {Science (New York, N.Y.)}, + doi = {10.1126/science.1207745}, + author = {Sparrow, Betsy and Liu, Jenny and Wegner, Daniel M.}, + month = aug, + year = {2011}, + keywords = {Humans,Cognition,Female,Male,Reaction Time,Mental Recall,Memory,Computers,Cues,Information Storage and Retrieval,Internet,Search Engine,Stroop Test}, + pages = {776-778}, + pmid = {21764755}, + note = {00952} +} + +@article{yung2015, + title = {Methods to {{Test Visual Attention Online}}}, + issn = {1940-087X}, + language = {en}, + number = {96}, + journal = {Journal of Visualized Experiments}, + doi = {10.3791/52470}, + author = {Yung, Amanda and {Cardoso-Leite}, Pedro and Dale, Gillian and Bavelier, Daphne and Green, C. Shawn}, + month = feb, + year = {2015}, + file = {/Users/morteza/Documents/Zotero/storage/PI5ED9M6/Yung et al. - 2015 - Methods to Test Visual Attention Online.pdf}, + note = {00007} +} + +@article{chuang2007, + title = {Effect of {{Digital Games}} on {{Children}}'s {{Cognitive Achievement}}.}, + volume = {2}, + number = {5}, + journal = {Journal of Multimedia}, + author = {Chuang, Tsung-Yen and Chen, Wei-Fan}, + year = {2007}, + file = {/Users/morteza/Documents/Zotero/storage/2LVZY9GX/Chuang and Chen - 2007 - Effect of Digital Games on Children's Cognitive Ac.pdf}, + note = {00034} +} + +@article{baniqued2013, + title = {Selling Points: {{What}} Cognitive Abilities Are Tapped by Casual Video Games?}, + volume = {142}, + issn = {00016918}, + shorttitle = {Selling Points}, + language = {en}, + number = {1}, + journal = {Acta Psychologica}, + doi = {10.1016/j.actpsy.2012.11.009}, + author = {Baniqued, Pauline L. and Lee, Hyunkyu and Voss, Michelle W. and Basak, Chandramallika and Cosman, Joshua D. and DeSouza, Shanna and Severson, Joan and Salthouse, Timothy A. and Kramer, Arthur F.}, + month = jan, + year = {2013}, + pages = {74-86}, + file = {/Users/morteza/Documents/Zotero/storage/5BF3PBBV/Selling points- What cognitive abilities are tapped by casual video games (Baniqued, Voss, Krammer et al 2013).pdf}, + note = {00092} +} + +@article{baniqued2014, + title = {Cognitive Training with Casual Video Games: Points to Consider}, + volume = {4}, + issn = {1664-1078}, + shorttitle = {Cognitive Training with Casual Video Games}, + journal = {Frontiers in Psychology}, + doi = {10.3389/fpsyg.2013.01010}, + author = {Baniqued, Pauline L. and Kranz, Michael B. and Voss, Michelle W. and Lee, Hyunkyu and Cosman, Joshua D. and Severson, Joan and Kramer, Arthur F.}, + year = {2014}, + file = {/Users/morteza/Documents/Zotero/storage/G7YMT9VP/fpsyg-04-01010.pdf}, + note = {00075} +} + +@article{owen2010, + title = {Putting Brain Training to the Test}, + volume = {465}, + issn = {0028-0836, 1476-4687}, + number = {7299}, + journal = {Nature}, + doi = {10.1038/nature09042}, + author = {Owen, Adrian M. and Hampshire, Adam and Grahn, Jessica A. and Stenton, Robert and Dajani, Said and Burns, Alistair S. and Howard, Robert J. and Ballard, Clive G.}, + month = jun, + year = {2010}, + keywords = {Attention,Humans,Cognition,Brain,Memory,Computers,Exercise,Task Performance and Analysis,Thinking,Time Factors}, + pages = {775-778}, + file = {/Users/morteza/Documents/Zotero/storage/B4CSWUX9/Owen et al. - 2010 - Putting brain training to the test.pdf;/Users/morteza/Documents/Zotero/storage/DY4XWQIP/nature09042-s1.pdf}, + note = {00965} +} + +@article{whitbourne2013, + title = {Reasons for {{Playing Casual Video Games}} and {{Perceived Benefits Among Adults}} 18 to 80 {{Years Old}}}, + volume = {16}, + issn = {2152-2715, 2152-2723}, + language = {en}, + number = {12}, + journal = {Cyberpsychology, Behavior, and Social Networking}, + doi = {10.1089/cyber.2012.0705}, + author = {Whitbourne, Susan Krauss and Ellenberg, Stacy and Akimoto, Kyoko}, + month = dec, + year = {2013}, + pages = {892-897}, + note = {00027} +} + +@article{jaeggi2008, + title = {Improving Fluid Intelligence with Training on Working Memory}, + volume = {105}, + number = {19}, + journal = {Proceedings of the National Academy of Sciences}, + author = {Jaeggi, Susanne M. and Buschkuehl, Martin and Jonides, John and Perrig, Walter J.}, + year = {2008}, + pages = {6829--6833}, + file = {/Users/morteza/Documents/Zotero/storage/7GBP8MTA/PNAS-2008-Jaeggi-6829-33.pdf;/Users/morteza/Documents/Zotero/storage/M47F7L7F/Jaeggi et al. - 2008 - Improving fluid intelligence with training on work.pdf}, + note = {01918} +} + +@article{kim2015, + title = {Real-{{Time Strategy Video Game Experience}} and {{Visual Perceptual Learning}}}, + volume = {35}, + issn = {0270-6474, 1529-2401}, + language = {en}, + number = {29}, + journal = {Journal of Neuroscience}, + doi = {10.1523/JNEUROSCI.3340-14.2015}, + author = {Kim, Y.-H. and Kang, D.-W. and Kim, D. and Kim, H.-J. and Sasaki, Y. and Watanabe, T.}, + month = jul, + year = {2015}, + pages = {10485-10492}, + note = {00027} +} + +@article{kowalczyk2018, + title = {Real-Time Strategy Video Game Experience and Structural Connectivity - {{A}} Diffusion Tensor Imaging Study}, + volume = {39}, + issn = {10659471}, + language = {en}, + number = {9}, + journal = {Human Brain Mapping}, + doi = {10.1002/hbm.24208}, + author = {Kowalczyk, Natalia and Shi, Feng and Magnuski, Mikolaj and Skorko, Maciek and Dobrowolski, Pawel and Kossowski, Bartosz and Marchewka, Artur and Bielecki, Maksymilian and Kossut, Malgorzata and Brzezicka, Aneta}, + month = sep, + year = {2018}, + pages = {3742-3758}, + note = {00000} +} + +@article{pavan2019, + title = {Visual Short-Term Memory for Coherent Motion in Video Game Players: Evidence from a Memory-Masking Paradigm}, + volume = {9}, + copyright = {2019 The Author(s)}, + issn = {2045-2322}, + shorttitle = {Visual Short-Term Memory for Coherent Motion in Video Game Players}, + abstract = {In this study, we investigated visual short-term memory for coherent motion in action video game players (AVGPs), non-action video game players (NAVGPs), and non-gamers (control group: CONs). Participants performed a visual memory-masking paradigm previously used with macaque monkeys and humans. In particular, we tested whether video game players form a more robust visual short-term memory trace for coherent moving stimuli during the encoding phase, and whether such memory traces are less affected by an intervening masking stimulus presented 0.2\,s after the offset of the to-be-remembered sample. The results showed that task performance of all groups was affected by the masking stimulus, but video game players were affected to a lesser extent than controls. Modelling of performance values and reaction times revealed that video game players have a lower guessing rate than CONs, and higher drift rates than CONs, indicative of more efficient perceptual decisions. These results suggest that video game players exhibit a more robust VSTM trace for moving objects and this trace is less prone to external interference.}, + language = {En}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/s41598-019-42593-0}, + author = {Pavan, Andrea and Hobaek, Martine and Blurton, Steven P. and Contillo, Adriano and Ghin, Filippo and Greenlee, Mark W.}, + month = apr, + year = {2019}, + pages = {6027}, + file = {/Users/morteza/Documents/Zotero/storage/CYN3ZUZU/Pavan et al. - 2019 - Visual short-term memory for coherent motion in vi.pdf;/Users/morteza/Documents/Zotero/storage/WMIH8V55/s41598-019-42593-0.html}, + note = {00000} +} + +@inproceedings{chuang2007b, + address = {Jhongli City}, + title = {Effect of {{Computer}}-{{Based Video Games}} on {{Children}}: {{An Experimental Study}}}, + isbn = {978-0-7695-2801-4}, + shorttitle = {Effect of {{Computer}}-{{Based Video Games}} on {{Children}}}, + booktitle = {2007 {{First IEEE International Workshop}} on {{Digital Game}} and {{Intelligent Toy Enhanced Learning}} ({{DIGITEL}}'07)}, + publisher = {{IEEE}}, + doi = {10.1109/DIGITEL.2007.24}, + author = {Chuang, Tsung-Yen and Chen, Wei-Fan}, + month = mar, + year = {2007}, + pages = {114-118}, + note = {00000} +} + +@article{nau2018, + title = {How the {{Brain}}'s {{Navigation System Shapes Our Visual Experience}}}, + volume = {22}, + issn = {13646613}, + language = {en}, + number = {9}, + journal = {Trends in Cognitive Sciences}, + doi = {10.1016/j.tics.2018.06.008}, + author = {Nau, Matthias and Julian, Joshua B. and Doeller, Christian F.}, + month = sep, + year = {2018}, + pages = {810-825} +} + +@article{west2018, + title = {Impact of Video Games on Plasticity of the Hippocampus}, + volume = {23}, + issn = {1359-4184, 1476-5578}, + language = {en}, + number = {7}, + journal = {Molecular Psychiatry}, + doi = {10.1038/mp.2017.155}, + author = {West, G L and Konishi, K and Diarra, M and {Benady-Chorney}, J and Drisdelle, B L and Dahmani, L and Sodums, D J and Lepore, F and Jolicoeur, P and Bohbot, V D}, + month = jul, + year = {2018}, + pages = {1566-1574}, + note = {00000} +} + +@article{nava2019, + title = {Children Can Optimally Integrate Multisensory Information after a Short Action-like Mini Game Training}, + issn = {1363-755X, 1467-7687}, + language = {en}, + journal = {Developmental Science}, + doi = {10.1111/desc.12840}, + author = {Nava, Elena and F\"ocker, Julia and Gori, Monica}, + month = apr, + year = {2019}, + pages = {e12840}, + note = {00000} +} + +@article{green2012a, + title = {Learning, {{Attentional Control}}, and {{Action Video Games}}}, + volume = {22}, + issn = {09609822}, + language = {en}, + number = {6}, + journal = {Current Biology}, + doi = {10.1016/j.cub.2012.02.012}, + author = {Green, C.S. and Bavelier, D.}, + month = mar, + year = {2012}, + pages = {R197-R206}, + note = {00405} +} + +@article{mishra2011, + title = {Neural {{Basis}} of {{Superior Performance}} of {{Action Videogame Players}} in an {{Attention}}-{{Demanding Task}}}, + volume = {31}, + issn = {0270-6474, 1529-2401}, + language = {en}, + number = {3}, + journal = {Journal of Neuroscience}, + doi = {10.1523/JNEUROSCI.4834-10.2011}, + author = {Mishra, J. and Zinni, M. and Bavelier, D. and Hillyard, S. A.}, + month = jan, + year = {2011}, + pages = {992-998}, + file = {/Users/morteza/Documents/Zotero/storage/GK6QJIEI/mishra2011.pdf}, + note = {00177} +} + +@article{karimpur2015, + title = {The {{Future}} of {{Action Video Games}} in {{Psychological Research}} and {{Application}}}, + volume = {6}, + issn = {1664-1078}, + journal = {Frontiers in Psychology}, + doi = {10.3389/fpsyg.2015.01747}, + author = {Karimpur, Harun and Hamburger, Kai}, + month = nov, + year = {2015}, + file = {/Users/morteza/Documents/Zotero/storage/E6A52HS2/Karimpur and Hamburger - 2015 - The Future of Action Video Games in Psychological .pdf}, + note = {00006} +} + +@article{krishnan2013, + title = {Neural {{Strategies}} for {{Selective Attention Distinguish Fast}}-{{Action Video Game Players}}}, + volume = {26}, + issn = {0896-0267, 1573-6792}, + language = {en}, + number = {1}, + journal = {Brain Topography}, + doi = {10.1007/s10548-012-0232-3}, + author = {Krishnan, Lavanya and Kang, Albert and Sperling, George and Srinivasan, Ramesh}, + month = jan, + year = {2013}, + pages = {83-97}, + file = {/Users/morteza/Documents/Zotero/storage/J4D9VMX4/krishnan2013.pdf}, + note = {00049} +} + +@article{wu2012, + title = {Playing a {{First}}-Person {{Shooter Video Game Induces Neuroplastic Change}}}, + volume = {24}, + issn = {0898-929X, 1530-8898}, + language = {en}, + number = {6}, + journal = {Journal of Cognitive Neuroscience}, + doi = {10.1162/jocn_a_00192}, + author = {Wu, Sijing and Cheng, Cho Kin and Feng, Jing and D'Angelo, Lisa and Alain, Claude and Spence, Ian}, + month = jun, + year = {2012}, + pages = {1286-1293}, + note = {00000} +} + +@article{kok2001, + title = {On the Utility of {{P3}} Amplitude as a Measure of Processing Capacity}, + volume = {38}, + issn = {0048-5772}, + abstract = {The present review focuses on the utility of the amplitude of P3 of as a measure of processing capacity and mental workload. The paper starts with a brief outline of the conceptual framework underlying the relationship between P3 amplitude and task demands, and the cognitive task manipulations that determine demands on capacity. P3 amplitude results are then discussed on the basis of an extensive review of the relevant literature. It is concluded that although it has often been assumed that P3 amplitude depends on the capacity for processing task relevant stimuli, the utility of P3 amplitude as a sensitive and diagnostic measure of processing capacity remains limited. The major factor that prompts this conclusion is that the two principal task variables that have been used to manipulate capacity allocation, namely task difficulty and task emphasis, have opposite effects on the amplitude of P3. I suggest that this is because, in many tasks, an increase in difficulty transforms the structure or actual content of the flow of information in the processing systems, thereby interfering with the very processes that underlie P3 generation. Finally, in an attempt to theoretically integrate the results of the reviewed studies, it is proposed that P3 amplitude reflects activation of elements in a event-categorization network that is controlled by the joint operation of attention and working memory.}, + language = {eng}, + number = {3}, + journal = {Psychophysiology}, + author = {Kok, A.}, + month = may, + year = {2001}, + keywords = {Electroencephalography,Evoked Potentials,Humans,Mental Processes,Psychomotor Performance}, + pages = {557-577}, + pmid = {11352145}, + note = {00000} +} + +@article{spence2010, + title = {Video {{Games}} and {{Spatial Cognition}}}, + volume = {14}, + issn = {1089-2680, 1939-1552}, + language = {en}, + number = {2}, + journal = {Review of General Psychology}, + doi = {10.1037/a0019491}, + author = {Spence, Ian and Feng, Jing}, + month = jun, + year = {2010}, + pages = {92-104}, + note = {00000} +} + +@article{sungur2012, + title = {Action Video Game Players Form More Detailed Representation of Objects}, + volume = {139}, + issn = {00016918}, + language = {en}, + number = {2}, + journal = {Acta Psychologica}, + doi = {10.1016/j.actpsy.2011.12.002}, + author = {Sungur, Hande and Boduroglu, Aysecan}, + month = feb, + year = {2012}, + pages = {327-334}, + note = {00000} +} + +@article{chesham2017, + title = {What {{Older People Like}} to {{Play}}: {{Genre Preferences}} and {{Acceptance}} of {{Casual Games}}}, + volume = {5}, + issn = {2291-9279}, + shorttitle = {What {{Older People Like}} to {{Play}}}, + language = {en}, + number = {2}, + journal = {JMIR Serious Games}, + doi = {10.2196/games.7025}, + author = {Chesham, Alvin and Wyss, Patric and M\"uri, Ren\'e Martin and Mosimann, Urs Peter and Nef, Tobias}, + month = apr, + year = {2017}, + pages = {e8}, + file = {/Users/morteza/Documents/Zotero/storage/EWMKXRI7/chesham2017.pdf}, + note = {00000} +} + +@article{pujol2016, + title = {Video Gaming in School Children: {{How}} Much Is Enough?: {{Video Gaming}}}, + volume = {80}, + issn = {03645134}, + shorttitle = {Video Gaming in School Children}, + language = {en}, + number = {3}, + journal = {Annals of Neurology}, + doi = {10.1002/ana.24745}, + author = {Pujol, Jesus and Fenoll, Raquel and Forns, Joan and Harrison, Ben J. and {Mart\'inez-Vilavella}, Gerard and Maci\`a, D\'idac and {Alvarez-Pedrerol}, Mar and {Blanco-Hinojo}, Laura and {Gonz\'alez-Ortiz}, Sof\'ia and Deus, Joan and Sunyer, Jordi}, + month = sep, + year = {2016}, + pages = {424-433}, + note = {00000} +} + +@article{gong2019, + title = {A {{Reduction}} in {{Video Gaming Time Produced}} a {{Decrease}} in {{Brain Activity}}}, + volume = {13}, + issn = {1662-5161}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2019.00134}, + author = {Gong, Diankun and Yao, Yutong and Gan, Xianyang and Peng, Yurui and Ma, Weiyi and Yao, Dezhong}, + month = apr, + year = {2019}, + pages = {134}, + file = {/Users/morteza/Documents/Zotero/storage/ZINBBDPR/gong2019.pdf}, + note = {00000} +} + +@article{focker2018, + title = {Neural Bases of Enhanced Attentional Control: {{Lessons}} from Action Video Game Players}, + volume = {8}, + issn = {21623279}, + shorttitle = {Neural Bases of Enhanced Attentional Control}, + language = {en}, + number = {7}, + journal = {Brain and Behavior}, + doi = {10.1002/brb3.1019}, + author = {F\"ocker, Julia and Cole, Daniel and Beer, Anton L. and Bavelier, Daphne}, + month = jul, + year = {2018}, + pages = {e01019}, + file = {/Users/morteza/Documents/Zotero/storage/E3B7RYAD/föcker2018.pdf}, + note = {00000} +} + +@article{petersen2012, + title = {The {{Attention System}} of the {{Human Brain}}: 20 {{Years After}}}, + volume = {35}, + issn = {0147-006X, 1545-4126}, + shorttitle = {The {{Attention System}} of the {{Human Brain}}}, + language = {en}, + number = {1}, + journal = {Annual Review of Neuroscience}, + doi = {10.1146/annurev-neuro-062111-150525}, + author = {Petersen, Steven E. and Posner, Michael I.}, + month = jul, + year = {2012}, + pages = {73-89}, + file = {/Users/morteza/Documents/Zotero/storage/BL2BHIFY/petersen2012.pdf}, + note = {00000} +} + +@article{kovess-masfety2016, + title = {Is Time Spent Playing Video Games Associated with Mental Health, Cognitive and Social Skills in Young Children?}, + volume = {51}, + issn = {0933-7954, 1433-9285}, + language = {en}, + number = {3}, + journal = {Social Psychiatry and Psychiatric Epidemiology}, + doi = {10.1007/s00127-016-1179-6}, + author = {{Kovess-Masfety}, Viviane and Keyes, Katherine and Hamilton, Ava and Hanson, Gregory and Bitfoi, Adina and Golitz, Dietmar and Ko{\c c}, Ceren and Kuijpers, Rowella and Lesinskiene, Sigita and Mihova, Zlatka and Otten, Roy and Fermanian, Christophe and Pez, Ondine}, + month = mar, + year = {2016}, + pages = {349-357}, + file = {/Users/morteza/Documents/Zotero/storage/FSRSHE5F/kovess-masfety2016.pdf}, + note = {00000} +} + +@article{gathercole2004, + title = {Working Memory Skills and Educational Attainment: Evidence from National Curriculum Assessments at 7 and 14 Years of Age}, + volume = {18}, + issn = {0888-4080, 1099-0720}, + shorttitle = {Working Memory Skills and Educational Attainment}, + language = {en}, + number = {1}, + journal = {Applied Cognitive Psychology}, + doi = {10.1002/acp.934}, + author = {Gathercole, Susan E. and Pickering, Susan J. and Knight, Camilla and Stegmann, Zoe}, + month = jan, + year = {2004}, + pages = {1-16}, + note = {00000} +} + +@article{franceschini2013, + title = {Action {{Video Games Make Dyslexic Children Read Better}}}, + volume = {23}, + issn = {09609822}, + language = {en}, + number = {6}, + journal = {Current Biology}, + doi = {10.1016/j.cub.2013.01.044}, + author = {Franceschini, Sandro and Gori, Simone and Ruffino, Milena and Viola, Simona and Molteni, Massimo and Facoetti, Andrea}, + month = mar, + year = {2013}, + pages = {462-466}, + note = {00000} +} + +@article{gentile2017a, + title = {Violent Video Game Effects on Salivary Cortisol, Arousal, and Aggressive Thoughts in Children}, + volume = {70}, + issn = {07475632}, + language = {en}, + journal = {Computers in Human Behavior}, + doi = {10.1016/j.chb.2016.12.045}, + author = {Gentile, Douglas A. and Bender, Patrick K. and Anderson, Craig A.}, + month = may, + year = {2017}, + pages = {39-43}, + note = {00000} +} + +@article{diamond2013, + title = {Executive {{Functions}}}, + volume = {64}, + issn = {0066-4308, 1545-2085}, + language = {en}, + number = {1}, + journal = {Annual Review of Psychology}, + doi = {10.1146/annurev-psych-113011-143750}, + author = {Diamond, Adele}, + month = jan, + year = {2013}, + pages = {135-168}, + file = {/Users/morteza/Documents/Zotero/storage/AY4F6PKA/false}, + note = {00000} +} + +@article{dye2009, + title = {Increasing {{Speed}} of {{Processing With Action Video Games}}}, + volume = {18}, + issn = {0963-7214, 1467-8721}, + language = {en}, + number = {6}, + journal = {Current Directions in Psychological Science}, + doi = {10.1111/j.1467-8721.2009.01660.x}, + author = {Dye, Matthew W.G. and Green, C. Shawn and Bavelier, Daphne}, + month = dec, + year = {2009}, + pages = {321-326}, + file = {/Users/morteza/Documents/Zotero/storage/P83QVAR3/dye2009.pdf}, + note = {00000} +} + +@article{diamond2007, + title = {{{THE EARLY YEARS}}: {{Preschool Program Improves Cognitive Control}}}, + volume = {318}, + issn = {0036-8075, 1095-9203}, + shorttitle = {{{THE EARLY YEARS}}}, + language = {en}, + number = {5855}, + journal = {Science}, + doi = {10.1126/science.1151148}, + author = {Diamond, A. and Barnett, W. S. and Thomas, J. and Munro, S.}, + month = nov, + year = {2007}, + pages = {1387-1388}, + file = {/Users/morteza/Documents/Zotero/storage/5INLXRV5/diamond2007.pdf}, + note = {00000} +} + +@article{belchior2012, + title = {Older {{Adults}}' {{Engagement With}} a {{Video Game Training Program}}}, + volume = {36}, + issn = {0192-4788, 1544-4368}, + language = {en}, + number = {4}, + journal = {Activities, Adaptation \& Aging}, + doi = {10.1080/01924788.2012.702307}, + author = {Belchior, Patr\'icia and Marsiske, Michael and Sisco, Shannon and Yam, Anna and Mann, William}, + month = oct, + year = {2012}, + pages = {269-279}, + file = {/Users/morteza/Documents/Zotero/storage/JA3II75X/belchior2012.pdf}, + note = {00000} +} + +@article{powers2013, + title = {Effects of Video-Game Play on Information Processing: {{A}} Meta-Analytic Investigation}, + volume = {20}, + issn = {1069-9384, 1531-5320}, + shorttitle = {Effects of Video-Game Play on Information Processing}, + language = {en}, + number = {6}, + journal = {Psychonomic Bulletin \& Review}, + doi = {10.3758/s13423-013-0418-z}, + author = {Powers, Kasey L. and Brooks, Patricia J. and Aldrich, Naomi J. and Palladino, Melissa A. and Alfieri, Louis}, + month = dec, + year = {2013}, + pages = {1055-1079}, + note = {00000} +} + +@incollection{powers2014, + title = {Evaluating the {{Specificity}} of {{Effects}} of {{Video Game Training}}}, + isbn = {978-0-19-989664-6}, + booktitle = {Learning by {{Playing}}}, + publisher = {{Oxford University Press}}, + author = {Powers, Kasey L. and Brooks, Patricia J.}, + editor = {Blumberg, Fran C.}, + month = may, + year = {2014}, + pages = {302-330}, + doi = {10.1093/acprof:osobl/9780199896646.003.0021}, + note = {00000} +} + +@article{melby-lervag2013, + title = {Is Working Memory Training Effective? {{A}} Meta-Analytic Review.}, + volume = {49}, + issn = {1939-0599, 0012-1649}, + shorttitle = {Is Working Memory Training Effective?}, + language = {en}, + number = {2}, + journal = {Developmental Psychology}, + doi = {10.1037/a0028228}, + author = {{Melby-Lerv\aa{}g}, Monica and Hulme, Charles}, + year = {2013}, + pages = {270-291}, + file = {/Users/morteza/Documents/Zotero/storage/W2DXRBC7/melby-lervåg2013.pdf}, + note = {01334} +} + +@article{wang2016, + title = {Action {{Video Game Training}} for {{Healthy Adults}}: {{A Meta}}-{{Analytic Study}}}, + volume = {7}, + issn = {1664-1078}, + shorttitle = {Action {{Video Game Training}} for {{Healthy Adults}}}, + journal = {Frontiers in Psychology}, + doi = {10.3389/fpsyg.2016.00907}, + author = {Wang, Ping and Liu, Han-Hui and Zhu, Xing-Ting and Meng, Tian and Li, Hui-Jie and Zuo, Xi-Nian}, + month = jun, + year = {2016}, + file = {/Users/morteza/Documents/Zotero/storage/JNA5856G/wang2016.pdf}, + note = {00032} +} + +@article{goldin2014, + title = {Far Transfer to Language and Math of a Short Software-Based Gaming Intervention}, + volume = {111}, + issn = {0027-8424, 1091-6490}, + language = {en}, + number = {17}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.1320217111}, + author = {Goldin, A. P. and Hermida, M. J. and Shalom, D. E. and Elias Costa, M. and {Lopez-Rosenfeld}, M. and Segretin, M. S. and {Fernandez-Slezak}, D. and Lipina, S. J. and Sigman, M.}, + month = apr, + year = {2014}, + pages = {6443-6448}, + file = {/Users/morteza/Documents/Zotero/storage/QCDGHXTY/goldin2014.pdf}, + note = {00086} +} + +@article{ophir2009, + title = {Cognitive Control in Media Multitaskers}, + volume = {106}, + issn = {0027-8424, 1091-6490}, + abstract = {Chronic media multitasking is quickly becoming ubiquitous, although processing multiple incoming streams of information is considered a challenge for human cognition. A series of experiments addressed whether there are systematic differences in information processing styles between chronically heavy and light media multitaskers. A trait media multitasking index was developed to identify groups of heavy and light media multitaskers. These two groups were then compared along established cognitive control dimensions. Results showed that heavy media multitaskers are more susceptible to interference from irrelevant environmental stimuli and from irrelevant representations in memory. This led to the surprising result that heavy media multitaskers performed worse on a test of task-switching ability, likely due to reduced ability to filter out interference from the irrelevant task set. These results demonstrate that media multitasking, a rapidly growing societal trend, is associated with a distinct approach to fundamental information processing.}, + language = {en}, + number = {37}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.0903620106}, + author = {Ophir, Eyal and Nass, Clifford and Wagner, Anthony D.}, + month = sep, + year = {2009}, + pages = {15583-15587}, + file = {/Users/morteza/Documents/Zotero/storage/BU8YMZVJ/ophir2009.pdf}, + note = {01405} +} + +@article{adachi2013, + title = {More {{Than Just Fun}} and {{Games}}: {{The Longitudinal Relationships Between Strategic Video Games}}, {{Self}}-{{Reported Problem Solving Skills}}, and {{Academic Grades}}}, + volume = {42}, + issn = {0047-2891, 1573-6601}, + shorttitle = {More {{Than Just Fun}} and {{Games}}}, + language = {en}, + number = {7}, + journal = {Journal of Youth and Adolescence}, + doi = {10.1007/s10964-013-9913-9}, + author = {Adachi, Paul J. C. and Willoughby, Teena}, + month = jul, + year = {2013}, + pages = {1041-1052}, + note = {00171} +} + +@article{franceschini2017, + title = {Action Video Games Improve Reading Abilities and Visual-to-Auditory Attentional Shifting in {{English}}-Speaking Children with Dyslexia}, + volume = {7}, + issn = {2045-2322}, + language = {en}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/s41598-017-05826-8}, + author = {Franceschini, Sandro and Trevisan, Piergiorgio and Ronconi, Luca and Bertoni, Sara and Colmar, Susan and Double, Kit and Facoetti, Andrea and Gori, Simone}, + month = dec, + year = {2017}, + pages = {5863}, + file = {/Users/morteza/Documents/Zotero/storage/FAPY3VYD/franceschini2017.pdf}, + note = {00030} +} + +@article{rideout2016, + title = {Measuring Time Spent with Media: The {{Common Sense}} Census of Media Use by {{US}} 8- to 18-Year-Olds}, + volume = {10}, + issn = {1748-2798, 1748-2801}, + shorttitle = {Measuring Time Spent with Media}, + language = {en}, + number = {1}, + journal = {Journal of Children and Media}, + doi = {10.1080/17482798.2016.1129808}, + author = {Rideout, Vicky}, + month = jan, + year = {2016}, + pages = {138-144}, + note = {00038} +} + +@article{thorndike1901, + title = {The Influence of Improvement in One Mental Function upon the Efficiency of Other Functions. {{II}}. {{The}} Estimation of Magnitudes.}, + volume = {8}, + issn = {0033-295X}, + language = {en}, + number = {4}, + journal = {Psychological Review}, + doi = {10.1037/h0071280}, + author = {Thorndike, Edward L. and Woodworth, R. S.}, + year = {1901}, + pages = {384-395}, + note = {00162} +} + +@article{au2015, + title = {Improving Fluid Intelligence with Training on Working Memory: A Meta-Analysis}, + volume = {22}, + issn = {1069-9384, 1531-5320}, + shorttitle = {Improving Fluid Intelligence with Training on Working Memory}, + language = {en}, + number = {2}, + journal = {Psychonomic Bulletin \& Review}, + doi = {10.3758/s13423-014-0699-x}, + author = {Au, Jacky and Sheehan, Ellen and Tsai, Nancy and Duncan, Greg J. and Buschkuehl, Martin and Jaeggi, Susanne M.}, + month = apr, + year = {2015}, + pages = {366-377}, + file = {/Users/morteza/Documents/Zotero/storage/WS47R7P7/au2015.pdf}, + note = {00385} +} + +@article{fikkers2019, + title = {Child's {{Play}}? {{Assessing}} the {{Bidirectional Longitudinal Relationship}} between {{Gaming}} and {{Intelligence}} in {{Early Childhood}}}, + volume = {69}, + issn = {0021-9916, 1460-2466}, + shorttitle = {Child's {{Play}}?}, + language = {en}, + number = {2}, + journal = {Journal of Communication}, + doi = {10.1093/joc/jqz003}, + author = {Fikkers, Karin M and Piotrowski, Jessica Taylor and Valkenburg, Patti M}, + month = apr, + year = {2019}, + pages = {124-143}, + note = {00000} +} + +@inproceedings{SeokDaCos2019ab, + title = {Video {{Games}} as a {{Literacy Tool}}: {{A Comparison}} of {{Players}}' and {{Nonplayers}}' {{Grades}}, {{Reading Test Scores}}, and {{Self}}-{{Perceived Digital Reading Ability}}}, + abstract = {Given the growing importance of digital literacy, and the continued deliberation about the academic potential of video games, this study explored if and how video game play contributes to reading performance. Specifically, the grade point level, silent contextual reading fluency, and perceived digital reading ability of South Korean video game players (N = 589) and nonplayers (N = 617) were examined. The findings revealed that nonplayers had better grades and were better readers, while players held stronger positive perceptions about their reading ability not aligned with their grade point level or silent contextual reading fluency. The study does not debate the use of video games in learning. Rather, the purpose behind this investigation was to offer further evidence in the ongoing discussion of the use of video games as a literacy tool.}, + booktitle = {Proceedings of {{Society}} for {{Information Technology}} \& {{Teacher Education International Conference}} 2019}, + publisher = {{Association for the Advancement of Computing in Education (AACE)}}, + author = {Seok, Soonhwa and DaCosta, Boaventura}, + editor = {Graziano, Kevin}, + month = mar, + year = {2019}, + pages = {777-781}, + note = {00000} +} + +@inproceedings{seok2019, + title = {Video {{Games}} as a {{Literacy Tool}}: {{A Comparison}} of {{Players}}' and {{Nonplayers}}' {{Grades}}, {{Reading Test Scores}}, and {{Self}}-{{Perceived Digital Reading Ability}}}, + isbn = {978-1-939797-37-7}, + shorttitle = {Video {{Games}} as a {{Literacy Tool}}}, + abstract = {Given the growing importance of digital literacy, and the continued deliberation about the academic potential of video games, this study explored if and how video game play contributes to reading performance. Specifically, the grade point level, silent contextual reading fluency, and perceived digital reading ability of South Korean video game players (N = 589) and nonplayers (N = 617) were examined. The findings revealed that nonplayers had better grades and were better readers, while players held stronger positive perceptions about their reading ability not aligned with their grade point ...}, + language = {en}, + booktitle = {Society for {{Information Technology}} \& {{Teacher Education International Conference}}}, + publisher = {{Association for the Advancement of Computing in Education (AACE)}}, + author = {Seok, Soonhwa and DaCosta, Boaventura}, + month = mar, + year = {2019}, + pages = {777-781}, + file = {/Users/morteza/Documents/Zotero/storage/6D2NCZIG/207731.html}, + note = {00000} +} + +@inproceedings{seok2019a, + title = {Video {{Games}} as a {{Literacy Tool}}: {{A Comparison}} of {{Players}}' and {{Nonplayers}}' {{Grades}}, {{Reading Test Scores}}, and {{Self}}-{{Perceived Digital Reading Ability}}}, + isbn = {978-1-939797-37-7}, + shorttitle = {Video {{Games}} as a {{Literacy Tool}}}, + abstract = {Given the growing importance of digital literacy, and the continued deliberation about the academic potential of video games, this study explored if and how video game play contributes to reading performance. Specifically, the grade point level, silent contextual reading fluency, and perceived digital reading ability of South Korean video game players (N = 589) and nonplayers (N = 617) were examined. The findings revealed that nonplayers had better grades and were better readers, while players held stronger positive perceptions about their reading ability not aligned with their grade point ...}, + language = {en}, + booktitle = {Society for {{Information Technology}} \& {{Teacher Education International Conference}}}, + publisher = {{Association for the Advancement of Computing in Education (AACE)}}, + author = {Seok, Soonhwa and DaCosta, Boaventura}, + year = {2019}, + pages = {777-781}, + file = {/Users/morteza/Documents/Zotero/storage/GEDLIXTP/207731.html}, + note = {00000} +} + +@techreport{waller2016, + address = {Zurich}, + title = {{{JAMES}} - {{Jeunes}}, Activit\'es, M\'edias \textendash{} Enqu\^ete {{Suisse}}}, + institution = {{Haute \'ecole des sciences appliqu\'ees de Zurich}}, + author = {Waller, Gregor and Willemse, Isabel and Genner, Sarah and Suter, Lilian and S\"uss, Daniel}, + year = {2016}, + file = {/Users/morteza/Documents/Zotero/storage/XHZWQPBW/Waller et al. - 2016 - JAMES - Jeunes, activités, médias – enquête Suisse.pdf}, + note = {00000} +} + +@article{stanhope2015, + title = {Stress {{Reduction}}: {{Casual Gaming}} versus {{Guided Relaxation}}}, + journal = {Human Factors and Applied Psychology Student Conference HFAP Conference}, + author = {Stanhope, Jenny L and Owens, Caresse and Elliott, L Jo}, + year = {2015}, + file = {/Users/morteza/Documents/Zotero/storage/7PJCD5R9/Stanhope, Owens, Elliott - 2015 - Stress Reduction Casual Gaming versus Guided Relaxation.pdf}, + note = {00000} +} + +@article{kiraly2017, + title = {Intense Video Gaming Is Not Essentially Problematic.}, + volume = {31}, + issn = {1939-1501, 0893-164X}, + language = {en}, + number = {7}, + journal = {Psychology of Addictive Behaviors}, + doi = {10.1037/adb0000316}, + author = {Kir\'aly, Orsolya and T\'oth, D\'enes and Urb\'an, R\'obert and Demetrovics, Zsolt and Maraz, Aniko}, + month = nov, + year = {2017}, + keywords = {\#nosource}, + pages = {807-817}, + note = {00000} +} + +@article{katz2018, + title = {How to Play 20 Questions with Nature and Lose: {{Reflections}} on 100 Years of Brain-Training Research}, + volume = {115}, + issn = {0027-8424, 1091-6490}, + shorttitle = {How to Play 20 Questions with Nature and Lose}, + language = {en}, + number = {40}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.1617102114}, + author = {Katz, Benjamin and Shah, Priti and Meyer, David E.}, + month = oct, + year = {2018}, + pages = {9897-9904}, + file = {/Users/morteza/Documents/Zotero/storage/QM9KK7YG/Katz et al. - 2018 - How to play 20 questions with nature and lose Ref.pdf}, + note = {00000} +} + +@article{katz2014, + title = {Differential Effect of Motivational Features on Training Improvements in School-Based Cognitive Training}, + volume = {8}, + issn = {1662-5161}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2014.00242}, + author = {Katz, Benjamin and Jaeggi, Susanne and Buschkuehl, Martin and Stegman, Alyse and Shah, Priti}, + month = apr, + year = {2014}, + file = {/Users/morteza/Documents/Zotero/storage/TYKST8IB/fnhum-08-00242.pdf}, + note = {00000} +} + +@article{gentile2017, + title = {Internet {{Gaming Disorder}} in {{Children}} and {{Adolescents}}}, + volume = {140}, + issn = {0031-4005, 1098-4275}, + language = {en}, + number = {Supplement 2}, + journal = {Pediatrics}, + doi = {10.1542/peds.2016-1758H}, + author = {Gentile, Douglas A. and Bailey, Kira and Bavelier, Daphne and Brockmyer, Jeanne Funk and Cash, Hilarie and Coyne, Sarah M. and Doan, Andrew and Grant, Donald S. and Green, C. Shawn and Griffiths, Mark and Markle, Tracy and Petry, Nancy M. and Prot, Sara and Rae, Cosette D. and Rehbein, Florian and Rich, Michael and Sullivan, Dave and Woolley, Elizabeth and Young, Kimberly}, + month = nov, + year = {2017}, + pages = {S81-S85}, + file = {/Users/morteza/Documents/Zotero/storage/4AG57Y9E/Gentile et al. - 2017 - Internet Gaming Disorder in Children and Adolescen.pdf;/Users/morteza/Documents/Zotero/storage/YZACRADD/Gentile et al. - 2017 - Internet Gaming Disorder in Children and Adolescen.pdf;/Users/morteza/Documents/Zotero/storage/ZW7ZKUAM/S81+.html}, + note = {00000} +} + +@incollection{geary2019, + title = {Introduction: {{Cognitive Foundations}} for {{Improving Mathematical Learning}}}, + isbn = {978-0-12-815952-1}, + shorttitle = {Introduction}, + language = {en}, + booktitle = {Cognitive {{Foundations}} for {{Improving Mathematical Learning}}}, + publisher = {{Elsevier}}, + author = {Geary, David C. and Berch, Daniel B. and Mann Koepke, Kathleen}, + year = {2019}, + pages = {1-36}, + doi = {10.1016/B978-0-12-815952-1.00001-3}, + note = {00000} +} + +@article{gathercole2016, + title = {How {{Common}} Are {{WM Deficits}} in {{Children}} with {{Difficulties}} in {{Reading}} and {{Mathematics}}?}, + volume = {5}, + issn = {22113681}, + language = {en}, + number = {4}, + journal = {Journal of Applied Research in Memory and Cognition}, + doi = {10.1016/j.jarmac.2016.07.013}, + author = {Gathercole, Susan E. and Woolgar, Francesca and Kievit, Rogier A. and Astle, Duncan and Manly, Tom and Holmes, Joni}, + month = dec, + year = {2016}, + pages = {384-394}, + note = {00000} +} + +@article{gathercole2005, + title = {Developmental Consequences of Poor Phonological Short-Term Memory Function in Childhood: A Longitudinal Study}, + volume = {46}, + issn = {0021-9630}, + shorttitle = {Developmental Consequences of Poor Phonological Short-Term Memory Function in Childhood}, + abstract = {BACKGROUND: A longitudinal study investigated the cognitive skills and scholastic attainments at 8 years of age of children selected on the basis of poor phonological loop skills at 5 years. +METHODS: Children with low and average performance at 5 years were tested three years later on measures of working memory, phonological awareness, vocabulary, language, reading, and number skill. +RESULTS: Two subgroups of children with poor early performance on phonological memory tests were identified. In one subgroup, the poor phonological memory skills persisted at 8 years. These children performed at comparable levels to the control group on measures of vocabulary, language and mathematics. They scored more poorly on literacy assessments, but this deficit was associated with group differences in complex memory span and phonological awareness performance. The second subgroup of children performed more highly on phonological memory tests at 8 years, but had enduring deficits in language assessments from 4 to 8 years. +CONCLUSIONS: Persistently poor phonological memory skills do not appear to significantly constrain the acquisition of language, mathematics or number skills over the early school years. More general working memory skills do, however, appear to be crucial.}, + language = {eng}, + number = {6}, + journal = {Journal of Child Psychology and Psychiatry, and Allied Disciplines}, + doi = {10.1111/j.1469-7610.2004.00379.x}, + author = {Gathercole, Susan E. and Tiffany, Claire and Briscoe, Josie and Thorn, Annabel and {ALSPAC team}}, + month = jun, + year = {2005}, + keywords = {Humans,Female,Male,Child,Memory; Short-Term,Articulation Disorders,Child; Preschool,Epidemiologic Methods,Language Development Disorders,Language Tests}, + pages = {598-611}, + pmid = {15877766}, + note = {00000} +} + +@article{gathercole2003, + title = {Working Memory Assessments at School Entry as Longitudinal Predictors of {{National Curriculum}} Attainment Levels}, + volume = {20}, + issn = {2396-8702(Electronic),0267-1611(Print)}, + abstract = {A longitudinal study of 54 children aged between 4 and 7 years of age investigated whether measures of working memory skills taken shortly after school entry served as useful predictors of children's attainment levels in National Curriculum assessments at Key Stage 1. Early working memory scores were found to be highly significant predictors of children's subsequent levels of attainment in literacy, but not in mathematics. Compared with the local education authority baseline assessments also administered at 4 years of age that are designed in large part to predict later attainments, working memory scores accounted for unique variance in children's spelling and writing scores at 7 years. These findings point to the utility of combining knowledge-based assessments with measures of fluid cognitive ability in order to obtain the best estimates of a child's chances of future academic success. (PsycINFO Database Record (c) 2016 APA, all rights reserved)}, + number = {3}, + journal = {Educational and Child Psychology}, + author = {Gathercole, Susan E. and Brown, Leanne and Pickering, Susan J.}, + year = {2003}, + keywords = {Academic Achievement,Literacy,Mathematics Achievement,Preschool Students,Short Term Memory,Standardized Tests}, + pages = {109-122}, + file = {/Users/morteza/Documents/Zotero/storage/U67273FY/2004-11157-009.html}, + note = {00000} +} + +@article{feng2007, + title = {Playing an {{Action Video Game Reduces Gender Differences}} in {{Spatial Cognition}}}, + volume = {18}, + issn = {0956-7976, 1467-9280}, + language = {en}, + number = {10}, + journal = {Psychological Science}, + doi = {10.1111/j.1467-9280.2007.01990.x}, + author = {Feng, Jing and Spence, Ian and Pratt, Jay}, + month = oct, + year = {2007}, + pages = {850-855}, + file = {/Users/morteza/Documents/Zotero/storage/W9JK4954/Feng et al. - 2007 - Playing an Action Video Game Reduces Gender Differ.pdf}, + note = {00000} +} + +@article{bull2008, + title = {Short-Term Memory, Working Memory, and Executive Functioning in Preschoolers: Longitudinal Predictors of Mathematical Achievement at Age 7 Years}, + volume = {33}, + issn = {1532-6942}, + shorttitle = {Short-Term Memory, Working Memory, and Executive Functioning in Preschoolers}, + abstract = {This study examined whether measures of short-term memory, working memory, and executive functioning in preschool children predict later proficiency in academic achievement at 7 years of age (third year of primary school). Children were tested in preschool (M age = 4 years, 6 months) on a battery of cognitive measures, and mathematics and reading outcomes (from standardized, norm-referenced school-based assessments) were taken on entry to primary school, and at the end of the first and third year of primary school. Growth curve analyses examined predictors of math and reading achievement across the duration of the study and revealed that better digit span and executive function skills provided children with an immediate head start in math and reading that they maintained throughout the first three years of primary school. Visual-spatial short-term memory span was found to be a predictor specifically of math ability. Correlational and regression analyses revealed that visual short-term and working memory were found to specifically predict math achievement at each time point, while executive function skills predicted learning in general rather than learning in one specific domain. The implications of the findings are discussed in relation to further understanding the role of cognitive skills in different mathematical tasks, and in relation to the impact of limited cognitive skills in the classroom environment.}, + language = {eng}, + number = {3}, + journal = {Developmental Neuropsychology}, + doi = {10.1080/87565640801982312}, + author = {Bull, Rebecca and Espy, Kimberly Andrews and Wiebe, Sandra A.}, + year = {2008}, + keywords = {Attention,Humans,Female,Male,Psychomotor Performance,Neuropsychological Tests,Reaction Time,Child,Sex Factors,Aptitude,Memory; Short-Term,Orientation,Problem Solving,Child; Preschool,Achievement,Age Factors,Color Perception,Concept Formation,Discrimination Learning,Games; Experimental,Longitudinal Studies,Mathematics,Pattern Recognition; Visual,Psychometrics,Reading}, + pages = {205-228}, + file = {/Users/morteza/Documents/Zotero/storage/LIF4IAJA/Bull et al. - 2008 - Short-term memory, working memory, and executive f.pdf}, + pmid = {18473197}, + pmcid = {PMC2729141}, + note = {00000} +} + +@article{belchior2018, + title = {Computer and {{Videogame Interventions}} for {{Older Adults}}' {{Cognitive}} and {{Everyday Functioning}}}, + issn = {2161-783X}, + abstract = {Objective: This study compared older adults' gains in cognitive and everyday functioning after a 60-session home-based videogame intervention with gains seen under formal cognitive training and usual care/no intervention.Materials and Methods: Participants were randomized to one of three groups: one group played an off-the-shelf videogame (i.e., Crazy Taxi), the second group engaged in a computerized training program focused on visual attention and processing speed (i.e., PositScience InSight), and the third group received no training. Training in the two intervention conditions consisted of 60 training sessions of 1 hour each, which were completed in 3 months (5 hours a week). Participants received a broad battery of cognitive and everyday functioning assessments immediately before (pretest), after (post-test), and 3 months after (follow-up) training.Results: Both training conditions improved on direct assessments of trained outcomes. In the InSight-trained group, we found transfer to untrained measures of visual attention and processing speed that were similar to the trained tasks, and these gains endured for up to 3 months. Participants in the videogame condition showed small additional benefits, not emerging until 3 months after intervention completion, on a measure of both attention and mood. No trained groups showed gain on visuospatial skills or memory.Conclusion: Training effects were highly specific to the target of training. Training effects to visual attention and processing speed were, as expected, larger for InSight-trained participants but were also seen for videogame participants. Given that past research has shown that videogame training leads to greater engagement than cognitive training, videogame interventions may represent a choice for more modest gains in a more engaging context.}, + journal = {Games for Health Journal}, + doi = {10.1089/g4h.2017.0092}, + author = {Belchior, Patr\'icia and Yam, Anna and Thomas, Kelsey R. and Bavelier, Daphne and Ball, Karlene K. and Mann, William C. and Marsiske, Michael}, + month = sep, + year = {2018}, + file = {/Users/morteza/Documents/Zotero/storage/LQLCQQCP/g4h.2017.html}, + note = {00000} +} + +@incollection{cardoso-leiteinpress, + address = {Boston}, + title = {Games for Enhancing Cognitive Abilities}, + booktitle = {Handbook of {{Game}}-Based {{Learning}}}, + publisher = {{MIT Press}}, + author = {{Cardoso-Leite}, P and Joessel, A and Bavelier, D}, + editor = {Plass, Jan and Mayer, Richard E. and Homer, Bruce D}, + year = {in press}, + keywords = {\#nosource}, + note = {00000} +} + +@article{braver2012, + title = {The Variable Nature of Cognitive Control: A Dual Mechanisms Framework}, + volume = {16}, + issn = {13646613}, + shorttitle = {The Variable Nature of Cognitive Control}, + language = {en}, + number = {2}, + journal = {Trends in Cognitive Sciences}, + doi = {10.1016/j.tics.2011.12.010}, + author = {Braver, Todd S.}, + month = feb, + year = {2012}, + pages = {106-113}, + file = {/Users/morteza/Documents/Zotero/storage/NY83IQL8/false}, + note = {01090} +} + +@article{jaeggi2010, + title = {The Concurrent Validity of the {{N}}-Back Task as a Working Memory Measure}, + volume = {18}, + issn = {0965-8211, 1464-0686}, + language = {en}, + number = {4}, + journal = {Memory}, + doi = {10.1080/09658211003702171}, + author = {Jaeggi, Susanne M. and Buschkuehl, Martin and Perrig, Walter J. and Meier, Beat}, + month = may, + year = {2010}, + pages = {394-412}, + note = {00483} +} + +@article{au2015a, + title = {Improving Fluid Intelligence with Training on Working Memory: A Meta-Analysis}, + volume = {22}, + issn = {1069-9384, 1531-5320}, + shorttitle = {Improving Fluid Intelligence with Training on Working Memory}, + language = {en}, + number = {2}, + journal = {Psychonomic Bulletin \& Review}, + doi = {10.3758/s13423-014-0699-x}, + author = {Au, Jacky and Sheehan, Ellen and Tsai, Nancy and Duncan, Greg J. and Buschkuehl, Martin and Jaeggi, Susanne M.}, + month = apr, + year = {2015}, + pages = {366-377}, + file = {/Users/morteza/Documents/Zotero/storage/5JQUE5BK/au2015.pdf}, + note = {00394} +} + +@article{jaeggi2008a, + title = {Improving Fluid Intelligence with Training on Working Memory}, + volume = {105}, + issn = {0027-8424, 1091-6490}, + language = {en}, + number = {19}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.0801268105}, + author = {Jaeggi, S. M. and Buschkuehl, M. and Jonides, J. and Perrig, W. J.}, + month = may, + year = {2008}, + pages = {6829-6833}, + file = {/Users/morteza/Documents/Zotero/storage/TBC8IBYU/jaeggi2008.pdf}, + note = {01950} +} + +@phdthesis{ralph2014, + address = {Troy, New York}, + type = {{{PhD Thesis}}}, + title = {Statistical Manipulation and Control Strategies of the N-Back Task.}, + school = {Rensselaer Polytechnic Institute}, + author = {Ralph, Json}, + year = {2014}, + note = {00000} +} + +@article{batou2013, + title = {Calculation of {{Lagrange Multipliers}} in the {{Construction}} of {{Maximum Entropy Distributions}} in {{High Stochastic Dimension}}}, + volume = {1}, + issn = {2166-2525}, + language = {en}, + number = {1}, + journal = {SIAM/ASA Journal on Uncertainty Quantification}, + doi = {10.1137/120901386}, + author = {Batou, A. and Soize, C.}, + month = jan, + year = {2013}, + pages = {431-451}, + file = {/Users/morteza/Documents/Zotero/storage/RKPL5AMZ/batou2013.pdf}, + note = {00014} +} + +@inproceedings{4e76dd9e5534473a95e58dfa95ab4a90, + title = {Modeling Control Strategies in the {{N}}-Back Task.}, + language = {English}, + booktitle = {Proceedings of the Eight {{International Conference}} on {{Cognitive Modeling}}}, + publisher = {{Psychology Press}}, + author = {Juvina, I and Taatgen, N.A.}, + year = {2007}, + pages = {73-78}, + note = {00030} +} + +@inproceedings{juvina2007, + title = {Modeling Control Strategies in the {{N}}-Back Task}, + language = {English}, + booktitle = {Proceedings of the Eight {{International Conference}} on {{Cognitive Modeling}}}, + publisher = {{Psychology Press}}, + author = {Juvina, I and Taatgen, N.A.}, + year = {2007}, + pages = {73-78}, + note = {00030} +} + +@article{kursa2010, + title = {Feature {{Selection}} with the {{Boruta Package}}}, + volume = {36}, + issn = {1548-7660}, + language = {en}, + number = {11}, + journal = {Journal of Statistical Software}, + doi = {10.18637/jss.v036.i11}, + author = {Kursa, Miron B. and Rudnicki, Witold R.}, + year = {2010}, + file = {/Users/morteza/Documents/Zotero/storage/XA8EWYQQ/kursa2010.pdf} +} + +@book{abelson1995, + address = {Hillsdale, NJ, US}, + series = {Statistics as Principled Argument.}, + title = {Statistics as Principled Argument.}, + abstract = {Abelson delves into the . . . problems of interpreting quantitative data and then presenting them in the context of a coherent story about one's research. [This book is] filled with . . . real-life (and real-research) examples rather than . . . recipes for analysis. [It is intended for] beginning graduate students and researchers alike. (PsycINFO Database Record (c) 2016 APA, all rights reserved)}, + publisher = {{Lawrence Erlbaum Associates, Inc}}, + author = {Abelson, Robert P}, + year = {1995}, + rating = {0}, + uri = {papers3://publication/uuid/3744008D-0698-4668-BEC3-5281D85126D5}, + note = {01023} +} + +@article{cardoso-leite2016a, + title = {Technology Consumption and Cognitive Control: {{Contrasting}} Action Video Game Experience with Media Multitasking}, + volume = {78}, + issn = {1943-3921, 1943-393X}, + shorttitle = {Technology Consumption and Cognitive Control}, + language = {en}, + number = {1}, + journal = {Attention, Perception, \& Psychophysics}, + doi = {10.3758/s13414-015-0988-0}, + author = {{Cardoso-Leite}, Pedro and Kludt, Rachel and Vignola, Gianluca and Ma, Wei Ji and Green, C. Shawn and Bavelier, Daphne}, + month = jan, + year = {2016}, + pages = {218-241}, + file = {/Users/morteza/Documents/Zotero/storage/D5P39AVB/cardoso-leite2016.pdf}, + note = {00031} +} + +@article{miller2009, + title = {Is the {{N}}-{{Back Task}} a {{Valid Neuropsychological Measure}} for {{Assessing Working Memory}}?}, + volume = {24}, + issn = {0887-6177, 1873-5843}, + language = {en}, + number = {7}, + journal = {Archives of Clinical Neuropsychology}, + doi = {10.1093/arclin/acp063}, + author = {Miller, K.M. and Price, C.C. and Okun, M.S. and Montijo, H. and Bowers, D.}, + month = nov, + year = {2009}, + pages = {711-717}, + file = {/Users/morteza/Documents/Zotero/storage/YHG882IF/miller2009.pdf}, + note = {00000} +} + +@article{mcmillan2007, + title = {Self-Paced Working Memory: {{Validation}} of Verbal Variations of the n-Back Paradigm}, + volume = {1139}, + issn = {00068993}, + shorttitle = {Self-Paced Working Memory}, + language = {en}, + journal = {Brain Research}, + doi = {10.1016/j.brainres.2006.12.058}, + author = {McMillan, Kathryn M. and Laird, Angela R. and Witt, Suzanne T. and Meyerand, M. Elizabeth}, + month = mar, + year = {2007}, + pages = {133-142}, + file = {/Users/morteza/Documents/Zotero/storage/MJ9MIXPI/mcmillan2007.pdf} +} + + diff --git a/ccn2019/ccn2019_paper/ccn.sty b/ccn2019/ccn2019_paper/ccn.sty new file mode 100644 index 0000000..4dadf4e --- /dev/null +++ b/ccn2019/ccn2019_paper/ccn.sty @@ -0,0 +1,221 @@ +%begin COGSCI.STY + + +% Modified: Niels Taatgen (taatgen@cmu.edu) 10/24/2006 + +% Place this in a file called cogsci.sty in the TeX search path. +% (Placing it in the same directory as the paper should also work.) + +% Start your LaTeX file with: +% \documentclass[10pt]{article} +% \usepackage{cogsci} + +% Modified from earlier style files published by P.F. Patel-Schneider +% and others for IJCAI-89, AAAI-90, COGSCI-91, and other conferences. +% +% Ashwin Ram, ashwin@cc.gatech.edu, 4/1/94 + +% Modified : Eli M. Silk (esilk@pitt.edu) 05/24/2005 + +% Author information can be set in various styles. For several +% authors from the same institution use: +% +% \author{Author 1 \and ... \and Author n \\ +% Address line \\ ... \\ Address line} +% +% If the names do not fit well on one line use: +% +% Author 1 \\ {\bf Author 2} \\ ... \\ {\bf Author n} \\ +% +% For authors from different institutions: +% +% \author{Author 1 \\ Address line \\ ... \\ Address line +% \And ... \And +% Author n \\ Address line \\ ... \\ Address line} +% +% To start a seperate ``row'' of authors use \AND, as in +% +% \author{Author 1 \\ Address line \\ ... \\ Address line +% \AND +% Author 2 \\ Address line \\ ... \\ Address line \And +% Author 3 \\ Address line \\ ... \\ Address line} + + +\typeout{Conference Style for CCN -- last modified October 24, 2016} + + +% Physical page layout: +% 0.75in left margin, +% 1in top margin, +% 7in textwidth, +% 9.25in textheight + +\setlength\oddsidemargin{-0.25in} +\setlength\textheight{9.25in} +\setlength\textwidth{7in} +\setlength\columnsep{0.25in} 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\begin{quote} + \small} + {\par + \end{quote}} + + +% Sections with less space +\def\section{\@startsection {section}{1}{\z@}{-1.5ex plus + -0.25ex minus -.2ex}{3pt plus 2pt minus 1pt}{\Large\bf\centering}} +\def\subsection{\@startsection{subsection}{2}{\z@}{-1.5ex plus + -0.25ex minus -.2ex}{3pt plus 2pt minus 1pt}{\large\bf\raggedright}} +\def\subsubsection{\@startsection{subparagraph}{3}{\z@}{-6pt plus + 2pt minus 1pt}{-1em}{\normalsize\bf}} +\setcounter{secnumdepth}{0} + + +% Footnotes +\footnotesep 6.65pt % +\skip\footins 9pt plus 4pt minus 2pt +\def\footnoterule{\kern-3pt \hrule width 5pc \kern 2.6pt } +\setcounter{footnote}{0} + + +% Lists and paragraphs +\parindent 10pt +\topsep 4pt plus 1pt minus 2pt +\partopsep 1pt plus 0.5pt minus 0.5pt +\itemsep 1pt plus 1pt minus 0.5pt +\parsep 1pt plus 1pt minus 0.5pt + + +\leftmargin 10pt +\leftmargini\leftmargin +\leftmarginii 10pt +\leftmarginiii 5pt +\leftmarginiv 5pt +\leftmarginv 5pt +\leftmarginvi 5pt 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narrow columns) +% The choices were between 1-pt and 1.5-pt leading +\def\@normalsize{\@setsize\normalsize{10pt}\xpt\@xpt} +\def\small{\@setsize\small{9pt}\ixpt\@ixpt} +\def\footnotesize{\@setsize\footnotesize{9pt}\ixpt\@ixpt} +\def\scriptsize{\@setsize\scriptsize{7pt}\viipt\@viipt} +\def\tiny{\@setsize\tiny{6pt}\vipt\@vipt} +\def\large{\@setsize\large{13pt}\xipt\@xipt} +\def\Large{\@setsize\Large{15pt}\xiipt\@xiipt} +\def\LARGE{\@setsize\LARGE{17pt}\xivpt\@xivpt} +\def\huge{\@setsize\huge{20pt}\xviipt\@xviipt} +\def\Huge{\@setsize\Huge{23pt}\xxpt\@xxpt} + + +%end CCN.STY diff --git a/ccn2019/ccn2019_paper/BC19_abstracts.pdf b/ccn2019/ccn2019_paper/BC19_abstracts.pdf new file mode 100644 index 0000000..68539c8 --- /dev/null +++ b/ccn2019/ccn2019_paper/BC19_abstracts.pdf Binary files differ diff --git a/ccn2019/ccn2019_paper/bib.bib b/ccn2019/ccn2019_paper/bib.bib new file mode 100644 index 0000000..2f89c1d --- /dev/null +++ b/ccn2019/ccn2019_paper/bib.bib @@ -0,0 +1,2700 @@ + +@article{green2017, + title = {Playing {{Some Video Games}} but {{Not Others Is Related}} to {{Cognitive Abilities}}: {{A Critique}} of {{Unsworth}} et Al. (2015)}, + volume = {28}, + issn = {0956-7976}, + shorttitle = {Playing {{Some Video Games}} but {{Not Others Is Related}} to {{Cognitive Abilities}}}, + language = {en}, + number = {5}, + journal = {Psychological Science}, + doi = {10.1177/0956797616644837}, + author = {Green, C. Shawn and Kattner, Florian and Eichenbaum, Adam and Bediou, Benoit and Adams, Deanne M. and Mayer, Richard E. and Bavelier, Daphne}, + month = may, + year = {2017}, + keywords = {Video Recording}, + pages = {679-682}, + note = {00020} +} + +@article{xiongEffectsExergamingPreschoolers2019, + title = {Effects of {{Exergaming}} on {{Preschoolers}}' {{Executive Functions}} and {{Perceived Competence}}: {{A Pilot Randomized Trial}}}, + volume = {8}, + issn = {2077-0383}, + shorttitle = {Effects of {{Exergaming}} on {{Preschoolers}}' {{Executive Functions}} and {{Perceived Competence}}}, + abstract = {Purpose: This study aimed to evaluate the effects of a child-centered exergaming program and a traditional teacher-led physical activity (PA) program on preschoolers' executive functions and perceived competence. Methods: Sixty children aged 4{$^{-}$}5 years from an urban childcare center in China completed an 8-week exergaming/traditional PA intervention. After baseline measurements of executive functions and perceived competence (i.e., perceived physical competence and social acceptance), children were randomly assigned to either an exergaming group or traditional PA group (30 children per group). Exergaming and traditional PA programs were offered 20 min/session by trained instructors for 8 weeks. Post-intervention measures were identical to baseline measures. Results: In general, children's executive functions, perceived physical competence, and perceived social acceptance were enhanced over time. Analysis of variance revealed significant time by group interaction effects for executive functions, F(1, 58) = 12.01, p = 0.01, and perceived social acceptance, F(1, 58) = 6.04, p = 0.02, indicating that the exergaming intervention group displayed significantly greater increases in executive functions and perceived social acceptance in comparison with traditional PA children. In addition, children's executive functions and perceived physical and social competence significantly improved from baseline to post-intervention. However, there was no significant difference in the increase of children's perceived physical competence across groups over time. Conclusion: The results suggested exergaming to be beneficial in enhancing young children's executive functions and perceived social acceptance compared to the traditional PA program. More diverse samples with a longer intervention duration in preschool children in urban areas are warranted.}, + language = {eng}, + number = {4}, + journal = {Journal of Clinical Medicine}, + doi = {10.3390/jcm8040469}, + author = {Xiong, Shanying and Zhang, Peng and Gao, Zan}, + month = apr, + year = {2019}, + keywords = {active video games,cognitive functions,perceived physical competence,perceived social acceptance,preschool children}, + file = {/Users/morteza/Documents/Zotero/storage/J79X78J7/Xiong et al. - 2019 - Effects of Exergaming on Preschoolers' Executive F.pdf}, + pmid = {30959860} +} + +@article{costaVirtualRealityBasedExercise2019, + title = {Virtual {{Reality}}-{{Based Exercise}} with {{Exergames}} as {{Medicine}} in {{Different Contexts}}: {{A Short Review}}}, + volume = {15}, + issn = {1745-0179}, + shorttitle = {Virtual {{Reality}}-{{Based Exercise}} with {{Exergames}} as {{Medicine}} in {{Different Contexts}}}, + language = {en}, + number = {1}, + journal = {Clinical Practice \& Epidemiology in Mental Health}, + doi = {10.2174/1745017901915010015}, + author = {Costa, Marcos T\'ulio Silva and Vieira, Lanna Pinheiro and Barbosa, Elizabete de Oliveira and Mendes Oliveira, Luciana and Maillot, Pauline and Ottero Vaghetti, C\'esar Augusto and Giovani Carta, Mauro and Machado, S\'ergio and {Gatica-Rojas}, Valeska and {Monteiro-Junior}, Renato Sobral}, + month = jan, + year = {2019}, + pages = {15-20}, + file = {/Users/morteza/Documents/Zotero/storage/MCJ4YU4Q/Costa et al. - 2019 - Virtual Reality-Based Exercise with Exergames as M.pdf} +} + +@article{mirelman2012, + title = {Executive {{Function}} and {{Falls}} in {{Older Adults}}: {{New Findings}} from a {{Five}}-{{Year Prospective Study Link Fall Risk}} to {{Cognition}}}, + volume = {7}, + issn = {1932-6203}, + shorttitle = {Executive {{Function}} and {{Falls}} in {{Older Adults}}}, + abstract = {Background +Recent findings suggest that executive function (EF) plays a critical role in the regulation of gait in older adults, especially under complex and challenging conditions, and that EF deficits may, therefore, contribute to fall risk. The objective of this study was to evaluate if reduced EF is a risk factor for future falls over the course of 5 years of follow-up. Secondary objectives were to assess whether single and dual task walking abilities, an alternative window into EF, were associated with fall risk. + +Methodology/Main Results +We longitudinally followed 256 community-living older adults (age: 76.4{$\pm$}4.5 yrs; 61\% women) who were dementia free and had good mobility upon entrance into the study. At baseline, a computerized cognitive battery generated an index of EF, attention, a closely related construct, and other cognitive domains. Gait was assessed during single and dual task conditions. Falls data were collected prospectively using monthly calendars. Negative binomial regression quantified risk ratios (RR). After adjusting for age, gender and the number of falls in the year prior to the study, only the EF index (RR: .85; CI: .74\textendash.98, p{$\mkern1mu$}={$\mkern1mu$}.021), the attention index (RR: .84; CI: .75\textendash.94, p{$\mkern1mu$}={$\mkern1mu$}.002) and dual tasking gait variability (RR: 1.11; CI: 1.01\textendash{}1.23; p{$\mkern1mu$}={$\mkern1mu$}.027) were associated with future fall risk. Other cognitive function measures were not related to falls. Survival analyses indicated that subjects with the lowest EF scores were more likely to fall sooner and more likely to experience multiple falls during the 66 months of follow-up (p{$<$}0.02). + +Conclusions/Significance +These findings demonstrate that among community-living older adults, the risk of future falls was predicted by performance on EF and attention tests conducted 5 years earlier. The present results link falls among older adults to cognition, indicating that screening EF will likely enhance fall risk assessment, and that treatment of EF may reduce fall risk.}, + number = {6}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0040297}, + author = {Mirelman, Anat and Herman, Talia and Brozgol, Marina and Dorfman, Moran and Sprecher, Elliot and Schweiger, Avraham and Giladi, Nir and Hausdorff, Jeffrey M.}, + month = jun, + year = {2012}, + file = {/Users/morteza/Documents/Zotero/storage/VGU5ZVBS/Mirelman et al. - 2012 - Executive Function and Falls in Older Adults New .pdf}, + pmid = {22768271}, + pmcid = {PMC3386974} +} + +@article{ball1993, + title = {Visual Attention Problems as a Predictor of Vehicle Crashes in Older Drivers}, + volume = {34}, + issn = {0146-0404}, + abstract = {PURPOSE: To identify visual factors that are significantly associated with increased vehicle crashes in older drivers. +METHODS: Several aspects of vision and visual information processing were assessed in 294 drivers aged 55 to 90 years. The sample was stratified with respect to age and crash frequency during the 5-year period before the test date. Variables assessed included eye health status, visual sensory function, the size of the useful field of view, and cognitive status. Crash data were obtained from state records. +RESULTS: The size of the useful field of view, a test of visual attention, had high sensitivity (89\%) and specificity (81\%) in predicting which older drivers had a history of crash problems. This level of predictability is unprecedented in research on crash risk in older drivers. Older adults with substantial shrinkage in the useful field of view were six times more likely to have incurred one or more crashes in the previous 5-year period. Eye health status, visual sensory function, cognitive status, and chronological age were significantly correlated with crashes, but were relatively poor at discriminating between crash-involved versus crash-free drivers. +CONCLUSIONS: This study suggests that policies that restrict driving privileges based solely on age or on common stereotypes of age-related declines in vision and cognition are scientifically unfounded. With the identification of a visual attention measure highly predictive of crash problems in the elderly, this study points to a way in which the suitability of licensure in the older adult population could be based on objective, performance-based criteria.}, + language = {eng}, + number = {11}, + journal = {Investigative Ophthalmology \& Visual Science}, + author = {Ball, K. and Owsley, C. and Sloane, M. E. and Roenker, D. L. and Bruni, J. R.}, + month = oct, + year = {1993}, + keywords = {Accidents; Traffic,Aged,Aged; 80 and over,Aging,Attention,Automobile Driving,Cognition Disorders,Contrast Sensitivity,Health Status,Humans,Middle Aged,Models; Statistical,Predictive Value of Tests,Vision Disorders,Visual Acuity,Visual Fields,Visual Perception}, + pages = {3110-3123}, + pmid = {8407219} +} + +@article{cardoso-leite2016, + title = {Technology Consumption and Cognitive Control: {{Contrasting}} Action Video Game Experience with Media Multitasking}, + volume = {78}, + shorttitle = {Technology Consumption and Cognitive Control}, + number = {1}, + journal = {Attention, Perception, \& Psychophysics}, + author = {{Cardoso-Leite}, Pedro and Kludt, Rachel and Vignola, Gianluca and Ma, Wei Ji and Green, C. Shawn and Bavelier, Daphne}, + year = {2016}, + pages = {218--241}, + file = {/Users/morteza/Documents/Zotero/storage/24TPU746/s1-ln2011024395844769-1939656818Hwf-1530618246IdV191325474220110243PDF_HI0001.pdf;/Users/morteza/Documents/Zotero/storage/3RXWGHPQ/Cardoso-Leite et al. - 2016 - Technology consumption and cognitive control Cont.pdf}, + note = {00029} +} + +@article{cardoso-leite2015, + title = {On the Impact of New Technologies on Multitasking}, + volume = {35}, + issn = {02732297}, + language = {en}, + journal = {Developmental Review}, + doi = {10.1016/j.dr.2014.12.001}, + author = {{Cardoso-Leite}, Pedro and Green, C. Shawn and Bavelier, Daphne}, + month = mar, + year = {2015}, + pages = {98-112}, + file = {/Users/morteza/Documents/Zotero/storage/CNKGKD72/CardosoG&B_DevReview 0214.pdf}, + note = {00025} +} + +@article{bavelier2010, + title = {Children, {{Wired}}: {{For Better}} and for {{Worse}}}, + volume = {67}, + issn = {08966273}, + shorttitle = {Children, {{Wired}}}, + language = {en}, + number = {5}, + journal = {Neuron}, + doi = {10.1016/j.neuron.2010.08.035}, + author = {Bavelier, Daphne and Green, C. Shawn and Dye, Matthew W.G.}, + month = sep, + year = {2010}, + pages = {692-701}, + file = {/Users/morteza/Documents/Zotero/storage/5I3QY2VW/BavelierGreenDye_Neuron_10.pdf}, + note = {00182} +} + +@article{bavelier2019, + title = {Rethinking Human Enhancement as Collective Welfarism}, + volume = {3}, + copyright = {2019 Springer Nature Limited}, + issn = {2397-3374}, + abstract = {Human enhancement technologies are opening tremendous opportunities but also challenges to the core of what it means to be human. We argue that the goal of human enhancement should be to enhance quality of life and well-being not only of individuals but also of the communities they inhabit.}, + language = {En}, + number = {3}, + journal = {Nature Human Behaviour}, + doi = {10.1038/s41562-019-0545-2}, + author = {Bavelier, Daphne and Savulescu, Julian and Fried, Linda P. and Friedmann, Theodore and Lathan, Corinna E. and Sch\"urle, Simone and Beard, John R.}, + month = mar, + year = {2019}, + pages = {204}, + file = {/Users/morteza/Documents/Zotero/storage/EIVG594Y/s41562-019-0545-2.html}, + note = {00000} +} + +@article{simons2016, + title = {Do "{{Brain}}-{{Training}}" {{Programs Work}}?}, + volume = {17}, + issn = {2160-0031}, + abstract = {In 2014, two groups of scientists published open letters on the efficacy of brain-training interventions, or "brain games," for improving cognition. The first letter, a consensus statement from an international group of more than 70 scientists, claimed that brain games do not provide a scientifically grounded way to improve cognitive functioning or to stave off cognitive decline. Several months later, an international group of 133 scientists and practitioners countered that the literature is replete with demonstrations of the benefits of brain training for a wide variety of cognitive and everyday activities. How could two teams of scientists examine the same literature and come to conflicting "consensus" views about the effectiveness of brain training?In part, the disagreement might result from different standards used when evaluating the evidence. To date, the field has lacked a comprehensive review of the brain-training literature, one that examines both the quantity and the quality of the evidence according to a well-defined set of best practices. This article provides such a review, focusing exclusively on the use of cognitive tasks or games as a means to enhance performance on other tasks. We specify and justify a set of best practices for such brain-training interventions and then use those standards to evaluate all of the published peer-reviewed intervention studies cited on the websites of leading brain-training companies listed on Cognitive Training Data (www.cognitivetrainingdata.org), the site hosting the open letter from brain-training proponents. These citations presumably represent the evidence that best supports the claims of effectiveness.Based on this examination, we find extensive evidence that brain-training interventions improve performance on the trained tasks, less evidence that such interventions improve performance on closely related tasks, and little evidence that training enhances performance on distantly related tasks or that training improves everyday cognitive performance. We also find that many of the published intervention studies had major shortcomings in design or analysis that preclude definitive conclusions about the efficacy of training, and that none of the cited studies conformed to all of the best practices we identify as essential to drawing clear conclusions about the benefits of brain training for everyday activities. We conclude with detailed recommendations for scientists, funding agencies, and policymakers that, if adopted, would lead to better evidence regarding the efficacy of brain-training interventions.}, + language = {eng}, + number = {3}, + journal = {Psychological Science in the Public Interest: A Journal of the American Psychological Society}, + doi = {10.1177/1529100616661983}, + author = {Simons, Daniel J. and Boot, Walter R. and Charness, Neil and Gathercole, Susan E. and Chabris, Christopher F. and Hambrick, David Z. and {Stine-Morrow}, Elizabeth A. L.}, + month = oct, + year = {2016}, + keywords = {Humans,brain training,Cognition,cognitive,cognitive training,learning,Learning,skill,transfer}, + pages = {103-186}, + pmid = {27697851}, + note = {00340} +} + +@article{green2010, + title = {Perceptual {{Learning During Action Video Game Playing}}}, + volume = {2}, + issn = {17568757, 17568765}, + language = {en}, + number = {2}, + journal = {Topics in Cognitive Science}, + doi = {10.1111/j.1756-8765.2009.01054.x}, + author = {Green, C. Shawn and Li, Renjie and Bavelier, Daphne}, + month = apr, + year = {2010}, + pages = {202-216}, + file = {/Users/morteza/Documents/Zotero/storage/ZB6G3GNT/Green et al. - 2010 - Perceptual Learning During Action Video Game Playi.pdf}, + note = {00147} +} + +@article{erickson2010, + title = {Striatal {{Volume Predicts Level}} of {{Video Game Skill Acquisition}}}, + volume = {20}, + issn = {1047-3211, 1460-2199}, + language = {en}, + number = {11}, + journal = {Cerebral Cortex}, + doi = {10.1093/cercor/bhp293}, + author = {Erickson, K. I. and Boot, W. R. and Basak, C. and Neider, M. B. and Prakash, R. S. and Voss, M. W. and Graybiel, A. M. and Simons, D. J. and Fabiani, M. and Gratton, G. and Kramer, A. F.}, + month = nov, + year = {2010}, + pages = {2522-2530}, + note = {00127} +} + +@incollection{gorman2017, + title = {Young {{Minds}} on {{Video Games}}}, + isbn = {978-0-12-809481-5}, + language = {en}, + booktitle = {Cognitive {{Development}} in {{Digital Contexts}}}, + publisher = {{Elsevier}}, + author = {Gorman, Thomas E. and Green, C. Shawn}, + year = {2017}, + pages = {121-143}, + doi = {10.1016/B978-0-12-809481-5.00006-7}, + note = {00000} +} + +@article{belchior2012a, + title = {Older Adults' Engagement with a Video Game Training Program}, + volume = {36}, + issn = {0192-4788}, + abstract = {Objectives +The current study investigated older adults' level of engagement with a video game training program. Engagement was measured using the concept of Flow (). + +Methods +Forty-five older adults were randomized to receive practice with an action game (Medal of Honor), a puzzle-like game (Tetris), or a gold-standard Useful Field of View (UFOV) training program. + +Results +Both Medal of Honor and Tetris participants reported significantly higher Flow ratings at the conclusion, relative to the onset of training. + +Discussion +Participants are more engaged in games that can be adjusted to their skill levels and that provide incremental levels of difficulty. This finding was consistent with the Flow theory ()}, + number = {4}, + journal = {Activities, adaptation \& aging}, + doi = {10.1080/01924788.2012.702307}, + author = {Belchior, Patr\'icia and Marsiske, Michael and Sisco, Shannon and Yam, Anna and Mann, William}, + month = dec, + year = {2012}, + pages = {269-279}, + pmid = {23504652}, + pmcid = {PMC3596832}, + note = {00026} +} + +@article{toril2014, + title = {Video Game Training Enhances Cognition of Older Adults: {{A}} Meta-Analytic Study.}, + volume = {29}, + issn = {1939-1498, 0882-7974}, + shorttitle = {Video Game Training Enhances Cognition of Older Adults}, + language = {en}, + number = {3}, + journal = {Psychology and Aging}, + doi = {10.1037/a0037507}, + author = {Toril, Pilar and Reales, Jos\'e M. and Ballesteros, Soledad}, + year = {2014}, + keywords = {\#nosource}, + pages = {706-716}, + note = {00139} +} + +@article{green2003, + title = {Action Video Game Modifies Visual Selective Attention}, + volume = {423}, + issn = {0028-0836}, + abstract = {As video-game playing has become a ubiquitous activity in today's society, it is worth considering its potential consequences on perceptual and motor skills. It is well known that exposing an organism to an altered visual environment often results in modification of the visual system of the organism. The field of perceptual learning provides many examples of training-induced increases in performance. But perceptual learning, when it occurs, tends to be specific to the trained task; that is, generalization to new tasks is rarely found. Here we show, by contrast, that action-video-game playing is capable of altering a range of visual skills. Four experiments establish changes in different aspects of visual attention in habitual video-game players as compared with non-video-game players. In a fifth experiment, non-players trained on an action video game show marked improvement from their pre-training abilities, thereby establishing the role of playing in this effect.}, + language = {eng}, + number = {6939}, + journal = {Nature}, + doi = {10.1038/nature01647}, + author = {Green, C. Shawn and Bavelier, Daphne}, + month = may, + year = {2003}, + keywords = {Attention,Humans,Learning,Video Games,Adolescent,Adult,Female,Male,Photic Stimulation,Psychomotor Performance,Space Perception}, + pages = {534-537}, + pmid = {12774121} +} + +@article{green2012, + title = {The Effect of Action Video Game Experience on Task-Switching}, + volume = {28}, + issn = {0747-5632}, + abstract = {There is now a substantial body of work demonstrating that action video game experience results in enhancements in a wide variety of perceptual skills. More recently, several groups have also demonstrated improvements in abilities that are more cognitive in nature, in particular, the ability to efficiently switch between tasks. In a series of four experiments, we add to this body of work, demonstrating that the action video game player advantage is not exclusively due to an ability to map manual responses onto arbitrary buttons, but rather generalizes to vocal responses, is not restricted to tasks that are perceptual in nature (e.g. respond to a physical dimension of the stimulus such as its color), but generalizes to more cognitive tasks (e.g. is a number odd or even), and is present whether the switch requires a goal-switch or only a motor switch. Finally, a training study establishes that the relationship between the reduction in switch cost and action game playing is causal.}, + language = {eng}, + number = {3}, + journal = {Computers in Human Behavior}, + doi = {10.1016/j.chb.2011.12.020}, + author = {Green, C. Shawn and Sugarman, Michael A. and Medford, Katherine and Klobusicky, Elizabeth and Daphne Bavelier, null}, + month = may, + year = {2012}, + pages = {984-994}, + file = {/Users/morteza/Documents/Zotero/storage/HPLPXSFH/Green et al. - 2012 - The effect of action video game experience on task.pdf}, + pmid = {22393270}, + pmcid = {PMC3292256}, + note = {00159} +} + +@article{strobach2012, + title = {Video Game Practice Optimizes Executive Control Skills in Dual-Task and Task Switching Situations}, + volume = {140}, + issn = {1873-6297}, + abstract = {We examined the relation of action video game practice and the optimization of executive control skills that are needed to coordinate two different tasks. As action video games are similar to real life situations and complex in nature, and include numerous concurrent actions, they may generate an ideal environment for practicing these skills (Green \& Bavelier, 2008). For two types of experimental paradigms, dual-task and task switching respectively; we obtained performance advantages for experienced video gamers compared to non-gamers in situations in which two different tasks were processed simultaneously or sequentially. This advantage was absent in single-task situations. These findings indicate optimized executive control skills in video gamers. Similar findings in non-gamers after 15 h of action video game practice when compared to non-gamers with practice on a puzzle game clarified the causal relation between video game practice and the optimization of executive control skills.}, + language = {eng}, + number = {1}, + journal = {Acta Psychologica}, + doi = {10.1016/j.actpsy.2012.02.001}, + author = {Strobach, Tilo and Frensch, Peter A. and Schubert, Torsten}, + month = may, + year = {2012}, + keywords = {Attention,Humans,Visual Perception,Practice (Psychology),Video Games,Adolescent,Adult,Male,Psychomotor Performance,Executive Function,Neuropsychological Tests,Reaction Time}, + pages = {13-24}, + pmid = {22426427}, + note = {00206} +} + +@article{bejjanki2014, + title = {Action Video Game Play Facilitates the Development of Better Perceptual Templates}, + volume = {111}, + issn = {0027-8424, 1091-6490}, + language = {en}, + number = {47}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.1417056111}, + author = {Bejjanki, Vikranth R. and Zhang, Ruyuan and Li, Renjie and Pouget, Alexandre and Green, C. Shawn and Lu, Zhong-Lin and Bavelier, Daphne}, + month = nov, + year = {2014}, + pages = {16961-16966}, + file = {/Users/morteza/Documents/Zotero/storage/VEIW3YCB/Bejjanki et al. - 2014 - Action video game play facilitates the development.pdf}, + note = {00108} +} + +@article{green2010a, + title = {Improved Probabilistic Inference as a General Learning Mechanism with Action Video Games}, + volume = {20}, + issn = {1879-0445}, + abstract = {Action video game play benefits performance in an array of sensory, perceptual, and attentional tasks that go well beyond the specifics of game play [1-9]. That a training regimen may induce improvements in so many different skills is notable because the majority of studies on training-induced learning report improvements on the trained task but limited transfer to other, even closely related, tasks ([10], but see also [11-13]). Here we ask whether improved probabilistic inference may explain such broad transfer. By using a visual perceptual decision making task [14, 15], the present study shows for the first time that action video game experience does indeed improve probabilistic inference. A neural model of this task [16] establishes how changing a single parameter, namely the strength of the connections between the neural layer providing the momentary evidence and the layer integrating the evidence over time, captures improvements in action-gamers behavior. These results were established in a visual, but also in a novel auditory, task, indicating generalization across modalities. Thus, improved probabilistic inference provides a general mechanism for why action video game playing enhances performance in a wide variety of tasks. In addition, this mechanism may serve as a signature of training regimens that are likely to produce transfer of learning.}, + language = {eng}, + number = {17}, + journal = {Current biology: CB}, + doi = {10.1016/j.cub.2010.07.040}, + author = {Green, C. Shawn and Pouget, Alexandre and Bavelier, Daphne}, + month = sep, + year = {2010}, + keywords = {Humans,Visual Perception,Learning,Decision Making,Probability}, + pages = {1573-1579}, + file = {/Users/morteza/Documents/Zotero/storage/QA7EM2T3/Green et al. - 2010 - Improved probabilistic inference as a general lear.pdf}, + pmid = {20833324}, + pmcid = {PMC2956114}, + note = {00275} +} + +@article{libertus2017, + title = {The {{Impact}} of {{Action Video Game Training}} on {{Mathematical Abilities}} in {{Adults}}}, + volume = {3}, + issn = {2332-8584, 2332-8584}, + language = {en}, + number = {4}, + journal = {AERA Open}, + doi = {10.1177/2332858417740857}, + author = {Libertus, Melissa E. and Liu, Allison and Pikul, Olga and Jacques, Theodore and {Cardoso-Leite}, Pedro and Halberda, Justin and Bavelier, Daphne}, + month = oct, + year = {2017}, + pages = {233285841774085}, + file = {/Users/morteza/Documents/Zotero/storage/JQZWZKGW/Libertus et al. - 2017 - The Impact of Action Video Game Training on Mathem.pdf;/Users/morteza/Documents/Zotero/storage/YU8PMLCK/Libertus et al. - 2017 - The Impact of Action Video Game Training on Mathem.pdf}, + note = {00002} +} + +@article{delisi2002, + title = {Improving Children's Mental Rotation Accuracy with Computer Game Playing}, + volume = {163}, + issn = {0022-1325}, + abstract = {The authors investigated the relation between mental rotation (MR) and computer game-playing experience. Third grade boys (n = 24) and girls (n = 23) completed a 2-dimensional MR test before and after playing computer games (during 11 separate 30-min sessions), which either involved the use of MR skills (the experimental group) or did not involve the use of MR skills (the control group). The experimental group outperformed the control group on the MR posttest but not on the pretest. Boys outperformed girls on the pretest but not on the posttest. Children whose initial MR performance was low improved after playing computer games that entailed MR skills. The findings imply that computer-based instructional activities can be used in schools to enhance children's spatial abilities.}, + language = {eng}, + number = {3}, + journal = {The Journal of Genetic Psychology}, + doi = {10.1080/00221320209598683}, + author = {De Lisi, Richard and Wolford, Jennifer L.}, + month = sep, + year = {2002}, + keywords = {Humans,Cognition,Practice (Psychology),Video Games,Female,Male,Space Perception,Analysis of Variance,Child,New Jersey,Rotation,Sex Factors}, + pages = {272-282}, + pmid = {12230149}, + note = {00386} +} + +@article{okagaki1994, + title = {Effects of Video Game Playing on Measures of Spatial Performance: {{Gender}} Effects in Late Adolescence}, + volume = {15}, + issn = {01933973}, + shorttitle = {Effects of Video Game Playing on Measures of Spatial Performance}, + language = {en}, + number = {1}, + journal = {Journal of Applied Developmental Psychology}, + doi = {10.1016/0193-3973(94)90005-1}, + author = {Okagaki, Lynn and Frensch, Peter A.}, + month = jan, + year = {1994}, + pages = {33-58}, + note = {00451} +} + +@article{sala2018, + title = {Video Game Training Does Not Enhance Cognitive Ability: {{A}} Comprehensive Meta-Analytic Investigation}, + volume = {144}, + issn = {1939-1455}, + shorttitle = {Video Game Training Does Not Enhance Cognitive Ability}, + abstract = {As a result of considerable potential scientific and societal implications, the possibility of enhancing cognitive ability by training has been one of the most influential topics of cognitive psychology in the last two decades. However, substantial research into the psychology of expertise and a recent series of meta-analytic reviews have suggested that various types of cognitive training (e.g., working memory training) benefit performance only in the trained tasks. The lack of skill generalization from one domain to different ones-that is, far transfer-has been documented in various fields of research such as working memory training, music, brain training, and chess. Video game training is another activity that has been claimed by many researchers to foster a broad range of cognitive abilities such as visual processing, attention, spatial ability, and cognitive control. We tested these claims with three random-effects meta-analytic models. The first meta-analysis (k = 310) examined the correlation between video game skill and cognitive ability. The second meta-analysis (k = 315) dealt with the differences between video game players and nonplayers in cognitive ability. The third meta-analysis (k = 359) investigated the effects of video game training on participants' cognitive ability. Small or null overall effect sizes were found in all three models. These outcomes show that overall cognitive ability and video game skill are only weakly related. Importantly, we found no evidence of a causal relationship between playing video games and enhanced cognitive ability. Video game training thus represents no exception to the general difficulty of obtaining far transfer. (PsycINFO Database Record}, + language = {eng}, + number = {2}, + journal = {Psychological Bulletin}, + doi = {10.1037/bul0000139}, + author = {Sala, Giovanni and Tatlidil, K. Semir and Gobet, Fernand}, + month = feb, + year = {2018}, + keywords = {Humans,Cognition,Practice (Psychology),Transfer (Psychology),Video Games,Aptitude}, + pages = {111-139}, + pmid = {29239631} +} + +@article{anguera2013, + title = {Video Game Training Enhances Cognitive Control in Older Adults}, + volume = {501}, + issn = {0028-0836, 1476-4687}, + number = {7465}, + journal = {Nature}, + doi = {10.1038/nature12486}, + author = {Anguera, J. A. and Boccanfuso, J. and Rintoul, J. L. and {Al-Hashimi}, O. and Faraji, F. and Janowich, J. and Kong, E. and Larraburo, Y. and Rolle, C. and Johnston, E. and Gazzaley, A.}, + month = sep, + year = {2013}, + pages = {97-101}, + file = {/Users/morteza/Documents/Zotero/storage/EMARTW6H/Anguera_Nature_2013-Video-game-training-enhances-cognitive-control-in-older-adults.pdf}, + note = {00884} +} + +@article{tidwell2014, + title = {What Counts as Evidence for Working Memory Training? {{Problems}} with Correlated Gains and Dichotomization}, + volume = {21}, + issn = {1531-5320}, + shorttitle = {What Counts as Evidence for Working Memory Training?}, + abstract = {The question of whether computerized cognitive training leads to generalized improvements of intellectual abilities has been a popular, yet contentious, topic within both the psychological and neurocognitive literatures. Evidence for the effective transfer of cognitive training to nontrained measures of cognitive abilities is mixed, with some studies showing apparent successful transfer, while others have failed to obtain this effect. At the same time, several authors have made claims about both successful and unsuccessful transfer effects on the basis of a form of responder analysis, an analysis technique that shows that those who gain the most on training show the greatest gains on transfer tasks. Through a series of Monte Carlo experiments and mathematical analyses, we demonstrate that the apparent transfer effects observed through responder analysis are illusory and are independent of the effectiveness of cognitive training. We argue that responder analysis can be used neither to support nor to refute hypotheses related to whether cognitive training is a useful intervention to obtain generalized cognitive benefits. We end by discussing several proposed alternative analysis techniques that incorporate training gain scores and argue that none of these methods are appropriate for testing hypotheses regarding the effectiveness of cognitive training.}, + language = {eng}, + number = {3}, + journal = {Psychonomic Bulletin \& Review}, + doi = {10.3758/s13423-013-0560-7}, + author = {Tidwell, Joe W. and Dougherty, Michael R. and Chrabaszcz, Jeffrey R. and Thomas, Rick P. and Mendoza, Jorge L.}, + month = jun, + year = {2014}, + keywords = {Humans,Intelligence,Transfer (Psychology),Data Interpretation; Statistical,Memory; Short-Term}, + pages = {620-628}, + pmid = {24307249}, + note = {00029} +} + +@article{dale2017, + title = {Associations {{Between Avid Action}} and {{Real}}-{{Time Strategy Game Play}} and {{Cognitive Performance}}: A {{Pilot Study}}}, + volume = {1}, + issn = {2509-3290, 2509-3304}, + shorttitle = {Associations {{Between Avid Action}} and {{Real}}-{{Time Strategy Game Play}} and {{Cognitive Performance}}}, + language = {en}, + number = {3}, + journal = {Journal of Cognitive Enhancement}, + doi = {10.1007/s41465-017-0021-8}, + author = {Dale, Gillian and Green, C. Shawn}, + month = sep, + year = {2017}, + pages = {295-317}, + note = {00005} +} + +@article{pilegard2018, + title = {Game over for {{Tetris}} as a Platform for Cognitive Skill Training}, + volume = {54}, + issn = {0361476X}, + language = {en}, + journal = {Contemporary Educational Psychology}, + doi = {10.1016/j.cedpsych.2018.04.003}, + author = {Pilegard, Celeste and Mayer, Richard E.}, + month = jul, + year = {2018}, + pages = {29-41}, + note = {00001} +} + +@article{adams2016, + title = {Evaluating the {{Cognitive Consequences}} of {{Playing}} {{{\emph{Portal}}}} for a {{Short Duration}}}, + volume = {54}, + issn = {0735-6331, 1541-4140}, + language = {en}, + number = {2}, + journal = {Journal of Educational Computing Research}, + doi = {10.1177/0735633115620431}, + author = {Adams, Deanne M. and Pilegard, Celeste and Mayer, Richard E.}, + month = apr, + year = {2016}, + pages = {173-195}, + note = {00000} +} + +@article{comstockjr1992, + title = {The Multi-Attribute Task Battery for Human Operator Workload and Strategic Behavior Research}, + author = {Comstock Jr, J. Raymond and Arnegard, Ruth J.}, + year = {1992}, + file = {/Users/morteza/Documents/Zotero/storage/QKVALB4U/Comstock Jr and Arnegard - 1992 - The multi-attribute task battery for human operato.pdf;/Users/morteza/Documents/Zotero/storage/LCWY99TW/search.html}, + note = {00350} +} + +@article{belchior2019, + title = {Computer and {{Videogame Interventions}} for {{Older Adults}}' {{Cognitive}} and {{Everyday Functioning}}}, + volume = {8}, + issn = {2161-783X, 2161-7856}, + language = {en}, + number = {2}, + journal = {Games for Health Journal}, + doi = {10.1089/g4h.2017.0092}, + author = {Belchior, Patr\'icia and Yam, Anna and Thomas, Kelsey R. and Bavelier, Daphne and Ball, Karlene K. and Mann, William C. and Marsiske, Michael}, + month = apr, + year = {2019}, + pages = {129-143}, + note = {00001} +} + +@article{basak2011, + title = {Regional Differences in Brain Volume Predict the Acquisition of Skill in a Complex Real-Time Strategy Videogame}, + volume = {76}, + issn = {02782626}, + language = {en}, + number = {3}, + journal = {Brain and Cognition}, + doi = {10.1016/j.bandc.2011.03.017}, + author = {Basak, Chandramallika and Voss, Michelle W. and Erickson, Kirk I. and Boot, Walter R. and Kramer, Arthur F.}, + month = aug, + year = {2011}, + pages = {407-414}, + file = {/Users/morteza/Documents/Zotero/storage/H46CBQP8/Basak et al. - 2011 - Regional differences in brain volume predict the a.pdf}, + note = {00071} +} + +@article{basak2008, + title = {Can Training in a Real-Time Strategy Video Game Attenuate Cognitive Decline in Older Adults?}, + volume = {23}, + issn = {0882-7974}, + abstract = {Declines in various cognitive abilities, particularly executive control functions, are observed in older adults. An important goal of cognitive training is to slow or reverse these age-related declines. However, opinion is divided in the literature regarding whether cognitive training can engender transfer to a variety of cognitive skills in older adults. In the current study, the authors trained older adults in a real-time strategy video game for 23.5 hr in an effort to improve their executive functions. A battery of cognitive tasks, including tasks of executive control and visuospatial skills, were assessed before, during, and after video-game training. The trainees improved significantly in the measures of game performance. They also improved significantly more than the control participants in executive control functions, such as task switching, working memory, visual short-term memory, and reasoning. Individual differences in changes in game performance were correlated with improvements in task switching. The study has implications for the enhancement of executive control processes of older adults.}, + language = {eng}, + number = {4}, + journal = {Psychology and Aging}, + doi = {10.1037/a0013494}, + author = {Basak, Chandramallika and Boot, Walter R. and Voss, Michelle W. and Kramer, Arthur F.}, + month = dec, + year = {2008}, + keywords = {Aged,Aged; 80 and over,Cognition Disorders,Humans,Practice (Psychology),Transfer (Psychology),Video Games,Female,Male,Psychomotor Performance,Neuropsychological Tests,Memory; Short-Term,Computer Systems,Mental Recall,Orientation,Problem Solving}, + pages = {765-777}, + file = {/Users/morteza/Documents/Zotero/storage/TDRV77PL/Basak et al. - 2008 - Can training in a real-time strategy video game at.pdf}, + pmid = {19140648}, + pmcid = {PMC4041116}, + note = {00793} +} + +@article{palaus2017, + title = {Neural {{Basis}} of {{Video Gaming}}: {{A Systematic Review}}}, + volume = {11}, + issn = {1662-5161}, + shorttitle = {Neural {{Basis}} of {{Video Gaming}}}, + abstract = {Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games. Objectives: We aim to understand the relationship between the use of video games and their neural correlates, taking into account the whole variety of cognitive factors that they encompass. Methods: A systematic review was conducted using standardized search operators that included the presence of video games and neuro-imaging techniques or references to structural or functional brain changes. Separate categories were made for studies featuring Internet Gaming Disorder and studies focused on the violent content of video games. Results: A total of 116 articles were considered for the final selection. One hundred provided functional data and 22 measured structural brain changes. One-third of the studies covered video game addiction, and 14\% focused on video game related violence. Conclusions: Despite the innate heterogeneity of the field of study, it has been possible to establish a series of links between the neural and cognitive aspects, particularly regarding attention, cognitive control, visuospatial skills, cognitive workload, and reward processing. However, many aspects could be improved. The lack of standardization in the different aspects of video game related research, such as the participants' characteristics, the features of each video game genre and the diverse study goals could contribute to discrepancies in many related studies.}, + language = {eng}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2017.00248}, + author = {Palaus, Marc and Marron, Elena M. and {Viejo-Sobera}, Raquel and {Redolar-Ripoll}, Diego}, + year = {2017}, + keywords = {addiction,cognitive improvement,functional changes,internet gaming disorder,neural correlates,neuroimaging,structural changes,video games}, + pages = {248}, + file = {/Users/morteza/Documents/Zotero/storage/VLNQ6S7M/palaus2017.pdf;/Users/morteza/Documents/Zotero/storage/XW9X6BD2/Palaus et al. - 2017 - Neural Basis of Video Gaming A Systematic Review.pdf}, + pmid = {28588464}, + pmcid = {PMC5438999}, + note = {00025} +} + +@article{strenziok2014, + title = {Neurocognitive Enhancement in Older Adults: Comparison of Three Cognitive Training Tasks to Test a Hypothesis of Training Transfer in Brain Connectivity}, + volume = {85 Pt 3}, + issn = {1095-9572}, + shorttitle = {Neurocognitive Enhancement in Older Adults}, + abstract = {The ultimate goal of cognitive enhancement as an intervention for age-related cognitive decline is transfer to everyday cognitive functioning. Development of training methods that transfer broadly to untrained cognitive tasks (far transfer) requires understanding of the neural bases of training and far transfer effects. We used cognitive training to test the hypothesis that far transfer is associated with altered attentional control demands mediated by the dorsal attention network and trained sensory cortex. In an exploratory study, we randomly assigned 42 healthy older adults to six weeks of training on Brain Fitness (BF-auditory perception), Space Fortress (SF-visuomotor/working memory), or Rise of Nations (RON-strategic reasoning). Before and after training, cognitive performance, diffusion-derived white matter integrity, and functional connectivity of the superior parietal cortex (SPC) were assessed. We found the strongest effects from BF training, which transferred to everyday problem solving and reasoning and selectively changed integrity of occipito-temporal white matter associated with improvement on untrained everyday problem solving. These results show that cognitive gain from auditory perception training depends on heightened white matter integrity in the ventral attention network. In BF and SF (which also transferred positively), a decrease in functional connectivity between SPC and inferior temporal lobe (ITL) was observed compared to RON-which did not transfer to untrained cognitive function. These findings highlight the importance for cognitive training of top-down control of sensory processing by the dorsal attention network. Altered brain connectivity - observed in the two training tasks that showed far transfer effects - may be a marker for training success.}, + language = {eng}, + journal = {NeuroImage}, + doi = {10.1016/j.neuroimage.2013.07.069}, + author = {Strenziok, Maren and Parasuraman, Raja and Clarke, Ellen and Cisler, Dean S. and Thompson, James C. and Greenwood, Pamela M.}, + month = jan, + year = {2014}, + keywords = {Aged,Aging,Attention,Humans,Cognition,Brain,Transfer (Psychology),Female,Male,Biomedical Enhancement,Brain Mapping,Cognitive training,Diffusion Tensor Imaging,Far transfer,Functional connectivity,Image Processing; Computer-Assisted,Neural Pathways,Superior parietal cortex,White matter integrity}, + pages = {1027-1039}, + pmid = {23933474}, + note = {00082} +} + +@article{glass2013, + title = {Real-{{Time Strategy Game Training}}: {{Emergence}} of a {{Cognitive Flexibility Trait}}}, + volume = {8}, + issn = {1932-6203}, + shorttitle = {Real-{{Time Strategy Game Training}}}, + language = {en}, + number = {8}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0070350}, + author = {Glass, Brian D. and Maddox, W. Todd and Love, Bradley C.}, + editor = {Wenderoth, Nicole}, + month = aug, + year = {2013}, + pages = {e70350}, + file = {/Users/morteza/Documents/Zotero/storage/629S47H3/Glass et al. - 2013 - Real-Time Strategy Game Training Emergence of a C.pdf}, + note = {00124} +} + +@article{gong2017, + title = {Action {{Video Game Experience Related}} to {{Altered Large}}-{{Scale White Matter Networks}}}, + volume = {2017}, + language = {English}, + journal = {Neural Plasticity}, + doi = {10.1155/2017/7543686}, + author = {Gong, Diankun and Ma, Weiyi and Gong, Jinnan and He, Hui and Dong, Li and Zhang, Dan and Li, Jianfu and Luo, Cheng and Yao, Dezhong}, + year = {2017}, + keywords = {WM,AVGP}, + pages = {1--7}, + file = {/Users/morteza/Documents/Zotero/storage/SKEWRJGG/gong2017.pdf}, + note = {00002} +} + +@article{west2015, + title = {Habitual Action Video Game Playing Is Associated with Caudate Nucleus-Dependent Navigational Strategies}, + volume = {282}, + language = {English}, + number = {1808}, + journal = {Proceedings of the Royal Society B: Biological Sciences}, + doi = {10.1098/rspb.2014.2952}, + author = {West, G L and Drisdelle, B L and Konishi, K and Jackson, J and Jolicoeur, P and Bohbot, V D}, + month = may, + year = {2015}, + pages = {20142952--20142952} +} + +@article{gong2015, + title = {Enhanced Functional Connectivity and Increased Gray Matter Volume of Insula Related to Action Video Game Playing}, + volume = {5}, + issn = {2045-2322}, + language = {en}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/srep09763}, + author = {Gong, Diankun and He, Hui and Liu, Dongbo and Ma, Weiyi and Dong, Li and Luo, Cheng and Yao, Dezhong}, + month = sep, + year = {2015}, + pages = {9763}, + file = {/Users/morteza/Documents/Zotero/storage/A57TJY5F/gong2015.pdf} +} + +@article{bavelier2012, + title = {Neural Bases of Selective Attention in Action Video Game Players}, + volume = {61}, + abstract = {Vision Research, 61 (2012) 132-143. doi:10.1016/j.visres.2011.08.007}, + number = {C}, + journal = {Vision Research}, + doi = {10.1016/j.visres.2011.08.007}, + author = {Bavelier, D and Achtman, R L and Mani, M and F\"ocker, J}, + month = may, + year = {2012}, + pages = {132--143}, + file = {/Users/morteza/Documents/Zotero/storage/Z47WV36Z/bavelier2012.pdf} +} + +@article{zhang2015, + title = {Higher Integrity of the Motor and Visual Pathways in Long-Term Video Game Players}, + volume = {9}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2015.00098}, + author = {Zhang, Yang and Du, Guijin and Yang, Yongxin and Qin, Wen and Li, Xiaodong and Zhang, Quan}, + month = mar, + year = {2015}, + pages = {695}, + file = {/Users/morteza/Documents/Zotero/storage/UIVDFKF2/zhang2015.pdf}, + note = {00014} +} + +@article{bressler2010, + title = {Large-Scale Brain Networks in Cognition: Emerging Methods and Principles}, + volume = {14}, + issn = {13646613}, + shorttitle = {Large-Scale Brain Networks in Cognition}, + language = {en}, + number = {6}, + journal = {Trends in Cognitive Sciences}, + doi = {10.1016/j.tics.2010.04.004}, + author = {Bressler, Steven L. and Menon, Vinod}, + month = jun, + year = {2010}, + pages = {277-290}, + note = {01342} +} + +@article{takeuchi2011, + title = {Working {{Memory Training Using Mental Calculation Impacts Regional Gray Matter}} of the {{Frontal}} and {{Parietal Regions}}}, + volume = {6}, + issn = {1932-6203}, + language = {en}, + number = {8}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0023175}, + author = {Takeuchi, Hikaru and Taki, Yasuyuki and Sassa, Yuko and Hashizume, Hiroshi and Sekiguchi, Atsushi and Fukushima, Ai and Kawashima, Ryuta}, + editor = {Chapouthier, Georges}, + month = aug, + year = {2011}, + pages = {e23175}, + file = {/Users/morteza/Documents/Zotero/storage/8J2JWTUN/takeuchi2011.pdf}, + note = {00127} +} + +@article{gorbet2018, + title = {Move Faster, Think Later: {{Women}} Who Play Action Video Games Have Quicker Visually- Guided Responses with Later Onset Visuomotor-Related Brain Activity}, + volume = {13}, + abstract = {A history of action video game (AVG) playing is associated with improvements in several visuospatial and attention-related skills and these improvements may be transferable to unrelated tasks. These facts make video games a potential medium for skill-training and rehabilitation. However, examinations of the neural correlates underlying these observations are almost non-existent in the visuomotor system. Further, the vast majority of studies on the effects of a history of AVG play have been done using almost exclusively male participants. Therefore, to begin to fill these gaps in the literature, we present findings from two experiments. In the first, we use functional MRI to examine brain activity in experienced, female AVG players during visually-guided reaching. In the second, we examine the kinematics of visually-guided reaching in this population. Imaging data demonstrate that relative to women who do not play, AVG players have less motor-related preparatory activity in the cuneus, middle occipital gyrus, and cerebellum. This decrease is correlated with estimates of time spent playing. Further, these correlations are strongest during the performance of a visuomotor mapping that spatially dissociates eye and arm movements. However, further examinations of the full time-course of visuomotor-related activity in the AVG players revealed that the decreased activity during motor preparation likely results from a later onset of activity in AVG players, which occurs closer to beginning motor execution relative to the non-playing group. Further, the data presented here suggest that this later onset of preparatory activity represents greater neural efficiency that is associated with faster visually-guided responses.}, + language = {English}, + number = {1}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0189110}, + author = {Gorbet, Diana J and Sergio, Lauren E}, + month = jan, + year = {2018}, + pages = {e0189110}, + pmid = {29364891}, + pmcid = {PMC5783344}, + note = {00005} +} + +@article{fox2006, + title = {Spontaneous Neuronal Activity Distinguishes Human Dorsal and Ventral Attention Systems}, + volume = {103}, + issn = {0027-8424, 1091-6490}, + language = {en}, + number = {26}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.0604187103}, + author = {Fox, M. D. and Corbetta, M. and Snyder, A. Z. and Vincent, J. L. and Raichle, M. E.}, + month = jun, + year = {2006}, + pages = {10046-10051}, + file = {/Users/morteza/Documents/Zotero/storage/2PZH83RJ/fox2006.pdf}, + note = {01468} +} + +@article{buschkuehl2012, + title = {Neuronal Effects Following Working Memory Training.}, + volume = {2 Suppl 1}, + abstract = {There is accumulating evidence that training working memory (WM) leads to beneficial effects in tasks that were not trained, but the mechanisms underlying this transfer remain elusive. Brain imaging can be a valuable method to gain insights into such mechanisms. Here, we discuss the impact of cognitive training on neural correlates with an emphasis on studies that implemented a WM intervention. We focus on changes in activation patterns, changes in resting state connectivity, changes in brain structure, and changes in the dopaminergic system. Our analysis of the existing literature reveals that there is currently no clear pattern of results that would single out a specific neural mechanism underlying training and transfer. We conclude that although brain imaging has provided us with information about the mechanisms of WM training, more research is needed to understand its neural impact.}, + language = {English}, + journal = {Developmental cognitive neuroscience}, + doi = {10.1016/j.dcn.2011.10.001}, + author = {Buschkuehl, Martin and Jaeggi, Susanne M and Jonides, John}, + month = feb, + year = {2012}, + pages = {S167--79}, + pmid = {22682905}, + note = {00168} +} + +@article{gong2016, + title = {Functional {{Integration}} between {{Salience}} and {{Central Executive Networks}}: {{A Role}} for {{Action Video Game Experience}}}, + volume = {2016}, + language = {English}, + number = {4}, + journal = {Neural Plasticity}, + doi = {10.1155/2016/9803165}, + author = {Gong, Diankun and He, Hui and Ma, Weiyi and Liu, Dongbo and Huang, Mengting and Dong, Li and Gong, Jinnan and Li, Jianfu and Luo, Cheng and Yao, Dezhong}, + year = {2016}, + pages = {1--9}, + note = {00026} +} + +@article{green2008, + title = {Exercising Your Brain: A Review of Human Brain Plasticity and Training-Induced Learning}, + volume = {23}, + issn = {0882-7974}, + shorttitle = {Exercising Your Brain}, + abstract = {Human beings have an amazing capacity to learn new skills and adapt to new environments. However, several obstacles remain to be overcome in designing paradigms to broadly improve quality of life. Arguably, the most notable impediment to this goal is that learning tends to be quite specific to the trained regimen and does not transfer to even qualitatively similar tasks. This severely limits the potential benefits of learning to daily life. This review discusses training regimens that lead to the acquisition of new knowledge and strategies that can be used flexibly across a range of tasks and contexts. Possible characteristics of training regimens are proposed that may be responsible for augmented learning, including the manner in which task difficulty is progressed, the motivational state of the learner, and the type of feedback the training provides. When maximally implemented in rehabilitative paradigms, these characteristics may greatly increase the efficacy of training.}, + language = {eng}, + number = {4}, + journal = {Psychology and Aging}, + doi = {10.1037/a0014345}, + author = {Green, C. S. and Bavelier, D.}, + month = dec, + year = {2008}, + keywords = {Aged,Aging,Attention,Humans,Arousal,Brain,Feedback; Psychological,Intelligence,Motivation,Music,Neuronal Plasticity,Practice (Psychology),Sports,Transfer (Psychology),Video Games}, + pages = {692-701}, + pmid = {19140641}, + pmcid = {PMC2896818}, + note = {00552} +} + +@article{katsyri2013, + title = {Just Watching the Game Ain't Enough: Striatal {{fMRI}} Reward Responses to Successes and Failures in a Video Game during Active and Vicarious Playing}, + volume = {7}, + issn = {1662-5161}, + shorttitle = {Just Watching the Game Ain't Enough}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2013.00278}, + author = {K\"atsyri, Jari and Hari, Riitta and Ravaja, Niklas and Nummenmaa, Lauri}, + year = {2013}, + file = {/Users/morteza/Documents/Zotero/storage/XJE9DMTU/kätsyri2013.pdf}, + note = {00046} +} + +@article{koepp1998, + title = {Evidence for Striatal Dopamine Release during a Video Game}, + volume = {393}, + issn = {0028-0836, 1476-4687}, + language = {en}, + number = {6682}, + journal = {Nature}, + doi = {10.1038/30498}, + author = {Koepp, M. J. and Gunn, R. N. and Lawrence, A. D. and Cunningham, V. J. and Dagher, A. and Jones, T. and Brooks, D. J. and Bench, C. J. and Grasby, P. M.}, + month = may, + year = {1998}, + pages = {266-268}, + note = {01314} +} + +@article{focker2019, + title = {Neural {{Correlates}} of {{Enhanced Visual Attentional Control}} in {{Action Video Game Players}}: {{An Event}}-{{Related Potential Study}}}, + volume = {31}, + issn = {0898-929X, 1530-8898}, + shorttitle = {Neural {{Correlates}} of {{Enhanced Visual Attentional Control}} in {{Action Video Game Players}}}, + language = {en}, + number = {3}, + journal = {Journal of Cognitive Neuroscience}, + doi = {10.1162/jocn_a_01230}, + author = {F\"ocker, Julia and Mortazavi, Matin and Khoe, Wayne and Hillyard, Steven A. and Bavelier, Daphne}, + month = mar, + year = {2019}, + pages = {377-389}, + note = {00005} +} + +@incollection{menon2015, + title = {Salience {{Network}}}, + isbn = {978-0-12-397316-0}, + language = {en}, + booktitle = {Brain {{Mapping}}}, + publisher = {{Elsevier}}, + author = {Menon, V.}, + year = {2015}, + pages = {597-611}, + doi = {10.1016/B978-0-12-397025-1.00052-X}, + note = {00308} +} + +@article{kuhn2014, + title = {Playing {{Super Mario}} Induces Structural Brain Plasticity: Gray Matter Changes Resulting from Training with a Commercial Video Game}, + volume = {19}, + issn = {1359-4184, 1476-5578}, + shorttitle = {Playing {{Super Mario}} Induces Structural Brain Plasticity}, + language = {en}, + number = {2}, + journal = {Molecular Psychiatry}, + doi = {10.1038/mp.2013.120}, + author = {K\"uhn, S and Gleich, T and Lorenz, R C and Lindenberger, U and Gallinat, J}, + month = feb, + year = {2014}, + pages = {265-271} +} + +@article{kuhn2011, + title = {The Neural Basis of Video Gaming}, + volume = {1}, + issn = {2158-3188}, + language = {en}, + number = {11}, + journal = {Translational Psychiatry}, + doi = {10.1038/tp.2011.53}, + author = {K\"uhn, S and Romanowski, A and Schilling, C and Lorenz, R and M\"orsen, C and Seiferth, N and Banaschewski, T and Barbot, A and Barker, G J and B\"uchel, C and Conrod, P J and Dalley, J W and Flor, H and Garavan, H and Ittermann, B and Mann, K and Martinot, J-L and Paus, T and Rietschel, M and Smolka, M N and Str\"ohle, A and Walaszek, B and Schumann, G and Heinz, A and Gallinat, J}, + month = nov, + year = {2011}, + pages = {e53-e53}, + note = {00163} +} + +@article{kuhn2014a, + title = {Positive {{Association}} of {{Video Game Playing}} with {{Left Frontal Cortical Thickness}} in {{Adolescents}}}, + volume = {9}, + issn = {1932-6203}, + language = {en}, + number = {3}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0091506}, + author = {K\"uhn, Simone and Lorenz, Robert and Banaschewski, Tobias and Barker, Gareth J. and B\"uchel, Christian and Conrod, Patricia J. and Flor, Herta and Garavan, Hugh and Ittermann, Bernd and Loth, Eva and Mann, Karl and Nees, Frauke and Artiges, Eric and Paus, Tomas and Rietschel, Marcella and Smolka, Michael N. and Str\"ohle, Andreas and Walaszek, Bernadetta and Schumann, Gunter and Heinz, Andreas and Gallinat, J\"urgen and {The IMAGEN Consortium}}, + editor = {Krueger, Frank}, + month = mar, + year = {2014}, + pages = {e91506}, + file = {/Users/morteza/Documents/Zotero/storage/VHNP8RTR/kühn2014.pdf}, + note = {00069} +} + +@article{eichenbaum2017, + title = {The Role of the Hippocampus in Navigation Is Memory}, + volume = {117}, + issn = {0022-3077, 1522-1598}, + language = {en}, + number = {4}, + journal = {Journal of Neurophysiology}, + doi = {10.1152/jn.00005.2017}, + author = {Eichenbaum, Howard}, + month = apr, + year = {2017}, + pages = {1785-1796}, + note = {00038} +} + +@article{lisman2017, + title = {Viewpoints: How the Hippocampus Contributes to Memory, Navigation and Cognition}, + volume = {20}, + issn = {1097-6256, 1546-1726}, + shorttitle = {Viewpoints}, + language = {en}, + number = {11}, + journal = {Nature Neuroscience}, + doi = {10.1038/nn.4661}, + author = {Lisman, John and Buzs\'aki, Gy\"orgy and Eichenbaum, Howard and Nadel, Lynn and Ranganath, Charan and Redish, A David}, + month = nov, + year = {2017}, + pages = {1434-1447}, + note = {00028} +} + +@article{bird2008, + title = {The Hippocampus and Memory: Insights from Spatial Processing}, + volume = {9}, + issn = {1471-003X, 1471-0048}, + shorttitle = {The Hippocampus and Memory}, + language = {en}, + number = {3}, + journal = {Nature Reviews Neuroscience}, + doi = {10.1038/nrn2335}, + author = {Bird, Chris M. and Burgess, Neil}, + month = mar, + year = {2008}, + pages = {182-194}, + note = {00746} +} + +@article{siniatchkin2017, + title = {Anodal {{tDCS}} over the Left {{DLPFC}} Improved Working Memory and Reduces Symptoms in Children with {{ADHD}}}, + volume = {10}, + issn = {1935861X}, + language = {en}, + number = {2}, + journal = {Brain Stimulation}, + doi = {10.1016/j.brs.2017.01.509}, + author = {Siniatchkin, M.}, + month = mar, + year = {2017}, + pages = {517}, + note = {00000} +} + +@article{wang2018, + title = {Transcranial Direct Current Stimulation over the Right {{DLPFC}} Selectively Modulates Subprocesses in Working Memory}, + volume = {6}, + issn = {2167-8359}, + abstract = {Background + Working memory, as a complex system, consists of two independent components: manipulation and maintenance process, which are defined as executive control and storage process. Previous studies mainly focused on the overall effect of transcranial direct current stimulation (tDCS) on working memory. However, little has been known about the segregative effects of tDCS on the sub-processes within working memory. + + + Method + + Transcranial direct current stimulation, as one of the non-invasive brain stimulation techniques, is being widely used to modulate the cortical activation of local brain areas. This study modified a spatial + n + -back experiment with anodal and cathodal tDCS exertion on the right dorsolateral prefrontal cortex (DLPFC), aiming to investigate the effects of tDCS on the two sub-processes of working memory: manipulation (updating) and maintenance. Meanwhile, considering the separability of tDCS effects, we further reconfirmed the causal relationship between the right DLPFC and the sub-processes of working memory with different tDCS conditions. + + + + Results + The present study showed that cathodal tDCS on the right DLPFC selectively improved the performance of the modified 2-back task in the difficult condition, whereas anodal tDCS significantly reduced the performance of subjects and showed an speeding-up tendency of response time. More precisely, the results of discriminability index and criterion showed that only cathodal tDCS enhanced the performance of maintenance in the difficult condition. Neither of the two tDCS conditions affected the performance of manipulation (updating). + + + Conclusion + These findings provide evidence that cathodal tDCS of the right DLPFC selectively affects maintenance capacity. Besides, cathodal tDCS also serves as an interference suppressor to reduce the irrelevant interference, thereby indirectly improving the working memory capacity. Moreover, the right DLPFC is not the unique brain regions for working memory manipulation (updating).}, + language = {en}, + journal = {PeerJ}, + doi = {10.7717/peerj.4906}, + author = {Wang, Jiarui and Tian, Jinhua and Hao, Renning and Tian, Lili and Liu, Qiang}, + month = may, + year = {2018}, + pages = {e4906}, + note = {00001} +} + +@article{lefebvre2005, + title = {Assessment of Working Memory Abilities Using an Event-Related Brain Potential ({{ERP}})-Compatible Digit Span Backward Task}, + volume = {116}, + issn = {13882457}, + language = {en}, + number = {7}, + journal = {Clinical Neurophysiology}, + doi = {10.1016/j.clinph.2005.03.015}, + author = {Lefebvre, Celeste D. and Marchand, Yannick and Eskes, Gail A. and Connolly, John F.}, + month = jul, + year = {2005}, + pages = {1665-1680}, + note = {00087} +} + +@article{finnigan2011, + title = {{{ERP}} Measures Indicate Both Attention and Working Memory Encoding Decrements in Aging: {{Age}} Effects on Attention and Memory Encoding {{ERPs}}}, + volume = {48}, + issn = {00485772}, + shorttitle = {{{ERP}} Measures Indicate Both Attention and Working Memory Encoding Decrements in Aging}, + language = {en}, + number = {5}, + journal = {Psychophysiology}, + doi = {10.1111/j.1469-8986.2010.01128.x}, + author = {Finnigan, Simon and O'Connell, Redmond G. and Cummins, Tarrant D. R. and Broughton, Megan and Robertson, Ian H.}, + month = may, + year = {2011}, + pages = {601-611}, + note = {00000} +} + +@article{looi2016, + title = {Combining Brain Stimulation and Video Game to Promote Long-Term Transfer of Learning and Cognitive Enhancement}, + volume = {6}, + issn = {2045-2322}, + language = {en}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/srep22003}, + author = {Looi, Chung Yen and Duta, Mihaela and Brem, Anna-Katharine and Huber, Stefan and Nuerk, Hans-Christoph and Cohen Kadosh, Roi}, + month = apr, + year = {2016}, + pages = {22003}, + file = {/Users/morteza/Documents/Zotero/storage/NU964ZWA/looi2016.pdf}, + note = {00041} +} + +@article{winkler2010, + title = {Cortical {{Thickness}} or {{Grey Matter Volume}}? {{The Importance}} of {{Selecting}} the {{Phenotype}} for {{Imaging Genetics Studies}}}, + volume = {53}, + issn = {1053-8119}, + shorttitle = {Cortical {{Thickness}} or {{Grey Matter Volume}}?}, + abstract = {Choosing the appropriate neuroimaging phenotype is critical to successfully identify genes that influence brain structure or function. While neuroimaging methods provide numerous potential phenotypes, their role for imaging genetics studies are unclear. Here we examine the relationship between brain volume, grey matter volume, cortical thickness and surface area, from a genetic standpoint. Four hundred and eighty-six individuals from randomly ascertained extended pedigrees with high-quality T1-weighted neuroanatomic MRI images participated in the study. Surface-based and voxel-based representations of brain structure were derived, using automated methods, and these measurements were analysed using a variance-components method to identify the heritability of these traits and their genetic correlations. All neuroanatomic traits were significantly influenced by genetic factors. Cortical thickness and surface area measurements were found to be genetically and phenotypically independent. While both thickness and area influenced volume measurements of cortical grey matter, volume was more closely related to surface area than cortical thickness. This trend was observed for both the volume-based and surface-based techniques. The results suggest that surface area and cortical thickness measurements should be considered separately and preferred over gray matter volumes for imaging genetic studies.}, + number = {3}, + journal = {NeuroImage}, + doi = {10.1016/j.neuroimage.2009.12.028}, + author = {Winkler, Anderson M. and Kochunov, Peter and Blangero, John and Almasy, Laura and Zilles, Karl and Fox, Peter T. and Duggirala, Ravindranath and Glahn, David C.}, + month = nov, + year = {2010}, + pages = {1135-1146}, + file = {/Users/morteza/Documents/Zotero/storage/V4P9UUCA/Winkler et al. - 2010 - Cortical Thickness or Grey Matter Volume The Impo.pdf}, + pmid = {20006715}, + pmcid = {PMC2891595}, + note = {00000} +} + +@article{engelhard2010, + title = {The Impact of Taxing Working Memory on Negative and Positive Memories}, + volume = {1}, + issn = {2000-8066}, + abstract = {BACKGROUND: Earlier studies have shown that horizontal eye movement (EM) during retrieval of a negative memory reduces its vividness and emotionality. This may be due to both tasks competing for working memory (WM) resources. This study examined whether playing the computer game "Tetris" also blurs memory. +METHOD: PARTICIPANTS RECALLED NEGATIVE AND POSITIVE MEMORIES IN THREE CONDITIONS: recall only, recall with concurrent EM, and recall with playing Tetris. Before and after these conditions, vividness, emotionality, and physiological startle responses during recall were measured. +RESULTS: A reaction time task showed that EM and Tetris draw on WM, compared to no dual-task. Compared to recall only, EM and Tetris both decreased reported emotionality and startle responses. +CONCLUSIONS: The effects of EM and Tetris did not differ, even though the tasks differed in the degree of taxing WM. This suggests that taxing WM and its effects on emotional memories may not be linearly related. Potential clinical implications are discussed.}, + language = {eng}, + journal = {European Journal of Psychotraumatology}, + doi = {10.3402/ejpt.v1i0.5623}, + author = {Engelhard, Iris M. and {van Uijen}, Sophie L. and {van den Hout}, Marcel A.}, + year = {2010}, + keywords = {EMDR,Intrusive memory,PTSD,working memory}, + file = {/Users/morteza/Documents/Zotero/storage/LBBTJU8D/Engelhard et al. - 2010 - The impact of taxing working memory on negative an.pdf}, + pmid = {22893797}, + pmcid = {PMC3402003}, + note = {00000} +} + +@article{iyadurai2018, + title = {Preventing Intrusive Memories after Trauma via a Brief Intervention Involving {{Tetris}} Computer Game Play in the Emergency Department: A Proof-of-Concept Randomized Controlled Trial}, + volume = {23}, + copyright = {2017 Nature Publishing Group}, + issn = {1476-5578}, + shorttitle = {Preventing Intrusive Memories after Trauma via a Brief Intervention Involving {{Tetris}} Computer Game Play in the Emergency Department}, + abstract = {After psychological trauma, recurrent intrusive visual memories may be distressing and disruptive. Preventive interventions post trauma are lacking. Here we test a behavioural intervention after real-life trauma derived from cognitive neuroscience. We hypothesized that intrusive memories would be significantly reduced in number by an intervention involving a computer game with high visuospatial demands (Tetris), via disrupting consolidation of sensory elements of trauma memory. The Tetris-based intervention (trauma memory reminder cue plus c. 20 min game play) vs attention-placebo control (written activity log for same duration) were both delivered in an emergency department within 6 h of a motor vehicle accident. The randomized controlled trial compared the impact on the number of intrusive trauma memories in the subsequent week (primary outcome). Results vindicated the efficacy of the Tetris-based intervention compared with the control condition: there were fewer intrusive memories overall, and time-series analyses showed that intrusion incidence declined more quickly. There were convergent findings on a measure of clinical post-trauma intrusion symptoms at 1 week, but not on other symptom clusters or at 1 month. Results of this proof-of-concept study suggest that a larger trial, powered to detect differences at 1 month, is warranted. Participants found the intervention easy, helpful and minimally distressing. By translating emerging neuroscientific insights and experimental research into the real world, we offer a promising new low-intensity psychiatric intervention that could prevent debilitating intrusive memories following trauma.}, + language = {en}, + number = {3}, + journal = {Molecular Psychiatry}, + doi = {10.1038/mp.2017.23}, + author = {Iyadurai, L. and Blackwell, S. E. and {Meiser-Stedman}, R. and Watson, P. C. and Bonsall, M. B. and Geddes, J. R. and Nobre, A. C. and Holmes, E. A.}, + month = mar, + year = {2018}, + pages = {674-682}, + file = {/Users/morteza/Documents/Zotero/storage/ZZCIFX7G/Iyadurai et al. - 2018 - Preventing intrusive memories after trauma via a b.pdf;/Users/morteza/Documents/Zotero/storage/PPL3CDGF/mp201723.html}, + note = {00000} +} + +@article{skorka-brown2015, + title = {Playing {{Tetris}} Decreases Drug and Other Cravings in Real World Settings}, + volume = {51}, + issn = {1873-6327}, + abstract = {Most research on cognitive processes in craving has been carried out in the laboratory and focuses on food craving. This study extends laboratory findings to real world settings and cravings for drugs or activities as well as food. Previous laboratory research has found that playing Tetris reduces craving strength. The present study used an ecological momentary assessment protocol in which 31 undergraduate participants carried iPods for a week and were prompted 7 times each day, by SMS message, to use their iPod to report craving. Participants reported craving target and strength (0-100), whether they indulged their previous craving (yes/no), and whether they were under the influence of alcohol (yes/no). Those randomly assigned to the intervention condition (n=15) then played Tetris for 3min and reported their craving again. Those in the monitoring-only control condition (n=16) provided baseline craving data to test if Tetris reduced the incidence and strength of spontaneous cravings across the week. Playing Tetris decreased craving strength for drugs (alcohol, nicotine, caffeine), food and drink, and activities (sex, exercise, gaming), with a mean reduction of 13.9 percentage points, effect size f(2)=0.11. This effect was consistent across the week. This is the first demonstration that visual cognitive interference can be used in the field to reduce cravings for substances and activities other than eating.}, + language = {eng}, + journal = {Addictive Behaviors}, + doi = {10.1016/j.addbeh.2015.07.020}, + author = {{Skorka-Brown}, Jessica and Andrade, Jackie and Whalley, Ben and May, Jon}, + month = dec, + year = {2015}, + keywords = {Humans,Video Games,Adolescent,Adult,Female,Male,Addiction,Behavior; Addictive,Behavioural research,Cognitive theory,Craving,Desire,Elaborated Intrusion theory,Multilevel models,Students,Substance-Related Disorders,Technology,Young Adult}, + pages = {165-170}, + file = {/Users/morteza/Documents/Zotero/storage/NDASC6YX/Skorka-Brown et al. - 2015 - Playing Tetris decreases drug and other cravings i.pdf}, + pmid = {26275843}, + note = {00000} +} + +@article{palaus2017a, + title = {Cognitive Enhancement by Means of {{TMS}} and Video Game Training: Preliminary Analysis}, + author = {Palaus, Marc and {Redolar-Ripoll}, Diego and {Viejo-Sobera}, Raquel and {Mu\~noz-Marr\'on}, Elena}, + month = jun, + year = {2017}, + note = {00000 +cites: unknown} +} + +@article{boot2008, + title = {The Effects of Video Game Playing on Attention, Memory, and Executive Control}, + volume = {129}, + issn = {00016918}, + language = {en}, + number = {3}, + journal = {Acta Psychologica}, + doi = {10.1016/j.actpsy.2008.09.005}, + author = {Boot, Walter R. and Kramer, Arthur F. and Simons, Daniel J. and Fabiani, Monica and Gratton, Gabriele}, + month = nov, + year = {2008}, + pages = {387-398}, + note = {00000} +} + +@article{moreau2013, + title = {Differentiating Two- from Three-Dimensional Mental Rotation Training Effects}, + volume = {66}, + issn = {1747-0226}, + abstract = {Block videogame training has consistently demonstrated transfer effects to mental rotation tasks, yet how variations in training influence performance with different stimuli remains unclear. In this study, participants took mental rotation assessments before and after a 3-week training programme based on 2D or 3D block videogames. Assessments varied in terms of dimensionality (2D or 3D) and stimulus type (polygon or body). Increases in videogame scores throughout training were correlated with mental rotation improvements. In particular, 2D training led to improvements in 2D tasks, whereas 3D training led to improvements in both 2D and 3D tasks. This effect did not depend on stimulus type, demonstrating that training can transfer to different stimuli of identical dimensionality. Interestingly, traditional gender differences in 3D mental rotation tasks vanished after 3D videogame training, highlighting the malleability of mental rotation ability given adequate training. These findings emphasize the influence of dimensionality in transfer effects and offer promising perspectives to reduce differences in mental rotation via designed training programmes.}, + language = {eng}, + number = {7}, + journal = {Quarterly Journal of Experimental Psychology (2006)}, + doi = {10.1080/17470218.2012.744761}, + author = {Moreau, David}, + year = {2013}, + keywords = {Video Recording,Humans,Transfer (Psychology),Adolescent,Female,Male,Space Perception,Neuropsychological Tests,Reaction Time,Analysis of Variance,Rotation,Young Adult,Mental Processes,Statistics as Topic,Teaching}, + pages = {1399-1413}, + pmid = {23163833}, + note = {00000} +} + +@article{belchior2013, + title = {Video Game Training to Improve Selective Visual Attention in Older Adults}, + volume = {29}, + issn = {0747-5632}, + abstract = {The current study investigated the effect of video game training on older adult's useful field of view performance (the UFOV\textregistered{} test). Fifty-eight older adult participants were randomized to receive practice with the target action game (Medal of Honor), a placebo control arcade game (Tetris), a clinically validated UFOV training program, or into a no contact control group. Examining pretest-posttest change in selective visual attention, the UFOV improved significantly more than the game groups; all three intervention groups improved significantly more than no-contact controls. There was a lack of difference between the two game conditions, differing from findings with younger adults. Discussion considers whether games posing less challenge might still be effective interventions for elders, and whether optimal training dosages should be higher.}, + language = {eng}, + number = {4}, + journal = {Computers in Human Behavior}, + author = {Belchior, Patr\'icia and Marsiske, Michael and Sisco, Shannon M. and Yam, Anna and Bavelier, Daphne and Ball, Karlene and Mann, William C.}, + month = jul, + year = {2013}, + keywords = {Aging,Older adults,Training,Videogames,Visual attention}, + pages = {1318-1324}, + pmid = {24003265}, + pmcid = {PMC3758751}, + note = {00000} +} + +@article{astle2015, + title = {Cognitive {{Training Enhances Intrinsic Brain Connectivity}} in {{Childhood}}}, + volume = {35}, + number = {16}, + journal = {Journal of Neuroscience}, + author = {Astle, D E and Barnes, J J and Baker, K and Colclough, G L and Woolrich, M W}, + month = apr, + year = {2015}, + pages = {6277-6283}, + note = {00000} +} + +@article{terlecki2008, + title = {Durable and Generalized Effects of Spatial Experience on Mental Rotation: Gender Differences in Growth Patterns}, + volume = {22}, + copyright = {Copyright \textcopyright{} 2007 John Wiley \& Sons, Ltd.}, + issn = {1099-0720}, + shorttitle = {Durable and Generalized Effects of Spatial Experience on Mental Rotation}, + abstract = {This study addressed questions about improvement in mental rotation skills: (1) whether growth trajectories differ for men and women with higher or lower spatial experience, (2) whether videogame training has effects on performance and leads to transfer, (3) whether effects of repeated testing or training effects are durable and (4) whether transfer is durable. Undergraduates participated in repeated testing on the MRT or played the videogame Tetris. Analyses showed large improvements in mental rotation with both repeated testing and training; these gains were maintained several months later. MRT scores of men and women did not converge, but men showed faster initial growth and women showed more improvement later. Videogame training showed greater initial growth than repeated testing alone, but final performance did not differ. Effects of videogame training transferred to other spatial tasks exceeding the effects of repeated testing, and this transfer advantage was still evident after several months. Copyright \textcopyright{} 2007 John Wiley \& Sons, Ltd.}, + language = {en}, + number = {7}, + journal = {Applied Cognitive Psychology}, + doi = {10.1002/acp.1420}, + author = {Terlecki, Melissa S. and Newcombe, Nora S. and Little, Michelle}, + year = {2008}, + pages = {996-1013}, + file = {/Users/morteza/Documents/Zotero/storage/XU7HEU2M/acp.html}, + note = {00000} +} + +@article{draganski2008, + title = {Training-Induced Structural Changes in the Adult Human Brain}, + volume = {192}, + number = {1}, + journal = {Behavioural brain research}, + author = {Draganski, B and May, A}, + month = sep, + year = {2008}, + pages = {137-142}, + note = {00000} +} + +@article{oei2014, + title = {Playing a Puzzle Video Game with Changing Requirements Improves Executive Functions}, + volume = {37}, + issn = {07475632}, + language = {en}, + journal = {Computers in Human Behavior}, + doi = {10.1016/j.chb.2014.04.046}, + author = {Oei, Adam C. and Patterson, Michael D.}, + month = aug, + year = {2014}, + pages = {216-228}, + note = {00042} +} + +@article{oei2013, + title = {Enhancing {{Cognition}} with {{Video Games}}: {{A Multiple Game Training Study}}}, + volume = {8}, + issn = {1932-6203}, + shorttitle = {Enhancing {{Cognition}} with {{Video Games}}}, + language = {en}, + number = {3}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0058546}, + author = {Oei, Adam C. and Patterson, Michael D.}, + editor = {Geng, Joy J.}, + month = mar, + year = {2013}, + pages = {e58546}, + file = {/Users/morteza/Documents/Zotero/storage/VVFATBLU/Oei and Patterson - 2013 - Enhancing Cognition with Video Games A Multiple G.pdf}, + note = {00200} +} + +@article{li2016, + title = {Playing {{Action Video Games Improves Visuomotor Control}}}, + volume = {27}, + issn = {0956-7976, 1467-9280}, + language = {en}, + number = {8}, + journal = {Psychological Science}, + doi = {10.1177/0956797616650300}, + author = {Li, Li and Chen, Rongrong and Chen, Jing}, + month = aug, + year = {2016}, + pages = {1092-1108}, + note = {00013} +} + +@article{cherney2014, + title = {Training {{Spatial Skills}} in {{Men}} and {{Women}}}, + volume = {119}, + issn = {0031-5125, 1558-688X}, + language = {en}, + number = {1}, + journal = {Perceptual and Motor Skills}, + doi = {10.2466/23.25.PMS.119c12z0}, + author = {Cherney, Isabelle D. and Bersted, Kyle and Smetter, Joseph}, + month = aug, + year = {2014}, + pages = {82-99}, + note = {00020} +} + +@article{wu2013, + title = {Playing Shooter and Driving Videogames Improves Top-down Guidance in Visual Search}, + volume = {75}, + issn = {1943-3921, 1943-393X}, + language = {en}, + number = {4}, + journal = {Attention, Perception, \& Psychophysics}, + doi = {10.3758/s13414-013-0440-2}, + author = {Wu, Sijing and Spence, Ian}, + month = may, + year = {2013}, + pages = {673-686}, + file = {/Users/morteza/Documents/Zotero/storage/B6YQLSCB/Wu and Spence - 2013 - Playing shooter and driving videogames improves to.pdf}, + note = {00072} +} + +@article{cherney2008, + title = {Mom, {{Let Me Play More Computer Games}}: {{They Improve My Mental Rotation Skills}}}, + volume = {59}, + issn = {0360-0025, 1573-2762}, + shorttitle = {Mom, {{Let Me Play More Computer Games}}}, + language = {en}, + number = {11-12}, + journal = {Sex Roles}, + doi = {10.1007/s11199-008-9498-z}, + author = {Cherney, Isabelle D.}, + month = dec, + year = {2008}, + pages = {776-786}, + note = {00187} +} + +@article{sims2002, + title = {Domain Specificity of Spatial Expertise: The Case of Video Game Players}, + volume = {16}, + issn = {08884080, 10990720}, + shorttitle = {Domain Specificity of Spatial Expertise}, + language = {en}, + number = {1}, + journal = {Applied Cognitive Psychology}, + doi = {10.1002/acp.759}, + author = {Sims, Valerie K. and Mayer, Richard E.}, + month = jan, + year = {2002}, + pages = {97-115}, + note = {00000} +} + +@article{kuhn2014b, + title = {Amount of Lifetime Video Gaming Is Positively Associated with Entorhinal, Hippocampal and Occipital Volume}, + volume = {19}, + issn = {1359-4184, 1476-5578}, + language = {en}, + number = {7}, + journal = {Molecular Psychiatry}, + doi = {10.1038/mp.2013.100}, + author = {K\"uhn, S and Gallinat, J}, + month = jul, + year = {2014}, + pages = {842-847}, + note = {00083} +} + +@article{hopf2000, + title = {Neural Sources of Focused Attention in Visual Search}, + volume = {10}, + issn = {1047-3211}, + abstract = {Previous studies of visual search in humans using event-related potentials (ERPs) have revealed an ERP component called 'N2pc' (180-280 ms) that reflects the focusing of attention onto potential target items in the search array. The present study was designed to localize the neuroanatomical sources of this component by means of magnetoencephalographic (MEG) recordings, which provide greater spatial precision than ERP recordings. MEG recordings were obtained with an array of 148 magnetometers from six normal adult subjects, one of whom was tested in multiple sessions so that both single-subject and group analyses could be performed. Source localization procedures revealed that the N2pc is composed of two distinct neural responses, an early parietal source (180-200 ms) and a later occipito-temporal source (220-240 ms). These findings are consistent with the proposal that parietal areas are used to initiate a shift of attention within a visual search array and that the focusing of attention is implemented by extrastriate areas of the occipital and inferior temporal cortex.}, + language = {eng}, + number = {12}, + journal = {Cerebral Cortex (New York, N.Y.: 1991)}, + author = {Hopf, J. M. and Luck, S. J. and Girelli, M. and Hagner, T. and Mangun, G. R. and Scheich, H. and Heinze, H. J.}, + month = dec, + year = {2000}, + keywords = {Attention,Humans,Brain,Adult,Female,Male,Space Perception,Reaction Time,Evoked Potentials,Magnetoencephalography,Occipital Lobe,Parietal Lobe,Temporal Lobe}, + pages = {1233-1241}, + pmid = {11073872}, + note = {00392} +} + +@article{holmes2009, + title = {Can {{Playing}} the {{Computer Game}} ``{{Tetris}}'' {{Reduce}} the {{Build}}-{{Up}} of {{Flashbacks}} for {{Trauma}}? {{A Proposal}} from {{Cognitive Science}}}, + volume = {4}, + issn = {1932-6203}, + shorttitle = {Can {{Playing}} the {{Computer Game}} ``{{Tetris}}'' {{Reduce}} the {{Build}}-{{Up}} of {{Flashbacks}} for {{Trauma}}?}, + abstract = {Background Flashbacks are the hallmark symptom of Posttraumatic Stress Disorder (PTSD). Although we have successful treatments for full-blown PTSD, early interventions are lacking. We propose the utility of developing a `cognitive vaccine' to prevent PTSD flashback development following exposure to trauma. Our theory is based on two key findings: 1) Cognitive science suggests that the brain has selective resources with limited capacity; 2) The neurobiology of memory suggests a 6-hr window to disrupt memory consolidation. The rationale for a `cognitive vaccine' approach is as follows: Trauma flashbacks are sensory-perceptual, visuospatial mental images. Visuospatial cognitive tasks selectively compete for resources required to generate mental images. Thus, a visuospatial computer game (e.g. ``Tetris'') will interfere with flashbacks. Visuospatial tasks post-trauma, performed within the time window for memory consolidation, will reduce subsequent flashbacks. We predicted that playing ``Tetris'' half an hour after viewing trauma would reduce flashback frequency over 1-week. Methodology/Principal Findings The Trauma Film paradigm was used as a well-established experimental analog for Post-traumatic Stress. All participants viewed a traumatic film consisting of scenes of real injury and death followed by a 30-min structured break. Participants were then randomly allocated to either a no-task or visuospatial (``Tetris'') condition which they undertook for 10-min. Flashbacks were monitored for 1-week. Results indicated that compared to the no-task condition, the ``Tetris'' condition produced a significant reduction in flashback frequency over 1-week. Convergent results were found on a clinical measure of PTSD symptomatology at 1-week. Recognition memory between groups did not differ significantly. Conclusions/Significance Playing ``Tetris'' after viewing traumatic material reduces unwanted, involuntary memory flashbacks to that traumatic film, leaving deliberate memory recall of the event intact. Pathological aspects of human memory in the aftermath of trauma may be malleable using non-invasive, cognitive interventions. This has implications for a novel avenue of preventative treatment development, much-needed as a crisis intervention for the aftermath of traumatic events.}, + language = {en}, + number = {1}, + journal = {PLOS ONE}, + doi = {10.1371/journal.pone.0004153}, + author = {Holmes, Emily A. and James, Ella L. and {Coode-Bate}, Thomas and Deeprose, Catherine}, + month = jan, + year = {2009}, + keywords = {Cognition,Computer games,Memory,Memory consolidation,Post-traumatic stress disorder,Recall (memory),Vision,Working memory}, + pages = {e4153}, + note = {00293} +} + +@article{holmes2009a, + title = {Can {{Playing}} the {{Computer Game}} ``{{Tetris}}'' {{Reduce}} the {{Build}}-{{Up}} of {{Flashbacks}} for {{Trauma}}? {{A Proposal}} from {{Cognitive Science}}}, + volume = {4}, + issn = {1932-6203}, + shorttitle = {Can {{Playing}} the {{Computer Game}} ``{{Tetris}}'' {{Reduce}} the {{Build}}-{{Up}} of {{Flashbacks}} for {{Trauma}}?}, + abstract = {Background Flashbacks are the hallmark symptom of Posttraumatic Stress Disorder (PTSD). Although we have successful treatments for full-blown PTSD, early interventions are lacking. We propose the utility of developing a `cognitive vaccine' to prevent PTSD flashback development following exposure to trauma. Our theory is based on two key findings: 1) Cognitive science suggests that the brain has selective resources with limited capacity; 2) The neurobiology of memory suggests a 6-hr window to disrupt memory consolidation. The rationale for a `cognitive vaccine' approach is as follows: Trauma flashbacks are sensory-perceptual, visuospatial mental images. Visuospatial cognitive tasks selectively compete for resources required to generate mental images. Thus, a visuospatial computer game (e.g. ``Tetris'') will interfere with flashbacks. Visuospatial tasks post-trauma, performed within the time window for memory consolidation, will reduce subsequent flashbacks. We predicted that playing ``Tetris'' half an hour after viewing trauma would reduce flashback frequency over 1-week. Methodology/Principal Findings The Trauma Film paradigm was used as a well-established experimental analog for Post-traumatic Stress. All participants viewed a traumatic film consisting of scenes of real injury and death followed by a 30-min structured break. Participants were then randomly allocated to either a no-task or visuospatial (``Tetris'') condition which they undertook for 10-min. Flashbacks were monitored for 1-week. Results indicated that compared to the no-task condition, the ``Tetris'' condition produced a significant reduction in flashback frequency over 1-week. Convergent results were found on a clinical measure of PTSD symptomatology at 1-week. Recognition memory between groups did not differ significantly. Conclusions/Significance Playing ``Tetris'' after viewing traumatic material reduces unwanted, involuntary memory flashbacks to that traumatic film, leaving deliberate memory recall of the event intact. Pathological aspects of human memory in the aftermath of trauma may be malleable using non-invasive, cognitive interventions. This has implications for a novel avenue of preventative treatment development, much-needed as a crisis intervention for the aftermath of traumatic events.}, + language = {en}, + number = {1}, + journal = {PLOS ONE}, + doi = {10.1371/journal.pone.0004153}, + author = {Holmes, Emily A. and James, Ella L. and {Coode-Bate}, Thomas and Deeprose, Catherine}, + month = jan, + year = {2009}, + keywords = {Cognition,Computer games,Memory,Memory consolidation,Post-traumatic stress disorder,Recall (memory),Vision,Working memory}, + pages = {e4153}, + note = {00293} +} + +@article{stafford2014, + title = {Tracing the {{Trajectory}} of {{Skill Learning With}} a {{Very Large Sample}} of {{Online Game Players}}}, + volume = {25}, + issn = {0956-7976, 1467-9280}, + language = {en}, + number = {2}, + journal = {Psychological Science}, + doi = {10.1177/0956797613511466}, + author = {Stafford, T. and Dewar, M.}, + month = feb, + year = {2014}, + pages = {511-518}, + file = {/Users/morteza/Documents/Zotero/storage/4ITDWQA3/Stafford and Dewar - 2014 - Tracing the Trajectory of Skill Learning With a Ve.pdf;/Users/morteza/Documents/Zotero/storage/8BDIF8GU/Psychological Science-2013-Stafford-0956797613511466.pdf}, + note = {00071} +} + +@article{bediou2018, + title = {Meta-Analysis of Action Video Game Impact on Perceptual, Attentional, and Cognitive Skills.}, + volume = {144}, + issn = {1939-1455, 0033-2909}, + language = {en}, + number = {1}, + journal = {Psychological Bulletin}, + doi = {10.1037/bul0000130}, + author = {Bediou, Benoit and Adams, Deanne M. and Mayer, Richard E. and Tipton, Elizabeth and Green, C. Shawn and Bavelier, Daphne}, + month = jan, + year = {2018}, + keywords = {Attention,Cognition,Computer Games,Perception}, + pages = {77-110}, + file = {/Users/morteza/Documents/Zotero/storage/NXMBXG88/Bediou et al. - 2018 - Meta-analysis of action video game impact on perce.pdf;/Users/morteza/Documents/Zotero/storage/T3VU72KY/Bediou et al. - 2018 - Meta-analysis of action video game impact on perce.pdf;/Users/morteza/Documents/Zotero/storage/3DMINK4G/2017-52625-001.html}, + note = {00063} +} + +@article{boot2013, + title = {Video {{Games}} as a {{Means}} to {{Reduce Age}}-{{Related Cognitive Decline}}: {{Attitudes}}, {{Compliance}}, and {{Effectiveness}}}, + volume = {4}, + issn = {1664-1078}, + shorttitle = {Video {{Games}} as a {{Means}} to {{Reduce Age}}-{{Related Cognitive Decline}}}, + abstract = {Recent research has demonstrated broad benefits of video game play to perceptual and cognitive abilities. These broad improvements suggest that video game-based cognitive interventions may be ideal to combat the many perceptual and cognitive declines associated with advancing age. Furthermore, game interventions have the potential to induce higher rates of intervention compliance compared to other cognitive interventions as they are assumed to be inherently enjoyable and motivating. We explored these issues in an intervention that tested the ability of an action game and a ``brain fitness'' game to improve a variety of abilities. Cognitive abilities did not significantly improve, suggesting caution when recommending video game interventions as a means to reduce the effects of cognitive aging. However, the game expected to produce the largest benefit based on previous literature (an action game) induced the lowest intervention compliance. We explain this low compliance by participants' ratings of the action game as less enjoyable and by their prediction that training would have few meaningful benefits. Despite null cognitive results, data provide valuable insights into the types of video games older adults are willing to play and why.}, + journal = {Frontiers in Psychology}, + doi = {10.3389/fpsyg.2013.00031}, + author = {Boot, Walter R. and Champion, Michael and Blakely, Daniel P. and Wright, Timothy and Souders, Dustin J. and Charness, Neil}, + month = feb, + year = {2013}, + pmid = {23378841}, + pmcid = {PMC3561600}, + note = {00102} +} + +@article{luniewska2018, + title = {Neither Action nor Phonological Video Games Make Dyslexic Children Read Better}, + volume = {8}, + issn = {2045-2322}, + language = {en}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/s41598-017-18878-7}, + author = {\L{}uniewska, Magdalena and Chyl, Katarzyna and D\k{e}bska, Agnieszka and Kacprzak, Agnieszka and Plewko, Joanna and Szczerbi\'nski, Marcin and Szewczyk, Jakub and Grabowska, Anna and Jednor\'og, Katarzyna}, + month = dec, + year = {2018}, + pages = {549}, + file = {/Users/morteza/Documents/Zotero/storage/75NVU8M7/Łuniewska et al. - 2018 - Neither action nor phonological video games make d.pdf}, + note = {00007} +} + +@misc{zotero-246, + title = {Neither Action nor Phonological Video Games Make Dyslexic Children Read Better | {{Scientific Reports}}}, + howpublished = {https://www.nature.com/articles/s41598-017-18878-7}, + file = {/Users/morteza/Documents/Zotero/storage/LK4INZBV/s41598-017-18878-7.html}, + note = {00007} +} + +@article{antzaka2017, + title = {Enhancing Reading Performance through Action Video Games: The Role of Visual Attention Span}, + volume = {7}, + copyright = {2017 The Author(s)}, + issn = {2045-2322}, + shorttitle = {Enhancing Reading Performance through Action Video Games}, + abstract = {Recent studies reported that Action Video Game-AVG training improves not only certain attentional components, but also reading fluency in children with dyslexia. We aimed to investigate the shared attentional components of AVG playing and reading, by studying whether the Visual Attention (VA) span, a component of visual attention that has previously been linked to both reading development and dyslexia, is improved in frequent players of AVGs. Thirty-six French fluent adult readers, matched on chronological age and text reading proficiency, composed two groups: frequent AVG players and non-players. Participants performed behavioural tasks measuring the VA span, and a challenging reading task (reading of briefly presented pseudo-words). AVG players performed better on both tasks and performance on these tasks was correlated. These results further support the transfer of the attentional benefits of playing AVGs to reading, and indicate that the VA span could be a core component mediating this transfer. The correlation between VA span and pseudo-word reading also supports the involvement of VA span even in adult reading. Future studies could combine VA span training with defining features of AVGs, in order to build a new generation of remediation software.}, + language = {En}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/s41598-017-15119-9}, + author = {Antzaka, A. and Lallier, M. and Meyer, S. and Diard, J. and Carreiras, M. and Valdois, S.}, + month = nov, + year = {2017}, + pages = {14563}, + file = {/Users/morteza/Documents/Zotero/storage/3IG7EWHI/Antzaka et al. - 2017 - Enhancing reading performance through action video.pdf;/Users/morteza/Documents/Zotero/storage/KSVSRCMT/s41598-017-15119-9.html}, + note = {00010} +} + +@article{chopin2019, + title = {Altering Perception: The Case of Action Video Gaming}, + volume = {29}, + issn = {2352-2518}, + shorttitle = {Altering Perception}, + abstract = {The view that better perceptual skills can open the door to greater cognitive fitness calls for identifying interventions that enhance perception. We review here the impact of action video game play on perception. Cross-sectional studies indicate that action video game players outperform non-players by about \textthreequarters{} of a standard deviation across all perceptual skills. More specifically, tasks relying on the dorsal system and peripheral vision appear most enhanced in action video game players. Despite their crucial role for establishing a causal role of action video game play on perception, the paucity of intervention studies limits interpretation. Yet, the existing dose-response curve already calls for at least 20\,hours of play for significant effects to emerge. When considering the mechanisms at play, we propose that attentional control may mediate the noted perceptual benefits by increasing the quality of the perceptual information gathered, facilitating in turn the development of better perceptual templates.}, + language = {eng}, + journal = {Current Opinion in Psychology}, + doi = {10.1016/j.copsyc.2019.03.004}, + author = {Chopin, Adrien and Bediou, Benoit and Bavelier, Daphne}, + month = mar, + year = {2019}, + pages = {168-173}, + pmid = {30978639}, + note = {00002} +} + +@article{corbetta2002, + title = {Control of Goal-Directed and Stimulus-Driven Attention in the Brain}, + volume = {3}, + issn = {1471-003X, 1471-0048}, + language = {en}, + number = {3}, + journal = {Nature Reviews Neuroscience}, + doi = {10.1038/nrn755}, + author = {Corbetta, Maurizio and Shulman, Gordon L.}, + month = mar, + year = {2002}, + pages = {201-215}, + note = {09044} +} + +@article{sparrow2011, + title = {Google Effects on Memory: Cognitive Consequences of Having Information at Our Fingertips}, + volume = {333}, + issn = {1095-9203}, + shorttitle = {Google Effects on Memory}, + abstract = {The advent of the Internet, with sophisticated algorithmic search engines, has made accessing information as easy as lifting a finger. No longer do we have to make costly efforts to find the things we want. We can "Google" the old classmate, find articles online, or look up the actor who was on the tip of our tongue. The results of four studies suggest that when faced with difficult questions, people are primed to think about computers and that when people expect to have future access to information, they have lower rates of recall of the information itself and enhanced recall instead for where to access it. The Internet has become a primary form of external or transactive memory, where information is stored collectively outside ourselves.}, + language = {eng}, + number = {6043}, + journal = {Science (New York, N.Y.)}, + doi = {10.1126/science.1207745}, + author = {Sparrow, Betsy and Liu, Jenny and Wegner, Daniel M.}, + month = aug, + year = {2011}, + keywords = {Humans,Cognition,Female,Male,Reaction Time,Mental Recall,Memory,Computers,Cues,Information Storage and Retrieval,Internet,Search Engine,Stroop Test}, + pages = {776-778}, + pmid = {21764755}, + note = {00952} +} + +@article{yung2015, + title = {Methods to {{Test Visual Attention Online}}}, + issn = {1940-087X}, + language = {en}, + number = {96}, + journal = {Journal of Visualized Experiments}, + doi = {10.3791/52470}, + author = {Yung, Amanda and {Cardoso-Leite}, Pedro and Dale, Gillian and Bavelier, Daphne and Green, C. Shawn}, + month = feb, + year = {2015}, + file = {/Users/morteza/Documents/Zotero/storage/PI5ED9M6/Yung et al. - 2015 - Methods to Test Visual Attention Online.pdf}, + note = {00007} +} + +@article{chuang2007, + title = {Effect of {{Digital Games}} on {{Children}}'s {{Cognitive Achievement}}.}, + volume = {2}, + number = {5}, + journal = {Journal of Multimedia}, + author = {Chuang, Tsung-Yen and Chen, Wei-Fan}, + year = {2007}, + file = {/Users/morteza/Documents/Zotero/storage/2LVZY9GX/Chuang and Chen - 2007 - Effect of Digital Games on Children's Cognitive Ac.pdf}, + note = {00034} +} + +@article{baniqued2013, + title = {Selling Points: {{What}} Cognitive Abilities Are Tapped by Casual Video Games?}, + volume = {142}, + issn = {00016918}, + shorttitle = {Selling Points}, + language = {en}, + number = {1}, + journal = {Acta Psychologica}, + doi = {10.1016/j.actpsy.2012.11.009}, + author = {Baniqued, Pauline L. and Lee, Hyunkyu and Voss, Michelle W. and Basak, Chandramallika and Cosman, Joshua D. and DeSouza, Shanna and Severson, Joan and Salthouse, Timothy A. and Kramer, Arthur F.}, + month = jan, + year = {2013}, + pages = {74-86}, + file = {/Users/morteza/Documents/Zotero/storage/5BF3PBBV/Selling points- What cognitive abilities are tapped by casual video games (Baniqued, Voss, Krammer et al 2013).pdf}, + note = {00092} +} + +@article{baniqued2014, + title = {Cognitive Training with Casual Video Games: Points to Consider}, + volume = {4}, + issn = {1664-1078}, + shorttitle = {Cognitive Training with Casual Video Games}, + journal = {Frontiers in Psychology}, + doi = {10.3389/fpsyg.2013.01010}, + author = {Baniqued, Pauline L. and Kranz, Michael B. and Voss, Michelle W. and Lee, Hyunkyu and Cosman, Joshua D. and Severson, Joan and Kramer, Arthur F.}, + year = {2014}, + file = {/Users/morteza/Documents/Zotero/storage/G7YMT9VP/fpsyg-04-01010.pdf}, + note = {00075} +} + +@article{owen2010, + title = {Putting Brain Training to the Test}, + volume = {465}, + issn = {0028-0836, 1476-4687}, + number = {7299}, + journal = {Nature}, + doi = {10.1038/nature09042}, + author = {Owen, Adrian M. and Hampshire, Adam and Grahn, Jessica A. and Stenton, Robert and Dajani, Said and Burns, Alistair S. and Howard, Robert J. and Ballard, Clive G.}, + month = jun, + year = {2010}, + keywords = {Attention,Humans,Cognition,Brain,Memory,Computers,Exercise,Task Performance and Analysis,Thinking,Time Factors}, + pages = {775-778}, + file = {/Users/morteza/Documents/Zotero/storage/B4CSWUX9/Owen et al. - 2010 - Putting brain training to the test.pdf;/Users/morteza/Documents/Zotero/storage/DY4XWQIP/nature09042-s1.pdf}, + note = {00965} +} + +@article{whitbourne2013, + title = {Reasons for {{Playing Casual Video Games}} and {{Perceived Benefits Among Adults}} 18 to 80 {{Years Old}}}, + volume = {16}, + issn = {2152-2715, 2152-2723}, + language = {en}, + number = {12}, + journal = {Cyberpsychology, Behavior, and Social Networking}, + doi = {10.1089/cyber.2012.0705}, + author = {Whitbourne, Susan Krauss and Ellenberg, Stacy and Akimoto, Kyoko}, + month = dec, + year = {2013}, + pages = {892-897}, + note = {00027} +} + +@article{jaeggi2008, + title = {Improving Fluid Intelligence with Training on Working Memory}, + volume = {105}, + number = {19}, + journal = {Proceedings of the National Academy of Sciences}, + author = {Jaeggi, Susanne M. and Buschkuehl, Martin and Jonides, John and Perrig, Walter J.}, + year = {2008}, + pages = {6829--6833}, + file = {/Users/morteza/Documents/Zotero/storage/7GBP8MTA/PNAS-2008-Jaeggi-6829-33.pdf;/Users/morteza/Documents/Zotero/storage/M47F7L7F/Jaeggi et al. - 2008 - Improving fluid intelligence with training on work.pdf}, + note = {01918} +} + +@article{kim2015, + title = {Real-{{Time Strategy Video Game Experience}} and {{Visual Perceptual Learning}}}, + volume = {35}, + issn = {0270-6474, 1529-2401}, + language = {en}, + number = {29}, + journal = {Journal of Neuroscience}, + doi = {10.1523/JNEUROSCI.3340-14.2015}, + author = {Kim, Y.-H. and Kang, D.-W. and Kim, D. and Kim, H.-J. and Sasaki, Y. and Watanabe, T.}, + month = jul, + year = {2015}, + pages = {10485-10492}, + note = {00027} +} + +@article{kowalczyk2018, + title = {Real-Time Strategy Video Game Experience and Structural Connectivity - {{A}} Diffusion Tensor Imaging Study}, + volume = {39}, + issn = {10659471}, + language = {en}, + number = {9}, + journal = {Human Brain Mapping}, + doi = {10.1002/hbm.24208}, + author = {Kowalczyk, Natalia and Shi, Feng and Magnuski, Mikolaj and Skorko, Maciek and Dobrowolski, Pawel and Kossowski, Bartosz and Marchewka, Artur and Bielecki, Maksymilian and Kossut, Malgorzata and Brzezicka, Aneta}, + month = sep, + year = {2018}, + pages = {3742-3758}, + note = {00000} +} + +@article{pavan2019, + title = {Visual Short-Term Memory for Coherent Motion in Video Game Players: Evidence from a Memory-Masking Paradigm}, + volume = {9}, + copyright = {2019 The Author(s)}, + issn = {2045-2322}, + shorttitle = {Visual Short-Term Memory for Coherent Motion in Video Game Players}, + abstract = {In this study, we investigated visual short-term memory for coherent motion in action video game players (AVGPs), non-action video game players (NAVGPs), and non-gamers (control group: CONs). Participants performed a visual memory-masking paradigm previously used with macaque monkeys and humans. In particular, we tested whether video game players form a more robust visual short-term memory trace for coherent moving stimuli during the encoding phase, and whether such memory traces are less affected by an intervening masking stimulus presented 0.2\,s after the offset of the to-be-remembered sample. The results showed that task performance of all groups was affected by the masking stimulus, but video game players were affected to a lesser extent than controls. Modelling of performance values and reaction times revealed that video game players have a lower guessing rate than CONs, and higher drift rates than CONs, indicative of more efficient perceptual decisions. These results suggest that video game players exhibit a more robust VSTM trace for moving objects and this trace is less prone to external interference.}, + language = {En}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/s41598-019-42593-0}, + author = {Pavan, Andrea and Hobaek, Martine and Blurton, Steven P. and Contillo, Adriano and Ghin, Filippo and Greenlee, Mark W.}, + month = apr, + year = {2019}, + pages = {6027}, + file = {/Users/morteza/Documents/Zotero/storage/CYN3ZUZU/Pavan et al. - 2019 - Visual short-term memory for coherent motion in vi.pdf;/Users/morteza/Documents/Zotero/storage/WMIH8V55/s41598-019-42593-0.html}, + note = {00000} +} + +@inproceedings{chuang2007b, + address = {Jhongli City}, + title = {Effect of {{Computer}}-{{Based Video Games}} on {{Children}}: {{An Experimental Study}}}, + isbn = {978-0-7695-2801-4}, + shorttitle = {Effect of {{Computer}}-{{Based Video Games}} on {{Children}}}, + booktitle = {2007 {{First IEEE International Workshop}} on {{Digital Game}} and {{Intelligent Toy Enhanced Learning}} ({{DIGITEL}}'07)}, + publisher = {{IEEE}}, + doi = {10.1109/DIGITEL.2007.24}, + author = {Chuang, Tsung-Yen and Chen, Wei-Fan}, + month = mar, + year = {2007}, + pages = {114-118}, + note = {00000} +} + +@article{nau2018, + title = {How the {{Brain}}'s {{Navigation System Shapes Our Visual Experience}}}, + volume = {22}, + issn = {13646613}, + language = {en}, + number = {9}, + journal = {Trends in Cognitive Sciences}, + doi = {10.1016/j.tics.2018.06.008}, + author = {Nau, Matthias and Julian, Joshua B. and Doeller, Christian F.}, + month = sep, + year = {2018}, + pages = {810-825} +} + +@article{west2018, + title = {Impact of Video Games on Plasticity of the Hippocampus}, + volume = {23}, + issn = {1359-4184, 1476-5578}, + language = {en}, + number = {7}, + journal = {Molecular Psychiatry}, + doi = {10.1038/mp.2017.155}, + author = {West, G L and Konishi, K and Diarra, M and {Benady-Chorney}, J and Drisdelle, B L and Dahmani, L and Sodums, D J and Lepore, F and Jolicoeur, P and Bohbot, V D}, + month = jul, + year = {2018}, + pages = {1566-1574}, + note = {00000} +} + +@article{nava2019, + title = {Children Can Optimally Integrate Multisensory Information after a Short Action-like Mini Game Training}, + issn = {1363-755X, 1467-7687}, + language = {en}, + journal = {Developmental Science}, + doi = {10.1111/desc.12840}, + author = {Nava, Elena and F\"ocker, Julia and Gori, Monica}, + month = apr, + year = {2019}, + pages = {e12840}, + note = {00000} +} + +@article{green2012a, + title = {Learning, {{Attentional Control}}, and {{Action Video Games}}}, + volume = {22}, + issn = {09609822}, + language = {en}, + number = {6}, + journal = {Current Biology}, + doi = {10.1016/j.cub.2012.02.012}, + author = {Green, C.S. and Bavelier, D.}, + month = mar, + year = {2012}, + pages = {R197-R206}, + note = {00405} +} + +@article{mishra2011, + title = {Neural {{Basis}} of {{Superior Performance}} of {{Action Videogame Players}} in an {{Attention}}-{{Demanding Task}}}, + volume = {31}, + issn = {0270-6474, 1529-2401}, + language = {en}, + number = {3}, + journal = {Journal of Neuroscience}, + doi = {10.1523/JNEUROSCI.4834-10.2011}, + author = {Mishra, J. and Zinni, M. and Bavelier, D. and Hillyard, S. A.}, + month = jan, + year = {2011}, + pages = {992-998}, + file = {/Users/morteza/Documents/Zotero/storage/GK6QJIEI/mishra2011.pdf}, + note = {00177} +} + +@article{karimpur2015, + title = {The {{Future}} of {{Action Video Games}} in {{Psychological Research}} and {{Application}}}, + volume = {6}, + issn = {1664-1078}, + journal = {Frontiers in Psychology}, + doi = {10.3389/fpsyg.2015.01747}, + author = {Karimpur, Harun and Hamburger, Kai}, + month = nov, + year = {2015}, + file = {/Users/morteza/Documents/Zotero/storage/E6A52HS2/Karimpur and Hamburger - 2015 - The Future of Action Video Games in Psychological .pdf}, + note = {00006} +} + +@article{krishnan2013, + title = {Neural {{Strategies}} for {{Selective Attention Distinguish Fast}}-{{Action Video Game Players}}}, + volume = {26}, + issn = {0896-0267, 1573-6792}, + language = {en}, + number = {1}, + journal = {Brain Topography}, + doi = {10.1007/s10548-012-0232-3}, + author = {Krishnan, Lavanya and Kang, Albert and Sperling, George and Srinivasan, Ramesh}, + month = jan, + year = {2013}, + pages = {83-97}, + file = {/Users/morteza/Documents/Zotero/storage/J4D9VMX4/krishnan2013.pdf}, + note = {00049} +} + +@article{wu2012, + title = {Playing a {{First}}-Person {{Shooter Video Game Induces Neuroplastic Change}}}, + volume = {24}, + issn = {0898-929X, 1530-8898}, + language = {en}, + number = {6}, + journal = {Journal of Cognitive Neuroscience}, + doi = {10.1162/jocn_a_00192}, + author = {Wu, Sijing and Cheng, Cho Kin and Feng, Jing and D'Angelo, Lisa and Alain, Claude and Spence, Ian}, + month = jun, + year = {2012}, + pages = {1286-1293}, + note = {00000} +} + +@article{kok2001, + title = {On the Utility of {{P3}} Amplitude as a Measure of Processing Capacity}, + volume = {38}, + issn = {0048-5772}, + abstract = {The present review focuses on the utility of the amplitude of P3 of as a measure of processing capacity and mental workload. The paper starts with a brief outline of the conceptual framework underlying the relationship between P3 amplitude and task demands, and the cognitive task manipulations that determine demands on capacity. P3 amplitude results are then discussed on the basis of an extensive review of the relevant literature. It is concluded that although it has often been assumed that P3 amplitude depends on the capacity for processing task relevant stimuli, the utility of P3 amplitude as a sensitive and diagnostic measure of processing capacity remains limited. The major factor that prompts this conclusion is that the two principal task variables that have been used to manipulate capacity allocation, namely task difficulty and task emphasis, have opposite effects on the amplitude of P3. I suggest that this is because, in many tasks, an increase in difficulty transforms the structure or actual content of the flow of information in the processing systems, thereby interfering with the very processes that underlie P3 generation. Finally, in an attempt to theoretically integrate the results of the reviewed studies, it is proposed that P3 amplitude reflects activation of elements in a event-categorization network that is controlled by the joint operation of attention and working memory.}, + language = {eng}, + number = {3}, + journal = {Psychophysiology}, + author = {Kok, A.}, + month = may, + year = {2001}, + keywords = {Electroencephalography,Evoked Potentials,Humans,Mental Processes,Psychomotor Performance}, + pages = {557-577}, + pmid = {11352145}, + note = {00000} +} + +@article{spence2010, + title = {Video {{Games}} and {{Spatial Cognition}}}, + volume = {14}, + issn = {1089-2680, 1939-1552}, + language = {en}, + number = {2}, + journal = {Review of General Psychology}, + doi = {10.1037/a0019491}, + author = {Spence, Ian and Feng, Jing}, + month = jun, + year = {2010}, + pages = {92-104}, + note = {00000} +} + +@article{sungur2012, + title = {Action Video Game Players Form More Detailed Representation of Objects}, + volume = {139}, + issn = {00016918}, + language = {en}, + number = {2}, + journal = {Acta Psychologica}, + doi = {10.1016/j.actpsy.2011.12.002}, + author = {Sungur, Hande and Boduroglu, Aysecan}, + month = feb, + year = {2012}, + pages = {327-334}, + note = {00000} +} + +@article{chesham2017, + title = {What {{Older People Like}} to {{Play}}: {{Genre Preferences}} and {{Acceptance}} of {{Casual Games}}}, + volume = {5}, + issn = {2291-9279}, + shorttitle = {What {{Older People Like}} to {{Play}}}, + language = {en}, + number = {2}, + journal = {JMIR Serious Games}, + doi = {10.2196/games.7025}, + author = {Chesham, Alvin and Wyss, Patric and M\"uri, Ren\'e Martin and Mosimann, Urs Peter and Nef, Tobias}, + month = apr, + year = {2017}, + pages = {e8}, + file = {/Users/morteza/Documents/Zotero/storage/EWMKXRI7/chesham2017.pdf}, + note = {00000} +} + +@article{pujol2016, + title = {Video Gaming in School Children: {{How}} Much Is Enough?: {{Video Gaming}}}, + volume = {80}, + issn = {03645134}, + shorttitle = {Video Gaming in School Children}, + language = {en}, + number = {3}, + journal = {Annals of Neurology}, + doi = {10.1002/ana.24745}, + author = {Pujol, Jesus and Fenoll, Raquel and Forns, Joan and Harrison, Ben J. and {Mart\'inez-Vilavella}, Gerard and Maci\`a, D\'idac and {Alvarez-Pedrerol}, Mar and {Blanco-Hinojo}, Laura and {Gonz\'alez-Ortiz}, Sof\'ia and Deus, Joan and Sunyer, Jordi}, + month = sep, + year = {2016}, + pages = {424-433}, + note = {00000} +} + +@article{gong2019, + title = {A {{Reduction}} in {{Video Gaming Time Produced}} a {{Decrease}} in {{Brain Activity}}}, + volume = {13}, + issn = {1662-5161}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2019.00134}, + author = {Gong, Diankun and Yao, Yutong and Gan, Xianyang and Peng, Yurui and Ma, Weiyi and Yao, Dezhong}, + month = apr, + year = {2019}, + pages = {134}, + file = {/Users/morteza/Documents/Zotero/storage/ZINBBDPR/gong2019.pdf}, + note = {00000} +} + +@article{focker2018, + title = {Neural Bases of Enhanced Attentional Control: {{Lessons}} from Action Video Game Players}, + volume = {8}, + issn = {21623279}, + shorttitle = {Neural Bases of Enhanced Attentional Control}, + language = {en}, + number = {7}, + journal = {Brain and Behavior}, + doi = {10.1002/brb3.1019}, + author = {F\"ocker, Julia and Cole, Daniel and Beer, Anton L. and Bavelier, Daphne}, + month = jul, + year = {2018}, + pages = {e01019}, + file = {/Users/morteza/Documents/Zotero/storage/E3B7RYAD/föcker2018.pdf}, + note = {00000} +} + +@article{petersen2012, + title = {The {{Attention System}} of the {{Human Brain}}: 20 {{Years After}}}, + volume = {35}, + issn = {0147-006X, 1545-4126}, + shorttitle = {The {{Attention System}} of the {{Human Brain}}}, + language = {en}, + number = {1}, + journal = {Annual Review of Neuroscience}, + doi = {10.1146/annurev-neuro-062111-150525}, + author = {Petersen, Steven E. and Posner, Michael I.}, + month = jul, + year = {2012}, + pages = {73-89}, + file = {/Users/morteza/Documents/Zotero/storage/BL2BHIFY/petersen2012.pdf}, + note = {00000} +} + +@article{kovess-masfety2016, + title = {Is Time Spent Playing Video Games Associated with Mental Health, Cognitive and Social Skills in Young Children?}, + volume = {51}, + issn = {0933-7954, 1433-9285}, + language = {en}, + number = {3}, + journal = {Social Psychiatry and Psychiatric Epidemiology}, + doi = {10.1007/s00127-016-1179-6}, + author = {{Kovess-Masfety}, Viviane and Keyes, Katherine and Hamilton, Ava and Hanson, Gregory and Bitfoi, Adina and Golitz, Dietmar and Ko{\c c}, Ceren and Kuijpers, Rowella and Lesinskiene, Sigita and Mihova, Zlatka and Otten, Roy and Fermanian, Christophe and Pez, Ondine}, + month = mar, + year = {2016}, + pages = {349-357}, + file = {/Users/morteza/Documents/Zotero/storage/FSRSHE5F/kovess-masfety2016.pdf}, + note = {00000} +} + +@article{gathercole2004, + title = {Working Memory Skills and Educational Attainment: Evidence from National Curriculum Assessments at 7 and 14 Years of Age}, + volume = {18}, + issn = {0888-4080, 1099-0720}, + shorttitle = {Working Memory Skills and Educational Attainment}, + language = {en}, + number = {1}, + journal = {Applied Cognitive Psychology}, + doi = {10.1002/acp.934}, + author = {Gathercole, Susan E. and Pickering, Susan J. and Knight, Camilla and Stegmann, Zoe}, + month = jan, + year = {2004}, + pages = {1-16}, + note = {00000} +} + +@article{franceschini2013, + title = {Action {{Video Games Make Dyslexic Children Read Better}}}, + volume = {23}, + issn = {09609822}, + language = {en}, + number = {6}, + journal = {Current Biology}, + doi = {10.1016/j.cub.2013.01.044}, + author = {Franceschini, Sandro and Gori, Simone and Ruffino, Milena and Viola, Simona and Molteni, Massimo and Facoetti, Andrea}, + month = mar, + year = {2013}, + pages = {462-466}, + note = {00000} +} + +@article{gentile2017a, + title = {Violent Video Game Effects on Salivary Cortisol, Arousal, and Aggressive Thoughts in Children}, + volume = {70}, + issn = {07475632}, + language = {en}, + journal = {Computers in Human Behavior}, + doi = {10.1016/j.chb.2016.12.045}, + author = {Gentile, Douglas A. and Bender, Patrick K. and Anderson, Craig A.}, + month = may, + year = {2017}, + pages = {39-43}, + note = {00000} +} + +@article{diamond2013, + title = {Executive {{Functions}}}, + volume = {64}, + issn = {0066-4308, 1545-2085}, + language = {en}, + number = {1}, + journal = {Annual Review of Psychology}, + doi = {10.1146/annurev-psych-113011-143750}, + author = {Diamond, Adele}, + month = jan, + year = {2013}, + pages = {135-168}, + file = {/Users/morteza/Documents/Zotero/storage/AY4F6PKA/false}, + note = {00000} +} + +@article{dye2009, + title = {Increasing {{Speed}} of {{Processing With Action Video Games}}}, + volume = {18}, + issn = {0963-7214, 1467-8721}, + language = {en}, + number = {6}, + journal = {Current Directions in Psychological Science}, + doi = {10.1111/j.1467-8721.2009.01660.x}, + author = {Dye, Matthew W.G. and Green, C. Shawn and Bavelier, Daphne}, + month = dec, + year = {2009}, + pages = {321-326}, + file = {/Users/morteza/Documents/Zotero/storage/P83QVAR3/dye2009.pdf}, + note = {00000} +} + +@article{diamond2007, + title = {{{THE EARLY YEARS}}: {{Preschool Program Improves Cognitive Control}}}, + volume = {318}, + issn = {0036-8075, 1095-9203}, + shorttitle = {{{THE EARLY YEARS}}}, + language = {en}, + number = {5855}, + journal = {Science}, + doi = {10.1126/science.1151148}, + author = {Diamond, A. and Barnett, W. S. and Thomas, J. and Munro, S.}, + month = nov, + year = {2007}, + pages = {1387-1388}, + file = {/Users/morteza/Documents/Zotero/storage/5INLXRV5/diamond2007.pdf}, + note = {00000} +} + +@article{belchior2012, + title = {Older {{Adults}}' {{Engagement With}} a {{Video Game Training Program}}}, + volume = {36}, + issn = {0192-4788, 1544-4368}, + language = {en}, + number = {4}, + journal = {Activities, Adaptation \& Aging}, + doi = {10.1080/01924788.2012.702307}, + author = {Belchior, Patr\'icia and Marsiske, Michael and Sisco, Shannon and Yam, Anna and Mann, William}, + month = oct, + year = {2012}, + pages = {269-279}, + file = {/Users/morteza/Documents/Zotero/storage/JA3II75X/belchior2012.pdf}, + note = {00000} +} + +@article{powers2013, + title = {Effects of Video-Game Play on Information Processing: {{A}} Meta-Analytic Investigation}, + volume = {20}, + issn = {1069-9384, 1531-5320}, + shorttitle = {Effects of Video-Game Play on Information Processing}, + language = {en}, + number = {6}, + journal = {Psychonomic Bulletin \& Review}, + doi = {10.3758/s13423-013-0418-z}, + author = {Powers, Kasey L. and Brooks, Patricia J. and Aldrich, Naomi J. and Palladino, Melissa A. and Alfieri, Louis}, + month = dec, + year = {2013}, + pages = {1055-1079}, + note = {00000} +} + +@incollection{powers2014, + title = {Evaluating the {{Specificity}} of {{Effects}} of {{Video Game Training}}}, + isbn = {978-0-19-989664-6}, + booktitle = {Learning by {{Playing}}}, + publisher = {{Oxford University Press}}, + author = {Powers, Kasey L. and Brooks, Patricia J.}, + editor = {Blumberg, Fran C.}, + month = may, + year = {2014}, + pages = {302-330}, + doi = {10.1093/acprof:osobl/9780199896646.003.0021}, + note = {00000} +} + +@article{melby-lervag2013, + title = {Is Working Memory Training Effective? {{A}} Meta-Analytic Review.}, + volume = {49}, + issn = {1939-0599, 0012-1649}, + shorttitle = {Is Working Memory Training Effective?}, + language = {en}, + number = {2}, + journal = {Developmental Psychology}, + doi = {10.1037/a0028228}, + author = {{Melby-Lerv\aa{}g}, Monica and Hulme, Charles}, + year = {2013}, + pages = {270-291}, + file = {/Users/morteza/Documents/Zotero/storage/W2DXRBC7/melby-lervåg2013.pdf}, + note = {01334} +} + +@article{wang2016, + title = {Action {{Video Game Training}} for {{Healthy Adults}}: {{A Meta}}-{{Analytic Study}}}, + volume = {7}, + issn = {1664-1078}, + shorttitle = {Action {{Video Game Training}} for {{Healthy Adults}}}, + journal = {Frontiers in Psychology}, + doi = {10.3389/fpsyg.2016.00907}, + author = {Wang, Ping and Liu, Han-Hui and Zhu, Xing-Ting and Meng, Tian and Li, Hui-Jie and Zuo, Xi-Nian}, + month = jun, + year = {2016}, + file = {/Users/morteza/Documents/Zotero/storage/JNA5856G/wang2016.pdf}, + note = {00032} +} + +@article{goldin2014, + title = {Far Transfer to Language and Math of a Short Software-Based Gaming Intervention}, + volume = {111}, + issn = {0027-8424, 1091-6490}, + language = {en}, + number = {17}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.1320217111}, + author = {Goldin, A. P. and Hermida, M. J. and Shalom, D. E. and Elias Costa, M. and {Lopez-Rosenfeld}, M. and Segretin, M. S. and {Fernandez-Slezak}, D. and Lipina, S. J. and Sigman, M.}, + month = apr, + year = {2014}, + pages = {6443-6448}, + file = {/Users/morteza/Documents/Zotero/storage/QCDGHXTY/goldin2014.pdf}, + note = {00086} +} + +@article{ophir2009, + title = {Cognitive Control in Media Multitaskers}, + volume = {106}, + issn = {0027-8424, 1091-6490}, + abstract = {Chronic media multitasking is quickly becoming ubiquitous, although processing multiple incoming streams of information is considered a challenge for human cognition. A series of experiments addressed whether there are systematic differences in information processing styles between chronically heavy and light media multitaskers. A trait media multitasking index was developed to identify groups of heavy and light media multitaskers. These two groups were then compared along established cognitive control dimensions. Results showed that heavy media multitaskers are more susceptible to interference from irrelevant environmental stimuli and from irrelevant representations in memory. This led to the surprising result that heavy media multitaskers performed worse on a test of task-switching ability, likely due to reduced ability to filter out interference from the irrelevant task set. These results demonstrate that media multitasking, a rapidly growing societal trend, is associated with a distinct approach to fundamental information processing.}, + language = {en}, + number = {37}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.0903620106}, + author = {Ophir, Eyal and Nass, Clifford and Wagner, Anthony D.}, + month = sep, + year = {2009}, + pages = {15583-15587}, + file = {/Users/morteza/Documents/Zotero/storage/BU8YMZVJ/ophir2009.pdf}, + note = {01405} +} + +@article{adachi2013, + title = {More {{Than Just Fun}} and {{Games}}: {{The Longitudinal Relationships Between Strategic Video Games}}, {{Self}}-{{Reported Problem Solving Skills}}, and {{Academic Grades}}}, + volume = {42}, + issn = {0047-2891, 1573-6601}, + shorttitle = {More {{Than Just Fun}} and {{Games}}}, + language = {en}, + number = {7}, + journal = {Journal of Youth and Adolescence}, + doi = {10.1007/s10964-013-9913-9}, + author = {Adachi, Paul J. C. and Willoughby, Teena}, + month = jul, + year = {2013}, + pages = {1041-1052}, + note = {00171} +} + +@article{franceschini2017, + title = {Action Video Games Improve Reading Abilities and Visual-to-Auditory Attentional Shifting in {{English}}-Speaking Children with Dyslexia}, + volume = {7}, + issn = {2045-2322}, + language = {en}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/s41598-017-05826-8}, + author = {Franceschini, Sandro and Trevisan, Piergiorgio and Ronconi, Luca and Bertoni, Sara and Colmar, Susan and Double, Kit and Facoetti, Andrea and Gori, Simone}, + month = dec, + year = {2017}, + pages = {5863}, + file = {/Users/morteza/Documents/Zotero/storage/FAPY3VYD/franceschini2017.pdf}, + note = {00030} +} + +@article{rideout2016, + title = {Measuring Time Spent with Media: The {{Common Sense}} Census of Media Use by {{US}} 8- to 18-Year-Olds}, + volume = {10}, + issn = {1748-2798, 1748-2801}, + shorttitle = {Measuring Time Spent with Media}, + language = {en}, + number = {1}, + journal = {Journal of Children and Media}, + doi = {10.1080/17482798.2016.1129808}, + author = {Rideout, Vicky}, + month = jan, + year = {2016}, + pages = {138-144}, + note = {00038} +} + +@article{thorndike1901, + title = {The Influence of Improvement in One Mental Function upon the Efficiency of Other Functions. {{II}}. {{The}} Estimation of Magnitudes.}, + volume = {8}, + issn = {0033-295X}, + language = {en}, + number = {4}, + journal = {Psychological Review}, + doi = {10.1037/h0071280}, + author = {Thorndike, Edward L. and Woodworth, R. S.}, + year = {1901}, + pages = {384-395}, + note = {00162} +} + +@article{au2015, + title = {Improving Fluid Intelligence with Training on Working Memory: A Meta-Analysis}, + volume = {22}, + issn = {1069-9384, 1531-5320}, + shorttitle = {Improving Fluid Intelligence with Training on Working Memory}, + language = {en}, + number = {2}, + journal = {Psychonomic Bulletin \& Review}, + doi = {10.3758/s13423-014-0699-x}, + author = {Au, Jacky and Sheehan, Ellen and Tsai, Nancy and Duncan, Greg J. and Buschkuehl, Martin and Jaeggi, Susanne M.}, + month = apr, + year = {2015}, + pages = {366-377}, + file = {/Users/morteza/Documents/Zotero/storage/WS47R7P7/au2015.pdf}, + note = {00385} +} + +@article{fikkers2019, + title = {Child's {{Play}}? {{Assessing}} the {{Bidirectional Longitudinal Relationship}} between {{Gaming}} and {{Intelligence}} in {{Early Childhood}}}, + volume = {69}, + issn = {0021-9916, 1460-2466}, + shorttitle = {Child's {{Play}}?}, + language = {en}, + number = {2}, + journal = {Journal of Communication}, + doi = {10.1093/joc/jqz003}, + author = {Fikkers, Karin M and Piotrowski, Jessica Taylor and Valkenburg, Patti M}, + month = apr, + year = {2019}, + pages = {124-143}, + note = {00000} +} + +@inproceedings{SeokDaCos2019ab, + title = {Video {{Games}} as a {{Literacy Tool}}: {{A Comparison}} of {{Players}}' and {{Nonplayers}}' {{Grades}}, {{Reading Test Scores}}, and {{Self}}-{{Perceived Digital Reading Ability}}}, + abstract = {Given the growing importance of digital literacy, and the continued deliberation about the academic potential of video games, this study explored if and how video game play contributes to reading performance. Specifically, the grade point level, silent contextual reading fluency, and perceived digital reading ability of South Korean video game players (N = 589) and nonplayers (N = 617) were examined. The findings revealed that nonplayers had better grades and were better readers, while players held stronger positive perceptions about their reading ability not aligned with their grade point level or silent contextual reading fluency. The study does not debate the use of video games in learning. Rather, the purpose behind this investigation was to offer further evidence in the ongoing discussion of the use of video games as a literacy tool.}, + booktitle = {Proceedings of {{Society}} for {{Information Technology}} \& {{Teacher Education International Conference}} 2019}, + publisher = {{Association for the Advancement of Computing in Education (AACE)}}, + author = {Seok, Soonhwa and DaCosta, Boaventura}, + editor = {Graziano, Kevin}, + month = mar, + year = {2019}, + pages = {777-781}, + note = {00000} +} + +@inproceedings{seok2019, + title = {Video {{Games}} as a {{Literacy Tool}}: {{A Comparison}} of {{Players}}' and {{Nonplayers}}' {{Grades}}, {{Reading Test Scores}}, and {{Self}}-{{Perceived Digital Reading Ability}}}, + isbn = {978-1-939797-37-7}, + shorttitle = {Video {{Games}} as a {{Literacy Tool}}}, + abstract = {Given the growing importance of digital literacy, and the continued deliberation about the academic potential of video games, this study explored if and how video game play contributes to reading performance. Specifically, the grade point level, silent contextual reading fluency, and perceived digital reading ability of South Korean video game players (N = 589) and nonplayers (N = 617) were examined. The findings revealed that nonplayers had better grades and were better readers, while players held stronger positive perceptions about their reading ability not aligned with their grade point ...}, + language = {en}, + booktitle = {Society for {{Information Technology}} \& {{Teacher Education International Conference}}}, + publisher = {{Association for the Advancement of Computing in Education (AACE)}}, + author = {Seok, Soonhwa and DaCosta, Boaventura}, + month = mar, + year = {2019}, + pages = {777-781}, + file = {/Users/morteza/Documents/Zotero/storage/6D2NCZIG/207731.html}, + note = {00000} +} + +@inproceedings{seok2019a, + title = {Video {{Games}} as a {{Literacy Tool}}: {{A Comparison}} of {{Players}}' and {{Nonplayers}}' {{Grades}}, {{Reading Test Scores}}, and {{Self}}-{{Perceived Digital Reading Ability}}}, + isbn = {978-1-939797-37-7}, + shorttitle = {Video {{Games}} as a {{Literacy Tool}}}, + abstract = {Given the growing importance of digital literacy, and the continued deliberation about the academic potential of video games, this study explored if and how video game play contributes to reading performance. Specifically, the grade point level, silent contextual reading fluency, and perceived digital reading ability of South Korean video game players (N = 589) and nonplayers (N = 617) were examined. The findings revealed that nonplayers had better grades and were better readers, while players held stronger positive perceptions about their reading ability not aligned with their grade point ...}, + language = {en}, + booktitle = {Society for {{Information Technology}} \& {{Teacher Education International Conference}}}, + publisher = {{Association for the Advancement of Computing in Education (AACE)}}, + author = {Seok, Soonhwa and DaCosta, Boaventura}, + year = {2019}, + pages = {777-781}, + file = {/Users/morteza/Documents/Zotero/storage/GEDLIXTP/207731.html}, + note = {00000} +} + +@techreport{waller2016, + address = {Zurich}, + title = {{{JAMES}} - {{Jeunes}}, Activit\'es, M\'edias \textendash{} Enqu\^ete {{Suisse}}}, + institution = {{Haute \'ecole des sciences appliqu\'ees de Zurich}}, + author = {Waller, Gregor and Willemse, Isabel and Genner, Sarah and Suter, Lilian and S\"uss, Daniel}, + year = {2016}, + file = {/Users/morteza/Documents/Zotero/storage/XHZWQPBW/Waller et al. - 2016 - JAMES - Jeunes, activités, médias – enquête Suisse.pdf}, + note = {00000} +} + +@article{stanhope2015, + title = {Stress {{Reduction}}: {{Casual Gaming}} versus {{Guided Relaxation}}}, + journal = {Human Factors and Applied Psychology Student Conference HFAP Conference}, + author = {Stanhope, Jenny L and Owens, Caresse and Elliott, L Jo}, + year = {2015}, + file = {/Users/morteza/Documents/Zotero/storage/7PJCD5R9/Stanhope, Owens, Elliott - 2015 - Stress Reduction Casual Gaming versus Guided Relaxation.pdf}, + note = {00000} +} + +@article{kiraly2017, + title = {Intense Video Gaming Is Not Essentially Problematic.}, + volume = {31}, + issn = {1939-1501, 0893-164X}, + language = {en}, + number = {7}, + journal = {Psychology of Addictive Behaviors}, + doi = {10.1037/adb0000316}, + author = {Kir\'aly, Orsolya and T\'oth, D\'enes and Urb\'an, R\'obert and Demetrovics, Zsolt and Maraz, Aniko}, + month = nov, + year = {2017}, + keywords = {\#nosource}, + pages = {807-817}, + note = {00000} +} + +@article{katz2018, + title = {How to Play 20 Questions with Nature and Lose: {{Reflections}} on 100 Years of Brain-Training Research}, + volume = {115}, + issn = {0027-8424, 1091-6490}, + shorttitle = {How to Play 20 Questions with Nature and Lose}, + language = {en}, + number = {40}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.1617102114}, + author = {Katz, Benjamin and Shah, Priti and Meyer, David E.}, + month = oct, + year = {2018}, + pages = {9897-9904}, + file = {/Users/morteza/Documents/Zotero/storage/QM9KK7YG/Katz et al. - 2018 - How to play 20 questions with nature and lose Ref.pdf}, + note = {00000} +} + +@article{katz2014, + title = {Differential Effect of Motivational Features on Training Improvements in School-Based Cognitive Training}, + volume = {8}, + issn = {1662-5161}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2014.00242}, + author = {Katz, Benjamin and Jaeggi, Susanne and Buschkuehl, Martin and Stegman, Alyse and Shah, Priti}, + month = apr, + year = {2014}, + file = {/Users/morteza/Documents/Zotero/storage/TYKST8IB/fnhum-08-00242.pdf}, + note = {00000} +} + +@article{gentile2017, + title = {Internet {{Gaming Disorder}} in {{Children}} and {{Adolescents}}}, + volume = {140}, + issn = {0031-4005, 1098-4275}, + language = {en}, + number = {Supplement 2}, + journal = {Pediatrics}, + doi = {10.1542/peds.2016-1758H}, + author = {Gentile, Douglas A. and Bailey, Kira and Bavelier, Daphne and Brockmyer, Jeanne Funk and Cash, Hilarie and Coyne, Sarah M. and Doan, Andrew and Grant, Donald S. and Green, C. Shawn and Griffiths, Mark and Markle, Tracy and Petry, Nancy M. and Prot, Sara and Rae, Cosette D. and Rehbein, Florian and Rich, Michael and Sullivan, Dave and Woolley, Elizabeth and Young, Kimberly}, + month = nov, + year = {2017}, + pages = {S81-S85}, + file = {/Users/morteza/Documents/Zotero/storage/4AG57Y9E/Gentile et al. - 2017 - Internet Gaming Disorder in Children and Adolescen.pdf;/Users/morteza/Documents/Zotero/storage/YZACRADD/Gentile et al. - 2017 - Internet Gaming Disorder in Children and Adolescen.pdf;/Users/morteza/Documents/Zotero/storage/ZW7ZKUAM/S81+.html}, + note = {00000} +} + +@incollection{geary2019, + title = {Introduction: {{Cognitive Foundations}} for {{Improving Mathematical Learning}}}, + isbn = {978-0-12-815952-1}, + shorttitle = {Introduction}, + language = {en}, + booktitle = {Cognitive {{Foundations}} for {{Improving Mathematical Learning}}}, + publisher = {{Elsevier}}, + author = {Geary, David C. and Berch, Daniel B. and Mann Koepke, Kathleen}, + year = {2019}, + pages = {1-36}, + doi = {10.1016/B978-0-12-815952-1.00001-3}, + note = {00000} +} + +@article{gathercole2016, + title = {How {{Common}} Are {{WM Deficits}} in {{Children}} with {{Difficulties}} in {{Reading}} and {{Mathematics}}?}, + volume = {5}, + issn = {22113681}, + language = {en}, + number = {4}, + journal = {Journal of Applied Research in Memory and Cognition}, + doi = {10.1016/j.jarmac.2016.07.013}, + author = {Gathercole, Susan E. and Woolgar, Francesca and Kievit, Rogier A. and Astle, Duncan and Manly, Tom and Holmes, Joni}, + month = dec, + year = {2016}, + pages = {384-394}, + note = {00000} +} + +@article{gathercole2005, + title = {Developmental Consequences of Poor Phonological Short-Term Memory Function in Childhood: A Longitudinal Study}, + volume = {46}, + issn = {0021-9630}, + shorttitle = {Developmental Consequences of Poor Phonological Short-Term Memory Function in Childhood}, + abstract = {BACKGROUND: A longitudinal study investigated the cognitive skills and scholastic attainments at 8 years of age of children selected on the basis of poor phonological loop skills at 5 years. +METHODS: Children with low and average performance at 5 years were tested three years later on measures of working memory, phonological awareness, vocabulary, language, reading, and number skill. +RESULTS: Two subgroups of children with poor early performance on phonological memory tests were identified. In one subgroup, the poor phonological memory skills persisted at 8 years. These children performed at comparable levels to the control group on measures of vocabulary, language and mathematics. They scored more poorly on literacy assessments, but this deficit was associated with group differences in complex memory span and phonological awareness performance. The second subgroup of children performed more highly on phonological memory tests at 8 years, but had enduring deficits in language assessments from 4 to 8 years. +CONCLUSIONS: Persistently poor phonological memory skills do not appear to significantly constrain the acquisition of language, mathematics or number skills over the early school years. More general working memory skills do, however, appear to be crucial.}, + language = {eng}, + number = {6}, + journal = {Journal of Child Psychology and Psychiatry, and Allied Disciplines}, + doi = {10.1111/j.1469-7610.2004.00379.x}, + author = {Gathercole, Susan E. and Tiffany, Claire and Briscoe, Josie and Thorn, Annabel and {ALSPAC team}}, + month = jun, + year = {2005}, + keywords = {Humans,Female,Male,Child,Memory; Short-Term,Articulation Disorders,Child; Preschool,Epidemiologic Methods,Language Development Disorders,Language Tests}, + pages = {598-611}, + pmid = {15877766}, + note = {00000} +} + +@article{gathercole2003, + title = {Working Memory Assessments at School Entry as Longitudinal Predictors of {{National Curriculum}} Attainment Levels}, + volume = {20}, + issn = {2396-8702(Electronic),0267-1611(Print)}, + abstract = {A longitudinal study of 54 children aged between 4 and 7 years of age investigated whether measures of working memory skills taken shortly after school entry served as useful predictors of children's attainment levels in National Curriculum assessments at Key Stage 1. Early working memory scores were found to be highly significant predictors of children's subsequent levels of attainment in literacy, but not in mathematics. Compared with the local education authority baseline assessments also administered at 4 years of age that are designed in large part to predict later attainments, working memory scores accounted for unique variance in children's spelling and writing scores at 7 years. These findings point to the utility of combining knowledge-based assessments with measures of fluid cognitive ability in order to obtain the best estimates of a child's chances of future academic success. (PsycINFO Database Record (c) 2016 APA, all rights reserved)}, + number = {3}, + journal = {Educational and Child Psychology}, + author = {Gathercole, Susan E. and Brown, Leanne and Pickering, Susan J.}, + year = {2003}, + keywords = {Academic Achievement,Literacy,Mathematics Achievement,Preschool Students,Short Term Memory,Standardized Tests}, + pages = {109-122}, + file = {/Users/morteza/Documents/Zotero/storage/U67273FY/2004-11157-009.html}, + note = {00000} +} + +@article{feng2007, + title = {Playing an {{Action Video Game Reduces Gender Differences}} in {{Spatial Cognition}}}, + volume = {18}, + issn = {0956-7976, 1467-9280}, + language = {en}, + number = {10}, + journal = {Psychological Science}, + doi = {10.1111/j.1467-9280.2007.01990.x}, + author = {Feng, Jing and Spence, Ian and Pratt, Jay}, + month = oct, + year = {2007}, + pages = {850-855}, + file = {/Users/morteza/Documents/Zotero/storage/W9JK4954/Feng et al. - 2007 - Playing an Action Video Game Reduces Gender Differ.pdf}, + note = {00000} +} + +@article{bull2008, + title = {Short-Term Memory, Working Memory, and Executive Functioning in Preschoolers: Longitudinal Predictors of Mathematical Achievement at Age 7 Years}, + volume = {33}, + issn = {1532-6942}, + shorttitle = {Short-Term Memory, Working Memory, and Executive Functioning in Preschoolers}, + abstract = {This study examined whether measures of short-term memory, working memory, and executive functioning in preschool children predict later proficiency in academic achievement at 7 years of age (third year of primary school). Children were tested in preschool (M age = 4 years, 6 months) on a battery of cognitive measures, and mathematics and reading outcomes (from standardized, norm-referenced school-based assessments) were taken on entry to primary school, and at the end of the first and third year of primary school. Growth curve analyses examined predictors of math and reading achievement across the duration of the study and revealed that better digit span and executive function skills provided children with an immediate head start in math and reading that they maintained throughout the first three years of primary school. Visual-spatial short-term memory span was found to be a predictor specifically of math ability. Correlational and regression analyses revealed that visual short-term and working memory were found to specifically predict math achievement at each time point, while executive function skills predicted learning in general rather than learning in one specific domain. The implications of the findings are discussed in relation to further understanding the role of cognitive skills in different mathematical tasks, and in relation to the impact of limited cognitive skills in the classroom environment.}, + language = {eng}, + number = {3}, + journal = {Developmental Neuropsychology}, + doi = {10.1080/87565640801982312}, + author = {Bull, Rebecca and Espy, Kimberly Andrews and Wiebe, Sandra A.}, + year = {2008}, + keywords = {Attention,Humans,Female,Male,Psychomotor Performance,Neuropsychological Tests,Reaction Time,Child,Sex Factors,Aptitude,Memory; Short-Term,Orientation,Problem Solving,Child; Preschool,Achievement,Age Factors,Color Perception,Concept Formation,Discrimination Learning,Games; Experimental,Longitudinal Studies,Mathematics,Pattern Recognition; Visual,Psychometrics,Reading}, + pages = {205-228}, + file = {/Users/morteza/Documents/Zotero/storage/LIF4IAJA/Bull et al. - 2008 - Short-term memory, working memory, and executive f.pdf}, + pmid = {18473197}, + pmcid = {PMC2729141}, + note = {00000} +} + +@article{belchior2018, + title = {Computer and {{Videogame Interventions}} for {{Older Adults}}' {{Cognitive}} and {{Everyday Functioning}}}, + issn = {2161-783X}, + abstract = {Objective: This study compared older adults' gains in cognitive and everyday functioning after a 60-session home-based videogame intervention with gains seen under formal cognitive training and usual care/no intervention.Materials and Methods: Participants were randomized to one of three groups: one group played an off-the-shelf videogame (i.e., Crazy Taxi), the second group engaged in a computerized training program focused on visual attention and processing speed (i.e., PositScience InSight), and the third group received no training. Training in the two intervention conditions consisted of 60 training sessions of 1 hour each, which were completed in 3 months (5 hours a week). Participants received a broad battery of cognitive and everyday functioning assessments immediately before (pretest), after (post-test), and 3 months after (follow-up) training.Results: Both training conditions improved on direct assessments of trained outcomes. In the InSight-trained group, we found transfer to untrained measures of visual attention and processing speed that were similar to the trained tasks, and these gains endured for up to 3 months. Participants in the videogame condition showed small additional benefits, not emerging until 3 months after intervention completion, on a measure of both attention and mood. No trained groups showed gain on visuospatial skills or memory.Conclusion: Training effects were highly specific to the target of training. Training effects to visual attention and processing speed were, as expected, larger for InSight-trained participants but were also seen for videogame participants. Given that past research has shown that videogame training leads to greater engagement than cognitive training, videogame interventions may represent a choice for more modest gains in a more engaging context.}, + journal = {Games for Health Journal}, + doi = {10.1089/g4h.2017.0092}, + author = {Belchior, Patr\'icia and Yam, Anna and Thomas, Kelsey R. and Bavelier, Daphne and Ball, Karlene K. and Mann, William C. and Marsiske, Michael}, + month = sep, + year = {2018}, + file = {/Users/morteza/Documents/Zotero/storage/LQLCQQCP/g4h.2017.html}, + note = {00000} +} + +@incollection{cardoso-leiteinpress, + address = {Boston}, + title = {Games for Enhancing Cognitive Abilities}, + booktitle = {Handbook of {{Game}}-Based {{Learning}}}, + publisher = {{MIT Press}}, + author = {{Cardoso-Leite}, P and Joessel, A and Bavelier, D}, + editor = {Plass, Jan and Mayer, Richard E. and Homer, Bruce D}, + year = {in press}, + keywords = {\#nosource}, + note = {00000} +} + +@article{braver2012, + title = {The Variable Nature of Cognitive Control: A Dual Mechanisms Framework}, + volume = {16}, + issn = {13646613}, + shorttitle = {The Variable Nature of Cognitive Control}, + language = {en}, + number = {2}, + journal = {Trends in Cognitive Sciences}, + doi = {10.1016/j.tics.2011.12.010}, + author = {Braver, Todd S.}, + month = feb, + year = {2012}, + pages = {106-113}, + file = {/Users/morteza/Documents/Zotero/storage/NY83IQL8/false}, + note = {01090} +} + +@article{jaeggi2010, + title = {The Concurrent Validity of the {{N}}-Back Task as a Working Memory Measure}, + volume = {18}, + issn = {0965-8211, 1464-0686}, + language = {en}, + number = {4}, + journal = {Memory}, + doi = {10.1080/09658211003702171}, + author = {Jaeggi, Susanne M. and Buschkuehl, Martin and Perrig, Walter J. and Meier, Beat}, + month = may, + year = {2010}, + pages = {394-412}, + note = {00483} +} + +@article{au2015a, + title = {Improving Fluid Intelligence with Training on Working Memory: A Meta-Analysis}, + volume = {22}, + issn = {1069-9384, 1531-5320}, + shorttitle = {Improving Fluid Intelligence with Training on Working Memory}, + language = {en}, + number = {2}, + journal = {Psychonomic Bulletin \& Review}, + doi = {10.3758/s13423-014-0699-x}, + author = {Au, Jacky and Sheehan, Ellen and Tsai, Nancy and Duncan, Greg J. and Buschkuehl, Martin and Jaeggi, Susanne M.}, + month = apr, + year = {2015}, + pages = {366-377}, + file = {/Users/morteza/Documents/Zotero/storage/5JQUE5BK/au2015.pdf}, + note = {00394} +} + +@article{jaeggi2008a, + title = {Improving Fluid Intelligence with Training on Working Memory}, + volume = {105}, + issn = {0027-8424, 1091-6490}, + language = {en}, + number = {19}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.0801268105}, + author = {Jaeggi, S. M. and Buschkuehl, M. and Jonides, J. and Perrig, W. J.}, + month = may, + year = {2008}, + pages = {6829-6833}, + file = {/Users/morteza/Documents/Zotero/storage/TBC8IBYU/jaeggi2008.pdf}, + note = {01950} +} + +@phdthesis{ralph2014, + address = {Troy, New York}, + type = {{{PhD Thesis}}}, + title = {Statistical Manipulation and Control Strategies of the N-Back Task.}, + school = {Rensselaer Polytechnic Institute}, + author = {Ralph, Json}, + year = {2014}, + note = {00000} +} + +@article{batou2013, + title = {Calculation of {{Lagrange Multipliers}} in the {{Construction}} of {{Maximum Entropy Distributions}} in {{High Stochastic Dimension}}}, + volume = {1}, + issn = {2166-2525}, + language = {en}, + number = {1}, + journal = {SIAM/ASA Journal on Uncertainty Quantification}, + doi = {10.1137/120901386}, + author = {Batou, A. and Soize, C.}, + month = jan, + year = {2013}, + pages = {431-451}, + file = {/Users/morteza/Documents/Zotero/storage/RKPL5AMZ/batou2013.pdf}, + note = {00014} +} + +@inproceedings{4e76dd9e5534473a95e58dfa95ab4a90, + title = {Modeling Control Strategies in the {{N}}-Back Task.}, + language = {English}, + booktitle = {Proceedings of the Eight {{International Conference}} on {{Cognitive Modeling}}}, + publisher = {{Psychology Press}}, + author = {Juvina, I and Taatgen, N.A.}, + year = {2007}, + pages = {73-78}, + note = {00030} +} + +@inproceedings{juvina2007, + title = {Modeling Control Strategies in the {{N}}-Back Task}, + language = {English}, + booktitle = {Proceedings of the Eight {{International Conference}} on {{Cognitive Modeling}}}, + publisher = {{Psychology Press}}, + author = {Juvina, I and Taatgen, N.A.}, + year = {2007}, + pages = {73-78}, + note = {00030} +} + +@article{kursa2010, + title = {Feature {{Selection}} with the {{Boruta Package}}}, + volume = {36}, + issn = {1548-7660}, + language = {en}, + number = {11}, + journal = {Journal of Statistical Software}, + doi = {10.18637/jss.v036.i11}, + author = {Kursa, Miron B. and Rudnicki, Witold R.}, + year = {2010}, + file = {/Users/morteza/Documents/Zotero/storage/XA8EWYQQ/kursa2010.pdf} +} + +@book{abelson1995, + address = {Hillsdale, NJ, US}, + series = {Statistics as Principled Argument.}, + title = {Statistics as Principled Argument.}, + abstract = {Abelson delves into the . . . problems of interpreting quantitative data and then presenting them in the context of a coherent story about one's research. [This book is] filled with . . . real-life (and real-research) examples rather than . . . recipes for analysis. [It is intended for] beginning graduate students and researchers alike. (PsycINFO Database Record (c) 2016 APA, all rights reserved)}, + publisher = {{Lawrence Erlbaum Associates, Inc}}, + author = {Abelson, Robert P}, + year = {1995}, + rating = {0}, + uri = {papers3://publication/uuid/3744008D-0698-4668-BEC3-5281D85126D5}, + note = {01023} +} + +@article{cardoso-leite2016a, + title = {Technology Consumption and Cognitive Control: {{Contrasting}} Action Video Game Experience with Media Multitasking}, + volume = {78}, + issn = {1943-3921, 1943-393X}, + shorttitle = {Technology Consumption and Cognitive Control}, + language = {en}, + number = {1}, + journal = {Attention, Perception, \& Psychophysics}, + doi = {10.3758/s13414-015-0988-0}, + author = {{Cardoso-Leite}, Pedro and Kludt, Rachel and Vignola, Gianluca and Ma, Wei Ji and Green, C. Shawn and Bavelier, Daphne}, + month = jan, + year = {2016}, + pages = {218-241}, + file = {/Users/morteza/Documents/Zotero/storage/D5P39AVB/cardoso-leite2016.pdf}, + note = {00031} +} + +@article{miller2009, + title = {Is the {{N}}-{{Back Task}} a {{Valid Neuropsychological Measure}} for {{Assessing Working Memory}}?}, + volume = {24}, + issn = {0887-6177, 1873-5843}, + language = {en}, + number = {7}, + journal = {Archives of Clinical Neuropsychology}, + doi = {10.1093/arclin/acp063}, + author = {Miller, K.M. and Price, C.C. and Okun, M.S. and Montijo, H. and Bowers, D.}, + month = nov, + year = {2009}, + pages = {711-717}, + file = {/Users/morteza/Documents/Zotero/storage/YHG882IF/miller2009.pdf}, + note = {00000} +} + +@article{mcmillan2007, + title = {Self-Paced Working Memory: {{Validation}} of Verbal Variations of the n-Back Paradigm}, + volume = {1139}, + issn = {00068993}, + shorttitle = {Self-Paced Working Memory}, + language = {en}, + journal = {Brain Research}, + doi = {10.1016/j.brainres.2006.12.058}, + author = {McMillan, Kathryn M. and Laird, Angela R. and Witt, Suzanne T. and Meyerand, M. Elizabeth}, + month = mar, + year = {2007}, + pages = {133-142}, + file = {/Users/morteza/Documents/Zotero/storage/MJ9MIXPI/mcmillan2007.pdf} +} + + diff --git a/ccn2019/ccn2019_paper/ccn.sty b/ccn2019/ccn2019_paper/ccn.sty new file mode 100644 index 0000000..4dadf4e --- /dev/null +++ b/ccn2019/ccn2019_paper/ccn.sty @@ -0,0 +1,221 @@ +%begin COGSCI.STY + + +% Modified: Niels Taatgen (taatgen@cmu.edu) 10/24/2006 + +% Place this in a file called cogsci.sty in the TeX search path. +% (Placing it in the same directory as the paper should also work.) + +% Start your LaTeX file with: +% \documentclass[10pt]{article} +% \usepackage{cogsci} + +% Modified from earlier style files published by P.F. Patel-Schneider +% and others for IJCAI-89, AAAI-90, COGSCI-91, and other conferences. +% +% Ashwin Ram, ashwin@cc.gatech.edu, 4/1/94 + +% Modified : Eli M. Silk (esilk@pitt.edu) 05/24/2005 + +% Author information can be set in various styles. For several +% authors from the same institution use: +% +% \author{Author 1 \and ... \and Author n \\ +% Address line \\ ... \\ Address line} +% +% If the names do not fit well on one line use: +% +% Author 1 \\ {\bf Author 2} \\ ... \\ {\bf Author n} \\ +% +% For authors from different institutions: +% +% \author{Author 1 \\ Address line \\ ... \\ Address line +% \And ... \And +% Author n \\ Address line \\ ... \\ Address line} +% +% To start a seperate ``row'' of authors use \AND, as in +% +% \author{Author 1 \\ Address line \\ ... \\ Address line +% \AND +% Author 2 \\ Address line \\ ... \\ Address line \And +% Author 3 \\ Address line \\ ... \\ Address line} + + +\typeout{Conference Style for CCN -- last modified October 24, 2016} + + +% Physical page layout: +% 0.75in left margin, +% 1in top margin, +% 7in textwidth, +% 9.25in textheight + +\setlength\oddsidemargin{-0.25in} +\setlength\textheight{9.25in} +\setlength\textwidth{7in} +\setlength\columnsep{0.25in} 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+ +% Title stuff, taken from deproc. +\def\maketitle{\par + \begingroup +% \def\thefootnote{\fnsymbol{footnote}} +% \def\@makefnmark{\hbox to 0pt{$^{\@thefnmark}$\hss}} + \twocolumn[\@maketitle] \@thanks + \endgroup +%\setcounter{footnote}{1} + \let\maketitle\relax \let\@maketitle\relax + \gdef\@thanks{}\gdef\@author{}\gdef\@title{}\let\thanks\relax} +\def\@maketitle% + {% + \linewidth\hsize + \centering + {\LARGE\bf \@title \par} \vskip 1em% + {\def\and{\unskip\enspace{\rm and}\enspace}% + \def\And{\end{tabular}\hss \egroup \hskip 1in plus 2fil + \hbox to 0pt\bgroup\hss \begin{tabular}[t]{c}}% + \def\AND{\end{tabular}\hss\egroup \hfil\hfil\egroup + \vskip 1em + \hbox to \linewidth\bgroup \hfil\hfil + \hbox to 0pt\bgroup\hss \begin{tabular}[t]{c}} + \hbox to \linewidth\bgroup \hfil\hfil + \hbox to 0pt\bgroup\hss \begin{tabular}[t]{c}\@author + \end{tabular}\hss\egroup + \hfil\hfil\egroup} + \vskip 2em + } + + +% Abstract +\renewenvironment{abstract} + {\centerline{\bf Abstract} + \begin{quote} + \small} + {\par + \end{quote}} + + +% Sections with less space +\def\section{\@startsection {section}{1}{\z@}{-1.5ex plus + -0.25ex minus -.2ex}{3pt plus 2pt minus 1pt}{\Large\bf\centering}} +\def\subsection{\@startsection{subsection}{2}{\z@}{-1.5ex plus + -0.25ex minus -.2ex}{3pt plus 2pt minus 1pt}{\large\bf\raggedright}} +\def\subsubsection{\@startsection{subparagraph}{3}{\z@}{-6pt plus + 2pt minus 1pt}{-1em}{\normalsize\bf}} +\setcounter{secnumdepth}{0} + + +% Footnotes +\footnotesep 6.65pt % +\skip\footins 9pt plus 4pt minus 2pt +\def\footnoterule{\kern-3pt \hrule width 5pc \kern 2.6pt } +\setcounter{footnote}{0} + + +% Lists and paragraphs +\parindent 10pt +\topsep 4pt plus 1pt minus 2pt +\partopsep 1pt plus 0.5pt minus 0.5pt +\itemsep 1pt plus 1pt minus 0.5pt +\parsep 1pt plus 1pt minus 0.5pt + + +\leftmargin 10pt +\leftmargini\leftmargin +\leftmarginii 10pt +\leftmarginiii 5pt +\leftmarginiv 5pt +\leftmarginv 5pt +\leftmarginvi 5pt 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narrow columns) +% The choices were between 1-pt and 1.5-pt leading +\def\@normalsize{\@setsize\normalsize{10pt}\xpt\@xpt} +\def\small{\@setsize\small{9pt}\ixpt\@ixpt} +\def\footnotesize{\@setsize\footnotesize{9pt}\ixpt\@ixpt} +\def\scriptsize{\@setsize\scriptsize{7pt}\viipt\@viipt} +\def\tiny{\@setsize\tiny{6pt}\vipt\@vipt} +\def\large{\@setsize\large{13pt}\xipt\@xipt} +\def\Large{\@setsize\Large{15pt}\xiipt\@xiipt} +\def\LARGE{\@setsize\LARGE{17pt}\xivpt\@xivpt} +\def\huge{\@setsize\huge{20pt}\xviipt\@xviipt} +\def\Huge{\@setsize\Huge{23pt}\xxpt\@xxpt} + + +%end CCN.STY diff --git a/ccn2019/ccn2019_paper/fig1.png b/ccn2019/ccn2019_paper/fig1.png new file mode 100644 index 0000000..fc9510f --- /dev/null +++ b/ccn2019/ccn2019_paper/fig1.png Binary files differ diff --git a/ccn2019/ccn2019_paper/BC19_abstracts.pdf b/ccn2019/ccn2019_paper/BC19_abstracts.pdf new file mode 100644 index 0000000..68539c8 --- /dev/null +++ b/ccn2019/ccn2019_paper/BC19_abstracts.pdf Binary files differ diff --git a/ccn2019/ccn2019_paper/bib.bib b/ccn2019/ccn2019_paper/bib.bib new file mode 100644 index 0000000..2f89c1d --- /dev/null +++ b/ccn2019/ccn2019_paper/bib.bib @@ -0,0 +1,2700 @@ + +@article{green2017, + title = {Playing {{Some Video Games}} but {{Not Others Is Related}} to {{Cognitive Abilities}}: {{A Critique}} of {{Unsworth}} et Al. (2015)}, + volume = {28}, + issn = {0956-7976}, + shorttitle = {Playing {{Some Video Games}} but {{Not Others Is Related}} to {{Cognitive Abilities}}}, + language = {en}, + number = {5}, + journal = {Psychological Science}, + doi = {10.1177/0956797616644837}, + author = {Green, C. Shawn and Kattner, Florian and Eichenbaum, Adam and Bediou, Benoit and Adams, Deanne M. and Mayer, Richard E. and Bavelier, Daphne}, + month = may, + year = {2017}, + keywords = {Video Recording}, + pages = {679-682}, + note = {00020} +} + +@article{xiongEffectsExergamingPreschoolers2019, + title = {Effects of {{Exergaming}} on {{Preschoolers}}' {{Executive Functions}} and {{Perceived Competence}}: {{A Pilot Randomized Trial}}}, + volume = {8}, + issn = {2077-0383}, + shorttitle = {Effects of {{Exergaming}} on {{Preschoolers}}' {{Executive Functions}} and {{Perceived Competence}}}, + abstract = {Purpose: This study aimed to evaluate the effects of a child-centered exergaming program and a traditional teacher-led physical activity (PA) program on preschoolers' executive functions and perceived competence. Methods: Sixty children aged 4{$^{-}$}5 years from an urban childcare center in China completed an 8-week exergaming/traditional PA intervention. After baseline measurements of executive functions and perceived competence (i.e., perceived physical competence and social acceptance), children were randomly assigned to either an exergaming group or traditional PA group (30 children per group). Exergaming and traditional PA programs were offered 20 min/session by trained instructors for 8 weeks. Post-intervention measures were identical to baseline measures. Results: In general, children's executive functions, perceived physical competence, and perceived social acceptance were enhanced over time. Analysis of variance revealed significant time by group interaction effects for executive functions, F(1, 58) = 12.01, p = 0.01, and perceived social acceptance, F(1, 58) = 6.04, p = 0.02, indicating that the exergaming intervention group displayed significantly greater increases in executive functions and perceived social acceptance in comparison with traditional PA children. In addition, children's executive functions and perceived physical and social competence significantly improved from baseline to post-intervention. However, there was no significant difference in the increase of children's perceived physical competence across groups over time. Conclusion: The results suggested exergaming to be beneficial in enhancing young children's executive functions and perceived social acceptance compared to the traditional PA program. More diverse samples with a longer intervention duration in preschool children in urban areas are warranted.}, + language = {eng}, + number = {4}, + journal = {Journal of Clinical Medicine}, + doi = {10.3390/jcm8040469}, + author = {Xiong, Shanying and Zhang, Peng and Gao, Zan}, + month = apr, + year = {2019}, + keywords = {active video games,cognitive functions,perceived physical competence,perceived social acceptance,preschool children}, + file = {/Users/morteza/Documents/Zotero/storage/J79X78J7/Xiong et al. - 2019 - Effects of Exergaming on Preschoolers' Executive F.pdf}, + pmid = {30959860} +} + +@article{costaVirtualRealityBasedExercise2019, + title = {Virtual {{Reality}}-{{Based Exercise}} with {{Exergames}} as {{Medicine}} in {{Different Contexts}}: {{A Short Review}}}, + volume = {15}, + issn = {1745-0179}, + shorttitle = {Virtual {{Reality}}-{{Based Exercise}} with {{Exergames}} as {{Medicine}} in {{Different Contexts}}}, + language = {en}, + number = {1}, + journal = {Clinical Practice \& Epidemiology in Mental Health}, + doi = {10.2174/1745017901915010015}, + author = {Costa, Marcos T\'ulio Silva and Vieira, Lanna Pinheiro and Barbosa, Elizabete de Oliveira and Mendes Oliveira, Luciana and Maillot, Pauline and Ottero Vaghetti, C\'esar Augusto and Giovani Carta, Mauro and Machado, S\'ergio and {Gatica-Rojas}, Valeska and {Monteiro-Junior}, Renato Sobral}, + month = jan, + year = {2019}, + pages = {15-20}, + file = {/Users/morteza/Documents/Zotero/storage/MCJ4YU4Q/Costa et al. - 2019 - Virtual Reality-Based Exercise with Exergames as M.pdf} +} + +@article{mirelman2012, + title = {Executive {{Function}} and {{Falls}} in {{Older Adults}}: {{New Findings}} from a {{Five}}-{{Year Prospective Study Link Fall Risk}} to {{Cognition}}}, + volume = {7}, + issn = {1932-6203}, + shorttitle = {Executive {{Function}} and {{Falls}} in {{Older Adults}}}, + abstract = {Background +Recent findings suggest that executive function (EF) plays a critical role in the regulation of gait in older adults, especially under complex and challenging conditions, and that EF deficits may, therefore, contribute to fall risk. The objective of this study was to evaluate if reduced EF is a risk factor for future falls over the course of 5 years of follow-up. Secondary objectives were to assess whether single and dual task walking abilities, an alternative window into EF, were associated with fall risk. + +Methodology/Main Results +We longitudinally followed 256 community-living older adults (age: 76.4{$\pm$}4.5 yrs; 61\% women) who were dementia free and had good mobility upon entrance into the study. At baseline, a computerized cognitive battery generated an index of EF, attention, a closely related construct, and other cognitive domains. Gait was assessed during single and dual task conditions. Falls data were collected prospectively using monthly calendars. Negative binomial regression quantified risk ratios (RR). After adjusting for age, gender and the number of falls in the year prior to the study, only the EF index (RR: .85; CI: .74\textendash.98, p{$\mkern1mu$}={$\mkern1mu$}.021), the attention index (RR: .84; CI: .75\textendash.94, p{$\mkern1mu$}={$\mkern1mu$}.002) and dual tasking gait variability (RR: 1.11; CI: 1.01\textendash{}1.23; p{$\mkern1mu$}={$\mkern1mu$}.027) were associated with future fall risk. Other cognitive function measures were not related to falls. Survival analyses indicated that subjects with the lowest EF scores were more likely to fall sooner and more likely to experience multiple falls during the 66 months of follow-up (p{$<$}0.02). + +Conclusions/Significance +These findings demonstrate that among community-living older adults, the risk of future falls was predicted by performance on EF and attention tests conducted 5 years earlier. The present results link falls among older adults to cognition, indicating that screening EF will likely enhance fall risk assessment, and that treatment of EF may reduce fall risk.}, + number = {6}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0040297}, + author = {Mirelman, Anat and Herman, Talia and Brozgol, Marina and Dorfman, Moran and Sprecher, Elliot and Schweiger, Avraham and Giladi, Nir and Hausdorff, Jeffrey M.}, + month = jun, + year = {2012}, + file = {/Users/morteza/Documents/Zotero/storage/VGU5ZVBS/Mirelman et al. - 2012 - Executive Function and Falls in Older Adults New .pdf}, + pmid = {22768271}, + pmcid = {PMC3386974} +} + +@article{ball1993, + title = {Visual Attention Problems as a Predictor of Vehicle Crashes in Older Drivers}, + volume = {34}, + issn = {0146-0404}, + abstract = {PURPOSE: To identify visual factors that are significantly associated with increased vehicle crashes in older drivers. +METHODS: Several aspects of vision and visual information processing were assessed in 294 drivers aged 55 to 90 years. The sample was stratified with respect to age and crash frequency during the 5-year period before the test date. Variables assessed included eye health status, visual sensory function, the size of the useful field of view, and cognitive status. Crash data were obtained from state records. +RESULTS: The size of the useful field of view, a test of visual attention, had high sensitivity (89\%) and specificity (81\%) in predicting which older drivers had a history of crash problems. This level of predictability is unprecedented in research on crash risk in older drivers. Older adults with substantial shrinkage in the useful field of view were six times more likely to have incurred one or more crashes in the previous 5-year period. Eye health status, visual sensory function, cognitive status, and chronological age were significantly correlated with crashes, but were relatively poor at discriminating between crash-involved versus crash-free drivers. +CONCLUSIONS: This study suggests that policies that restrict driving privileges based solely on age or on common stereotypes of age-related declines in vision and cognition are scientifically unfounded. With the identification of a visual attention measure highly predictive of crash problems in the elderly, this study points to a way in which the suitability of licensure in the older adult population could be based on objective, performance-based criteria.}, + language = {eng}, + number = {11}, + journal = {Investigative Ophthalmology \& Visual Science}, + author = {Ball, K. and Owsley, C. and Sloane, M. E. and Roenker, D. L. and Bruni, J. R.}, + month = oct, + year = {1993}, + keywords = {Accidents; Traffic,Aged,Aged; 80 and over,Aging,Attention,Automobile Driving,Cognition Disorders,Contrast Sensitivity,Health Status,Humans,Middle Aged,Models; Statistical,Predictive Value of Tests,Vision Disorders,Visual Acuity,Visual Fields,Visual Perception}, + pages = {3110-3123}, + pmid = {8407219} +} + +@article{cardoso-leite2016, + title = {Technology Consumption and Cognitive Control: {{Contrasting}} Action Video Game Experience with Media Multitasking}, + volume = {78}, + shorttitle = {Technology Consumption and Cognitive Control}, + number = {1}, + journal = {Attention, Perception, \& Psychophysics}, + author = {{Cardoso-Leite}, Pedro and Kludt, Rachel and Vignola, Gianluca and Ma, Wei Ji and Green, C. Shawn and Bavelier, Daphne}, + year = {2016}, + pages = {218--241}, + file = {/Users/morteza/Documents/Zotero/storage/24TPU746/s1-ln2011024395844769-1939656818Hwf-1530618246IdV191325474220110243PDF_HI0001.pdf;/Users/morteza/Documents/Zotero/storage/3RXWGHPQ/Cardoso-Leite et al. - 2016 - Technology consumption and cognitive control Cont.pdf}, + note = {00029} +} + +@article{cardoso-leite2015, + title = {On the Impact of New Technologies on Multitasking}, + volume = {35}, + issn = {02732297}, + language = {en}, + journal = {Developmental Review}, + doi = {10.1016/j.dr.2014.12.001}, + author = {{Cardoso-Leite}, Pedro and Green, C. Shawn and Bavelier, Daphne}, + month = mar, + year = {2015}, + pages = {98-112}, + file = {/Users/morteza/Documents/Zotero/storage/CNKGKD72/CardosoG&B_DevReview 0214.pdf}, + note = {00025} +} + +@article{bavelier2010, + title = {Children, {{Wired}}: {{For Better}} and for {{Worse}}}, + volume = {67}, + issn = {08966273}, + shorttitle = {Children, {{Wired}}}, + language = {en}, + number = {5}, + journal = {Neuron}, + doi = {10.1016/j.neuron.2010.08.035}, + author = {Bavelier, Daphne and Green, C. Shawn and Dye, Matthew W.G.}, + month = sep, + year = {2010}, + pages = {692-701}, + file = {/Users/morteza/Documents/Zotero/storage/5I3QY2VW/BavelierGreenDye_Neuron_10.pdf}, + note = {00182} +} + +@article{bavelier2019, + title = {Rethinking Human Enhancement as Collective Welfarism}, + volume = {3}, + copyright = {2019 Springer Nature Limited}, + issn = {2397-3374}, + abstract = {Human enhancement technologies are opening tremendous opportunities but also challenges to the core of what it means to be human. We argue that the goal of human enhancement should be to enhance quality of life and well-being not only of individuals but also of the communities they inhabit.}, + language = {En}, + number = {3}, + journal = {Nature Human Behaviour}, + doi = {10.1038/s41562-019-0545-2}, + author = {Bavelier, Daphne and Savulescu, Julian and Fried, Linda P. and Friedmann, Theodore and Lathan, Corinna E. and Sch\"urle, Simone and Beard, John R.}, + month = mar, + year = {2019}, + pages = {204}, + file = {/Users/morteza/Documents/Zotero/storage/EIVG594Y/s41562-019-0545-2.html}, + note = {00000} +} + +@article{simons2016, + title = {Do "{{Brain}}-{{Training}}" {{Programs Work}}?}, + volume = {17}, + issn = {2160-0031}, + abstract = {In 2014, two groups of scientists published open letters on the efficacy of brain-training interventions, or "brain games," for improving cognition. The first letter, a consensus statement from an international group of more than 70 scientists, claimed that brain games do not provide a scientifically grounded way to improve cognitive functioning or to stave off cognitive decline. Several months later, an international group of 133 scientists and practitioners countered that the literature is replete with demonstrations of the benefits of brain training for a wide variety of cognitive and everyday activities. How could two teams of scientists examine the same literature and come to conflicting "consensus" views about the effectiveness of brain training?In part, the disagreement might result from different standards used when evaluating the evidence. To date, the field has lacked a comprehensive review of the brain-training literature, one that examines both the quantity and the quality of the evidence according to a well-defined set of best practices. This article provides such a review, focusing exclusively on the use of cognitive tasks or games as a means to enhance performance on other tasks. We specify and justify a set of best practices for such brain-training interventions and then use those standards to evaluate all of the published peer-reviewed intervention studies cited on the websites of leading brain-training companies listed on Cognitive Training Data (www.cognitivetrainingdata.org), the site hosting the open letter from brain-training proponents. These citations presumably represent the evidence that best supports the claims of effectiveness.Based on this examination, we find extensive evidence that brain-training interventions improve performance on the trained tasks, less evidence that such interventions improve performance on closely related tasks, and little evidence that training enhances performance on distantly related tasks or that training improves everyday cognitive performance. We also find that many of the published intervention studies had major shortcomings in design or analysis that preclude definitive conclusions about the efficacy of training, and that none of the cited studies conformed to all of the best practices we identify as essential to drawing clear conclusions about the benefits of brain training for everyday activities. We conclude with detailed recommendations for scientists, funding agencies, and policymakers that, if adopted, would lead to better evidence regarding the efficacy of brain-training interventions.}, + language = {eng}, + number = {3}, + journal = {Psychological Science in the Public Interest: A Journal of the American Psychological Society}, + doi = {10.1177/1529100616661983}, + author = {Simons, Daniel J. and Boot, Walter R. and Charness, Neil and Gathercole, Susan E. and Chabris, Christopher F. and Hambrick, David Z. and {Stine-Morrow}, Elizabeth A. L.}, + month = oct, + year = {2016}, + keywords = {Humans,brain training,Cognition,cognitive,cognitive training,learning,Learning,skill,transfer}, + pages = {103-186}, + pmid = {27697851}, + note = {00340} +} + +@article{green2010, + title = {Perceptual {{Learning During Action Video Game Playing}}}, + volume = {2}, + issn = {17568757, 17568765}, + language = {en}, + number = {2}, + journal = {Topics in Cognitive Science}, + doi = {10.1111/j.1756-8765.2009.01054.x}, + author = {Green, C. Shawn and Li, Renjie and Bavelier, Daphne}, + month = apr, + year = {2010}, + pages = {202-216}, + file = {/Users/morteza/Documents/Zotero/storage/ZB6G3GNT/Green et al. - 2010 - Perceptual Learning During Action Video Game Playi.pdf}, + note = {00147} +} + +@article{erickson2010, + title = {Striatal {{Volume Predicts Level}} of {{Video Game Skill Acquisition}}}, + volume = {20}, + issn = {1047-3211, 1460-2199}, + language = {en}, + number = {11}, + journal = {Cerebral Cortex}, + doi = {10.1093/cercor/bhp293}, + author = {Erickson, K. I. and Boot, W. R. and Basak, C. and Neider, M. B. and Prakash, R. S. and Voss, M. W. and Graybiel, A. M. and Simons, D. J. and Fabiani, M. and Gratton, G. and Kramer, A. F.}, + month = nov, + year = {2010}, + pages = {2522-2530}, + note = {00127} +} + +@incollection{gorman2017, + title = {Young {{Minds}} on {{Video Games}}}, + isbn = {978-0-12-809481-5}, + language = {en}, + booktitle = {Cognitive {{Development}} in {{Digital Contexts}}}, + publisher = {{Elsevier}}, + author = {Gorman, Thomas E. and Green, C. Shawn}, + year = {2017}, + pages = {121-143}, + doi = {10.1016/B978-0-12-809481-5.00006-7}, + note = {00000} +} + +@article{belchior2012a, + title = {Older Adults' Engagement with a Video Game Training Program}, + volume = {36}, + issn = {0192-4788}, + abstract = {Objectives +The current study investigated older adults' level of engagement with a video game training program. Engagement was measured using the concept of Flow (). + +Methods +Forty-five older adults were randomized to receive practice with an action game (Medal of Honor), a puzzle-like game (Tetris), or a gold-standard Useful Field of View (UFOV) training program. + +Results +Both Medal of Honor and Tetris participants reported significantly higher Flow ratings at the conclusion, relative to the onset of training. + +Discussion +Participants are more engaged in games that can be adjusted to their skill levels and that provide incremental levels of difficulty. This finding was consistent with the Flow theory ()}, + number = {4}, + journal = {Activities, adaptation \& aging}, + doi = {10.1080/01924788.2012.702307}, + author = {Belchior, Patr\'icia and Marsiske, Michael and Sisco, Shannon and Yam, Anna and Mann, William}, + month = dec, + year = {2012}, + pages = {269-279}, + pmid = {23504652}, + pmcid = {PMC3596832}, + note = {00026} +} + +@article{toril2014, + title = {Video Game Training Enhances Cognition of Older Adults: {{A}} Meta-Analytic Study.}, + volume = {29}, + issn = {1939-1498, 0882-7974}, + shorttitle = {Video Game Training Enhances Cognition of Older Adults}, + language = {en}, + number = {3}, + journal = {Psychology and Aging}, + doi = {10.1037/a0037507}, + author = {Toril, Pilar and Reales, Jos\'e M. and Ballesteros, Soledad}, + year = {2014}, + keywords = {\#nosource}, + pages = {706-716}, + note = {00139} +} + +@article{green2003, + title = {Action Video Game Modifies Visual Selective Attention}, + volume = {423}, + issn = {0028-0836}, + abstract = {As video-game playing has become a ubiquitous activity in today's society, it is worth considering its potential consequences on perceptual and motor skills. It is well known that exposing an organism to an altered visual environment often results in modification of the visual system of the organism. The field of perceptual learning provides many examples of training-induced increases in performance. But perceptual learning, when it occurs, tends to be specific to the trained task; that is, generalization to new tasks is rarely found. Here we show, by contrast, that action-video-game playing is capable of altering a range of visual skills. Four experiments establish changes in different aspects of visual attention in habitual video-game players as compared with non-video-game players. In a fifth experiment, non-players trained on an action video game show marked improvement from their pre-training abilities, thereby establishing the role of playing in this effect.}, + language = {eng}, + number = {6939}, + journal = {Nature}, + doi = {10.1038/nature01647}, + author = {Green, C. Shawn and Bavelier, Daphne}, + month = may, + year = {2003}, + keywords = {Attention,Humans,Learning,Video Games,Adolescent,Adult,Female,Male,Photic Stimulation,Psychomotor Performance,Space Perception}, + pages = {534-537}, + pmid = {12774121} +} + +@article{green2012, + title = {The Effect of Action Video Game Experience on Task-Switching}, + volume = {28}, + issn = {0747-5632}, + abstract = {There is now a substantial body of work demonstrating that action video game experience results in enhancements in a wide variety of perceptual skills. More recently, several groups have also demonstrated improvements in abilities that are more cognitive in nature, in particular, the ability to efficiently switch between tasks. In a series of four experiments, we add to this body of work, demonstrating that the action video game player advantage is not exclusively due to an ability to map manual responses onto arbitrary buttons, but rather generalizes to vocal responses, is not restricted to tasks that are perceptual in nature (e.g. respond to a physical dimension of the stimulus such as its color), but generalizes to more cognitive tasks (e.g. is a number odd or even), and is present whether the switch requires a goal-switch or only a motor switch. Finally, a training study establishes that the relationship between the reduction in switch cost and action game playing is causal.}, + language = {eng}, + number = {3}, + journal = {Computers in Human Behavior}, + doi = {10.1016/j.chb.2011.12.020}, + author = {Green, C. Shawn and Sugarman, Michael A. and Medford, Katherine and Klobusicky, Elizabeth and Daphne Bavelier, null}, + month = may, + year = {2012}, + pages = {984-994}, + file = {/Users/morteza/Documents/Zotero/storage/HPLPXSFH/Green et al. - 2012 - The effect of action video game experience on task.pdf}, + pmid = {22393270}, + pmcid = {PMC3292256}, + note = {00159} +} + +@article{strobach2012, + title = {Video Game Practice Optimizes Executive Control Skills in Dual-Task and Task Switching Situations}, + volume = {140}, + issn = {1873-6297}, + abstract = {We examined the relation of action video game practice and the optimization of executive control skills that are needed to coordinate two different tasks. As action video games are similar to real life situations and complex in nature, and include numerous concurrent actions, they may generate an ideal environment for practicing these skills (Green \& Bavelier, 2008). For two types of experimental paradigms, dual-task and task switching respectively; we obtained performance advantages for experienced video gamers compared to non-gamers in situations in which two different tasks were processed simultaneously or sequentially. This advantage was absent in single-task situations. These findings indicate optimized executive control skills in video gamers. Similar findings in non-gamers after 15 h of action video game practice when compared to non-gamers with practice on a puzzle game clarified the causal relation between video game practice and the optimization of executive control skills.}, + language = {eng}, + number = {1}, + journal = {Acta Psychologica}, + doi = {10.1016/j.actpsy.2012.02.001}, + author = {Strobach, Tilo and Frensch, Peter A. and Schubert, Torsten}, + month = may, + year = {2012}, + keywords = {Attention,Humans,Visual Perception,Practice (Psychology),Video Games,Adolescent,Adult,Male,Psychomotor Performance,Executive Function,Neuropsychological Tests,Reaction Time}, + pages = {13-24}, + pmid = {22426427}, + note = {00206} +} + +@article{bejjanki2014, + title = {Action Video Game Play Facilitates the Development of Better Perceptual Templates}, + volume = {111}, + issn = {0027-8424, 1091-6490}, + language = {en}, + number = {47}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.1417056111}, + author = {Bejjanki, Vikranth R. and Zhang, Ruyuan and Li, Renjie and Pouget, Alexandre and Green, C. Shawn and Lu, Zhong-Lin and Bavelier, Daphne}, + month = nov, + year = {2014}, + pages = {16961-16966}, + file = {/Users/morteza/Documents/Zotero/storage/VEIW3YCB/Bejjanki et al. - 2014 - Action video game play facilitates the development.pdf}, + note = {00108} +} + +@article{green2010a, + title = {Improved Probabilistic Inference as a General Learning Mechanism with Action Video Games}, + volume = {20}, + issn = {1879-0445}, + abstract = {Action video game play benefits performance in an array of sensory, perceptual, and attentional tasks that go well beyond the specifics of game play [1-9]. That a training regimen may induce improvements in so many different skills is notable because the majority of studies on training-induced learning report improvements on the trained task but limited transfer to other, even closely related, tasks ([10], but see also [11-13]). Here we ask whether improved probabilistic inference may explain such broad transfer. By using a visual perceptual decision making task [14, 15], the present study shows for the first time that action video game experience does indeed improve probabilistic inference. A neural model of this task [16] establishes how changing a single parameter, namely the strength of the connections between the neural layer providing the momentary evidence and the layer integrating the evidence over time, captures improvements in action-gamers behavior. These results were established in a visual, but also in a novel auditory, task, indicating generalization across modalities. Thus, improved probabilistic inference provides a general mechanism for why action video game playing enhances performance in a wide variety of tasks. In addition, this mechanism may serve as a signature of training regimens that are likely to produce transfer of learning.}, + language = {eng}, + number = {17}, + journal = {Current biology: CB}, + doi = {10.1016/j.cub.2010.07.040}, + author = {Green, C. Shawn and Pouget, Alexandre and Bavelier, Daphne}, + month = sep, + year = {2010}, + keywords = {Humans,Visual Perception,Learning,Decision Making,Probability}, + pages = {1573-1579}, + file = {/Users/morteza/Documents/Zotero/storage/QA7EM2T3/Green et al. - 2010 - Improved probabilistic inference as a general lear.pdf}, + pmid = {20833324}, + pmcid = {PMC2956114}, + note = {00275} +} + +@article{libertus2017, + title = {The {{Impact}} of {{Action Video Game Training}} on {{Mathematical Abilities}} in {{Adults}}}, + volume = {3}, + issn = {2332-8584, 2332-8584}, + language = {en}, + number = {4}, + journal = {AERA Open}, + doi = {10.1177/2332858417740857}, + author = {Libertus, Melissa E. and Liu, Allison and Pikul, Olga and Jacques, Theodore and {Cardoso-Leite}, Pedro and Halberda, Justin and Bavelier, Daphne}, + month = oct, + year = {2017}, + pages = {233285841774085}, + file = {/Users/morteza/Documents/Zotero/storage/JQZWZKGW/Libertus et al. - 2017 - The Impact of Action Video Game Training on Mathem.pdf;/Users/morteza/Documents/Zotero/storage/YU8PMLCK/Libertus et al. - 2017 - The Impact of Action Video Game Training on Mathem.pdf}, + note = {00002} +} + +@article{delisi2002, + title = {Improving Children's Mental Rotation Accuracy with Computer Game Playing}, + volume = {163}, + issn = {0022-1325}, + abstract = {The authors investigated the relation between mental rotation (MR) and computer game-playing experience. Third grade boys (n = 24) and girls (n = 23) completed a 2-dimensional MR test before and after playing computer games (during 11 separate 30-min sessions), which either involved the use of MR skills (the experimental group) or did not involve the use of MR skills (the control group). The experimental group outperformed the control group on the MR posttest but not on the pretest. Boys outperformed girls on the pretest but not on the posttest. Children whose initial MR performance was low improved after playing computer games that entailed MR skills. The findings imply that computer-based instructional activities can be used in schools to enhance children's spatial abilities.}, + language = {eng}, + number = {3}, + journal = {The Journal of Genetic Psychology}, + doi = {10.1080/00221320209598683}, + author = {De Lisi, Richard and Wolford, Jennifer L.}, + month = sep, + year = {2002}, + keywords = {Humans,Cognition,Practice (Psychology),Video Games,Female,Male,Space Perception,Analysis of Variance,Child,New Jersey,Rotation,Sex Factors}, + pages = {272-282}, + pmid = {12230149}, + note = {00386} +} + +@article{okagaki1994, + title = {Effects of Video Game Playing on Measures of Spatial Performance: {{Gender}} Effects in Late Adolescence}, + volume = {15}, + issn = {01933973}, + shorttitle = {Effects of Video Game Playing on Measures of Spatial Performance}, + language = {en}, + number = {1}, + journal = {Journal of Applied Developmental Psychology}, + doi = {10.1016/0193-3973(94)90005-1}, + author = {Okagaki, Lynn and Frensch, Peter A.}, + month = jan, + year = {1994}, + pages = {33-58}, + note = {00451} +} + +@article{sala2018, + title = {Video Game Training Does Not Enhance Cognitive Ability: {{A}} Comprehensive Meta-Analytic Investigation}, + volume = {144}, + issn = {1939-1455}, + shorttitle = {Video Game Training Does Not Enhance Cognitive Ability}, + abstract = {As a result of considerable potential scientific and societal implications, the possibility of enhancing cognitive ability by training has been one of the most influential topics of cognitive psychology in the last two decades. However, substantial research into the psychology of expertise and a recent series of meta-analytic reviews have suggested that various types of cognitive training (e.g., working memory training) benefit performance only in the trained tasks. The lack of skill generalization from one domain to different ones-that is, far transfer-has been documented in various fields of research such as working memory training, music, brain training, and chess. Video game training is another activity that has been claimed by many researchers to foster a broad range of cognitive abilities such as visual processing, attention, spatial ability, and cognitive control. We tested these claims with three random-effects meta-analytic models. The first meta-analysis (k = 310) examined the correlation between video game skill and cognitive ability. The second meta-analysis (k = 315) dealt with the differences between video game players and nonplayers in cognitive ability. The third meta-analysis (k = 359) investigated the effects of video game training on participants' cognitive ability. Small or null overall effect sizes were found in all three models. These outcomes show that overall cognitive ability and video game skill are only weakly related. Importantly, we found no evidence of a causal relationship between playing video games and enhanced cognitive ability. Video game training thus represents no exception to the general difficulty of obtaining far transfer. (PsycINFO Database Record}, + language = {eng}, + number = {2}, + journal = {Psychological Bulletin}, + doi = {10.1037/bul0000139}, + author = {Sala, Giovanni and Tatlidil, K. Semir and Gobet, Fernand}, + month = feb, + year = {2018}, + keywords = {Humans,Cognition,Practice (Psychology),Transfer (Psychology),Video Games,Aptitude}, + pages = {111-139}, + pmid = {29239631} +} + +@article{anguera2013, + title = {Video Game Training Enhances Cognitive Control in Older Adults}, + volume = {501}, + issn = {0028-0836, 1476-4687}, + number = {7465}, + journal = {Nature}, + doi = {10.1038/nature12486}, + author = {Anguera, J. A. and Boccanfuso, J. and Rintoul, J. L. and {Al-Hashimi}, O. and Faraji, F. and Janowich, J. and Kong, E. and Larraburo, Y. and Rolle, C. and Johnston, E. and Gazzaley, A.}, + month = sep, + year = {2013}, + pages = {97-101}, + file = {/Users/morteza/Documents/Zotero/storage/EMARTW6H/Anguera_Nature_2013-Video-game-training-enhances-cognitive-control-in-older-adults.pdf}, + note = {00884} +} + +@article{tidwell2014, + title = {What Counts as Evidence for Working Memory Training? {{Problems}} with Correlated Gains and Dichotomization}, + volume = {21}, + issn = {1531-5320}, + shorttitle = {What Counts as Evidence for Working Memory Training?}, + abstract = {The question of whether computerized cognitive training leads to generalized improvements of intellectual abilities has been a popular, yet contentious, topic within both the psychological and neurocognitive literatures. Evidence for the effective transfer of cognitive training to nontrained measures of cognitive abilities is mixed, with some studies showing apparent successful transfer, while others have failed to obtain this effect. At the same time, several authors have made claims about both successful and unsuccessful transfer effects on the basis of a form of responder analysis, an analysis technique that shows that those who gain the most on training show the greatest gains on transfer tasks. Through a series of Monte Carlo experiments and mathematical analyses, we demonstrate that the apparent transfer effects observed through responder analysis are illusory and are independent of the effectiveness of cognitive training. We argue that responder analysis can be used neither to support nor to refute hypotheses related to whether cognitive training is a useful intervention to obtain generalized cognitive benefits. We end by discussing several proposed alternative analysis techniques that incorporate training gain scores and argue that none of these methods are appropriate for testing hypotheses regarding the effectiveness of cognitive training.}, + language = {eng}, + number = {3}, + journal = {Psychonomic Bulletin \& Review}, + doi = {10.3758/s13423-013-0560-7}, + author = {Tidwell, Joe W. and Dougherty, Michael R. and Chrabaszcz, Jeffrey R. and Thomas, Rick P. and Mendoza, Jorge L.}, + month = jun, + year = {2014}, + keywords = {Humans,Intelligence,Transfer (Psychology),Data Interpretation; Statistical,Memory; Short-Term}, + pages = {620-628}, + pmid = {24307249}, + note = {00029} +} + +@article{dale2017, + title = {Associations {{Between Avid Action}} and {{Real}}-{{Time Strategy Game Play}} and {{Cognitive Performance}}: A {{Pilot Study}}}, + volume = {1}, + issn = {2509-3290, 2509-3304}, + shorttitle = {Associations {{Between Avid Action}} and {{Real}}-{{Time Strategy Game Play}} and {{Cognitive Performance}}}, + language = {en}, + number = {3}, + journal = {Journal of Cognitive Enhancement}, + doi = {10.1007/s41465-017-0021-8}, + author = {Dale, Gillian and Green, C. Shawn}, + month = sep, + year = {2017}, + pages = {295-317}, + note = {00005} +} + +@article{pilegard2018, + title = {Game over for {{Tetris}} as a Platform for Cognitive Skill Training}, + volume = {54}, + issn = {0361476X}, + language = {en}, + journal = {Contemporary Educational Psychology}, + doi = {10.1016/j.cedpsych.2018.04.003}, + author = {Pilegard, Celeste and Mayer, Richard E.}, + month = jul, + year = {2018}, + pages = {29-41}, + note = {00001} +} + +@article{adams2016, + title = {Evaluating the {{Cognitive Consequences}} of {{Playing}} {{{\emph{Portal}}}} for a {{Short Duration}}}, + volume = {54}, + issn = {0735-6331, 1541-4140}, + language = {en}, + number = {2}, + journal = {Journal of Educational Computing Research}, + doi = {10.1177/0735633115620431}, + author = {Adams, Deanne M. and Pilegard, Celeste and Mayer, Richard E.}, + month = apr, + year = {2016}, + pages = {173-195}, + note = {00000} +} + +@article{comstockjr1992, + title = {The Multi-Attribute Task Battery for Human Operator Workload and Strategic Behavior Research}, + author = {Comstock Jr, J. Raymond and Arnegard, Ruth J.}, + year = {1992}, + file = {/Users/morteza/Documents/Zotero/storage/QKVALB4U/Comstock Jr and Arnegard - 1992 - The multi-attribute task battery for human operato.pdf;/Users/morteza/Documents/Zotero/storage/LCWY99TW/search.html}, + note = {00350} +} + +@article{belchior2019, + title = {Computer and {{Videogame Interventions}} for {{Older Adults}}' {{Cognitive}} and {{Everyday Functioning}}}, + volume = {8}, + issn = {2161-783X, 2161-7856}, + language = {en}, + number = {2}, + journal = {Games for Health Journal}, + doi = {10.1089/g4h.2017.0092}, + author = {Belchior, Patr\'icia and Yam, Anna and Thomas, Kelsey R. and Bavelier, Daphne and Ball, Karlene K. and Mann, William C. and Marsiske, Michael}, + month = apr, + year = {2019}, + pages = {129-143}, + note = {00001} +} + +@article{basak2011, + title = {Regional Differences in Brain Volume Predict the Acquisition of Skill in a Complex Real-Time Strategy Videogame}, + volume = {76}, + issn = {02782626}, + language = {en}, + number = {3}, + journal = {Brain and Cognition}, + doi = {10.1016/j.bandc.2011.03.017}, + author = {Basak, Chandramallika and Voss, Michelle W. and Erickson, Kirk I. and Boot, Walter R. and Kramer, Arthur F.}, + month = aug, + year = {2011}, + pages = {407-414}, + file = {/Users/morteza/Documents/Zotero/storage/H46CBQP8/Basak et al. - 2011 - Regional differences in brain volume predict the a.pdf}, + note = {00071} +} + +@article{basak2008, + title = {Can Training in a Real-Time Strategy Video Game Attenuate Cognitive Decline in Older Adults?}, + volume = {23}, + issn = {0882-7974}, + abstract = {Declines in various cognitive abilities, particularly executive control functions, are observed in older adults. An important goal of cognitive training is to slow or reverse these age-related declines. However, opinion is divided in the literature regarding whether cognitive training can engender transfer to a variety of cognitive skills in older adults. In the current study, the authors trained older adults in a real-time strategy video game for 23.5 hr in an effort to improve their executive functions. A battery of cognitive tasks, including tasks of executive control and visuospatial skills, were assessed before, during, and after video-game training. The trainees improved significantly in the measures of game performance. They also improved significantly more than the control participants in executive control functions, such as task switching, working memory, visual short-term memory, and reasoning. Individual differences in changes in game performance were correlated with improvements in task switching. The study has implications for the enhancement of executive control processes of older adults.}, + language = {eng}, + number = {4}, + journal = {Psychology and Aging}, + doi = {10.1037/a0013494}, + author = {Basak, Chandramallika and Boot, Walter R. and Voss, Michelle W. and Kramer, Arthur F.}, + month = dec, + year = {2008}, + keywords = {Aged,Aged; 80 and over,Cognition Disorders,Humans,Practice (Psychology),Transfer (Psychology),Video Games,Female,Male,Psychomotor Performance,Neuropsychological Tests,Memory; Short-Term,Computer Systems,Mental Recall,Orientation,Problem Solving}, + pages = {765-777}, + file = {/Users/morteza/Documents/Zotero/storage/TDRV77PL/Basak et al. - 2008 - Can training in a real-time strategy video game at.pdf}, + pmid = {19140648}, + pmcid = {PMC4041116}, + note = {00793} +} + +@article{palaus2017, + title = {Neural {{Basis}} of {{Video Gaming}}: {{A Systematic Review}}}, + volume = {11}, + issn = {1662-5161}, + shorttitle = {Neural {{Basis}} of {{Video Gaming}}}, + abstract = {Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games. Objectives: We aim to understand the relationship between the use of video games and their neural correlates, taking into account the whole variety of cognitive factors that they encompass. Methods: A systematic review was conducted using standardized search operators that included the presence of video games and neuro-imaging techniques or references to structural or functional brain changes. Separate categories were made for studies featuring Internet Gaming Disorder and studies focused on the violent content of video games. Results: A total of 116 articles were considered for the final selection. One hundred provided functional data and 22 measured structural brain changes. One-third of the studies covered video game addiction, and 14\% focused on video game related violence. Conclusions: Despite the innate heterogeneity of the field of study, it has been possible to establish a series of links between the neural and cognitive aspects, particularly regarding attention, cognitive control, visuospatial skills, cognitive workload, and reward processing. However, many aspects could be improved. The lack of standardization in the different aspects of video game related research, such as the participants' characteristics, the features of each video game genre and the diverse study goals could contribute to discrepancies in many related studies.}, + language = {eng}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2017.00248}, + author = {Palaus, Marc and Marron, Elena M. and {Viejo-Sobera}, Raquel and {Redolar-Ripoll}, Diego}, + year = {2017}, + keywords = {addiction,cognitive improvement,functional changes,internet gaming disorder,neural correlates,neuroimaging,structural changes,video games}, + pages = {248}, + file = {/Users/morteza/Documents/Zotero/storage/VLNQ6S7M/palaus2017.pdf;/Users/morteza/Documents/Zotero/storage/XW9X6BD2/Palaus et al. - 2017 - Neural Basis of Video Gaming A Systematic Review.pdf}, + pmid = {28588464}, + pmcid = {PMC5438999}, + note = {00025} +} + +@article{strenziok2014, + title = {Neurocognitive Enhancement in Older Adults: Comparison of Three Cognitive Training Tasks to Test a Hypothesis of Training Transfer in Brain Connectivity}, + volume = {85 Pt 3}, + issn = {1095-9572}, + shorttitle = {Neurocognitive Enhancement in Older Adults}, + abstract = {The ultimate goal of cognitive enhancement as an intervention for age-related cognitive decline is transfer to everyday cognitive functioning. Development of training methods that transfer broadly to untrained cognitive tasks (far transfer) requires understanding of the neural bases of training and far transfer effects. We used cognitive training to test the hypothesis that far transfer is associated with altered attentional control demands mediated by the dorsal attention network and trained sensory cortex. In an exploratory study, we randomly assigned 42 healthy older adults to six weeks of training on Brain Fitness (BF-auditory perception), Space Fortress (SF-visuomotor/working memory), or Rise of Nations (RON-strategic reasoning). Before and after training, cognitive performance, diffusion-derived white matter integrity, and functional connectivity of the superior parietal cortex (SPC) were assessed. We found the strongest effects from BF training, which transferred to everyday problem solving and reasoning and selectively changed integrity of occipito-temporal white matter associated with improvement on untrained everyday problem solving. These results show that cognitive gain from auditory perception training depends on heightened white matter integrity in the ventral attention network. In BF and SF (which also transferred positively), a decrease in functional connectivity between SPC and inferior temporal lobe (ITL) was observed compared to RON-which did not transfer to untrained cognitive function. These findings highlight the importance for cognitive training of top-down control of sensory processing by the dorsal attention network. Altered brain connectivity - observed in the two training tasks that showed far transfer effects - may be a marker for training success.}, + language = {eng}, + journal = {NeuroImage}, + doi = {10.1016/j.neuroimage.2013.07.069}, + author = {Strenziok, Maren and Parasuraman, Raja and Clarke, Ellen and Cisler, Dean S. and Thompson, James C. and Greenwood, Pamela M.}, + month = jan, + year = {2014}, + keywords = {Aged,Aging,Attention,Humans,Cognition,Brain,Transfer (Psychology),Female,Male,Biomedical Enhancement,Brain Mapping,Cognitive training,Diffusion Tensor Imaging,Far transfer,Functional connectivity,Image Processing; Computer-Assisted,Neural Pathways,Superior parietal cortex,White matter integrity}, + pages = {1027-1039}, + pmid = {23933474}, + note = {00082} +} + +@article{glass2013, + title = {Real-{{Time Strategy Game Training}}: {{Emergence}} of a {{Cognitive Flexibility Trait}}}, + volume = {8}, + issn = {1932-6203}, + shorttitle = {Real-{{Time Strategy Game Training}}}, + language = {en}, + number = {8}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0070350}, + author = {Glass, Brian D. and Maddox, W. Todd and Love, Bradley C.}, + editor = {Wenderoth, Nicole}, + month = aug, + year = {2013}, + pages = {e70350}, + file = {/Users/morteza/Documents/Zotero/storage/629S47H3/Glass et al. - 2013 - Real-Time Strategy Game Training Emergence of a C.pdf}, + note = {00124} +} + +@article{gong2017, + title = {Action {{Video Game Experience Related}} to {{Altered Large}}-{{Scale White Matter Networks}}}, + volume = {2017}, + language = {English}, + journal = {Neural Plasticity}, + doi = {10.1155/2017/7543686}, + author = {Gong, Diankun and Ma, Weiyi and Gong, Jinnan and He, Hui and Dong, Li and Zhang, Dan and Li, Jianfu and Luo, Cheng and Yao, Dezhong}, + year = {2017}, + keywords = {WM,AVGP}, + pages = {1--7}, + file = {/Users/morteza/Documents/Zotero/storage/SKEWRJGG/gong2017.pdf}, + note = {00002} +} + +@article{west2015, + title = {Habitual Action Video Game Playing Is Associated with Caudate Nucleus-Dependent Navigational Strategies}, + volume = {282}, + language = {English}, + number = {1808}, + journal = {Proceedings of the Royal Society B: Biological Sciences}, + doi = {10.1098/rspb.2014.2952}, + author = {West, G L and Drisdelle, B L and Konishi, K and Jackson, J and Jolicoeur, P and Bohbot, V D}, + month = may, + year = {2015}, + pages = {20142952--20142952} +} + +@article{gong2015, + title = {Enhanced Functional Connectivity and Increased Gray Matter Volume of Insula Related to Action Video Game Playing}, + volume = {5}, + issn = {2045-2322}, + language = {en}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/srep09763}, + author = {Gong, Diankun and He, Hui and Liu, Dongbo and Ma, Weiyi and Dong, Li and Luo, Cheng and Yao, Dezhong}, + month = sep, + year = {2015}, + pages = {9763}, + file = {/Users/morteza/Documents/Zotero/storage/A57TJY5F/gong2015.pdf} +} + +@article{bavelier2012, + title = {Neural Bases of Selective Attention in Action Video Game Players}, + volume = {61}, + abstract = {Vision Research, 61 (2012) 132-143. doi:10.1016/j.visres.2011.08.007}, + number = {C}, + journal = {Vision Research}, + doi = {10.1016/j.visres.2011.08.007}, + author = {Bavelier, D and Achtman, R L and Mani, M and F\"ocker, J}, + month = may, + year = {2012}, + pages = {132--143}, + file = {/Users/morteza/Documents/Zotero/storage/Z47WV36Z/bavelier2012.pdf} +} + +@article{zhang2015, + title = {Higher Integrity of the Motor and Visual Pathways in Long-Term Video Game Players}, + volume = {9}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2015.00098}, + author = {Zhang, Yang and Du, Guijin and Yang, Yongxin and Qin, Wen and Li, Xiaodong and Zhang, Quan}, + month = mar, + year = {2015}, + pages = {695}, + file = {/Users/morteza/Documents/Zotero/storage/UIVDFKF2/zhang2015.pdf}, + note = {00014} +} + +@article{bressler2010, + title = {Large-Scale Brain Networks in Cognition: Emerging Methods and Principles}, + volume = {14}, + issn = {13646613}, + shorttitle = {Large-Scale Brain Networks in Cognition}, + language = {en}, + number = {6}, + journal = {Trends in Cognitive Sciences}, + doi = {10.1016/j.tics.2010.04.004}, + author = {Bressler, Steven L. and Menon, Vinod}, + month = jun, + year = {2010}, + pages = {277-290}, + note = {01342} +} + +@article{takeuchi2011, + title = {Working {{Memory Training Using Mental Calculation Impacts Regional Gray Matter}} of the {{Frontal}} and {{Parietal Regions}}}, + volume = {6}, + issn = {1932-6203}, + language = {en}, + number = {8}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0023175}, + author = {Takeuchi, Hikaru and Taki, Yasuyuki and Sassa, Yuko and Hashizume, Hiroshi and Sekiguchi, Atsushi and Fukushima, Ai and Kawashima, Ryuta}, + editor = {Chapouthier, Georges}, + month = aug, + year = {2011}, + pages = {e23175}, + file = {/Users/morteza/Documents/Zotero/storage/8J2JWTUN/takeuchi2011.pdf}, + note = {00127} +} + +@article{gorbet2018, + title = {Move Faster, Think Later: {{Women}} Who Play Action Video Games Have Quicker Visually- Guided Responses with Later Onset Visuomotor-Related Brain Activity}, + volume = {13}, + abstract = {A history of action video game (AVG) playing is associated with improvements in several visuospatial and attention-related skills and these improvements may be transferable to unrelated tasks. These facts make video games a potential medium for skill-training and rehabilitation. However, examinations of the neural correlates underlying these observations are almost non-existent in the visuomotor system. Further, the vast majority of studies on the effects of a history of AVG play have been done using almost exclusively male participants. Therefore, to begin to fill these gaps in the literature, we present findings from two experiments. In the first, we use functional MRI to examine brain activity in experienced, female AVG players during visually-guided reaching. In the second, we examine the kinematics of visually-guided reaching in this population. Imaging data demonstrate that relative to women who do not play, AVG players have less motor-related preparatory activity in the cuneus, middle occipital gyrus, and cerebellum. This decrease is correlated with estimates of time spent playing. Further, these correlations are strongest during the performance of a visuomotor mapping that spatially dissociates eye and arm movements. However, further examinations of the full time-course of visuomotor-related activity in the AVG players revealed that the decreased activity during motor preparation likely results from a later onset of activity in AVG players, which occurs closer to beginning motor execution relative to the non-playing group. Further, the data presented here suggest that this later onset of preparatory activity represents greater neural efficiency that is associated with faster visually-guided responses.}, + language = {English}, + number = {1}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0189110}, + author = {Gorbet, Diana J and Sergio, Lauren E}, + month = jan, + year = {2018}, + pages = {e0189110}, + pmid = {29364891}, + pmcid = {PMC5783344}, + note = {00005} +} + +@article{fox2006, + title = {Spontaneous Neuronal Activity Distinguishes Human Dorsal and Ventral Attention Systems}, + volume = {103}, + issn = {0027-8424, 1091-6490}, + language = {en}, + number = {26}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.0604187103}, + author = {Fox, M. D. and Corbetta, M. and Snyder, A. Z. and Vincent, J. L. and Raichle, M. E.}, + month = jun, + year = {2006}, + pages = {10046-10051}, + file = {/Users/morteza/Documents/Zotero/storage/2PZH83RJ/fox2006.pdf}, + note = {01468} +} + +@article{buschkuehl2012, + title = {Neuronal Effects Following Working Memory Training.}, + volume = {2 Suppl 1}, + abstract = {There is accumulating evidence that training working memory (WM) leads to beneficial effects in tasks that were not trained, but the mechanisms underlying this transfer remain elusive. Brain imaging can be a valuable method to gain insights into such mechanisms. Here, we discuss the impact of cognitive training on neural correlates with an emphasis on studies that implemented a WM intervention. We focus on changes in activation patterns, changes in resting state connectivity, changes in brain structure, and changes in the dopaminergic system. Our analysis of the existing literature reveals that there is currently no clear pattern of results that would single out a specific neural mechanism underlying training and transfer. We conclude that although brain imaging has provided us with information about the mechanisms of WM training, more research is needed to understand its neural impact.}, + language = {English}, + journal = {Developmental cognitive neuroscience}, + doi = {10.1016/j.dcn.2011.10.001}, + author = {Buschkuehl, Martin and Jaeggi, Susanne M and Jonides, John}, + month = feb, + year = {2012}, + pages = {S167--79}, + pmid = {22682905}, + note = {00168} +} + +@article{gong2016, + title = {Functional {{Integration}} between {{Salience}} and {{Central Executive Networks}}: {{A Role}} for {{Action Video Game Experience}}}, + volume = {2016}, + language = {English}, + number = {4}, + journal = {Neural Plasticity}, + doi = {10.1155/2016/9803165}, + author = {Gong, Diankun and He, Hui and Ma, Weiyi and Liu, Dongbo and Huang, Mengting and Dong, Li and Gong, Jinnan and Li, Jianfu and Luo, Cheng and Yao, Dezhong}, + year = {2016}, + pages = {1--9}, + note = {00026} +} + +@article{green2008, + title = {Exercising Your Brain: A Review of Human Brain Plasticity and Training-Induced Learning}, + volume = {23}, + issn = {0882-7974}, + shorttitle = {Exercising Your Brain}, + abstract = {Human beings have an amazing capacity to learn new skills and adapt to new environments. However, several obstacles remain to be overcome in designing paradigms to broadly improve quality of life. Arguably, the most notable impediment to this goal is that learning tends to be quite specific to the trained regimen and does not transfer to even qualitatively similar tasks. This severely limits the potential benefits of learning to daily life. This review discusses training regimens that lead to the acquisition of new knowledge and strategies that can be used flexibly across a range of tasks and contexts. Possible characteristics of training regimens are proposed that may be responsible for augmented learning, including the manner in which task difficulty is progressed, the motivational state of the learner, and the type of feedback the training provides. When maximally implemented in rehabilitative paradigms, these characteristics may greatly increase the efficacy of training.}, + language = {eng}, + number = {4}, + journal = {Psychology and Aging}, + doi = {10.1037/a0014345}, + author = {Green, C. S. and Bavelier, D.}, + month = dec, + year = {2008}, + keywords = {Aged,Aging,Attention,Humans,Arousal,Brain,Feedback; Psychological,Intelligence,Motivation,Music,Neuronal Plasticity,Practice (Psychology),Sports,Transfer (Psychology),Video Games}, + pages = {692-701}, + pmid = {19140641}, + pmcid = {PMC2896818}, + note = {00552} +} + +@article{katsyri2013, + title = {Just Watching the Game Ain't Enough: Striatal {{fMRI}} Reward Responses to Successes and Failures in a Video Game during Active and Vicarious Playing}, + volume = {7}, + issn = {1662-5161}, + shorttitle = {Just Watching the Game Ain't Enough}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2013.00278}, + author = {K\"atsyri, Jari and Hari, Riitta and Ravaja, Niklas and Nummenmaa, Lauri}, + year = {2013}, + file = {/Users/morteza/Documents/Zotero/storage/XJE9DMTU/kätsyri2013.pdf}, + note = {00046} +} + +@article{koepp1998, + title = {Evidence for Striatal Dopamine Release during a Video Game}, + volume = {393}, + issn = {0028-0836, 1476-4687}, + language = {en}, + number = {6682}, + journal = {Nature}, + doi = {10.1038/30498}, + author = {Koepp, M. J. and Gunn, R. N. and Lawrence, A. D. and Cunningham, V. J. and Dagher, A. and Jones, T. and Brooks, D. J. and Bench, C. J. and Grasby, P. M.}, + month = may, + year = {1998}, + pages = {266-268}, + note = {01314} +} + +@article{focker2019, + title = {Neural {{Correlates}} of {{Enhanced Visual Attentional Control}} in {{Action Video Game Players}}: {{An Event}}-{{Related Potential Study}}}, + volume = {31}, + issn = {0898-929X, 1530-8898}, + shorttitle = {Neural {{Correlates}} of {{Enhanced Visual Attentional Control}} in {{Action Video Game Players}}}, + language = {en}, + number = {3}, + journal = {Journal of Cognitive Neuroscience}, + doi = {10.1162/jocn_a_01230}, + author = {F\"ocker, Julia and Mortazavi, Matin and Khoe, Wayne and Hillyard, Steven A. and Bavelier, Daphne}, + month = mar, + year = {2019}, + pages = {377-389}, + note = {00005} +} + +@incollection{menon2015, + title = {Salience {{Network}}}, + isbn = {978-0-12-397316-0}, + language = {en}, + booktitle = {Brain {{Mapping}}}, + publisher = {{Elsevier}}, + author = {Menon, V.}, + year = {2015}, + pages = {597-611}, + doi = {10.1016/B978-0-12-397025-1.00052-X}, + note = {00308} +} + +@article{kuhn2014, + title = {Playing {{Super Mario}} Induces Structural Brain Plasticity: Gray Matter Changes Resulting from Training with a Commercial Video Game}, + volume = {19}, + issn = {1359-4184, 1476-5578}, + shorttitle = {Playing {{Super Mario}} Induces Structural Brain Plasticity}, + language = {en}, + number = {2}, + journal = {Molecular Psychiatry}, + doi = {10.1038/mp.2013.120}, + author = {K\"uhn, S and Gleich, T and Lorenz, R C and Lindenberger, U and Gallinat, J}, + month = feb, + year = {2014}, + pages = {265-271} +} + +@article{kuhn2011, + title = {The Neural Basis of Video Gaming}, + volume = {1}, + issn = {2158-3188}, + language = {en}, + number = {11}, + journal = {Translational Psychiatry}, + doi = {10.1038/tp.2011.53}, + author = {K\"uhn, S and Romanowski, A and Schilling, C and Lorenz, R and M\"orsen, C and Seiferth, N and Banaschewski, T and Barbot, A and Barker, G J and B\"uchel, C and Conrod, P J and Dalley, J W and Flor, H and Garavan, H and Ittermann, B and Mann, K and Martinot, J-L and Paus, T and Rietschel, M and Smolka, M N and Str\"ohle, A and Walaszek, B and Schumann, G and Heinz, A and Gallinat, J}, + month = nov, + year = {2011}, + pages = {e53-e53}, + note = {00163} +} + +@article{kuhn2014a, + title = {Positive {{Association}} of {{Video Game Playing}} with {{Left Frontal Cortical Thickness}} in {{Adolescents}}}, + volume = {9}, + issn = {1932-6203}, + language = {en}, + number = {3}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0091506}, + author = {K\"uhn, Simone and Lorenz, Robert and Banaschewski, Tobias and Barker, Gareth J. and B\"uchel, Christian and Conrod, Patricia J. and Flor, Herta and Garavan, Hugh and Ittermann, Bernd and Loth, Eva and Mann, Karl and Nees, Frauke and Artiges, Eric and Paus, Tomas and Rietschel, Marcella and Smolka, Michael N. and Str\"ohle, Andreas and Walaszek, Bernadetta and Schumann, Gunter and Heinz, Andreas and Gallinat, J\"urgen and {The IMAGEN Consortium}}, + editor = {Krueger, Frank}, + month = mar, + year = {2014}, + pages = {e91506}, + file = {/Users/morteza/Documents/Zotero/storage/VHNP8RTR/kühn2014.pdf}, + note = {00069} +} + +@article{eichenbaum2017, + title = {The Role of the Hippocampus in Navigation Is Memory}, + volume = {117}, + issn = {0022-3077, 1522-1598}, + language = {en}, + number = {4}, + journal = {Journal of Neurophysiology}, + doi = {10.1152/jn.00005.2017}, + author = {Eichenbaum, Howard}, + month = apr, + year = {2017}, + pages = {1785-1796}, + note = {00038} +} + +@article{lisman2017, + title = {Viewpoints: How the Hippocampus Contributes to Memory, Navigation and Cognition}, + volume = {20}, + issn = {1097-6256, 1546-1726}, + shorttitle = {Viewpoints}, + language = {en}, + number = {11}, + journal = {Nature Neuroscience}, + doi = {10.1038/nn.4661}, + author = {Lisman, John and Buzs\'aki, Gy\"orgy and Eichenbaum, Howard and Nadel, Lynn and Ranganath, Charan and Redish, A David}, + month = nov, + year = {2017}, + pages = {1434-1447}, + note = {00028} +} + +@article{bird2008, + title = {The Hippocampus and Memory: Insights from Spatial Processing}, + volume = {9}, + issn = {1471-003X, 1471-0048}, + shorttitle = {The Hippocampus and Memory}, + language = {en}, + number = {3}, + journal = {Nature Reviews Neuroscience}, + doi = {10.1038/nrn2335}, + author = {Bird, Chris M. and Burgess, Neil}, + month = mar, + year = {2008}, + pages = {182-194}, + note = {00746} +} + +@article{siniatchkin2017, + title = {Anodal {{tDCS}} over the Left {{DLPFC}} Improved Working Memory and Reduces Symptoms in Children with {{ADHD}}}, + volume = {10}, + issn = {1935861X}, + language = {en}, + number = {2}, + journal = {Brain Stimulation}, + doi = {10.1016/j.brs.2017.01.509}, + author = {Siniatchkin, M.}, + month = mar, + year = {2017}, + pages = {517}, + note = {00000} +} + +@article{wang2018, + title = {Transcranial Direct Current Stimulation over the Right {{DLPFC}} Selectively Modulates Subprocesses in Working Memory}, + volume = {6}, + issn = {2167-8359}, + abstract = {Background + Working memory, as a complex system, consists of two independent components: manipulation and maintenance process, which are defined as executive control and storage process. Previous studies mainly focused on the overall effect of transcranial direct current stimulation (tDCS) on working memory. However, little has been known about the segregative effects of tDCS on the sub-processes within working memory. + + + Method + + Transcranial direct current stimulation, as one of the non-invasive brain stimulation techniques, is being widely used to modulate the cortical activation of local brain areas. This study modified a spatial + n + -back experiment with anodal and cathodal tDCS exertion on the right dorsolateral prefrontal cortex (DLPFC), aiming to investigate the effects of tDCS on the two sub-processes of working memory: manipulation (updating) and maintenance. Meanwhile, considering the separability of tDCS effects, we further reconfirmed the causal relationship between the right DLPFC and the sub-processes of working memory with different tDCS conditions. + + + + Results + The present study showed that cathodal tDCS on the right DLPFC selectively improved the performance of the modified 2-back task in the difficult condition, whereas anodal tDCS significantly reduced the performance of subjects and showed an speeding-up tendency of response time. More precisely, the results of discriminability index and criterion showed that only cathodal tDCS enhanced the performance of maintenance in the difficult condition. Neither of the two tDCS conditions affected the performance of manipulation (updating). + + + Conclusion + These findings provide evidence that cathodal tDCS of the right DLPFC selectively affects maintenance capacity. Besides, cathodal tDCS also serves as an interference suppressor to reduce the irrelevant interference, thereby indirectly improving the working memory capacity. Moreover, the right DLPFC is not the unique brain regions for working memory manipulation (updating).}, + language = {en}, + journal = {PeerJ}, + doi = {10.7717/peerj.4906}, + author = {Wang, Jiarui and Tian, Jinhua and Hao, Renning and Tian, Lili and Liu, Qiang}, + month = may, + year = {2018}, + pages = {e4906}, + note = {00001} +} + +@article{lefebvre2005, + title = {Assessment of Working Memory Abilities Using an Event-Related Brain Potential ({{ERP}})-Compatible Digit Span Backward Task}, + volume = {116}, + issn = {13882457}, + language = {en}, + number = {7}, + journal = {Clinical Neurophysiology}, + doi = {10.1016/j.clinph.2005.03.015}, + author = {Lefebvre, Celeste D. and Marchand, Yannick and Eskes, Gail A. and Connolly, John F.}, + month = jul, + year = {2005}, + pages = {1665-1680}, + note = {00087} +} + +@article{finnigan2011, + title = {{{ERP}} Measures Indicate Both Attention and Working Memory Encoding Decrements in Aging: {{Age}} Effects on Attention and Memory Encoding {{ERPs}}}, + volume = {48}, + issn = {00485772}, + shorttitle = {{{ERP}} Measures Indicate Both Attention and Working Memory Encoding Decrements in Aging}, + language = {en}, + number = {5}, + journal = {Psychophysiology}, + doi = {10.1111/j.1469-8986.2010.01128.x}, + author = {Finnigan, Simon and O'Connell, Redmond G. and Cummins, Tarrant D. R. and Broughton, Megan and Robertson, Ian H.}, + month = may, + year = {2011}, + pages = {601-611}, + note = {00000} +} + +@article{looi2016, + title = {Combining Brain Stimulation and Video Game to Promote Long-Term Transfer of Learning and Cognitive Enhancement}, + volume = {6}, + issn = {2045-2322}, + language = {en}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/srep22003}, + author = {Looi, Chung Yen and Duta, Mihaela and Brem, Anna-Katharine and Huber, Stefan and Nuerk, Hans-Christoph and Cohen Kadosh, Roi}, + month = apr, + year = {2016}, + pages = {22003}, + file = {/Users/morteza/Documents/Zotero/storage/NU964ZWA/looi2016.pdf}, + note = {00041} +} + +@article{winkler2010, + title = {Cortical {{Thickness}} or {{Grey Matter Volume}}? {{The Importance}} of {{Selecting}} the {{Phenotype}} for {{Imaging Genetics Studies}}}, + volume = {53}, + issn = {1053-8119}, + shorttitle = {Cortical {{Thickness}} or {{Grey Matter Volume}}?}, + abstract = {Choosing the appropriate neuroimaging phenotype is critical to successfully identify genes that influence brain structure or function. While neuroimaging methods provide numerous potential phenotypes, their role for imaging genetics studies are unclear. Here we examine the relationship between brain volume, grey matter volume, cortical thickness and surface area, from a genetic standpoint. Four hundred and eighty-six individuals from randomly ascertained extended pedigrees with high-quality T1-weighted neuroanatomic MRI images participated in the study. Surface-based and voxel-based representations of brain structure were derived, using automated methods, and these measurements were analysed using a variance-components method to identify the heritability of these traits and their genetic correlations. All neuroanatomic traits were significantly influenced by genetic factors. Cortical thickness and surface area measurements were found to be genetically and phenotypically independent. While both thickness and area influenced volume measurements of cortical grey matter, volume was more closely related to surface area than cortical thickness. This trend was observed for both the volume-based and surface-based techniques. The results suggest that surface area and cortical thickness measurements should be considered separately and preferred over gray matter volumes for imaging genetic studies.}, + number = {3}, + journal = {NeuroImage}, + doi = {10.1016/j.neuroimage.2009.12.028}, + author = {Winkler, Anderson M. and Kochunov, Peter and Blangero, John and Almasy, Laura and Zilles, Karl and Fox, Peter T. and Duggirala, Ravindranath and Glahn, David C.}, + month = nov, + year = {2010}, + pages = {1135-1146}, + file = {/Users/morteza/Documents/Zotero/storage/V4P9UUCA/Winkler et al. - 2010 - Cortical Thickness or Grey Matter Volume The Impo.pdf}, + pmid = {20006715}, + pmcid = {PMC2891595}, + note = {00000} +} + +@article{engelhard2010, + title = {The Impact of Taxing Working Memory on Negative and Positive Memories}, + volume = {1}, + issn = {2000-8066}, + abstract = {BACKGROUND: Earlier studies have shown that horizontal eye movement (EM) during retrieval of a negative memory reduces its vividness and emotionality. This may be due to both tasks competing for working memory (WM) resources. This study examined whether playing the computer game "Tetris" also blurs memory. +METHOD: PARTICIPANTS RECALLED NEGATIVE AND POSITIVE MEMORIES IN THREE CONDITIONS: recall only, recall with concurrent EM, and recall with playing Tetris. Before and after these conditions, vividness, emotionality, and physiological startle responses during recall were measured. +RESULTS: A reaction time task showed that EM and Tetris draw on WM, compared to no dual-task. Compared to recall only, EM and Tetris both decreased reported emotionality and startle responses. +CONCLUSIONS: The effects of EM and Tetris did not differ, even though the tasks differed in the degree of taxing WM. This suggests that taxing WM and its effects on emotional memories may not be linearly related. Potential clinical implications are discussed.}, + language = {eng}, + journal = {European Journal of Psychotraumatology}, + doi = {10.3402/ejpt.v1i0.5623}, + author = {Engelhard, Iris M. and {van Uijen}, Sophie L. and {van den Hout}, Marcel A.}, + year = {2010}, + keywords = {EMDR,Intrusive memory,PTSD,working memory}, + file = {/Users/morteza/Documents/Zotero/storage/LBBTJU8D/Engelhard et al. - 2010 - The impact of taxing working memory on negative an.pdf}, + pmid = {22893797}, + pmcid = {PMC3402003}, + note = {00000} +} + +@article{iyadurai2018, + title = {Preventing Intrusive Memories after Trauma via a Brief Intervention Involving {{Tetris}} Computer Game Play in the Emergency Department: A Proof-of-Concept Randomized Controlled Trial}, + volume = {23}, + copyright = {2017 Nature Publishing Group}, + issn = {1476-5578}, + shorttitle = {Preventing Intrusive Memories after Trauma via a Brief Intervention Involving {{Tetris}} Computer Game Play in the Emergency Department}, + abstract = {After psychological trauma, recurrent intrusive visual memories may be distressing and disruptive. Preventive interventions post trauma are lacking. Here we test a behavioural intervention after real-life trauma derived from cognitive neuroscience. We hypothesized that intrusive memories would be significantly reduced in number by an intervention involving a computer game with high visuospatial demands (Tetris), via disrupting consolidation of sensory elements of trauma memory. The Tetris-based intervention (trauma memory reminder cue plus c. 20 min game play) vs attention-placebo control (written activity log for same duration) were both delivered in an emergency department within 6 h of a motor vehicle accident. The randomized controlled trial compared the impact on the number of intrusive trauma memories in the subsequent week (primary outcome). Results vindicated the efficacy of the Tetris-based intervention compared with the control condition: there were fewer intrusive memories overall, and time-series analyses showed that intrusion incidence declined more quickly. There were convergent findings on a measure of clinical post-trauma intrusion symptoms at 1 week, but not on other symptom clusters or at 1 month. Results of this proof-of-concept study suggest that a larger trial, powered to detect differences at 1 month, is warranted. Participants found the intervention easy, helpful and minimally distressing. By translating emerging neuroscientific insights and experimental research into the real world, we offer a promising new low-intensity psychiatric intervention that could prevent debilitating intrusive memories following trauma.}, + language = {en}, + number = {3}, + journal = {Molecular Psychiatry}, + doi = {10.1038/mp.2017.23}, + author = {Iyadurai, L. and Blackwell, S. E. and {Meiser-Stedman}, R. and Watson, P. C. and Bonsall, M. B. and Geddes, J. R. and Nobre, A. C. and Holmes, E. A.}, + month = mar, + year = {2018}, + pages = {674-682}, + file = {/Users/morteza/Documents/Zotero/storage/ZZCIFX7G/Iyadurai et al. - 2018 - Preventing intrusive memories after trauma via a b.pdf;/Users/morteza/Documents/Zotero/storage/PPL3CDGF/mp201723.html}, + note = {00000} +} + +@article{skorka-brown2015, + title = {Playing {{Tetris}} Decreases Drug and Other Cravings in Real World Settings}, + volume = {51}, + issn = {1873-6327}, + abstract = {Most research on cognitive processes in craving has been carried out in the laboratory and focuses on food craving. This study extends laboratory findings to real world settings and cravings for drugs or activities as well as food. Previous laboratory research has found that playing Tetris reduces craving strength. The present study used an ecological momentary assessment protocol in which 31 undergraduate participants carried iPods for a week and were prompted 7 times each day, by SMS message, to use their iPod to report craving. Participants reported craving target and strength (0-100), whether they indulged their previous craving (yes/no), and whether they were under the influence of alcohol (yes/no). Those randomly assigned to the intervention condition (n=15) then played Tetris for 3min and reported their craving again. Those in the monitoring-only control condition (n=16) provided baseline craving data to test if Tetris reduced the incidence and strength of spontaneous cravings across the week. Playing Tetris decreased craving strength for drugs (alcohol, nicotine, caffeine), food and drink, and activities (sex, exercise, gaming), with a mean reduction of 13.9 percentage points, effect size f(2)=0.11. This effect was consistent across the week. This is the first demonstration that visual cognitive interference can be used in the field to reduce cravings for substances and activities other than eating.}, + language = {eng}, + journal = {Addictive Behaviors}, + doi = {10.1016/j.addbeh.2015.07.020}, + author = {{Skorka-Brown}, Jessica and Andrade, Jackie and Whalley, Ben and May, Jon}, + month = dec, + year = {2015}, + keywords = {Humans,Video Games,Adolescent,Adult,Female,Male,Addiction,Behavior; Addictive,Behavioural research,Cognitive theory,Craving,Desire,Elaborated Intrusion theory,Multilevel models,Students,Substance-Related Disorders,Technology,Young Adult}, + pages = {165-170}, + file = {/Users/morteza/Documents/Zotero/storage/NDASC6YX/Skorka-Brown et al. - 2015 - Playing Tetris decreases drug and other cravings i.pdf}, + pmid = {26275843}, + note = {00000} +} + +@article{palaus2017a, + title = {Cognitive Enhancement by Means of {{TMS}} and Video Game Training: Preliminary Analysis}, + author = {Palaus, Marc and {Redolar-Ripoll}, Diego and {Viejo-Sobera}, Raquel and {Mu\~noz-Marr\'on}, Elena}, + month = jun, + year = {2017}, + note = {00000 +cites: unknown} +} + +@article{boot2008, + title = {The Effects of Video Game Playing on Attention, Memory, and Executive Control}, + volume = {129}, + issn = {00016918}, + language = {en}, + number = {3}, + journal = {Acta Psychologica}, + doi = {10.1016/j.actpsy.2008.09.005}, + author = {Boot, Walter R. and Kramer, Arthur F. and Simons, Daniel J. and Fabiani, Monica and Gratton, Gabriele}, + month = nov, + year = {2008}, + pages = {387-398}, + note = {00000} +} + +@article{moreau2013, + title = {Differentiating Two- from Three-Dimensional Mental Rotation Training Effects}, + volume = {66}, + issn = {1747-0226}, + abstract = {Block videogame training has consistently demonstrated transfer effects to mental rotation tasks, yet how variations in training influence performance with different stimuli remains unclear. In this study, participants took mental rotation assessments before and after a 3-week training programme based on 2D or 3D block videogames. Assessments varied in terms of dimensionality (2D or 3D) and stimulus type (polygon or body). Increases in videogame scores throughout training were correlated with mental rotation improvements. In particular, 2D training led to improvements in 2D tasks, whereas 3D training led to improvements in both 2D and 3D tasks. This effect did not depend on stimulus type, demonstrating that training can transfer to different stimuli of identical dimensionality. Interestingly, traditional gender differences in 3D mental rotation tasks vanished after 3D videogame training, highlighting the malleability of mental rotation ability given adequate training. These findings emphasize the influence of dimensionality in transfer effects and offer promising perspectives to reduce differences in mental rotation via designed training programmes.}, + language = {eng}, + number = {7}, + journal = {Quarterly Journal of Experimental Psychology (2006)}, + doi = {10.1080/17470218.2012.744761}, + author = {Moreau, David}, + year = {2013}, + keywords = {Video Recording,Humans,Transfer (Psychology),Adolescent,Female,Male,Space Perception,Neuropsychological Tests,Reaction Time,Analysis of Variance,Rotation,Young Adult,Mental Processes,Statistics as Topic,Teaching}, + pages = {1399-1413}, + pmid = {23163833}, + note = {00000} +} + +@article{belchior2013, + title = {Video Game Training to Improve Selective Visual Attention in Older Adults}, + volume = {29}, + issn = {0747-5632}, + abstract = {The current study investigated the effect of video game training on older adult's useful field of view performance (the UFOV\textregistered{} test). Fifty-eight older adult participants were randomized to receive practice with the target action game (Medal of Honor), a placebo control arcade game (Tetris), a clinically validated UFOV training program, or into a no contact control group. Examining pretest-posttest change in selective visual attention, the UFOV improved significantly more than the game groups; all three intervention groups improved significantly more than no-contact controls. There was a lack of difference between the two game conditions, differing from findings with younger adults. Discussion considers whether games posing less challenge might still be effective interventions for elders, and whether optimal training dosages should be higher.}, + language = {eng}, + number = {4}, + journal = {Computers in Human Behavior}, + author = {Belchior, Patr\'icia and Marsiske, Michael and Sisco, Shannon M. and Yam, Anna and Bavelier, Daphne and Ball, Karlene and Mann, William C.}, + month = jul, + year = {2013}, + keywords = {Aging,Older adults,Training,Videogames,Visual attention}, + pages = {1318-1324}, + pmid = {24003265}, + pmcid = {PMC3758751}, + note = {00000} +} + +@article{astle2015, + title = {Cognitive {{Training Enhances Intrinsic Brain Connectivity}} in {{Childhood}}}, + volume = {35}, + number = {16}, + journal = {Journal of Neuroscience}, + author = {Astle, D E and Barnes, J J and Baker, K and Colclough, G L and Woolrich, M W}, + month = apr, + year = {2015}, + pages = {6277-6283}, + note = {00000} +} + +@article{terlecki2008, + title = {Durable and Generalized Effects of Spatial Experience on Mental Rotation: Gender Differences in Growth Patterns}, + volume = {22}, + copyright = {Copyright \textcopyright{} 2007 John Wiley \& Sons, Ltd.}, + issn = {1099-0720}, + shorttitle = {Durable and Generalized Effects of Spatial Experience on Mental Rotation}, + abstract = {This study addressed questions about improvement in mental rotation skills: (1) whether growth trajectories differ for men and women with higher or lower spatial experience, (2) whether videogame training has effects on performance and leads to transfer, (3) whether effects of repeated testing or training effects are durable and (4) whether transfer is durable. Undergraduates participated in repeated testing on the MRT or played the videogame Tetris. Analyses showed large improvements in mental rotation with both repeated testing and training; these gains were maintained several months later. MRT scores of men and women did not converge, but men showed faster initial growth and women showed more improvement later. Videogame training showed greater initial growth than repeated testing alone, but final performance did not differ. Effects of videogame training transferred to other spatial tasks exceeding the effects of repeated testing, and this transfer advantage was still evident after several months. Copyright \textcopyright{} 2007 John Wiley \& Sons, Ltd.}, + language = {en}, + number = {7}, + journal = {Applied Cognitive Psychology}, + doi = {10.1002/acp.1420}, + author = {Terlecki, Melissa S. and Newcombe, Nora S. and Little, Michelle}, + year = {2008}, + pages = {996-1013}, + file = {/Users/morteza/Documents/Zotero/storage/XU7HEU2M/acp.html}, + note = {00000} +} + +@article{draganski2008, + title = {Training-Induced Structural Changes in the Adult Human Brain}, + volume = {192}, + number = {1}, + journal = {Behavioural brain research}, + author = {Draganski, B and May, A}, + month = sep, + year = {2008}, + pages = {137-142}, + note = {00000} +} + +@article{oei2014, + title = {Playing a Puzzle Video Game with Changing Requirements Improves Executive Functions}, + volume = {37}, + issn = {07475632}, + language = {en}, + journal = {Computers in Human Behavior}, + doi = {10.1016/j.chb.2014.04.046}, + author = {Oei, Adam C. and Patterson, Michael D.}, + month = aug, + year = {2014}, + pages = {216-228}, + note = {00042} +} + +@article{oei2013, + title = {Enhancing {{Cognition}} with {{Video Games}}: {{A Multiple Game Training Study}}}, + volume = {8}, + issn = {1932-6203}, + shorttitle = {Enhancing {{Cognition}} with {{Video Games}}}, + language = {en}, + number = {3}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0058546}, + author = {Oei, Adam C. and Patterson, Michael D.}, + editor = {Geng, Joy J.}, + month = mar, + year = {2013}, + pages = {e58546}, + file = {/Users/morteza/Documents/Zotero/storage/VVFATBLU/Oei and Patterson - 2013 - Enhancing Cognition with Video Games A Multiple G.pdf}, + note = {00200} +} + +@article{li2016, + title = {Playing {{Action Video Games Improves Visuomotor Control}}}, + volume = {27}, + issn = {0956-7976, 1467-9280}, + language = {en}, + number = {8}, + journal = {Psychological Science}, + doi = {10.1177/0956797616650300}, + author = {Li, Li and Chen, Rongrong and Chen, Jing}, + month = aug, + year = {2016}, + pages = {1092-1108}, + note = {00013} +} + +@article{cherney2014, + title = {Training {{Spatial Skills}} in {{Men}} and {{Women}}}, + volume = {119}, + issn = {0031-5125, 1558-688X}, + language = {en}, + number = {1}, + journal = {Perceptual and Motor Skills}, + doi = {10.2466/23.25.PMS.119c12z0}, + author = {Cherney, Isabelle D. and Bersted, Kyle and Smetter, Joseph}, + month = aug, + year = {2014}, + pages = {82-99}, + note = {00020} +} + +@article{wu2013, + title = {Playing Shooter and Driving Videogames Improves Top-down Guidance in Visual Search}, + volume = {75}, + issn = {1943-3921, 1943-393X}, + language = {en}, + number = {4}, + journal = {Attention, Perception, \& Psychophysics}, + doi = {10.3758/s13414-013-0440-2}, + author = {Wu, Sijing and Spence, Ian}, + month = may, + year = {2013}, + pages = {673-686}, + file = {/Users/morteza/Documents/Zotero/storage/B6YQLSCB/Wu and Spence - 2013 - Playing shooter and driving videogames improves to.pdf}, + note = {00072} +} + +@article{cherney2008, + title = {Mom, {{Let Me Play More Computer Games}}: {{They Improve My Mental Rotation Skills}}}, + volume = {59}, + issn = {0360-0025, 1573-2762}, + shorttitle = {Mom, {{Let Me Play More Computer Games}}}, + language = {en}, + number = {11-12}, + journal = {Sex Roles}, + doi = {10.1007/s11199-008-9498-z}, + author = {Cherney, Isabelle D.}, + month = dec, + year = {2008}, + pages = {776-786}, + note = {00187} +} + +@article{sims2002, + title = {Domain Specificity of Spatial Expertise: The Case of Video Game Players}, + volume = {16}, + issn = {08884080, 10990720}, + shorttitle = {Domain Specificity of Spatial Expertise}, + language = {en}, + number = {1}, + journal = {Applied Cognitive Psychology}, + doi = {10.1002/acp.759}, + author = {Sims, Valerie K. and Mayer, Richard E.}, + month = jan, + year = {2002}, + pages = {97-115}, + note = {00000} +} + +@article{kuhn2014b, + title = {Amount of Lifetime Video Gaming Is Positively Associated with Entorhinal, Hippocampal and Occipital Volume}, + volume = {19}, + issn = {1359-4184, 1476-5578}, + language = {en}, + number = {7}, + journal = {Molecular Psychiatry}, + doi = {10.1038/mp.2013.100}, + author = {K\"uhn, S and Gallinat, J}, + month = jul, + year = {2014}, + pages = {842-847}, + note = {00083} +} + +@article{hopf2000, + title = {Neural Sources of Focused Attention in Visual Search}, + volume = {10}, + issn = {1047-3211}, + abstract = {Previous studies of visual search in humans using event-related potentials (ERPs) have revealed an ERP component called 'N2pc' (180-280 ms) that reflects the focusing of attention onto potential target items in the search array. The present study was designed to localize the neuroanatomical sources of this component by means of magnetoencephalographic (MEG) recordings, which provide greater spatial precision than ERP recordings. MEG recordings were obtained with an array of 148 magnetometers from six normal adult subjects, one of whom was tested in multiple sessions so that both single-subject and group analyses could be performed. Source localization procedures revealed that the N2pc is composed of two distinct neural responses, an early parietal source (180-200 ms) and a later occipito-temporal source (220-240 ms). These findings are consistent with the proposal that parietal areas are used to initiate a shift of attention within a visual search array and that the focusing of attention is implemented by extrastriate areas of the occipital and inferior temporal cortex.}, + language = {eng}, + number = {12}, + journal = {Cerebral Cortex (New York, N.Y.: 1991)}, + author = {Hopf, J. M. and Luck, S. J. and Girelli, M. and Hagner, T. and Mangun, G. R. and Scheich, H. and Heinze, H. J.}, + month = dec, + year = {2000}, + keywords = {Attention,Humans,Brain,Adult,Female,Male,Space Perception,Reaction Time,Evoked Potentials,Magnetoencephalography,Occipital Lobe,Parietal Lobe,Temporal Lobe}, + pages = {1233-1241}, + pmid = {11073872}, + note = {00392} +} + +@article{holmes2009, + title = {Can {{Playing}} the {{Computer Game}} ``{{Tetris}}'' {{Reduce}} the {{Build}}-{{Up}} of {{Flashbacks}} for {{Trauma}}? {{A Proposal}} from {{Cognitive Science}}}, + volume = {4}, + issn = {1932-6203}, + shorttitle = {Can {{Playing}} the {{Computer Game}} ``{{Tetris}}'' {{Reduce}} the {{Build}}-{{Up}} of {{Flashbacks}} for {{Trauma}}?}, + abstract = {Background Flashbacks are the hallmark symptom of Posttraumatic Stress Disorder (PTSD). Although we have successful treatments for full-blown PTSD, early interventions are lacking. We propose the utility of developing a `cognitive vaccine' to prevent PTSD flashback development following exposure to trauma. Our theory is based on two key findings: 1) Cognitive science suggests that the brain has selective resources with limited capacity; 2) The neurobiology of memory suggests a 6-hr window to disrupt memory consolidation. The rationale for a `cognitive vaccine' approach is as follows: Trauma flashbacks are sensory-perceptual, visuospatial mental images. Visuospatial cognitive tasks selectively compete for resources required to generate mental images. Thus, a visuospatial computer game (e.g. ``Tetris'') will interfere with flashbacks. Visuospatial tasks post-trauma, performed within the time window for memory consolidation, will reduce subsequent flashbacks. We predicted that playing ``Tetris'' half an hour after viewing trauma would reduce flashback frequency over 1-week. Methodology/Principal Findings The Trauma Film paradigm was used as a well-established experimental analog for Post-traumatic Stress. All participants viewed a traumatic film consisting of scenes of real injury and death followed by a 30-min structured break. Participants were then randomly allocated to either a no-task or visuospatial (``Tetris'') condition which they undertook for 10-min. Flashbacks were monitored for 1-week. Results indicated that compared to the no-task condition, the ``Tetris'' condition produced a significant reduction in flashback frequency over 1-week. Convergent results were found on a clinical measure of PTSD symptomatology at 1-week. Recognition memory between groups did not differ significantly. Conclusions/Significance Playing ``Tetris'' after viewing traumatic material reduces unwanted, involuntary memory flashbacks to that traumatic film, leaving deliberate memory recall of the event intact. Pathological aspects of human memory in the aftermath of trauma may be malleable using non-invasive, cognitive interventions. This has implications for a novel avenue of preventative treatment development, much-needed as a crisis intervention for the aftermath of traumatic events.}, + language = {en}, + number = {1}, + journal = {PLOS ONE}, + doi = {10.1371/journal.pone.0004153}, + author = {Holmes, Emily A. and James, Ella L. and {Coode-Bate}, Thomas and Deeprose, Catherine}, + month = jan, + year = {2009}, + keywords = {Cognition,Computer games,Memory,Memory consolidation,Post-traumatic stress disorder,Recall (memory),Vision,Working memory}, + pages = {e4153}, + note = {00293} +} + +@article{holmes2009a, + title = {Can {{Playing}} the {{Computer Game}} ``{{Tetris}}'' {{Reduce}} the {{Build}}-{{Up}} of {{Flashbacks}} for {{Trauma}}? {{A Proposal}} from {{Cognitive Science}}}, + volume = {4}, + issn = {1932-6203}, + shorttitle = {Can {{Playing}} the {{Computer Game}} ``{{Tetris}}'' {{Reduce}} the {{Build}}-{{Up}} of {{Flashbacks}} for {{Trauma}}?}, + abstract = {Background Flashbacks are the hallmark symptom of Posttraumatic Stress Disorder (PTSD). Although we have successful treatments for full-blown PTSD, early interventions are lacking. We propose the utility of developing a `cognitive vaccine' to prevent PTSD flashback development following exposure to trauma. Our theory is based on two key findings: 1) Cognitive science suggests that the brain has selective resources with limited capacity; 2) The neurobiology of memory suggests a 6-hr window to disrupt memory consolidation. The rationale for a `cognitive vaccine' approach is as follows: Trauma flashbacks are sensory-perceptual, visuospatial mental images. Visuospatial cognitive tasks selectively compete for resources required to generate mental images. Thus, a visuospatial computer game (e.g. ``Tetris'') will interfere with flashbacks. Visuospatial tasks post-trauma, performed within the time window for memory consolidation, will reduce subsequent flashbacks. We predicted that playing ``Tetris'' half an hour after viewing trauma would reduce flashback frequency over 1-week. Methodology/Principal Findings The Trauma Film paradigm was used as a well-established experimental analog for Post-traumatic Stress. All participants viewed a traumatic film consisting of scenes of real injury and death followed by a 30-min structured break. Participants were then randomly allocated to either a no-task or visuospatial (``Tetris'') condition which they undertook for 10-min. Flashbacks were monitored for 1-week. Results indicated that compared to the no-task condition, the ``Tetris'' condition produced a significant reduction in flashback frequency over 1-week. Convergent results were found on a clinical measure of PTSD symptomatology at 1-week. Recognition memory between groups did not differ significantly. Conclusions/Significance Playing ``Tetris'' after viewing traumatic material reduces unwanted, involuntary memory flashbacks to that traumatic film, leaving deliberate memory recall of the event intact. Pathological aspects of human memory in the aftermath of trauma may be malleable using non-invasive, cognitive interventions. This has implications for a novel avenue of preventative treatment development, much-needed as a crisis intervention for the aftermath of traumatic events.}, + language = {en}, + number = {1}, + journal = {PLOS ONE}, + doi = {10.1371/journal.pone.0004153}, + author = {Holmes, Emily A. and James, Ella L. and {Coode-Bate}, Thomas and Deeprose, Catherine}, + month = jan, + year = {2009}, + keywords = {Cognition,Computer games,Memory,Memory consolidation,Post-traumatic stress disorder,Recall (memory),Vision,Working memory}, + pages = {e4153}, + note = {00293} +} + +@article{stafford2014, + title = {Tracing the {{Trajectory}} of {{Skill Learning With}} a {{Very Large Sample}} of {{Online Game Players}}}, + volume = {25}, + issn = {0956-7976, 1467-9280}, + language = {en}, + number = {2}, + journal = {Psychological Science}, + doi = {10.1177/0956797613511466}, + author = {Stafford, T. and Dewar, M.}, + month = feb, + year = {2014}, + pages = {511-518}, + file = {/Users/morteza/Documents/Zotero/storage/4ITDWQA3/Stafford and Dewar - 2014 - Tracing the Trajectory of Skill Learning With a Ve.pdf;/Users/morteza/Documents/Zotero/storage/8BDIF8GU/Psychological Science-2013-Stafford-0956797613511466.pdf}, + note = {00071} +} + +@article{bediou2018, + title = {Meta-Analysis of Action Video Game Impact on Perceptual, Attentional, and Cognitive Skills.}, + volume = {144}, + issn = {1939-1455, 0033-2909}, + language = {en}, + number = {1}, + journal = {Psychological Bulletin}, + doi = {10.1037/bul0000130}, + author = {Bediou, Benoit and Adams, Deanne M. and Mayer, Richard E. and Tipton, Elizabeth and Green, C. Shawn and Bavelier, Daphne}, + month = jan, + year = {2018}, + keywords = {Attention,Cognition,Computer Games,Perception}, + pages = {77-110}, + file = {/Users/morteza/Documents/Zotero/storage/NXMBXG88/Bediou et al. - 2018 - Meta-analysis of action video game impact on perce.pdf;/Users/morteza/Documents/Zotero/storage/T3VU72KY/Bediou et al. - 2018 - Meta-analysis of action video game impact on perce.pdf;/Users/morteza/Documents/Zotero/storage/3DMINK4G/2017-52625-001.html}, + note = {00063} +} + +@article{boot2013, + title = {Video {{Games}} as a {{Means}} to {{Reduce Age}}-{{Related Cognitive Decline}}: {{Attitudes}}, {{Compliance}}, and {{Effectiveness}}}, + volume = {4}, + issn = {1664-1078}, + shorttitle = {Video {{Games}} as a {{Means}} to {{Reduce Age}}-{{Related Cognitive Decline}}}, + abstract = {Recent research has demonstrated broad benefits of video game play to perceptual and cognitive abilities. These broad improvements suggest that video game-based cognitive interventions may be ideal to combat the many perceptual and cognitive declines associated with advancing age. Furthermore, game interventions have the potential to induce higher rates of intervention compliance compared to other cognitive interventions as they are assumed to be inherently enjoyable and motivating. We explored these issues in an intervention that tested the ability of an action game and a ``brain fitness'' game to improve a variety of abilities. Cognitive abilities did not significantly improve, suggesting caution when recommending video game interventions as a means to reduce the effects of cognitive aging. However, the game expected to produce the largest benefit based on previous literature (an action game) induced the lowest intervention compliance. We explain this low compliance by participants' ratings of the action game as less enjoyable and by their prediction that training would have few meaningful benefits. Despite null cognitive results, data provide valuable insights into the types of video games older adults are willing to play and why.}, + journal = {Frontiers in Psychology}, + doi = {10.3389/fpsyg.2013.00031}, + author = {Boot, Walter R. and Champion, Michael and Blakely, Daniel P. and Wright, Timothy and Souders, Dustin J. and Charness, Neil}, + month = feb, + year = {2013}, + pmid = {23378841}, + pmcid = {PMC3561600}, + note = {00102} +} + +@article{luniewska2018, + title = {Neither Action nor Phonological Video Games Make Dyslexic Children Read Better}, + volume = {8}, + issn = {2045-2322}, + language = {en}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/s41598-017-18878-7}, + author = {\L{}uniewska, Magdalena and Chyl, Katarzyna and D\k{e}bska, Agnieszka and Kacprzak, Agnieszka and Plewko, Joanna and Szczerbi\'nski, Marcin and Szewczyk, Jakub and Grabowska, Anna and Jednor\'og, Katarzyna}, + month = dec, + year = {2018}, + pages = {549}, + file = {/Users/morteza/Documents/Zotero/storage/75NVU8M7/Łuniewska et al. - 2018 - Neither action nor phonological video games make d.pdf}, + note = {00007} +} + +@misc{zotero-246, + title = {Neither Action nor Phonological Video Games Make Dyslexic Children Read Better | {{Scientific Reports}}}, + howpublished = {https://www.nature.com/articles/s41598-017-18878-7}, + file = {/Users/morteza/Documents/Zotero/storage/LK4INZBV/s41598-017-18878-7.html}, + note = {00007} +} + +@article{antzaka2017, + title = {Enhancing Reading Performance through Action Video Games: The Role of Visual Attention Span}, + volume = {7}, + copyright = {2017 The Author(s)}, + issn = {2045-2322}, + shorttitle = {Enhancing Reading Performance through Action Video Games}, + abstract = {Recent studies reported that Action Video Game-AVG training improves not only certain attentional components, but also reading fluency in children with dyslexia. We aimed to investigate the shared attentional components of AVG playing and reading, by studying whether the Visual Attention (VA) span, a component of visual attention that has previously been linked to both reading development and dyslexia, is improved in frequent players of AVGs. Thirty-six French fluent adult readers, matched on chronological age and text reading proficiency, composed two groups: frequent AVG players and non-players. Participants performed behavioural tasks measuring the VA span, and a challenging reading task (reading of briefly presented pseudo-words). AVG players performed better on both tasks and performance on these tasks was correlated. These results further support the transfer of the attentional benefits of playing AVGs to reading, and indicate that the VA span could be a core component mediating this transfer. The correlation between VA span and pseudo-word reading also supports the involvement of VA span even in adult reading. Future studies could combine VA span training with defining features of AVGs, in order to build a new generation of remediation software.}, + language = {En}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/s41598-017-15119-9}, + author = {Antzaka, A. and Lallier, M. and Meyer, S. and Diard, J. and Carreiras, M. and Valdois, S.}, + month = nov, + year = {2017}, + pages = {14563}, + file = {/Users/morteza/Documents/Zotero/storage/3IG7EWHI/Antzaka et al. - 2017 - Enhancing reading performance through action video.pdf;/Users/morteza/Documents/Zotero/storage/KSVSRCMT/s41598-017-15119-9.html}, + note = {00010} +} + +@article{chopin2019, + title = {Altering Perception: The Case of Action Video Gaming}, + volume = {29}, + issn = {2352-2518}, + shorttitle = {Altering Perception}, + abstract = {The view that better perceptual skills can open the door to greater cognitive fitness calls for identifying interventions that enhance perception. We review here the impact of action video game play on perception. Cross-sectional studies indicate that action video game players outperform non-players by about \textthreequarters{} of a standard deviation across all perceptual skills. More specifically, tasks relying on the dorsal system and peripheral vision appear most enhanced in action video game players. Despite their crucial role for establishing a causal role of action video game play on perception, the paucity of intervention studies limits interpretation. Yet, the existing dose-response curve already calls for at least 20\,hours of play for significant effects to emerge. When considering the mechanisms at play, we propose that attentional control may mediate the noted perceptual benefits by increasing the quality of the perceptual information gathered, facilitating in turn the development of better perceptual templates.}, + language = {eng}, + journal = {Current Opinion in Psychology}, + doi = {10.1016/j.copsyc.2019.03.004}, + author = {Chopin, Adrien and Bediou, Benoit and Bavelier, Daphne}, + month = mar, + year = {2019}, + pages = {168-173}, + pmid = {30978639}, + note = {00002} +} + +@article{corbetta2002, + title = {Control of Goal-Directed and Stimulus-Driven Attention in the Brain}, + volume = {3}, + issn = {1471-003X, 1471-0048}, + language = {en}, + number = {3}, + journal = {Nature Reviews Neuroscience}, + doi = {10.1038/nrn755}, + author = {Corbetta, Maurizio and Shulman, Gordon L.}, + month = mar, + year = {2002}, + pages = {201-215}, + note = {09044} +} + +@article{sparrow2011, + title = {Google Effects on Memory: Cognitive Consequences of Having Information at Our Fingertips}, + volume = {333}, + issn = {1095-9203}, + shorttitle = {Google Effects on Memory}, + abstract = {The advent of the Internet, with sophisticated algorithmic search engines, has made accessing information as easy as lifting a finger. No longer do we have to make costly efforts to find the things we want. We can "Google" the old classmate, find articles online, or look up the actor who was on the tip of our tongue. The results of four studies suggest that when faced with difficult questions, people are primed to think about computers and that when people expect to have future access to information, they have lower rates of recall of the information itself and enhanced recall instead for where to access it. The Internet has become a primary form of external or transactive memory, where information is stored collectively outside ourselves.}, + language = {eng}, + number = {6043}, + journal = {Science (New York, N.Y.)}, + doi = {10.1126/science.1207745}, + author = {Sparrow, Betsy and Liu, Jenny and Wegner, Daniel M.}, + month = aug, + year = {2011}, + keywords = {Humans,Cognition,Female,Male,Reaction Time,Mental Recall,Memory,Computers,Cues,Information Storage and Retrieval,Internet,Search Engine,Stroop Test}, + pages = {776-778}, + pmid = {21764755}, + note = {00952} +} + +@article{yung2015, + title = {Methods to {{Test Visual Attention Online}}}, + issn = {1940-087X}, + language = {en}, + number = {96}, + journal = {Journal of Visualized Experiments}, + doi = {10.3791/52470}, + author = {Yung, Amanda and {Cardoso-Leite}, Pedro and Dale, Gillian and Bavelier, Daphne and Green, C. Shawn}, + month = feb, + year = {2015}, + file = {/Users/morteza/Documents/Zotero/storage/PI5ED9M6/Yung et al. - 2015 - Methods to Test Visual Attention Online.pdf}, + note = {00007} +} + +@article{chuang2007, + title = {Effect of {{Digital Games}} on {{Children}}'s {{Cognitive Achievement}}.}, + volume = {2}, + number = {5}, + journal = {Journal of Multimedia}, + author = {Chuang, Tsung-Yen and Chen, Wei-Fan}, + year = {2007}, + file = {/Users/morteza/Documents/Zotero/storage/2LVZY9GX/Chuang and Chen - 2007 - Effect of Digital Games on Children's Cognitive Ac.pdf}, + note = {00034} +} + +@article{baniqued2013, + title = {Selling Points: {{What}} Cognitive Abilities Are Tapped by Casual Video Games?}, + volume = {142}, + issn = {00016918}, + shorttitle = {Selling Points}, + language = {en}, + number = {1}, + journal = {Acta Psychologica}, + doi = {10.1016/j.actpsy.2012.11.009}, + author = {Baniqued, Pauline L. and Lee, Hyunkyu and Voss, Michelle W. and Basak, Chandramallika and Cosman, Joshua D. and DeSouza, Shanna and Severson, Joan and Salthouse, Timothy A. and Kramer, Arthur F.}, + month = jan, + year = {2013}, + pages = {74-86}, + file = {/Users/morteza/Documents/Zotero/storage/5BF3PBBV/Selling points- What cognitive abilities are tapped by casual video games (Baniqued, Voss, Krammer et al 2013).pdf}, + note = {00092} +} + +@article{baniqued2014, + title = {Cognitive Training with Casual Video Games: Points to Consider}, + volume = {4}, + issn = {1664-1078}, + shorttitle = {Cognitive Training with Casual Video Games}, + journal = {Frontiers in Psychology}, + doi = {10.3389/fpsyg.2013.01010}, + author = {Baniqued, Pauline L. and Kranz, Michael B. and Voss, Michelle W. and Lee, Hyunkyu and Cosman, Joshua D. and Severson, Joan and Kramer, Arthur F.}, + year = {2014}, + file = {/Users/morteza/Documents/Zotero/storage/G7YMT9VP/fpsyg-04-01010.pdf}, + note = {00075} +} + +@article{owen2010, + title = {Putting Brain Training to the Test}, + volume = {465}, + issn = {0028-0836, 1476-4687}, + number = {7299}, + journal = {Nature}, + doi = {10.1038/nature09042}, + author = {Owen, Adrian M. and Hampshire, Adam and Grahn, Jessica A. and Stenton, Robert and Dajani, Said and Burns, Alistair S. and Howard, Robert J. and Ballard, Clive G.}, + month = jun, + year = {2010}, + keywords = {Attention,Humans,Cognition,Brain,Memory,Computers,Exercise,Task Performance and Analysis,Thinking,Time Factors}, + pages = {775-778}, + file = {/Users/morteza/Documents/Zotero/storage/B4CSWUX9/Owen et al. - 2010 - Putting brain training to the test.pdf;/Users/morteza/Documents/Zotero/storage/DY4XWQIP/nature09042-s1.pdf}, + note = {00965} +} + +@article{whitbourne2013, + title = {Reasons for {{Playing Casual Video Games}} and {{Perceived Benefits Among Adults}} 18 to 80 {{Years Old}}}, + volume = {16}, + issn = {2152-2715, 2152-2723}, + language = {en}, + number = {12}, + journal = {Cyberpsychology, Behavior, and Social Networking}, + doi = {10.1089/cyber.2012.0705}, + author = {Whitbourne, Susan Krauss and Ellenberg, Stacy and Akimoto, Kyoko}, + month = dec, + year = {2013}, + pages = {892-897}, + note = {00027} +} + +@article{jaeggi2008, + title = {Improving Fluid Intelligence with Training on Working Memory}, + volume = {105}, + number = {19}, + journal = {Proceedings of the National Academy of Sciences}, + author = {Jaeggi, Susanne M. and Buschkuehl, Martin and Jonides, John and Perrig, Walter J.}, + year = {2008}, + pages = {6829--6833}, + file = {/Users/morteza/Documents/Zotero/storage/7GBP8MTA/PNAS-2008-Jaeggi-6829-33.pdf;/Users/morteza/Documents/Zotero/storage/M47F7L7F/Jaeggi et al. - 2008 - Improving fluid intelligence with training on work.pdf}, + note = {01918} +} + +@article{kim2015, + title = {Real-{{Time Strategy Video Game Experience}} and {{Visual Perceptual Learning}}}, + volume = {35}, + issn = {0270-6474, 1529-2401}, + language = {en}, + number = {29}, + journal = {Journal of Neuroscience}, + doi = {10.1523/JNEUROSCI.3340-14.2015}, + author = {Kim, Y.-H. and Kang, D.-W. and Kim, D. and Kim, H.-J. and Sasaki, Y. and Watanabe, T.}, + month = jul, + year = {2015}, + pages = {10485-10492}, + note = {00027} +} + +@article{kowalczyk2018, + title = {Real-Time Strategy Video Game Experience and Structural Connectivity - {{A}} Diffusion Tensor Imaging Study}, + volume = {39}, + issn = {10659471}, + language = {en}, + number = {9}, + journal = {Human Brain Mapping}, + doi = {10.1002/hbm.24208}, + author = {Kowalczyk, Natalia and Shi, Feng and Magnuski, Mikolaj and Skorko, Maciek and Dobrowolski, Pawel and Kossowski, Bartosz and Marchewka, Artur and Bielecki, Maksymilian and Kossut, Malgorzata and Brzezicka, Aneta}, + month = sep, + year = {2018}, + pages = {3742-3758}, + note = {00000} +} + +@article{pavan2019, + title = {Visual Short-Term Memory for Coherent Motion in Video Game Players: Evidence from a Memory-Masking Paradigm}, + volume = {9}, + copyright = {2019 The Author(s)}, + issn = {2045-2322}, + shorttitle = {Visual Short-Term Memory for Coherent Motion in Video Game Players}, + abstract = {In this study, we investigated visual short-term memory for coherent motion in action video game players (AVGPs), non-action video game players (NAVGPs), and non-gamers (control group: CONs). Participants performed a visual memory-masking paradigm previously used with macaque monkeys and humans. In particular, we tested whether video game players form a more robust visual short-term memory trace for coherent moving stimuli during the encoding phase, and whether such memory traces are less affected by an intervening masking stimulus presented 0.2\,s after the offset of the to-be-remembered sample. The results showed that task performance of all groups was affected by the masking stimulus, but video game players were affected to a lesser extent than controls. Modelling of performance values and reaction times revealed that video game players have a lower guessing rate than CONs, and higher drift rates than CONs, indicative of more efficient perceptual decisions. These results suggest that video game players exhibit a more robust VSTM trace for moving objects and this trace is less prone to external interference.}, + language = {En}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/s41598-019-42593-0}, + author = {Pavan, Andrea and Hobaek, Martine and Blurton, Steven P. and Contillo, Adriano and Ghin, Filippo and Greenlee, Mark W.}, + month = apr, + year = {2019}, + pages = {6027}, + file = {/Users/morteza/Documents/Zotero/storage/CYN3ZUZU/Pavan et al. - 2019 - Visual short-term memory for coherent motion in vi.pdf;/Users/morteza/Documents/Zotero/storage/WMIH8V55/s41598-019-42593-0.html}, + note = {00000} +} + +@inproceedings{chuang2007b, + address = {Jhongli City}, + title = {Effect of {{Computer}}-{{Based Video Games}} on {{Children}}: {{An Experimental Study}}}, + isbn = {978-0-7695-2801-4}, + shorttitle = {Effect of {{Computer}}-{{Based Video Games}} on {{Children}}}, + booktitle = {2007 {{First IEEE International Workshop}} on {{Digital Game}} and {{Intelligent Toy Enhanced Learning}} ({{DIGITEL}}'07)}, + publisher = {{IEEE}}, + doi = {10.1109/DIGITEL.2007.24}, + author = {Chuang, Tsung-Yen and Chen, Wei-Fan}, + month = mar, + year = {2007}, + pages = {114-118}, + note = {00000} +} + +@article{nau2018, + title = {How the {{Brain}}'s {{Navigation System Shapes Our Visual Experience}}}, + volume = {22}, + issn = {13646613}, + language = {en}, + number = {9}, + journal = {Trends in Cognitive Sciences}, + doi = {10.1016/j.tics.2018.06.008}, + author = {Nau, Matthias and Julian, Joshua B. and Doeller, Christian F.}, + month = sep, + year = {2018}, + pages = {810-825} +} + +@article{west2018, + title = {Impact of Video Games on Plasticity of the Hippocampus}, + volume = {23}, + issn = {1359-4184, 1476-5578}, + language = {en}, + number = {7}, + journal = {Molecular Psychiatry}, + doi = {10.1038/mp.2017.155}, + author = {West, G L and Konishi, K and Diarra, M and {Benady-Chorney}, J and Drisdelle, B L and Dahmani, L and Sodums, D J and Lepore, F and Jolicoeur, P and Bohbot, V D}, + month = jul, + year = {2018}, + pages = {1566-1574}, + note = {00000} +} + +@article{nava2019, + title = {Children Can Optimally Integrate Multisensory Information after a Short Action-like Mini Game Training}, + issn = {1363-755X, 1467-7687}, + language = {en}, + journal = {Developmental Science}, + doi = {10.1111/desc.12840}, + author = {Nava, Elena and F\"ocker, Julia and Gori, Monica}, + month = apr, + year = {2019}, + pages = {e12840}, + note = {00000} +} + +@article{green2012a, + title = {Learning, {{Attentional Control}}, and {{Action Video Games}}}, + volume = {22}, + issn = {09609822}, + language = {en}, + number = {6}, + journal = {Current Biology}, + doi = {10.1016/j.cub.2012.02.012}, + author = {Green, C.S. and Bavelier, D.}, + month = mar, + year = {2012}, + pages = {R197-R206}, + note = {00405} +} + +@article{mishra2011, + title = {Neural {{Basis}} of {{Superior Performance}} of {{Action Videogame Players}} in an {{Attention}}-{{Demanding Task}}}, + volume = {31}, + issn = {0270-6474, 1529-2401}, + language = {en}, + number = {3}, + journal = {Journal of Neuroscience}, + doi = {10.1523/JNEUROSCI.4834-10.2011}, + author = {Mishra, J. and Zinni, M. and Bavelier, D. and Hillyard, S. A.}, + month = jan, + year = {2011}, + pages = {992-998}, + file = {/Users/morteza/Documents/Zotero/storage/GK6QJIEI/mishra2011.pdf}, + note = {00177} +} + +@article{karimpur2015, + title = {The {{Future}} of {{Action Video Games}} in {{Psychological Research}} and {{Application}}}, + volume = {6}, + issn = {1664-1078}, + journal = {Frontiers in Psychology}, + doi = {10.3389/fpsyg.2015.01747}, + author = {Karimpur, Harun and Hamburger, Kai}, + month = nov, + year = {2015}, + file = {/Users/morteza/Documents/Zotero/storage/E6A52HS2/Karimpur and Hamburger - 2015 - The Future of Action Video Games in Psychological .pdf}, + note = {00006} +} + +@article{krishnan2013, + title = {Neural {{Strategies}} for {{Selective Attention Distinguish Fast}}-{{Action Video Game Players}}}, + volume = {26}, + issn = {0896-0267, 1573-6792}, + language = {en}, + number = {1}, + journal = {Brain Topography}, + doi = {10.1007/s10548-012-0232-3}, + author = {Krishnan, Lavanya and Kang, Albert and Sperling, George and Srinivasan, Ramesh}, + month = jan, + year = {2013}, + pages = {83-97}, + file = {/Users/morteza/Documents/Zotero/storage/J4D9VMX4/krishnan2013.pdf}, + note = {00049} +} + +@article{wu2012, + title = {Playing a {{First}}-Person {{Shooter Video Game Induces Neuroplastic Change}}}, + volume = {24}, + issn = {0898-929X, 1530-8898}, + language = {en}, + number = {6}, + journal = {Journal of Cognitive Neuroscience}, + doi = {10.1162/jocn_a_00192}, + author = {Wu, Sijing and Cheng, Cho Kin and Feng, Jing and D'Angelo, Lisa and Alain, Claude and Spence, Ian}, + month = jun, + year = {2012}, + pages = {1286-1293}, + note = {00000} +} + +@article{kok2001, + title = {On the Utility of {{P3}} Amplitude as a Measure of Processing Capacity}, + volume = {38}, + issn = {0048-5772}, + abstract = {The present review focuses on the utility of the amplitude of P3 of as a measure of processing capacity and mental workload. The paper starts with a brief outline of the conceptual framework underlying the relationship between P3 amplitude and task demands, and the cognitive task manipulations that determine demands on capacity. P3 amplitude results are then discussed on the basis of an extensive review of the relevant literature. It is concluded that although it has often been assumed that P3 amplitude depends on the capacity for processing task relevant stimuli, the utility of P3 amplitude as a sensitive and diagnostic measure of processing capacity remains limited. The major factor that prompts this conclusion is that the two principal task variables that have been used to manipulate capacity allocation, namely task difficulty and task emphasis, have opposite effects on the amplitude of P3. I suggest that this is because, in many tasks, an increase in difficulty transforms the structure or actual content of the flow of information in the processing systems, thereby interfering with the very processes that underlie P3 generation. Finally, in an attempt to theoretically integrate the results of the reviewed studies, it is proposed that P3 amplitude reflects activation of elements in a event-categorization network that is controlled by the joint operation of attention and working memory.}, + language = {eng}, + number = {3}, + journal = {Psychophysiology}, + author = {Kok, A.}, + month = may, + year = {2001}, + keywords = {Electroencephalography,Evoked Potentials,Humans,Mental Processes,Psychomotor Performance}, + pages = {557-577}, + pmid = {11352145}, + note = {00000} +} + +@article{spence2010, + title = {Video {{Games}} and {{Spatial Cognition}}}, + volume = {14}, + issn = {1089-2680, 1939-1552}, + language = {en}, + number = {2}, + journal = {Review of General Psychology}, + doi = {10.1037/a0019491}, + author = {Spence, Ian and Feng, Jing}, + month = jun, + year = {2010}, + pages = {92-104}, + note = {00000} +} + +@article{sungur2012, + title = {Action Video Game Players Form More Detailed Representation of Objects}, + volume = {139}, + issn = {00016918}, + language = {en}, + number = {2}, + journal = {Acta Psychologica}, + doi = {10.1016/j.actpsy.2011.12.002}, + author = {Sungur, Hande and Boduroglu, Aysecan}, + month = feb, + year = {2012}, + pages = {327-334}, + note = {00000} +} + +@article{chesham2017, + title = {What {{Older People Like}} to {{Play}}: {{Genre Preferences}} and {{Acceptance}} of {{Casual Games}}}, + volume = {5}, + issn = {2291-9279}, + shorttitle = {What {{Older People Like}} to {{Play}}}, + language = {en}, + number = {2}, + journal = {JMIR Serious Games}, + doi = {10.2196/games.7025}, + author = {Chesham, Alvin and Wyss, Patric and M\"uri, Ren\'e Martin and Mosimann, Urs Peter and Nef, Tobias}, + month = apr, + year = {2017}, + pages = {e8}, + file = {/Users/morteza/Documents/Zotero/storage/EWMKXRI7/chesham2017.pdf}, + note = {00000} +} + +@article{pujol2016, + title = {Video Gaming in School Children: {{How}} Much Is Enough?: {{Video Gaming}}}, + volume = {80}, + issn = {03645134}, + shorttitle = {Video Gaming in School Children}, + language = {en}, + number = {3}, + journal = {Annals of Neurology}, + doi = {10.1002/ana.24745}, + author = {Pujol, Jesus and Fenoll, Raquel and Forns, Joan and Harrison, Ben J. and {Mart\'inez-Vilavella}, Gerard and Maci\`a, D\'idac and {Alvarez-Pedrerol}, Mar and {Blanco-Hinojo}, Laura and {Gonz\'alez-Ortiz}, Sof\'ia and Deus, Joan and Sunyer, Jordi}, + month = sep, + year = {2016}, + pages = {424-433}, + note = {00000} +} + +@article{gong2019, + title = {A {{Reduction}} in {{Video Gaming Time Produced}} a {{Decrease}} in {{Brain Activity}}}, + volume = {13}, + issn = {1662-5161}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2019.00134}, + author = {Gong, Diankun and Yao, Yutong and Gan, Xianyang and Peng, Yurui and Ma, Weiyi and Yao, Dezhong}, + month = apr, + year = {2019}, + pages = {134}, + file = {/Users/morteza/Documents/Zotero/storage/ZINBBDPR/gong2019.pdf}, + note = {00000} +} + +@article{focker2018, + title = {Neural Bases of Enhanced Attentional Control: {{Lessons}} from Action Video Game Players}, + volume = {8}, + issn = {21623279}, + shorttitle = {Neural Bases of Enhanced Attentional Control}, + language = {en}, + number = {7}, + journal = {Brain and Behavior}, + doi = {10.1002/brb3.1019}, + author = {F\"ocker, Julia and Cole, Daniel and Beer, Anton L. and Bavelier, Daphne}, + month = jul, + year = {2018}, + pages = {e01019}, + file = {/Users/morteza/Documents/Zotero/storage/E3B7RYAD/föcker2018.pdf}, + note = {00000} +} + +@article{petersen2012, + title = {The {{Attention System}} of the {{Human Brain}}: 20 {{Years After}}}, + volume = {35}, + issn = {0147-006X, 1545-4126}, + shorttitle = {The {{Attention System}} of the {{Human Brain}}}, + language = {en}, + number = {1}, + journal = {Annual Review of Neuroscience}, + doi = {10.1146/annurev-neuro-062111-150525}, + author = {Petersen, Steven E. and Posner, Michael I.}, + month = jul, + year = {2012}, + pages = {73-89}, + file = {/Users/morteza/Documents/Zotero/storage/BL2BHIFY/petersen2012.pdf}, + note = {00000} +} + +@article{kovess-masfety2016, + title = {Is Time Spent Playing Video Games Associated with Mental Health, Cognitive and Social Skills in Young Children?}, + volume = {51}, + issn = {0933-7954, 1433-9285}, + language = {en}, + number = {3}, + journal = {Social Psychiatry and Psychiatric Epidemiology}, + doi = {10.1007/s00127-016-1179-6}, + author = {{Kovess-Masfety}, Viviane and Keyes, Katherine and Hamilton, Ava and Hanson, Gregory and Bitfoi, Adina and Golitz, Dietmar and Ko{\c c}, Ceren and Kuijpers, Rowella and Lesinskiene, Sigita and Mihova, Zlatka and Otten, Roy and Fermanian, Christophe and Pez, Ondine}, + month = mar, + year = {2016}, + pages = {349-357}, + file = {/Users/morteza/Documents/Zotero/storage/FSRSHE5F/kovess-masfety2016.pdf}, + note = {00000} +} + +@article{gathercole2004, + title = {Working Memory Skills and Educational Attainment: Evidence from National Curriculum Assessments at 7 and 14 Years of Age}, + volume = {18}, + issn = {0888-4080, 1099-0720}, + shorttitle = {Working Memory Skills and Educational Attainment}, + language = {en}, + number = {1}, + journal = {Applied Cognitive Psychology}, + doi = {10.1002/acp.934}, + author = {Gathercole, Susan E. and Pickering, Susan J. and Knight, Camilla and Stegmann, Zoe}, + month = jan, + year = {2004}, + pages = {1-16}, + note = {00000} +} + +@article{franceschini2013, + title = {Action {{Video Games Make Dyslexic Children Read Better}}}, + volume = {23}, + issn = {09609822}, + language = {en}, + number = {6}, + journal = {Current Biology}, + doi = {10.1016/j.cub.2013.01.044}, + author = {Franceschini, Sandro and Gori, Simone and Ruffino, Milena and Viola, Simona and Molteni, Massimo and Facoetti, Andrea}, + month = mar, + year = {2013}, + pages = {462-466}, + note = {00000} +} + +@article{gentile2017a, + title = {Violent Video Game Effects on Salivary Cortisol, Arousal, and Aggressive Thoughts in Children}, + volume = {70}, + issn = {07475632}, + language = {en}, + journal = {Computers in Human Behavior}, + doi = {10.1016/j.chb.2016.12.045}, + author = {Gentile, Douglas A. and Bender, Patrick K. and Anderson, Craig A.}, + month = may, + year = {2017}, + pages = {39-43}, + note = {00000} +} + +@article{diamond2013, + title = {Executive {{Functions}}}, + volume = {64}, + issn = {0066-4308, 1545-2085}, + language = {en}, + number = {1}, + journal = {Annual Review of Psychology}, + doi = {10.1146/annurev-psych-113011-143750}, + author = {Diamond, Adele}, + month = jan, + year = {2013}, + pages = {135-168}, + file = {/Users/morteza/Documents/Zotero/storage/AY4F6PKA/false}, + note = {00000} +} + +@article{dye2009, + title = {Increasing {{Speed}} of {{Processing With Action Video Games}}}, + volume = {18}, + issn = {0963-7214, 1467-8721}, + language = {en}, + number = {6}, + journal = {Current Directions in Psychological Science}, + doi = {10.1111/j.1467-8721.2009.01660.x}, + author = {Dye, Matthew W.G. and Green, C. Shawn and Bavelier, Daphne}, + month = dec, + year = {2009}, + pages = {321-326}, + file = {/Users/morteza/Documents/Zotero/storage/P83QVAR3/dye2009.pdf}, + note = {00000} +} + +@article{diamond2007, + title = {{{THE EARLY YEARS}}: {{Preschool Program Improves Cognitive Control}}}, + volume = {318}, + issn = {0036-8075, 1095-9203}, + shorttitle = {{{THE EARLY YEARS}}}, + language = {en}, + number = {5855}, + journal = {Science}, + doi = {10.1126/science.1151148}, + author = {Diamond, A. and Barnett, W. S. and Thomas, J. and Munro, S.}, + month = nov, + year = {2007}, + pages = {1387-1388}, + file = {/Users/morteza/Documents/Zotero/storage/5INLXRV5/diamond2007.pdf}, + note = {00000} +} + +@article{belchior2012, + title = {Older {{Adults}}' {{Engagement With}} a {{Video Game Training Program}}}, + volume = {36}, + issn = {0192-4788, 1544-4368}, + language = {en}, + number = {4}, + journal = {Activities, Adaptation \& Aging}, + doi = {10.1080/01924788.2012.702307}, + author = {Belchior, Patr\'icia and Marsiske, Michael and Sisco, Shannon and Yam, Anna and Mann, William}, + month = oct, + year = {2012}, + pages = {269-279}, + file = {/Users/morteza/Documents/Zotero/storage/JA3II75X/belchior2012.pdf}, + note = {00000} +} + +@article{powers2013, + title = {Effects of Video-Game Play on Information Processing: {{A}} Meta-Analytic Investigation}, + volume = {20}, + issn = {1069-9384, 1531-5320}, + shorttitle = {Effects of Video-Game Play on Information Processing}, + language = {en}, + number = {6}, + journal = {Psychonomic Bulletin \& Review}, + doi = {10.3758/s13423-013-0418-z}, + author = {Powers, Kasey L. and Brooks, Patricia J. and Aldrich, Naomi J. and Palladino, Melissa A. and Alfieri, Louis}, + month = dec, + year = {2013}, + pages = {1055-1079}, + note = {00000} +} + +@incollection{powers2014, + title = {Evaluating the {{Specificity}} of {{Effects}} of {{Video Game Training}}}, + isbn = {978-0-19-989664-6}, + booktitle = {Learning by {{Playing}}}, + publisher = {{Oxford University Press}}, + author = {Powers, Kasey L. and Brooks, Patricia J.}, + editor = {Blumberg, Fran C.}, + month = may, + year = {2014}, + pages = {302-330}, + doi = {10.1093/acprof:osobl/9780199896646.003.0021}, + note = {00000} +} + +@article{melby-lervag2013, + title = {Is Working Memory Training Effective? {{A}} Meta-Analytic Review.}, + volume = {49}, + issn = {1939-0599, 0012-1649}, + shorttitle = {Is Working Memory Training Effective?}, + language = {en}, + number = {2}, + journal = {Developmental Psychology}, + doi = {10.1037/a0028228}, + author = {{Melby-Lerv\aa{}g}, Monica and Hulme, Charles}, + year = {2013}, + pages = {270-291}, + file = {/Users/morteza/Documents/Zotero/storage/W2DXRBC7/melby-lervåg2013.pdf}, + note = {01334} +} + +@article{wang2016, + title = {Action {{Video Game Training}} for {{Healthy Adults}}: {{A Meta}}-{{Analytic Study}}}, + volume = {7}, + issn = {1664-1078}, + shorttitle = {Action {{Video Game Training}} for {{Healthy Adults}}}, + journal = {Frontiers in Psychology}, + doi = {10.3389/fpsyg.2016.00907}, + author = {Wang, Ping and Liu, Han-Hui and Zhu, Xing-Ting and Meng, Tian and Li, Hui-Jie and Zuo, Xi-Nian}, + month = jun, + year = {2016}, + file = {/Users/morteza/Documents/Zotero/storage/JNA5856G/wang2016.pdf}, + note = {00032} +} + +@article{goldin2014, + title = {Far Transfer to Language and Math of a Short Software-Based Gaming Intervention}, + volume = {111}, + issn = {0027-8424, 1091-6490}, + language = {en}, + number = {17}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.1320217111}, + author = {Goldin, A. P. and Hermida, M. J. and Shalom, D. E. and Elias Costa, M. and {Lopez-Rosenfeld}, M. and Segretin, M. S. and {Fernandez-Slezak}, D. and Lipina, S. J. and Sigman, M.}, + month = apr, + year = {2014}, + pages = {6443-6448}, + file = {/Users/morteza/Documents/Zotero/storage/QCDGHXTY/goldin2014.pdf}, + note = {00086} +} + +@article{ophir2009, + title = {Cognitive Control in Media Multitaskers}, + volume = {106}, + issn = {0027-8424, 1091-6490}, + abstract = {Chronic media multitasking is quickly becoming ubiquitous, although processing multiple incoming streams of information is considered a challenge for human cognition. A series of experiments addressed whether there are systematic differences in information processing styles between chronically heavy and light media multitaskers. A trait media multitasking index was developed to identify groups of heavy and light media multitaskers. These two groups were then compared along established cognitive control dimensions. Results showed that heavy media multitaskers are more susceptible to interference from irrelevant environmental stimuli and from irrelevant representations in memory. This led to the surprising result that heavy media multitaskers performed worse on a test of task-switching ability, likely due to reduced ability to filter out interference from the irrelevant task set. These results demonstrate that media multitasking, a rapidly growing societal trend, is associated with a distinct approach to fundamental information processing.}, + language = {en}, + number = {37}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.0903620106}, + author = {Ophir, Eyal and Nass, Clifford and Wagner, Anthony D.}, + month = sep, + year = {2009}, + pages = {15583-15587}, + file = {/Users/morteza/Documents/Zotero/storage/BU8YMZVJ/ophir2009.pdf}, + note = {01405} +} + +@article{adachi2013, + title = {More {{Than Just Fun}} and {{Games}}: {{The Longitudinal Relationships Between Strategic Video Games}}, {{Self}}-{{Reported Problem Solving Skills}}, and {{Academic Grades}}}, + volume = {42}, + issn = {0047-2891, 1573-6601}, + shorttitle = {More {{Than Just Fun}} and {{Games}}}, + language = {en}, + number = {7}, + journal = {Journal of Youth and Adolescence}, + doi = {10.1007/s10964-013-9913-9}, + author = {Adachi, Paul J. C. and Willoughby, Teena}, + month = jul, + year = {2013}, + pages = {1041-1052}, + note = {00171} +} + +@article{franceschini2017, + title = {Action Video Games Improve Reading Abilities and Visual-to-Auditory Attentional Shifting in {{English}}-Speaking Children with Dyslexia}, + volume = {7}, + issn = {2045-2322}, + language = {en}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/s41598-017-05826-8}, + author = {Franceschini, Sandro and Trevisan, Piergiorgio and Ronconi, Luca and Bertoni, Sara and Colmar, Susan and Double, Kit and Facoetti, Andrea and Gori, Simone}, + month = dec, + year = {2017}, + pages = {5863}, + file = {/Users/morteza/Documents/Zotero/storage/FAPY3VYD/franceschini2017.pdf}, + note = {00030} +} + +@article{rideout2016, + title = {Measuring Time Spent with Media: The {{Common Sense}} Census of Media Use by {{US}} 8- to 18-Year-Olds}, + volume = {10}, + issn = {1748-2798, 1748-2801}, + shorttitle = {Measuring Time Spent with Media}, + language = {en}, + number = {1}, + journal = {Journal of Children and Media}, + doi = {10.1080/17482798.2016.1129808}, + author = {Rideout, Vicky}, + month = jan, + year = {2016}, + pages = {138-144}, + note = {00038} +} + +@article{thorndike1901, + title = {The Influence of Improvement in One Mental Function upon the Efficiency of Other Functions. {{II}}. {{The}} Estimation of Magnitudes.}, + volume = {8}, + issn = {0033-295X}, + language = {en}, + number = {4}, + journal = {Psychological Review}, + doi = {10.1037/h0071280}, + author = {Thorndike, Edward L. and Woodworth, R. S.}, + year = {1901}, + pages = {384-395}, + note = {00162} +} + +@article{au2015, + title = {Improving Fluid Intelligence with Training on Working Memory: A Meta-Analysis}, + volume = {22}, + issn = {1069-9384, 1531-5320}, + shorttitle = {Improving Fluid Intelligence with Training on Working Memory}, + language = {en}, + number = {2}, + journal = {Psychonomic Bulletin \& Review}, + doi = {10.3758/s13423-014-0699-x}, + author = {Au, Jacky and Sheehan, Ellen and Tsai, Nancy and Duncan, Greg J. and Buschkuehl, Martin and Jaeggi, Susanne M.}, + month = apr, + year = {2015}, + pages = {366-377}, + file = {/Users/morteza/Documents/Zotero/storage/WS47R7P7/au2015.pdf}, + note = {00385} +} + +@article{fikkers2019, + title = {Child's {{Play}}? {{Assessing}} the {{Bidirectional Longitudinal Relationship}} between {{Gaming}} and {{Intelligence}} in {{Early Childhood}}}, + volume = {69}, + issn = {0021-9916, 1460-2466}, + shorttitle = {Child's {{Play}}?}, + language = {en}, + number = {2}, + journal = {Journal of Communication}, + doi = {10.1093/joc/jqz003}, + author = {Fikkers, Karin M and Piotrowski, Jessica Taylor and Valkenburg, Patti M}, + month = apr, + year = {2019}, + pages = {124-143}, + note = {00000} +} + +@inproceedings{SeokDaCos2019ab, + title = {Video {{Games}} as a {{Literacy Tool}}: {{A Comparison}} of {{Players}}' and {{Nonplayers}}' {{Grades}}, {{Reading Test Scores}}, and {{Self}}-{{Perceived Digital Reading Ability}}}, + abstract = {Given the growing importance of digital literacy, and the continued deliberation about the academic potential of video games, this study explored if and how video game play contributes to reading performance. Specifically, the grade point level, silent contextual reading fluency, and perceived digital reading ability of South Korean video game players (N = 589) and nonplayers (N = 617) were examined. The findings revealed that nonplayers had better grades and were better readers, while players held stronger positive perceptions about their reading ability not aligned with their grade point level or silent contextual reading fluency. The study does not debate the use of video games in learning. Rather, the purpose behind this investigation was to offer further evidence in the ongoing discussion of the use of video games as a literacy tool.}, + booktitle = {Proceedings of {{Society}} for {{Information Technology}} \& {{Teacher Education International Conference}} 2019}, + publisher = {{Association for the Advancement of Computing in Education (AACE)}}, + author = {Seok, Soonhwa and DaCosta, Boaventura}, + editor = {Graziano, Kevin}, + month = mar, + year = {2019}, + pages = {777-781}, + note = {00000} +} + +@inproceedings{seok2019, + title = {Video {{Games}} as a {{Literacy Tool}}: {{A Comparison}} of {{Players}}' and {{Nonplayers}}' {{Grades}}, {{Reading Test Scores}}, and {{Self}}-{{Perceived Digital Reading Ability}}}, + isbn = {978-1-939797-37-7}, + shorttitle = {Video {{Games}} as a {{Literacy Tool}}}, + abstract = {Given the growing importance of digital literacy, and the continued deliberation about the academic potential of video games, this study explored if and how video game play contributes to reading performance. Specifically, the grade point level, silent contextual reading fluency, and perceived digital reading ability of South Korean video game players (N = 589) and nonplayers (N = 617) were examined. The findings revealed that nonplayers had better grades and were better readers, while players held stronger positive perceptions about their reading ability not aligned with their grade point ...}, + language = {en}, + booktitle = {Society for {{Information Technology}} \& {{Teacher Education International Conference}}}, + publisher = {{Association for the Advancement of Computing in Education (AACE)}}, + author = {Seok, Soonhwa and DaCosta, Boaventura}, + month = mar, + year = {2019}, + pages = {777-781}, + file = {/Users/morteza/Documents/Zotero/storage/6D2NCZIG/207731.html}, + note = {00000} +} + +@inproceedings{seok2019a, + title = {Video {{Games}} as a {{Literacy Tool}}: {{A Comparison}} of {{Players}}' and {{Nonplayers}}' {{Grades}}, {{Reading Test Scores}}, and {{Self}}-{{Perceived Digital Reading Ability}}}, + isbn = {978-1-939797-37-7}, + shorttitle = {Video {{Games}} as a {{Literacy Tool}}}, + abstract = {Given the growing importance of digital literacy, and the continued deliberation about the academic potential of video games, this study explored if and how video game play contributes to reading performance. Specifically, the grade point level, silent contextual reading fluency, and perceived digital reading ability of South Korean video game players (N = 589) and nonplayers (N = 617) were examined. The findings revealed that nonplayers had better grades and were better readers, while players held stronger positive perceptions about their reading ability not aligned with their grade point ...}, + language = {en}, + booktitle = {Society for {{Information Technology}} \& {{Teacher Education International Conference}}}, + publisher = {{Association for the Advancement of Computing in Education (AACE)}}, + author = {Seok, Soonhwa and DaCosta, Boaventura}, + year = {2019}, + pages = {777-781}, + file = {/Users/morteza/Documents/Zotero/storage/GEDLIXTP/207731.html}, + note = {00000} +} + +@techreport{waller2016, + address = {Zurich}, + title = {{{JAMES}} - {{Jeunes}}, Activit\'es, M\'edias \textendash{} Enqu\^ete {{Suisse}}}, + institution = {{Haute \'ecole des sciences appliqu\'ees de Zurich}}, + author = {Waller, Gregor and Willemse, Isabel and Genner, Sarah and Suter, Lilian and S\"uss, Daniel}, + year = {2016}, + file = {/Users/morteza/Documents/Zotero/storage/XHZWQPBW/Waller et al. - 2016 - JAMES - Jeunes, activités, médias – enquête Suisse.pdf}, + note = {00000} +} + +@article{stanhope2015, + title = {Stress {{Reduction}}: {{Casual Gaming}} versus {{Guided Relaxation}}}, + journal = {Human Factors and Applied Psychology Student Conference HFAP Conference}, + author = {Stanhope, Jenny L and Owens, Caresse and Elliott, L Jo}, + year = {2015}, + file = {/Users/morteza/Documents/Zotero/storage/7PJCD5R9/Stanhope, Owens, Elliott - 2015 - Stress Reduction Casual Gaming versus Guided Relaxation.pdf}, + note = {00000} +} + +@article{kiraly2017, + title = {Intense Video Gaming Is Not Essentially Problematic.}, + volume = {31}, + issn = {1939-1501, 0893-164X}, + language = {en}, + number = {7}, + journal = {Psychology of Addictive Behaviors}, + doi = {10.1037/adb0000316}, + author = {Kir\'aly, Orsolya and T\'oth, D\'enes and Urb\'an, R\'obert and Demetrovics, Zsolt and Maraz, Aniko}, + month = nov, + year = {2017}, + keywords = {\#nosource}, + pages = {807-817}, + note = {00000} +} + +@article{katz2018, + title = {How to Play 20 Questions with Nature and Lose: {{Reflections}} on 100 Years of Brain-Training Research}, + volume = {115}, + issn = {0027-8424, 1091-6490}, + shorttitle = {How to Play 20 Questions with Nature and Lose}, + language = {en}, + number = {40}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.1617102114}, + author = {Katz, Benjamin and Shah, Priti and Meyer, David E.}, + month = oct, + year = {2018}, + pages = {9897-9904}, + file = {/Users/morteza/Documents/Zotero/storage/QM9KK7YG/Katz et al. - 2018 - How to play 20 questions with nature and lose Ref.pdf}, + note = {00000} +} + +@article{katz2014, + title = {Differential Effect of Motivational Features on Training Improvements in School-Based Cognitive Training}, + volume = {8}, + issn = {1662-5161}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2014.00242}, + author = {Katz, Benjamin and Jaeggi, Susanne and Buschkuehl, Martin and Stegman, Alyse and Shah, Priti}, + month = apr, + year = {2014}, + file = {/Users/morteza/Documents/Zotero/storage/TYKST8IB/fnhum-08-00242.pdf}, + note = {00000} +} + +@article{gentile2017, + title = {Internet {{Gaming Disorder}} in {{Children}} and {{Adolescents}}}, + volume = {140}, + issn = {0031-4005, 1098-4275}, + language = {en}, + number = {Supplement 2}, + journal = {Pediatrics}, + doi = {10.1542/peds.2016-1758H}, + author = {Gentile, Douglas A. and Bailey, Kira and Bavelier, Daphne and Brockmyer, Jeanne Funk and Cash, Hilarie and Coyne, Sarah M. and Doan, Andrew and Grant, Donald S. and Green, C. Shawn and Griffiths, Mark and Markle, Tracy and Petry, Nancy M. and Prot, Sara and Rae, Cosette D. and Rehbein, Florian and Rich, Michael and Sullivan, Dave and Woolley, Elizabeth and Young, Kimberly}, + month = nov, + year = {2017}, + pages = {S81-S85}, + file = {/Users/morteza/Documents/Zotero/storage/4AG57Y9E/Gentile et al. - 2017 - Internet Gaming Disorder in Children and Adolescen.pdf;/Users/morteza/Documents/Zotero/storage/YZACRADD/Gentile et al. - 2017 - Internet Gaming Disorder in Children and Adolescen.pdf;/Users/morteza/Documents/Zotero/storage/ZW7ZKUAM/S81+.html}, + note = {00000} +} + +@incollection{geary2019, + title = {Introduction: {{Cognitive Foundations}} for {{Improving Mathematical Learning}}}, + isbn = {978-0-12-815952-1}, + shorttitle = {Introduction}, + language = {en}, + booktitle = {Cognitive {{Foundations}} for {{Improving Mathematical Learning}}}, + publisher = {{Elsevier}}, + author = {Geary, David C. and Berch, Daniel B. and Mann Koepke, Kathleen}, + year = {2019}, + pages = {1-36}, + doi = {10.1016/B978-0-12-815952-1.00001-3}, + note = {00000} +} + +@article{gathercole2016, + title = {How {{Common}} Are {{WM Deficits}} in {{Children}} with {{Difficulties}} in {{Reading}} and {{Mathematics}}?}, + volume = {5}, + issn = {22113681}, + language = {en}, + number = {4}, + journal = {Journal of Applied Research in Memory and Cognition}, + doi = {10.1016/j.jarmac.2016.07.013}, + author = {Gathercole, Susan E. and Woolgar, Francesca and Kievit, Rogier A. and Astle, Duncan and Manly, Tom and Holmes, Joni}, + month = dec, + year = {2016}, + pages = {384-394}, + note = {00000} +} + +@article{gathercole2005, + title = {Developmental Consequences of Poor Phonological Short-Term Memory Function in Childhood: A Longitudinal Study}, + volume = {46}, + issn = {0021-9630}, + shorttitle = {Developmental Consequences of Poor Phonological Short-Term Memory Function in Childhood}, + abstract = {BACKGROUND: A longitudinal study investigated the cognitive skills and scholastic attainments at 8 years of age of children selected on the basis of poor phonological loop skills at 5 years. +METHODS: Children with low and average performance at 5 years were tested three years later on measures of working memory, phonological awareness, vocabulary, language, reading, and number skill. +RESULTS: Two subgroups of children with poor early performance on phonological memory tests were identified. In one subgroup, the poor phonological memory skills persisted at 8 years. These children performed at comparable levels to the control group on measures of vocabulary, language and mathematics. They scored more poorly on literacy assessments, but this deficit was associated with group differences in complex memory span and phonological awareness performance. The second subgroup of children performed more highly on phonological memory tests at 8 years, but had enduring deficits in language assessments from 4 to 8 years. +CONCLUSIONS: Persistently poor phonological memory skills do not appear to significantly constrain the acquisition of language, mathematics or number skills over the early school years. More general working memory skills do, however, appear to be crucial.}, + language = {eng}, + number = {6}, + journal = {Journal of Child Psychology and Psychiatry, and Allied Disciplines}, + doi = {10.1111/j.1469-7610.2004.00379.x}, + author = {Gathercole, Susan E. and Tiffany, Claire and Briscoe, Josie and Thorn, Annabel and {ALSPAC team}}, + month = jun, + year = {2005}, + keywords = {Humans,Female,Male,Child,Memory; Short-Term,Articulation Disorders,Child; Preschool,Epidemiologic Methods,Language Development Disorders,Language Tests}, + pages = {598-611}, + pmid = {15877766}, + note = {00000} +} + +@article{gathercole2003, + title = {Working Memory Assessments at School Entry as Longitudinal Predictors of {{National Curriculum}} Attainment Levels}, + volume = {20}, + issn = {2396-8702(Electronic),0267-1611(Print)}, + abstract = {A longitudinal study of 54 children aged between 4 and 7 years of age investigated whether measures of working memory skills taken shortly after school entry served as useful predictors of children's attainment levels in National Curriculum assessments at Key Stage 1. Early working memory scores were found to be highly significant predictors of children's subsequent levels of attainment in literacy, but not in mathematics. Compared with the local education authority baseline assessments also administered at 4 years of age that are designed in large part to predict later attainments, working memory scores accounted for unique variance in children's spelling and writing scores at 7 years. These findings point to the utility of combining knowledge-based assessments with measures of fluid cognitive ability in order to obtain the best estimates of a child's chances of future academic success. (PsycINFO Database Record (c) 2016 APA, all rights reserved)}, + number = {3}, + journal = {Educational and Child Psychology}, + author = {Gathercole, Susan E. and Brown, Leanne and Pickering, Susan J.}, + year = {2003}, + keywords = {Academic Achievement,Literacy,Mathematics Achievement,Preschool Students,Short Term Memory,Standardized Tests}, + pages = {109-122}, + file = {/Users/morteza/Documents/Zotero/storage/U67273FY/2004-11157-009.html}, + note = {00000} +} + +@article{feng2007, + title = {Playing an {{Action Video Game Reduces Gender Differences}} in {{Spatial Cognition}}}, + volume = {18}, + issn = {0956-7976, 1467-9280}, + language = {en}, + number = {10}, + journal = {Psychological Science}, + doi = {10.1111/j.1467-9280.2007.01990.x}, + author = {Feng, Jing and Spence, Ian and Pratt, Jay}, + month = oct, + year = {2007}, + pages = {850-855}, + file = {/Users/morteza/Documents/Zotero/storage/W9JK4954/Feng et al. - 2007 - Playing an Action Video Game Reduces Gender Differ.pdf}, + note = {00000} +} + +@article{bull2008, + title = {Short-Term Memory, Working Memory, and Executive Functioning in Preschoolers: Longitudinal Predictors of Mathematical Achievement at Age 7 Years}, + volume = {33}, + issn = {1532-6942}, + shorttitle = {Short-Term Memory, Working Memory, and Executive Functioning in Preschoolers}, + abstract = {This study examined whether measures of short-term memory, working memory, and executive functioning in preschool children predict later proficiency in academic achievement at 7 years of age (third year of primary school). Children were tested in preschool (M age = 4 years, 6 months) on a battery of cognitive measures, and mathematics and reading outcomes (from standardized, norm-referenced school-based assessments) were taken on entry to primary school, and at the end of the first and third year of primary school. Growth curve analyses examined predictors of math and reading achievement across the duration of the study and revealed that better digit span and executive function skills provided children with an immediate head start in math and reading that they maintained throughout the first three years of primary school. Visual-spatial short-term memory span was found to be a predictor specifically of math ability. Correlational and regression analyses revealed that visual short-term and working memory were found to specifically predict math achievement at each time point, while executive function skills predicted learning in general rather than learning in one specific domain. The implications of the findings are discussed in relation to further understanding the role of cognitive skills in different mathematical tasks, and in relation to the impact of limited cognitive skills in the classroom environment.}, + language = {eng}, + number = {3}, + journal = {Developmental Neuropsychology}, + doi = {10.1080/87565640801982312}, + author = {Bull, Rebecca and Espy, Kimberly Andrews and Wiebe, Sandra A.}, + year = {2008}, + keywords = {Attention,Humans,Female,Male,Psychomotor Performance,Neuropsychological Tests,Reaction Time,Child,Sex Factors,Aptitude,Memory; Short-Term,Orientation,Problem Solving,Child; Preschool,Achievement,Age Factors,Color Perception,Concept Formation,Discrimination Learning,Games; Experimental,Longitudinal Studies,Mathematics,Pattern Recognition; Visual,Psychometrics,Reading}, + pages = {205-228}, + file = {/Users/morteza/Documents/Zotero/storage/LIF4IAJA/Bull et al. - 2008 - Short-term memory, working memory, and executive f.pdf}, + pmid = {18473197}, + pmcid = {PMC2729141}, + note = {00000} +} + +@article{belchior2018, + title = {Computer and {{Videogame Interventions}} for {{Older Adults}}' {{Cognitive}} and {{Everyday Functioning}}}, + issn = {2161-783X}, + abstract = {Objective: This study compared older adults' gains in cognitive and everyday functioning after a 60-session home-based videogame intervention with gains seen under formal cognitive training and usual care/no intervention.Materials and Methods: Participants were randomized to one of three groups: one group played an off-the-shelf videogame (i.e., Crazy Taxi), the second group engaged in a computerized training program focused on visual attention and processing speed (i.e., PositScience InSight), and the third group received no training. Training in the two intervention conditions consisted of 60 training sessions of 1 hour each, which were completed in 3 months (5 hours a week). Participants received a broad battery of cognitive and everyday functioning assessments immediately before (pretest), after (post-test), and 3 months after (follow-up) training.Results: Both training conditions improved on direct assessments of trained outcomes. In the InSight-trained group, we found transfer to untrained measures of visual attention and processing speed that were similar to the trained tasks, and these gains endured for up to 3 months. Participants in the videogame condition showed small additional benefits, not emerging until 3 months after intervention completion, on a measure of both attention and mood. No trained groups showed gain on visuospatial skills or memory.Conclusion: Training effects were highly specific to the target of training. Training effects to visual attention and processing speed were, as expected, larger for InSight-trained participants but were also seen for videogame participants. Given that past research has shown that videogame training leads to greater engagement than cognitive training, videogame interventions may represent a choice for more modest gains in a more engaging context.}, + journal = {Games for Health Journal}, + doi = {10.1089/g4h.2017.0092}, + author = {Belchior, Patr\'icia and Yam, Anna and Thomas, Kelsey R. and Bavelier, Daphne and Ball, Karlene K. and Mann, William C. and Marsiske, Michael}, + month = sep, + year = {2018}, + file = {/Users/morteza/Documents/Zotero/storage/LQLCQQCP/g4h.2017.html}, + note = {00000} +} + +@incollection{cardoso-leiteinpress, + address = {Boston}, + title = {Games for Enhancing Cognitive Abilities}, + booktitle = {Handbook of {{Game}}-Based {{Learning}}}, + publisher = {{MIT Press}}, + author = {{Cardoso-Leite}, P and Joessel, A and Bavelier, D}, + editor = {Plass, Jan and Mayer, Richard E. and Homer, Bruce D}, + year = {in press}, + keywords = {\#nosource}, + note = {00000} +} + +@article{braver2012, + title = {The Variable Nature of Cognitive Control: A Dual Mechanisms Framework}, + volume = {16}, + issn = {13646613}, + shorttitle = {The Variable Nature of Cognitive Control}, + language = {en}, + number = {2}, + journal = {Trends in Cognitive Sciences}, + doi = {10.1016/j.tics.2011.12.010}, + author = {Braver, Todd S.}, + month = feb, + year = {2012}, + pages = {106-113}, + file = {/Users/morteza/Documents/Zotero/storage/NY83IQL8/false}, + note = {01090} +} + +@article{jaeggi2010, + title = {The Concurrent Validity of the {{N}}-Back Task as a Working Memory Measure}, + volume = {18}, + issn = {0965-8211, 1464-0686}, + language = {en}, + number = {4}, + journal = {Memory}, + doi = {10.1080/09658211003702171}, + author = {Jaeggi, Susanne M. and Buschkuehl, Martin and Perrig, Walter J. and Meier, Beat}, + month = may, + year = {2010}, + pages = {394-412}, + note = {00483} +} + +@article{au2015a, + title = {Improving Fluid Intelligence with Training on Working Memory: A Meta-Analysis}, + volume = {22}, + issn = {1069-9384, 1531-5320}, + shorttitle = {Improving Fluid Intelligence with Training on Working Memory}, + language = {en}, + number = {2}, + journal = {Psychonomic Bulletin \& Review}, + doi = {10.3758/s13423-014-0699-x}, + author = {Au, Jacky and Sheehan, Ellen and Tsai, Nancy and Duncan, Greg J. and Buschkuehl, Martin and Jaeggi, Susanne M.}, + month = apr, + year = {2015}, + pages = {366-377}, + file = {/Users/morteza/Documents/Zotero/storage/5JQUE5BK/au2015.pdf}, + note = {00394} +} + +@article{jaeggi2008a, + title = {Improving Fluid Intelligence with Training on Working Memory}, + volume = {105}, + issn = {0027-8424, 1091-6490}, + language = {en}, + number = {19}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.0801268105}, + author = {Jaeggi, S. M. and Buschkuehl, M. and Jonides, J. and Perrig, W. J.}, + month = may, + year = {2008}, + pages = {6829-6833}, + file = {/Users/morteza/Documents/Zotero/storage/TBC8IBYU/jaeggi2008.pdf}, + note = {01950} +} + +@phdthesis{ralph2014, + address = {Troy, New York}, + type = {{{PhD Thesis}}}, + title = {Statistical Manipulation and Control Strategies of the N-Back Task.}, + school = {Rensselaer Polytechnic Institute}, + author = {Ralph, Json}, + year = {2014}, + note = {00000} +} + +@article{batou2013, + title = {Calculation of {{Lagrange Multipliers}} in the {{Construction}} of {{Maximum Entropy Distributions}} in {{High Stochastic Dimension}}}, + volume = {1}, + issn = {2166-2525}, + language = {en}, + number = {1}, + journal = {SIAM/ASA Journal on Uncertainty Quantification}, + doi = {10.1137/120901386}, + author = {Batou, A. and Soize, C.}, + month = jan, + year = {2013}, + pages = {431-451}, + file = {/Users/morteza/Documents/Zotero/storage/RKPL5AMZ/batou2013.pdf}, + note = {00014} +} + +@inproceedings{4e76dd9e5534473a95e58dfa95ab4a90, + title = {Modeling Control Strategies in the {{N}}-Back Task.}, + language = {English}, + booktitle = {Proceedings of the Eight {{International Conference}} on {{Cognitive Modeling}}}, + publisher = {{Psychology Press}}, + author = {Juvina, I and Taatgen, N.A.}, + year = {2007}, + pages = {73-78}, + note = {00030} +} + +@inproceedings{juvina2007, + title = {Modeling Control Strategies in the {{N}}-Back Task}, + language = {English}, + booktitle = {Proceedings of the Eight {{International Conference}} on {{Cognitive Modeling}}}, + publisher = {{Psychology Press}}, + author = {Juvina, I and Taatgen, N.A.}, + year = {2007}, + pages = {73-78}, + note = {00030} +} + +@article{kursa2010, + title = {Feature {{Selection}} with the {{Boruta Package}}}, + volume = {36}, + issn = {1548-7660}, + language = {en}, + number = {11}, + journal = {Journal of Statistical Software}, + doi = {10.18637/jss.v036.i11}, + author = {Kursa, Miron B. and Rudnicki, Witold R.}, + year = {2010}, + file = {/Users/morteza/Documents/Zotero/storage/XA8EWYQQ/kursa2010.pdf} +} + +@book{abelson1995, + address = {Hillsdale, NJ, US}, + series = {Statistics as Principled Argument.}, + title = {Statistics as Principled Argument.}, + abstract = {Abelson delves into the . . . problems of interpreting quantitative data and then presenting them in the context of a coherent story about one's research. [This book is] filled with . . . real-life (and real-research) examples rather than . . . recipes for analysis. [It is intended for] beginning graduate students and researchers alike. (PsycINFO Database Record (c) 2016 APA, all rights reserved)}, + publisher = {{Lawrence Erlbaum Associates, Inc}}, + author = {Abelson, Robert P}, + year = {1995}, + rating = {0}, + uri = {papers3://publication/uuid/3744008D-0698-4668-BEC3-5281D85126D5}, + note = {01023} +} + +@article{cardoso-leite2016a, + title = {Technology Consumption and Cognitive Control: {{Contrasting}} Action Video Game Experience with Media Multitasking}, + volume = {78}, + issn = {1943-3921, 1943-393X}, + shorttitle = {Technology Consumption and Cognitive Control}, + language = {en}, + number = {1}, + journal = {Attention, Perception, \& Psychophysics}, + doi = {10.3758/s13414-015-0988-0}, + author = {{Cardoso-Leite}, Pedro and Kludt, Rachel and Vignola, Gianluca and Ma, Wei Ji and Green, C. Shawn and Bavelier, Daphne}, + month = jan, + year = {2016}, + pages = {218-241}, + file = {/Users/morteza/Documents/Zotero/storage/D5P39AVB/cardoso-leite2016.pdf}, + note = {00031} +} + +@article{miller2009, + title = {Is the {{N}}-{{Back Task}} a {{Valid Neuropsychological Measure}} for {{Assessing Working Memory}}?}, + volume = {24}, + issn = {0887-6177, 1873-5843}, + language = {en}, + number = {7}, + journal = {Archives of Clinical Neuropsychology}, + doi = {10.1093/arclin/acp063}, + author = {Miller, K.M. and Price, C.C. and Okun, M.S. and Montijo, H. and Bowers, D.}, + month = nov, + year = {2009}, + pages = {711-717}, + file = {/Users/morteza/Documents/Zotero/storage/YHG882IF/miller2009.pdf}, + note = {00000} +} + +@article{mcmillan2007, + title = {Self-Paced Working Memory: {{Validation}} of Verbal Variations of the n-Back Paradigm}, + volume = {1139}, + issn = {00068993}, + shorttitle = {Self-Paced Working Memory}, + language = {en}, + journal = {Brain Research}, + doi = {10.1016/j.brainres.2006.12.058}, + author = {McMillan, Kathryn M. and Laird, Angela R. and Witt, Suzanne T. and Meyerand, M. Elizabeth}, + month = mar, + year = {2007}, + pages = {133-142}, + file = {/Users/morteza/Documents/Zotero/storage/MJ9MIXPI/mcmillan2007.pdf} +} + + diff --git a/ccn2019/ccn2019_paper/ccn.sty b/ccn2019/ccn2019_paper/ccn.sty new file mode 100644 index 0000000..4dadf4e --- /dev/null +++ b/ccn2019/ccn2019_paper/ccn.sty @@ -0,0 +1,221 @@ +%begin COGSCI.STY + + +% Modified: Niels Taatgen (taatgen@cmu.edu) 10/24/2006 + +% Place this in a file called cogsci.sty in the TeX search path. +% (Placing it in the same directory as the paper should also work.) + +% Start your LaTeX file with: +% \documentclass[10pt]{article} +% \usepackage{cogsci} + +% Modified from earlier style files published by P.F. Patel-Schneider +% and others for IJCAI-89, AAAI-90, COGSCI-91, and other conferences. +% +% Ashwin Ram, ashwin@cc.gatech.edu, 4/1/94 + +% Modified : Eli M. Silk (esilk@pitt.edu) 05/24/2005 + +% Author information can be set in various styles. For several +% authors from the same institution use: +% +% \author{Author 1 \and ... \and Author n \\ +% Address line \\ ... \\ Address line} +% +% If the names do not fit well on one line use: +% +% Author 1 \\ {\bf Author 2} \\ ... \\ {\bf Author n} \\ +% +% For authors from different institutions: +% +% \author{Author 1 \\ Address line \\ ... \\ Address line +% \And ... \And +% Author n \\ Address line \\ ... \\ Address line} +% +% To start a seperate ``row'' of authors use \AND, as in +% +% \author{Author 1 \\ Address line \\ ... \\ Address line +% \AND +% Author 2 \\ Address line \\ ... \\ Address line \And +% Author 3 \\ Address line \\ ... \\ Address line} + + +\typeout{Conference Style for CCN -- last modified October 24, 2016} + + +% Physical page layout: +% 0.75in left margin, +% 1in top margin, +% 7in textwidth, +% 9.25in textheight + +\setlength\oddsidemargin{-0.25in} +\setlength\textheight{9.25in} +\setlength\textwidth{7in} +\setlength\columnsep{0.25in} 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+ +% Title stuff, taken from deproc. +\def\maketitle{\par + \begingroup +% \def\thefootnote{\fnsymbol{footnote}} +% \def\@makefnmark{\hbox to 0pt{$^{\@thefnmark}$\hss}} + \twocolumn[\@maketitle] \@thanks + \endgroup +%\setcounter{footnote}{1} + \let\maketitle\relax \let\@maketitle\relax + \gdef\@thanks{}\gdef\@author{}\gdef\@title{}\let\thanks\relax} +\def\@maketitle% + {% + \linewidth\hsize + \centering + {\LARGE\bf \@title \par} \vskip 1em% + {\def\and{\unskip\enspace{\rm and}\enspace}% + \def\And{\end{tabular}\hss \egroup \hskip 1in plus 2fil + \hbox to 0pt\bgroup\hss \begin{tabular}[t]{c}}% + \def\AND{\end{tabular}\hss\egroup \hfil\hfil\egroup + \vskip 1em + \hbox to \linewidth\bgroup \hfil\hfil + \hbox to 0pt\bgroup\hss \begin{tabular}[t]{c}} + \hbox to \linewidth\bgroup \hfil\hfil + \hbox to 0pt\bgroup\hss \begin{tabular}[t]{c}\@author + \end{tabular}\hss\egroup + \hfil\hfil\egroup} + \vskip 2em + } + + +% Abstract +\renewenvironment{abstract} + {\centerline{\bf Abstract} + \begin{quote} + \small} + {\par + \end{quote}} + + +% Sections with less space +\def\section{\@startsection {section}{1}{\z@}{-1.5ex plus + -0.25ex minus -.2ex}{3pt plus 2pt minus 1pt}{\Large\bf\centering}} +\def\subsection{\@startsection{subsection}{2}{\z@}{-1.5ex plus + -0.25ex minus -.2ex}{3pt plus 2pt minus 1pt}{\large\bf\raggedright}} +\def\subsubsection{\@startsection{subparagraph}{3}{\z@}{-6pt plus + 2pt minus 1pt}{-1em}{\normalsize\bf}} +\setcounter{secnumdepth}{0} + + +% Footnotes +\footnotesep 6.65pt % +\skip\footins 9pt plus 4pt minus 2pt +\def\footnoterule{\kern-3pt \hrule width 5pc \kern 2.6pt } +\setcounter{footnote}{0} + + +% Lists and paragraphs +\parindent 10pt +\topsep 4pt plus 1pt minus 2pt +\partopsep 1pt plus 0.5pt minus 0.5pt +\itemsep 1pt plus 1pt minus 0.5pt +\parsep 1pt plus 1pt minus 0.5pt + + +\leftmargin 10pt +\leftmargini\leftmargin +\leftmarginii 10pt +\leftmarginiii 5pt +\leftmarginiv 5pt +\leftmarginv 5pt +\leftmarginvi 5pt +\labelwidth\leftmargini\advance\labelwidth-\labelsep \labelsep 5pt + + +\def\@listi{\leftmargin\leftmargini} +\def\@listii{\leftmargin\leftmarginii + \labelwidth\leftmarginii\advance\labelwidth-\labelsep + \topsep 2pt plus 1pt minus 0.5pt + \parsep 1pt plus 0.5pt minus 0.5pt + \itemsep \parsep} +\def\@listiii{\leftmargin\leftmarginiii + \labelwidth\leftmarginiii\advance\labelwidth-\labelsep + \topsep 1pt plus 0.5pt minus 0.5pt + \parsep \z@ \partopsep 0.5pt plus 0pt minus 0.5pt + \itemsep \topsep} +\def\@listiv{\leftmargin\leftmarginiv + \labelwidth\leftmarginiv\advance\labelwidth-\labelsep} +\def\@listv{\leftmargin\leftmarginv + \labelwidth\leftmarginv\advance\labelwidth-\labelsep} +\def\@listvi{\leftmargin\leftmarginvi + \labelwidth\leftmarginvi\advance\labelwidth-\labelsep} + + +\abovedisplayskip 7pt plus2pt minus5pt% +\belowdisplayskip \abovedisplayskip +\abovedisplayshortskip 0pt plus3pt% +\belowdisplayshortskip 4pt plus3pt minus3pt% + + +% Less leading in most fonts (due to the narrow columns) +% The choices were between 1-pt and 1.5-pt leading +\def\@normalsize{\@setsize\normalsize{10pt}\xpt\@xpt} +\def\small{\@setsize\small{9pt}\ixpt\@ixpt} +\def\footnotesize{\@setsize\footnotesize{9pt}\ixpt\@ixpt} +\def\scriptsize{\@setsize\scriptsize{7pt}\viipt\@viipt} +\def\tiny{\@setsize\tiny{6pt}\vipt\@vipt} +\def\large{\@setsize\large{13pt}\xipt\@xipt} +\def\Large{\@setsize\Large{15pt}\xiipt\@xiipt} +\def\LARGE{\@setsize\LARGE{17pt}\xivpt\@xivpt} +\def\huge{\@setsize\huge{20pt}\xviipt\@xviipt} +\def\Huge{\@setsize\Huge{23pt}\xxpt\@xxpt} + + +%end CCN.STY diff --git a/ccn2019/ccn2019_paper/fig1.png b/ccn2019/ccn2019_paper/fig1.png new file mode 100644 index 0000000..fc9510f --- /dev/null +++ b/ccn2019/ccn2019_paper/fig1.png Binary files differ diff --git a/ccn2019/ccn2019_paper/fig2.pdf b/ccn2019/ccn2019_paper/fig2.pdf new file mode 100644 index 0000000..6cd3c81 --- /dev/null +++ b/ccn2019/ccn2019_paper/fig2.pdf Binary files differ diff --git a/ccn2019/ccn2019_paper/BC19_abstracts.pdf b/ccn2019/ccn2019_paper/BC19_abstracts.pdf new file mode 100644 index 0000000..68539c8 --- /dev/null +++ b/ccn2019/ccn2019_paper/BC19_abstracts.pdf Binary files differ diff --git a/ccn2019/ccn2019_paper/bib.bib b/ccn2019/ccn2019_paper/bib.bib new file mode 100644 index 0000000..2f89c1d --- /dev/null +++ b/ccn2019/ccn2019_paper/bib.bib @@ -0,0 +1,2700 @@ + +@article{green2017, + title = {Playing {{Some Video Games}} but {{Not Others Is Related}} to {{Cognitive Abilities}}: {{A Critique}} of {{Unsworth}} et Al. (2015)}, + volume = {28}, + issn = {0956-7976}, + shorttitle = {Playing {{Some Video Games}} but {{Not Others Is Related}} to {{Cognitive Abilities}}}, + language = {en}, + number = {5}, + journal = {Psychological Science}, + doi = {10.1177/0956797616644837}, + author = {Green, C. Shawn and Kattner, Florian and Eichenbaum, Adam and Bediou, Benoit and Adams, Deanne M. and Mayer, Richard E. and Bavelier, Daphne}, + month = may, + year = {2017}, + keywords = {Video Recording}, + pages = {679-682}, + note = {00020} +} + +@article{xiongEffectsExergamingPreschoolers2019, + title = {Effects of {{Exergaming}} on {{Preschoolers}}' {{Executive Functions}} and {{Perceived Competence}}: {{A Pilot Randomized Trial}}}, + volume = {8}, + issn = {2077-0383}, + shorttitle = {Effects of {{Exergaming}} on {{Preschoolers}}' {{Executive Functions}} and {{Perceived Competence}}}, + abstract = {Purpose: This study aimed to evaluate the effects of a child-centered exergaming program and a traditional teacher-led physical activity (PA) program on preschoolers' executive functions and perceived competence. Methods: Sixty children aged 4{$^{-}$}5 years from an urban childcare center in China completed an 8-week exergaming/traditional PA intervention. After baseline measurements of executive functions and perceived competence (i.e., perceived physical competence and social acceptance), children were randomly assigned to either an exergaming group or traditional PA group (30 children per group). Exergaming and traditional PA programs were offered 20 min/session by trained instructors for 8 weeks. Post-intervention measures were identical to baseline measures. Results: In general, children's executive functions, perceived physical competence, and perceived social acceptance were enhanced over time. Analysis of variance revealed significant time by group interaction effects for executive functions, F(1, 58) = 12.01, p = 0.01, and perceived social acceptance, F(1, 58) = 6.04, p = 0.02, indicating that the exergaming intervention group displayed significantly greater increases in executive functions and perceived social acceptance in comparison with traditional PA children. In addition, children's executive functions and perceived physical and social competence significantly improved from baseline to post-intervention. However, there was no significant difference in the increase of children's perceived physical competence across groups over time. Conclusion: The results suggested exergaming to be beneficial in enhancing young children's executive functions and perceived social acceptance compared to the traditional PA program. More diverse samples with a longer intervention duration in preschool children in urban areas are warranted.}, + language = {eng}, + number = {4}, + journal = {Journal of Clinical Medicine}, + doi = {10.3390/jcm8040469}, + author = {Xiong, Shanying and Zhang, Peng and Gao, Zan}, + month = apr, + year = {2019}, + keywords = {active video games,cognitive functions,perceived physical competence,perceived social acceptance,preschool children}, + file = {/Users/morteza/Documents/Zotero/storage/J79X78J7/Xiong et al. - 2019 - Effects of Exergaming on Preschoolers' Executive F.pdf}, + pmid = {30959860} +} + +@article{costaVirtualRealityBasedExercise2019, + title = {Virtual {{Reality}}-{{Based Exercise}} with {{Exergames}} as {{Medicine}} in {{Different Contexts}}: {{A Short Review}}}, + volume = {15}, + issn = {1745-0179}, + shorttitle = {Virtual {{Reality}}-{{Based Exercise}} with {{Exergames}} as {{Medicine}} in {{Different Contexts}}}, + language = {en}, + number = {1}, + journal = {Clinical Practice \& Epidemiology in Mental Health}, + doi = {10.2174/1745017901915010015}, + author = {Costa, Marcos T\'ulio Silva and Vieira, Lanna Pinheiro and Barbosa, Elizabete de Oliveira and Mendes Oliveira, Luciana and Maillot, Pauline and Ottero Vaghetti, C\'esar Augusto and Giovani Carta, Mauro and Machado, S\'ergio and {Gatica-Rojas}, Valeska and {Monteiro-Junior}, Renato Sobral}, + month = jan, + year = {2019}, + pages = {15-20}, + file = {/Users/morteza/Documents/Zotero/storage/MCJ4YU4Q/Costa et al. - 2019 - Virtual Reality-Based Exercise with Exergames as M.pdf} +} + +@article{mirelman2012, + title = {Executive {{Function}} and {{Falls}} in {{Older Adults}}: {{New Findings}} from a {{Five}}-{{Year Prospective Study Link Fall Risk}} to {{Cognition}}}, + volume = {7}, + issn = {1932-6203}, + shorttitle = {Executive {{Function}} and {{Falls}} in {{Older Adults}}}, + abstract = {Background +Recent findings suggest that executive function (EF) plays a critical role in the regulation of gait in older adults, especially under complex and challenging conditions, and that EF deficits may, therefore, contribute to fall risk. The objective of this study was to evaluate if reduced EF is a risk factor for future falls over the course of 5 years of follow-up. Secondary objectives were to assess whether single and dual task walking abilities, an alternative window into EF, were associated with fall risk. + +Methodology/Main Results +We longitudinally followed 256 community-living older adults (age: 76.4{$\pm$}4.5 yrs; 61\% women) who were dementia free and had good mobility upon entrance into the study. At baseline, a computerized cognitive battery generated an index of EF, attention, a closely related construct, and other cognitive domains. Gait was assessed during single and dual task conditions. Falls data were collected prospectively using monthly calendars. Negative binomial regression quantified risk ratios (RR). After adjusting for age, gender and the number of falls in the year prior to the study, only the EF index (RR: .85; CI: .74\textendash.98, p{$\mkern1mu$}={$\mkern1mu$}.021), the attention index (RR: .84; CI: .75\textendash.94, p{$\mkern1mu$}={$\mkern1mu$}.002) and dual tasking gait variability (RR: 1.11; CI: 1.01\textendash{}1.23; p{$\mkern1mu$}={$\mkern1mu$}.027) were associated with future fall risk. Other cognitive function measures were not related to falls. Survival analyses indicated that subjects with the lowest EF scores were more likely to fall sooner and more likely to experience multiple falls during the 66 months of follow-up (p{$<$}0.02). + +Conclusions/Significance +These findings demonstrate that among community-living older adults, the risk of future falls was predicted by performance on EF and attention tests conducted 5 years earlier. The present results link falls among older adults to cognition, indicating that screening EF will likely enhance fall risk assessment, and that treatment of EF may reduce fall risk.}, + number = {6}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0040297}, + author = {Mirelman, Anat and Herman, Talia and Brozgol, Marina and Dorfman, Moran and Sprecher, Elliot and Schweiger, Avraham and Giladi, Nir and Hausdorff, Jeffrey M.}, + month = jun, + year = {2012}, + file = {/Users/morteza/Documents/Zotero/storage/VGU5ZVBS/Mirelman et al. - 2012 - Executive Function and Falls in Older Adults New .pdf}, + pmid = {22768271}, + pmcid = {PMC3386974} +} + +@article{ball1993, + title = {Visual Attention Problems as a Predictor of Vehicle Crashes in Older Drivers}, + volume = {34}, + issn = {0146-0404}, + abstract = {PURPOSE: To identify visual factors that are significantly associated with increased vehicle crashes in older drivers. +METHODS: Several aspects of vision and visual information processing were assessed in 294 drivers aged 55 to 90 years. The sample was stratified with respect to age and crash frequency during the 5-year period before the test date. Variables assessed included eye health status, visual sensory function, the size of the useful field of view, and cognitive status. Crash data were obtained from state records. +RESULTS: The size of the useful field of view, a test of visual attention, had high sensitivity (89\%) and specificity (81\%) in predicting which older drivers had a history of crash problems. This level of predictability is unprecedented in research on crash risk in older drivers. Older adults with substantial shrinkage in the useful field of view were six times more likely to have incurred one or more crashes in the previous 5-year period. Eye health status, visual sensory function, cognitive status, and chronological age were significantly correlated with crashes, but were relatively poor at discriminating between crash-involved versus crash-free drivers. +CONCLUSIONS: This study suggests that policies that restrict driving privileges based solely on age or on common stereotypes of age-related declines in vision and cognition are scientifically unfounded. With the identification of a visual attention measure highly predictive of crash problems in the elderly, this study points to a way in which the suitability of licensure in the older adult population could be based on objective, performance-based criteria.}, + language = {eng}, + number = {11}, + journal = {Investigative Ophthalmology \& Visual Science}, + author = {Ball, K. and Owsley, C. and Sloane, M. E. and Roenker, D. L. and Bruni, J. R.}, + month = oct, + year = {1993}, + keywords = {Accidents; Traffic,Aged,Aged; 80 and over,Aging,Attention,Automobile Driving,Cognition Disorders,Contrast Sensitivity,Health Status,Humans,Middle Aged,Models; Statistical,Predictive Value of Tests,Vision Disorders,Visual Acuity,Visual Fields,Visual Perception}, + pages = {3110-3123}, + pmid = {8407219} +} + +@article{cardoso-leite2016, + title = {Technology Consumption and Cognitive Control: {{Contrasting}} Action Video Game Experience with Media Multitasking}, + volume = {78}, + shorttitle = {Technology Consumption and Cognitive Control}, + number = {1}, + journal = {Attention, Perception, \& Psychophysics}, + author = {{Cardoso-Leite}, Pedro and Kludt, Rachel and Vignola, Gianluca and Ma, Wei Ji and Green, C. Shawn and Bavelier, Daphne}, + year = {2016}, + pages = {218--241}, + file = {/Users/morteza/Documents/Zotero/storage/24TPU746/s1-ln2011024395844769-1939656818Hwf-1530618246IdV191325474220110243PDF_HI0001.pdf;/Users/morteza/Documents/Zotero/storage/3RXWGHPQ/Cardoso-Leite et al. - 2016 - Technology consumption and cognitive control Cont.pdf}, + note = {00029} +} + +@article{cardoso-leite2015, + title = {On the Impact of New Technologies on Multitasking}, + volume = {35}, + issn = {02732297}, + language = {en}, + journal = {Developmental Review}, + doi = {10.1016/j.dr.2014.12.001}, + author = {{Cardoso-Leite}, Pedro and Green, C. Shawn and Bavelier, Daphne}, + month = mar, + year = {2015}, + pages = {98-112}, + file = {/Users/morteza/Documents/Zotero/storage/CNKGKD72/CardosoG&B_DevReview 0214.pdf}, + note = {00025} +} + +@article{bavelier2010, + title = {Children, {{Wired}}: {{For Better}} and for {{Worse}}}, + volume = {67}, + issn = {08966273}, + shorttitle = {Children, {{Wired}}}, + language = {en}, + number = {5}, + journal = {Neuron}, + doi = {10.1016/j.neuron.2010.08.035}, + author = {Bavelier, Daphne and Green, C. Shawn and Dye, Matthew W.G.}, + month = sep, + year = {2010}, + pages = {692-701}, + file = {/Users/morteza/Documents/Zotero/storage/5I3QY2VW/BavelierGreenDye_Neuron_10.pdf}, + note = {00182} +} + +@article{bavelier2019, + title = {Rethinking Human Enhancement as Collective Welfarism}, + volume = {3}, + copyright = {2019 Springer Nature Limited}, + issn = {2397-3374}, + abstract = {Human enhancement technologies are opening tremendous opportunities but also challenges to the core of what it means to be human. We argue that the goal of human enhancement should be to enhance quality of life and well-being not only of individuals but also of the communities they inhabit.}, + language = {En}, + number = {3}, + journal = {Nature Human Behaviour}, + doi = {10.1038/s41562-019-0545-2}, + author = {Bavelier, Daphne and Savulescu, Julian and Fried, Linda P. and Friedmann, Theodore and Lathan, Corinna E. and Sch\"urle, Simone and Beard, John R.}, + month = mar, + year = {2019}, + pages = {204}, + file = {/Users/morteza/Documents/Zotero/storage/EIVG594Y/s41562-019-0545-2.html}, + note = {00000} +} + +@article{simons2016, + title = {Do "{{Brain}}-{{Training}}" {{Programs Work}}?}, + volume = {17}, + issn = {2160-0031}, + abstract = {In 2014, two groups of scientists published open letters on the efficacy of brain-training interventions, or "brain games," for improving cognition. The first letter, a consensus statement from an international group of more than 70 scientists, claimed that brain games do not provide a scientifically grounded way to improve cognitive functioning or to stave off cognitive decline. Several months later, an international group of 133 scientists and practitioners countered that the literature is replete with demonstrations of the benefits of brain training for a wide variety of cognitive and everyday activities. How could two teams of scientists examine the same literature and come to conflicting "consensus" views about the effectiveness of brain training?In part, the disagreement might result from different standards used when evaluating the evidence. To date, the field has lacked a comprehensive review of the brain-training literature, one that examines both the quantity and the quality of the evidence according to a well-defined set of best practices. This article provides such a review, focusing exclusively on the use of cognitive tasks or games as a means to enhance performance on other tasks. We specify and justify a set of best practices for such brain-training interventions and then use those standards to evaluate all of the published peer-reviewed intervention studies cited on the websites of leading brain-training companies listed on Cognitive Training Data (www.cognitivetrainingdata.org), the site hosting the open letter from brain-training proponents. These citations presumably represent the evidence that best supports the claims of effectiveness.Based on this examination, we find extensive evidence that brain-training interventions improve performance on the trained tasks, less evidence that such interventions improve performance on closely related tasks, and little evidence that training enhances performance on distantly related tasks or that training improves everyday cognitive performance. We also find that many of the published intervention studies had major shortcomings in design or analysis that preclude definitive conclusions about the efficacy of training, and that none of the cited studies conformed to all of the best practices we identify as essential to drawing clear conclusions about the benefits of brain training for everyday activities. We conclude with detailed recommendations for scientists, funding agencies, and policymakers that, if adopted, would lead to better evidence regarding the efficacy of brain-training interventions.}, + language = {eng}, + number = {3}, + journal = {Psychological Science in the Public Interest: A Journal of the American Psychological Society}, + doi = {10.1177/1529100616661983}, + author = {Simons, Daniel J. and Boot, Walter R. and Charness, Neil and Gathercole, Susan E. and Chabris, Christopher F. and Hambrick, David Z. and {Stine-Morrow}, Elizabeth A. L.}, + month = oct, + year = {2016}, + keywords = {Humans,brain training,Cognition,cognitive,cognitive training,learning,Learning,skill,transfer}, + pages = {103-186}, + pmid = {27697851}, + note = {00340} +} + +@article{green2010, + title = {Perceptual {{Learning During Action Video Game Playing}}}, + volume = {2}, + issn = {17568757, 17568765}, + language = {en}, + number = {2}, + journal = {Topics in Cognitive Science}, + doi = {10.1111/j.1756-8765.2009.01054.x}, + author = {Green, C. Shawn and Li, Renjie and Bavelier, Daphne}, + month = apr, + year = {2010}, + pages = {202-216}, + file = {/Users/morteza/Documents/Zotero/storage/ZB6G3GNT/Green et al. - 2010 - Perceptual Learning During Action Video Game Playi.pdf}, + note = {00147} +} + +@article{erickson2010, + title = {Striatal {{Volume Predicts Level}} of {{Video Game Skill Acquisition}}}, + volume = {20}, + issn = {1047-3211, 1460-2199}, + language = {en}, + number = {11}, + journal = {Cerebral Cortex}, + doi = {10.1093/cercor/bhp293}, + author = {Erickson, K. I. and Boot, W. R. and Basak, C. and Neider, M. B. and Prakash, R. S. and Voss, M. W. and Graybiel, A. M. and Simons, D. J. and Fabiani, M. and Gratton, G. and Kramer, A. F.}, + month = nov, + year = {2010}, + pages = {2522-2530}, + note = {00127} +} + +@incollection{gorman2017, + title = {Young {{Minds}} on {{Video Games}}}, + isbn = {978-0-12-809481-5}, + language = {en}, + booktitle = {Cognitive {{Development}} in {{Digital Contexts}}}, + publisher = {{Elsevier}}, + author = {Gorman, Thomas E. and Green, C. Shawn}, + year = {2017}, + pages = {121-143}, + doi = {10.1016/B978-0-12-809481-5.00006-7}, + note = {00000} +} + +@article{belchior2012a, + title = {Older Adults' Engagement with a Video Game Training Program}, + volume = {36}, + issn = {0192-4788}, + abstract = {Objectives +The current study investigated older adults' level of engagement with a video game training program. Engagement was measured using the concept of Flow (). + +Methods +Forty-five older adults were randomized to receive practice with an action game (Medal of Honor), a puzzle-like game (Tetris), or a gold-standard Useful Field of View (UFOV) training program. + +Results +Both Medal of Honor and Tetris participants reported significantly higher Flow ratings at the conclusion, relative to the onset of training. + +Discussion +Participants are more engaged in games that can be adjusted to their skill levels and that provide incremental levels of difficulty. This finding was consistent with the Flow theory ()}, + number = {4}, + journal = {Activities, adaptation \& aging}, + doi = {10.1080/01924788.2012.702307}, + author = {Belchior, Patr\'icia and Marsiske, Michael and Sisco, Shannon and Yam, Anna and Mann, William}, + month = dec, + year = {2012}, + pages = {269-279}, + pmid = {23504652}, + pmcid = {PMC3596832}, + note = {00026} +} + +@article{toril2014, + title = {Video Game Training Enhances Cognition of Older Adults: {{A}} Meta-Analytic Study.}, + volume = {29}, + issn = {1939-1498, 0882-7974}, + shorttitle = {Video Game Training Enhances Cognition of Older Adults}, + language = {en}, + number = {3}, + journal = {Psychology and Aging}, + doi = {10.1037/a0037507}, + author = {Toril, Pilar and Reales, Jos\'e M. and Ballesteros, Soledad}, + year = {2014}, + keywords = {\#nosource}, + pages = {706-716}, + note = {00139} +} + +@article{green2003, + title = {Action Video Game Modifies Visual Selective Attention}, + volume = {423}, + issn = {0028-0836}, + abstract = {As video-game playing has become a ubiquitous activity in today's society, it is worth considering its potential consequences on perceptual and motor skills. It is well known that exposing an organism to an altered visual environment often results in modification of the visual system of the organism. The field of perceptual learning provides many examples of training-induced increases in performance. But perceptual learning, when it occurs, tends to be specific to the trained task; that is, generalization to new tasks is rarely found. Here we show, by contrast, that action-video-game playing is capable of altering a range of visual skills. Four experiments establish changes in different aspects of visual attention in habitual video-game players as compared with non-video-game players. In a fifth experiment, non-players trained on an action video game show marked improvement from their pre-training abilities, thereby establishing the role of playing in this effect.}, + language = {eng}, + number = {6939}, + journal = {Nature}, + doi = {10.1038/nature01647}, + author = {Green, C. Shawn and Bavelier, Daphne}, + month = may, + year = {2003}, + keywords = {Attention,Humans,Learning,Video Games,Adolescent,Adult,Female,Male,Photic Stimulation,Psychomotor Performance,Space Perception}, + pages = {534-537}, + pmid = {12774121} +} + +@article{green2012, + title = {The Effect of Action Video Game Experience on Task-Switching}, + volume = {28}, + issn = {0747-5632}, + abstract = {There is now a substantial body of work demonstrating that action video game experience results in enhancements in a wide variety of perceptual skills. More recently, several groups have also demonstrated improvements in abilities that are more cognitive in nature, in particular, the ability to efficiently switch between tasks. In a series of four experiments, we add to this body of work, demonstrating that the action video game player advantage is not exclusively due to an ability to map manual responses onto arbitrary buttons, but rather generalizes to vocal responses, is not restricted to tasks that are perceptual in nature (e.g. respond to a physical dimension of the stimulus such as its color), but generalizes to more cognitive tasks (e.g. is a number odd or even), and is present whether the switch requires a goal-switch or only a motor switch. Finally, a training study establishes that the relationship between the reduction in switch cost and action game playing is causal.}, + language = {eng}, + number = {3}, + journal = {Computers in Human Behavior}, + doi = {10.1016/j.chb.2011.12.020}, + author = {Green, C. Shawn and Sugarman, Michael A. and Medford, Katherine and Klobusicky, Elizabeth and Daphne Bavelier, null}, + month = may, + year = {2012}, + pages = {984-994}, + file = {/Users/morteza/Documents/Zotero/storage/HPLPXSFH/Green et al. - 2012 - The effect of action video game experience on task.pdf}, + pmid = {22393270}, + pmcid = {PMC3292256}, + note = {00159} +} + +@article{strobach2012, + title = {Video Game Practice Optimizes Executive Control Skills in Dual-Task and Task Switching Situations}, + volume = {140}, + issn = {1873-6297}, + abstract = {We examined the relation of action video game practice and the optimization of executive control skills that are needed to coordinate two different tasks. As action video games are similar to real life situations and complex in nature, and include numerous concurrent actions, they may generate an ideal environment for practicing these skills (Green \& Bavelier, 2008). For two types of experimental paradigms, dual-task and task switching respectively; we obtained performance advantages for experienced video gamers compared to non-gamers in situations in which two different tasks were processed simultaneously or sequentially. This advantage was absent in single-task situations. These findings indicate optimized executive control skills in video gamers. Similar findings in non-gamers after 15 h of action video game practice when compared to non-gamers with practice on a puzzle game clarified the causal relation between video game practice and the optimization of executive control skills.}, + language = {eng}, + number = {1}, + journal = {Acta Psychologica}, + doi = {10.1016/j.actpsy.2012.02.001}, + author = {Strobach, Tilo and Frensch, Peter A. and Schubert, Torsten}, + month = may, + year = {2012}, + keywords = {Attention,Humans,Visual Perception,Practice (Psychology),Video Games,Adolescent,Adult,Male,Psychomotor Performance,Executive Function,Neuropsychological Tests,Reaction Time}, + pages = {13-24}, + pmid = {22426427}, + note = {00206} +} + +@article{bejjanki2014, + title = {Action Video Game Play Facilitates the Development of Better Perceptual Templates}, + volume = {111}, + issn = {0027-8424, 1091-6490}, + language = {en}, + number = {47}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.1417056111}, + author = {Bejjanki, Vikranth R. and Zhang, Ruyuan and Li, Renjie and Pouget, Alexandre and Green, C. Shawn and Lu, Zhong-Lin and Bavelier, Daphne}, + month = nov, + year = {2014}, + pages = {16961-16966}, + file = {/Users/morteza/Documents/Zotero/storage/VEIW3YCB/Bejjanki et al. - 2014 - Action video game play facilitates the development.pdf}, + note = {00108} +} + +@article{green2010a, + title = {Improved Probabilistic Inference as a General Learning Mechanism with Action Video Games}, + volume = {20}, + issn = {1879-0445}, + abstract = {Action video game play benefits performance in an array of sensory, perceptual, and attentional tasks that go well beyond the specifics of game play [1-9]. That a training regimen may induce improvements in so many different skills is notable because the majority of studies on training-induced learning report improvements on the trained task but limited transfer to other, even closely related, tasks ([10], but see also [11-13]). Here we ask whether improved probabilistic inference may explain such broad transfer. By using a visual perceptual decision making task [14, 15], the present study shows for the first time that action video game experience does indeed improve probabilistic inference. A neural model of this task [16] establishes how changing a single parameter, namely the strength of the connections between the neural layer providing the momentary evidence and the layer integrating the evidence over time, captures improvements in action-gamers behavior. These results were established in a visual, but also in a novel auditory, task, indicating generalization across modalities. Thus, improved probabilistic inference provides a general mechanism for why action video game playing enhances performance in a wide variety of tasks. In addition, this mechanism may serve as a signature of training regimens that are likely to produce transfer of learning.}, + language = {eng}, + number = {17}, + journal = {Current biology: CB}, + doi = {10.1016/j.cub.2010.07.040}, + author = {Green, C. Shawn and Pouget, Alexandre and Bavelier, Daphne}, + month = sep, + year = {2010}, + keywords = {Humans,Visual Perception,Learning,Decision Making,Probability}, + pages = {1573-1579}, + file = {/Users/morteza/Documents/Zotero/storage/QA7EM2T3/Green et al. - 2010 - Improved probabilistic inference as a general lear.pdf}, + pmid = {20833324}, + pmcid = {PMC2956114}, + note = {00275} +} + +@article{libertus2017, + title = {The {{Impact}} of {{Action Video Game Training}} on {{Mathematical Abilities}} in {{Adults}}}, + volume = {3}, + issn = {2332-8584, 2332-8584}, + language = {en}, + number = {4}, + journal = {AERA Open}, + doi = {10.1177/2332858417740857}, + author = {Libertus, Melissa E. and Liu, Allison and Pikul, Olga and Jacques, Theodore and {Cardoso-Leite}, Pedro and Halberda, Justin and Bavelier, Daphne}, + month = oct, + year = {2017}, + pages = {233285841774085}, + file = {/Users/morteza/Documents/Zotero/storage/JQZWZKGW/Libertus et al. - 2017 - The Impact of Action Video Game Training on Mathem.pdf;/Users/morteza/Documents/Zotero/storage/YU8PMLCK/Libertus et al. - 2017 - The Impact of Action Video Game Training on Mathem.pdf}, + note = {00002} +} + +@article{delisi2002, + title = {Improving Children's Mental Rotation Accuracy with Computer Game Playing}, + volume = {163}, + issn = {0022-1325}, + abstract = {The authors investigated the relation between mental rotation (MR) and computer game-playing experience. Third grade boys (n = 24) and girls (n = 23) completed a 2-dimensional MR test before and after playing computer games (during 11 separate 30-min sessions), which either involved the use of MR skills (the experimental group) or did not involve the use of MR skills (the control group). The experimental group outperformed the control group on the MR posttest but not on the pretest. Boys outperformed girls on the pretest but not on the posttest. Children whose initial MR performance was low improved after playing computer games that entailed MR skills. The findings imply that computer-based instructional activities can be used in schools to enhance children's spatial abilities.}, + language = {eng}, + number = {3}, + journal = {The Journal of Genetic Psychology}, + doi = {10.1080/00221320209598683}, + author = {De Lisi, Richard and Wolford, Jennifer L.}, + month = sep, + year = {2002}, + keywords = {Humans,Cognition,Practice (Psychology),Video Games,Female,Male,Space Perception,Analysis of Variance,Child,New Jersey,Rotation,Sex Factors}, + pages = {272-282}, + pmid = {12230149}, + note = {00386} +} + +@article{okagaki1994, + title = {Effects of Video Game Playing on Measures of Spatial Performance: {{Gender}} Effects in Late Adolescence}, + volume = {15}, + issn = {01933973}, + shorttitle = {Effects of Video Game Playing on Measures of Spatial Performance}, + language = {en}, + number = {1}, + journal = {Journal of Applied Developmental Psychology}, + doi = {10.1016/0193-3973(94)90005-1}, + author = {Okagaki, Lynn and Frensch, Peter A.}, + month = jan, + year = {1994}, + pages = {33-58}, + note = {00451} +} + +@article{sala2018, + title = {Video Game Training Does Not Enhance Cognitive Ability: {{A}} Comprehensive Meta-Analytic Investigation}, + volume = {144}, + issn = {1939-1455}, + shorttitle = {Video Game Training Does Not Enhance Cognitive Ability}, + abstract = {As a result of considerable potential scientific and societal implications, the possibility of enhancing cognitive ability by training has been one of the most influential topics of cognitive psychology in the last two decades. However, substantial research into the psychology of expertise and a recent series of meta-analytic reviews have suggested that various types of cognitive training (e.g., working memory training) benefit performance only in the trained tasks. The lack of skill generalization from one domain to different ones-that is, far transfer-has been documented in various fields of research such as working memory training, music, brain training, and chess. Video game training is another activity that has been claimed by many researchers to foster a broad range of cognitive abilities such as visual processing, attention, spatial ability, and cognitive control. We tested these claims with three random-effects meta-analytic models. The first meta-analysis (k = 310) examined the correlation between video game skill and cognitive ability. The second meta-analysis (k = 315) dealt with the differences between video game players and nonplayers in cognitive ability. The third meta-analysis (k = 359) investigated the effects of video game training on participants' cognitive ability. Small or null overall effect sizes were found in all three models. These outcomes show that overall cognitive ability and video game skill are only weakly related. Importantly, we found no evidence of a causal relationship between playing video games and enhanced cognitive ability. Video game training thus represents no exception to the general difficulty of obtaining far transfer. (PsycINFO Database Record}, + language = {eng}, + number = {2}, + journal = {Psychological Bulletin}, + doi = {10.1037/bul0000139}, + author = {Sala, Giovanni and Tatlidil, K. Semir and Gobet, Fernand}, + month = feb, + year = {2018}, + keywords = {Humans,Cognition,Practice (Psychology),Transfer (Psychology),Video Games,Aptitude}, + pages = {111-139}, + pmid = {29239631} +} + +@article{anguera2013, + title = {Video Game Training Enhances Cognitive Control in Older Adults}, + volume = {501}, + issn = {0028-0836, 1476-4687}, + number = {7465}, + journal = {Nature}, + doi = {10.1038/nature12486}, + author = {Anguera, J. A. and Boccanfuso, J. and Rintoul, J. L. and {Al-Hashimi}, O. and Faraji, F. and Janowich, J. and Kong, E. and Larraburo, Y. and Rolle, C. and Johnston, E. and Gazzaley, A.}, + month = sep, + year = {2013}, + pages = {97-101}, + file = {/Users/morteza/Documents/Zotero/storage/EMARTW6H/Anguera_Nature_2013-Video-game-training-enhances-cognitive-control-in-older-adults.pdf}, + note = {00884} +} + +@article{tidwell2014, + title = {What Counts as Evidence for Working Memory Training? {{Problems}} with Correlated Gains and Dichotomization}, + volume = {21}, + issn = {1531-5320}, + shorttitle = {What Counts as Evidence for Working Memory Training?}, + abstract = {The question of whether computerized cognitive training leads to generalized improvements of intellectual abilities has been a popular, yet contentious, topic within both the psychological and neurocognitive literatures. Evidence for the effective transfer of cognitive training to nontrained measures of cognitive abilities is mixed, with some studies showing apparent successful transfer, while others have failed to obtain this effect. At the same time, several authors have made claims about both successful and unsuccessful transfer effects on the basis of a form of responder analysis, an analysis technique that shows that those who gain the most on training show the greatest gains on transfer tasks. Through a series of Monte Carlo experiments and mathematical analyses, we demonstrate that the apparent transfer effects observed through responder analysis are illusory and are independent of the effectiveness of cognitive training. We argue that responder analysis can be used neither to support nor to refute hypotheses related to whether cognitive training is a useful intervention to obtain generalized cognitive benefits. We end by discussing several proposed alternative analysis techniques that incorporate training gain scores and argue that none of these methods are appropriate for testing hypotheses regarding the effectiveness of cognitive training.}, + language = {eng}, + number = {3}, + journal = {Psychonomic Bulletin \& Review}, + doi = {10.3758/s13423-013-0560-7}, + author = {Tidwell, Joe W. and Dougherty, Michael R. and Chrabaszcz, Jeffrey R. and Thomas, Rick P. and Mendoza, Jorge L.}, + month = jun, + year = {2014}, + keywords = {Humans,Intelligence,Transfer (Psychology),Data Interpretation; Statistical,Memory; Short-Term}, + pages = {620-628}, + pmid = {24307249}, + note = {00029} +} + +@article{dale2017, + title = {Associations {{Between Avid Action}} and {{Real}}-{{Time Strategy Game Play}} and {{Cognitive Performance}}: A {{Pilot Study}}}, + volume = {1}, + issn = {2509-3290, 2509-3304}, + shorttitle = {Associations {{Between Avid Action}} and {{Real}}-{{Time Strategy Game Play}} and {{Cognitive Performance}}}, + language = {en}, + number = {3}, + journal = {Journal of Cognitive Enhancement}, + doi = {10.1007/s41465-017-0021-8}, + author = {Dale, Gillian and Green, C. Shawn}, + month = sep, + year = {2017}, + pages = {295-317}, + note = {00005} +} + +@article{pilegard2018, + title = {Game over for {{Tetris}} as a Platform for Cognitive Skill Training}, + volume = {54}, + issn = {0361476X}, + language = {en}, + journal = {Contemporary Educational Psychology}, + doi = {10.1016/j.cedpsych.2018.04.003}, + author = {Pilegard, Celeste and Mayer, Richard E.}, + month = jul, + year = {2018}, + pages = {29-41}, + note = {00001} +} + +@article{adams2016, + title = {Evaluating the {{Cognitive Consequences}} of {{Playing}} {{{\emph{Portal}}}} for a {{Short Duration}}}, + volume = {54}, + issn = {0735-6331, 1541-4140}, + language = {en}, + number = {2}, + journal = {Journal of Educational Computing Research}, + doi = {10.1177/0735633115620431}, + author = {Adams, Deanne M. and Pilegard, Celeste and Mayer, Richard E.}, + month = apr, + year = {2016}, + pages = {173-195}, + note = {00000} +} + +@article{comstockjr1992, + title = {The Multi-Attribute Task Battery for Human Operator Workload and Strategic Behavior Research}, + author = {Comstock Jr, J. Raymond and Arnegard, Ruth J.}, + year = {1992}, + file = {/Users/morteza/Documents/Zotero/storage/QKVALB4U/Comstock Jr and Arnegard - 1992 - The multi-attribute task battery for human operato.pdf;/Users/morteza/Documents/Zotero/storage/LCWY99TW/search.html}, + note = {00350} +} + +@article{belchior2019, + title = {Computer and {{Videogame Interventions}} for {{Older Adults}}' {{Cognitive}} and {{Everyday Functioning}}}, + volume = {8}, + issn = {2161-783X, 2161-7856}, + language = {en}, + number = {2}, + journal = {Games for Health Journal}, + doi = {10.1089/g4h.2017.0092}, + author = {Belchior, Patr\'icia and Yam, Anna and Thomas, Kelsey R. and Bavelier, Daphne and Ball, Karlene K. and Mann, William C. and Marsiske, Michael}, + month = apr, + year = {2019}, + pages = {129-143}, + note = {00001} +} + +@article{basak2011, + title = {Regional Differences in Brain Volume Predict the Acquisition of Skill in a Complex Real-Time Strategy Videogame}, + volume = {76}, + issn = {02782626}, + language = {en}, + number = {3}, + journal = {Brain and Cognition}, + doi = {10.1016/j.bandc.2011.03.017}, + author = {Basak, Chandramallika and Voss, Michelle W. and Erickson, Kirk I. and Boot, Walter R. and Kramer, Arthur F.}, + month = aug, + year = {2011}, + pages = {407-414}, + file = {/Users/morteza/Documents/Zotero/storage/H46CBQP8/Basak et al. - 2011 - Regional differences in brain volume predict the a.pdf}, + note = {00071} +} + +@article{basak2008, + title = {Can Training in a Real-Time Strategy Video Game Attenuate Cognitive Decline in Older Adults?}, + volume = {23}, + issn = {0882-7974}, + abstract = {Declines in various cognitive abilities, particularly executive control functions, are observed in older adults. An important goal of cognitive training is to slow or reverse these age-related declines. However, opinion is divided in the literature regarding whether cognitive training can engender transfer to a variety of cognitive skills in older adults. In the current study, the authors trained older adults in a real-time strategy video game for 23.5 hr in an effort to improve their executive functions. A battery of cognitive tasks, including tasks of executive control and visuospatial skills, were assessed before, during, and after video-game training. The trainees improved significantly in the measures of game performance. They also improved significantly more than the control participants in executive control functions, such as task switching, working memory, visual short-term memory, and reasoning. Individual differences in changes in game performance were correlated with improvements in task switching. The study has implications for the enhancement of executive control processes of older adults.}, + language = {eng}, + number = {4}, + journal = {Psychology and Aging}, + doi = {10.1037/a0013494}, + author = {Basak, Chandramallika and Boot, Walter R. and Voss, Michelle W. and Kramer, Arthur F.}, + month = dec, + year = {2008}, + keywords = {Aged,Aged; 80 and over,Cognition Disorders,Humans,Practice (Psychology),Transfer (Psychology),Video Games,Female,Male,Psychomotor Performance,Neuropsychological Tests,Memory; Short-Term,Computer Systems,Mental Recall,Orientation,Problem Solving}, + pages = {765-777}, + file = {/Users/morteza/Documents/Zotero/storage/TDRV77PL/Basak et al. - 2008 - Can training in a real-time strategy video game at.pdf}, + pmid = {19140648}, + pmcid = {PMC4041116}, + note = {00793} +} + +@article{palaus2017, + title = {Neural {{Basis}} of {{Video Gaming}}: {{A Systematic Review}}}, + volume = {11}, + issn = {1662-5161}, + shorttitle = {Neural {{Basis}} of {{Video Gaming}}}, + abstract = {Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games. Objectives: We aim to understand the relationship between the use of video games and their neural correlates, taking into account the whole variety of cognitive factors that they encompass. Methods: A systematic review was conducted using standardized search operators that included the presence of video games and neuro-imaging techniques or references to structural or functional brain changes. Separate categories were made for studies featuring Internet Gaming Disorder and studies focused on the violent content of video games. Results: A total of 116 articles were considered for the final selection. One hundred provided functional data and 22 measured structural brain changes. One-third of the studies covered video game addiction, and 14\% focused on video game related violence. Conclusions: Despite the innate heterogeneity of the field of study, it has been possible to establish a series of links between the neural and cognitive aspects, particularly regarding attention, cognitive control, visuospatial skills, cognitive workload, and reward processing. However, many aspects could be improved. The lack of standardization in the different aspects of video game related research, such as the participants' characteristics, the features of each video game genre and the diverse study goals could contribute to discrepancies in many related studies.}, + language = {eng}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2017.00248}, + author = {Palaus, Marc and Marron, Elena M. and {Viejo-Sobera}, Raquel and {Redolar-Ripoll}, Diego}, + year = {2017}, + keywords = {addiction,cognitive improvement,functional changes,internet gaming disorder,neural correlates,neuroimaging,structural changes,video games}, + pages = {248}, + file = {/Users/morteza/Documents/Zotero/storage/VLNQ6S7M/palaus2017.pdf;/Users/morteza/Documents/Zotero/storage/XW9X6BD2/Palaus et al. - 2017 - Neural Basis of Video Gaming A Systematic Review.pdf}, + pmid = {28588464}, + pmcid = {PMC5438999}, + note = {00025} +} + +@article{strenziok2014, + title = {Neurocognitive Enhancement in Older Adults: Comparison of Three Cognitive Training Tasks to Test a Hypothesis of Training Transfer in Brain Connectivity}, + volume = {85 Pt 3}, + issn = {1095-9572}, + shorttitle = {Neurocognitive Enhancement in Older Adults}, + abstract = {The ultimate goal of cognitive enhancement as an intervention for age-related cognitive decline is transfer to everyday cognitive functioning. Development of training methods that transfer broadly to untrained cognitive tasks (far transfer) requires understanding of the neural bases of training and far transfer effects. We used cognitive training to test the hypothesis that far transfer is associated with altered attentional control demands mediated by the dorsal attention network and trained sensory cortex. In an exploratory study, we randomly assigned 42 healthy older adults to six weeks of training on Brain Fitness (BF-auditory perception), Space Fortress (SF-visuomotor/working memory), or Rise of Nations (RON-strategic reasoning). Before and after training, cognitive performance, diffusion-derived white matter integrity, and functional connectivity of the superior parietal cortex (SPC) were assessed. We found the strongest effects from BF training, which transferred to everyday problem solving and reasoning and selectively changed integrity of occipito-temporal white matter associated with improvement on untrained everyday problem solving. These results show that cognitive gain from auditory perception training depends on heightened white matter integrity in the ventral attention network. In BF and SF (which also transferred positively), a decrease in functional connectivity between SPC and inferior temporal lobe (ITL) was observed compared to RON-which did not transfer to untrained cognitive function. These findings highlight the importance for cognitive training of top-down control of sensory processing by the dorsal attention network. Altered brain connectivity - observed in the two training tasks that showed far transfer effects - may be a marker for training success.}, + language = {eng}, + journal = {NeuroImage}, + doi = {10.1016/j.neuroimage.2013.07.069}, + author = {Strenziok, Maren and Parasuraman, Raja and Clarke, Ellen and Cisler, Dean S. and Thompson, James C. and Greenwood, Pamela M.}, + month = jan, + year = {2014}, + keywords = {Aged,Aging,Attention,Humans,Cognition,Brain,Transfer (Psychology),Female,Male,Biomedical Enhancement,Brain Mapping,Cognitive training,Diffusion Tensor Imaging,Far transfer,Functional connectivity,Image Processing; Computer-Assisted,Neural Pathways,Superior parietal cortex,White matter integrity}, + pages = {1027-1039}, + pmid = {23933474}, + note = {00082} +} + +@article{glass2013, + title = {Real-{{Time Strategy Game Training}}: {{Emergence}} of a {{Cognitive Flexibility Trait}}}, + volume = {8}, + issn = {1932-6203}, + shorttitle = {Real-{{Time Strategy Game Training}}}, + language = {en}, + number = {8}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0070350}, + author = {Glass, Brian D. and Maddox, W. Todd and Love, Bradley C.}, + editor = {Wenderoth, Nicole}, + month = aug, + year = {2013}, + pages = {e70350}, + file = {/Users/morteza/Documents/Zotero/storage/629S47H3/Glass et al. - 2013 - Real-Time Strategy Game Training Emergence of a C.pdf}, + note = {00124} +} + +@article{gong2017, + title = {Action {{Video Game Experience Related}} to {{Altered Large}}-{{Scale White Matter Networks}}}, + volume = {2017}, + language = {English}, + journal = {Neural Plasticity}, + doi = {10.1155/2017/7543686}, + author = {Gong, Diankun and Ma, Weiyi and Gong, Jinnan and He, Hui and Dong, Li and Zhang, Dan and Li, Jianfu and Luo, Cheng and Yao, Dezhong}, + year = {2017}, + keywords = {WM,AVGP}, + pages = {1--7}, + file = {/Users/morteza/Documents/Zotero/storage/SKEWRJGG/gong2017.pdf}, + note = {00002} +} + +@article{west2015, + title = {Habitual Action Video Game Playing Is Associated with Caudate Nucleus-Dependent Navigational Strategies}, + volume = {282}, + language = {English}, + number = {1808}, + journal = {Proceedings of the Royal Society B: Biological Sciences}, + doi = {10.1098/rspb.2014.2952}, + author = {West, G L and Drisdelle, B L and Konishi, K and Jackson, J and Jolicoeur, P and Bohbot, V D}, + month = may, + year = {2015}, + pages = {20142952--20142952} +} + +@article{gong2015, + title = {Enhanced Functional Connectivity and Increased Gray Matter Volume of Insula Related to Action Video Game Playing}, + volume = {5}, + issn = {2045-2322}, + language = {en}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/srep09763}, + author = {Gong, Diankun and He, Hui and Liu, Dongbo and Ma, Weiyi and Dong, Li and Luo, Cheng and Yao, Dezhong}, + month = sep, + year = {2015}, + pages = {9763}, + file = {/Users/morteza/Documents/Zotero/storage/A57TJY5F/gong2015.pdf} +} + +@article{bavelier2012, + title = {Neural Bases of Selective Attention in Action Video Game Players}, + volume = {61}, + abstract = {Vision Research, 61 (2012) 132-143. doi:10.1016/j.visres.2011.08.007}, + number = {C}, + journal = {Vision Research}, + doi = {10.1016/j.visres.2011.08.007}, + author = {Bavelier, D and Achtman, R L and Mani, M and F\"ocker, J}, + month = may, + year = {2012}, + pages = {132--143}, + file = {/Users/morteza/Documents/Zotero/storage/Z47WV36Z/bavelier2012.pdf} +} + +@article{zhang2015, + title = {Higher Integrity of the Motor and Visual Pathways in Long-Term Video Game Players}, + volume = {9}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2015.00098}, + author = {Zhang, Yang and Du, Guijin and Yang, Yongxin and Qin, Wen and Li, Xiaodong and Zhang, Quan}, + month = mar, + year = {2015}, + pages = {695}, + file = {/Users/morteza/Documents/Zotero/storage/UIVDFKF2/zhang2015.pdf}, + note = {00014} +} + +@article{bressler2010, + title = {Large-Scale Brain Networks in Cognition: Emerging Methods and Principles}, + volume = {14}, + issn = {13646613}, + shorttitle = {Large-Scale Brain Networks in Cognition}, + language = {en}, + number = {6}, + journal = {Trends in Cognitive Sciences}, + doi = {10.1016/j.tics.2010.04.004}, + author = {Bressler, Steven L. and Menon, Vinod}, + month = jun, + year = {2010}, + pages = {277-290}, + note = {01342} +} + +@article{takeuchi2011, + title = {Working {{Memory Training Using Mental Calculation Impacts Regional Gray Matter}} of the {{Frontal}} and {{Parietal Regions}}}, + volume = {6}, + issn = {1932-6203}, + language = {en}, + number = {8}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0023175}, + author = {Takeuchi, Hikaru and Taki, Yasuyuki and Sassa, Yuko and Hashizume, Hiroshi and Sekiguchi, Atsushi and Fukushima, Ai and Kawashima, Ryuta}, + editor = {Chapouthier, Georges}, + month = aug, + year = {2011}, + pages = {e23175}, + file = {/Users/morteza/Documents/Zotero/storage/8J2JWTUN/takeuchi2011.pdf}, + note = {00127} +} + +@article{gorbet2018, + title = {Move Faster, Think Later: {{Women}} Who Play Action Video Games Have Quicker Visually- Guided Responses with Later Onset Visuomotor-Related Brain Activity}, + volume = {13}, + abstract = {A history of action video game (AVG) playing is associated with improvements in several visuospatial and attention-related skills and these improvements may be transferable to unrelated tasks. These facts make video games a potential medium for skill-training and rehabilitation. However, examinations of the neural correlates underlying these observations are almost non-existent in the visuomotor system. Further, the vast majority of studies on the effects of a history of AVG play have been done using almost exclusively male participants. Therefore, to begin to fill these gaps in the literature, we present findings from two experiments. In the first, we use functional MRI to examine brain activity in experienced, female AVG players during visually-guided reaching. In the second, we examine the kinematics of visually-guided reaching in this population. Imaging data demonstrate that relative to women who do not play, AVG players have less motor-related preparatory activity in the cuneus, middle occipital gyrus, and cerebellum. This decrease is correlated with estimates of time spent playing. Further, these correlations are strongest during the performance of a visuomotor mapping that spatially dissociates eye and arm movements. However, further examinations of the full time-course of visuomotor-related activity in the AVG players revealed that the decreased activity during motor preparation likely results from a later onset of activity in AVG players, which occurs closer to beginning motor execution relative to the non-playing group. Further, the data presented here suggest that this later onset of preparatory activity represents greater neural efficiency that is associated with faster visually-guided responses.}, + language = {English}, + number = {1}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0189110}, + author = {Gorbet, Diana J and Sergio, Lauren E}, + month = jan, + year = {2018}, + pages = {e0189110}, + pmid = {29364891}, + pmcid = {PMC5783344}, + note = {00005} +} + +@article{fox2006, + title = {Spontaneous Neuronal Activity Distinguishes Human Dorsal and Ventral Attention Systems}, + volume = {103}, + issn = {0027-8424, 1091-6490}, + language = {en}, + number = {26}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.0604187103}, + author = {Fox, M. D. and Corbetta, M. and Snyder, A. Z. and Vincent, J. L. and Raichle, M. E.}, + month = jun, + year = {2006}, + pages = {10046-10051}, + file = {/Users/morteza/Documents/Zotero/storage/2PZH83RJ/fox2006.pdf}, + note = {01468} +} + +@article{buschkuehl2012, + title = {Neuronal Effects Following Working Memory Training.}, + volume = {2 Suppl 1}, + abstract = {There is accumulating evidence that training working memory (WM) leads to beneficial effects in tasks that were not trained, but the mechanisms underlying this transfer remain elusive. Brain imaging can be a valuable method to gain insights into such mechanisms. Here, we discuss the impact of cognitive training on neural correlates with an emphasis on studies that implemented a WM intervention. We focus on changes in activation patterns, changes in resting state connectivity, changes in brain structure, and changes in the dopaminergic system. Our analysis of the existing literature reveals that there is currently no clear pattern of results that would single out a specific neural mechanism underlying training and transfer. We conclude that although brain imaging has provided us with information about the mechanisms of WM training, more research is needed to understand its neural impact.}, + language = {English}, + journal = {Developmental cognitive neuroscience}, + doi = {10.1016/j.dcn.2011.10.001}, + author = {Buschkuehl, Martin and Jaeggi, Susanne M and Jonides, John}, + month = feb, + year = {2012}, + pages = {S167--79}, + pmid = {22682905}, + note = {00168} +} + +@article{gong2016, + title = {Functional {{Integration}} between {{Salience}} and {{Central Executive Networks}}: {{A Role}} for {{Action Video Game Experience}}}, + volume = {2016}, + language = {English}, + number = {4}, + journal = {Neural Plasticity}, + doi = {10.1155/2016/9803165}, + author = {Gong, Diankun and He, Hui and Ma, Weiyi and Liu, Dongbo and Huang, Mengting and Dong, Li and Gong, Jinnan and Li, Jianfu and Luo, Cheng and Yao, Dezhong}, + year = {2016}, + pages = {1--9}, + note = {00026} +} + +@article{green2008, + title = {Exercising Your Brain: A Review of Human Brain Plasticity and Training-Induced Learning}, + volume = {23}, + issn = {0882-7974}, + shorttitle = {Exercising Your Brain}, + abstract = {Human beings have an amazing capacity to learn new skills and adapt to new environments. However, several obstacles remain to be overcome in designing paradigms to broadly improve quality of life. Arguably, the most notable impediment to this goal is that learning tends to be quite specific to the trained regimen and does not transfer to even qualitatively similar tasks. This severely limits the potential benefits of learning to daily life. This review discusses training regimens that lead to the acquisition of new knowledge and strategies that can be used flexibly across a range of tasks and contexts. Possible characteristics of training regimens are proposed that may be responsible for augmented learning, including the manner in which task difficulty is progressed, the motivational state of the learner, and the type of feedback the training provides. When maximally implemented in rehabilitative paradigms, these characteristics may greatly increase the efficacy of training.}, + language = {eng}, + number = {4}, + journal = {Psychology and Aging}, + doi = {10.1037/a0014345}, + author = {Green, C. S. and Bavelier, D.}, + month = dec, + year = {2008}, + keywords = {Aged,Aging,Attention,Humans,Arousal,Brain,Feedback; Psychological,Intelligence,Motivation,Music,Neuronal Plasticity,Practice (Psychology),Sports,Transfer (Psychology),Video Games}, + pages = {692-701}, + pmid = {19140641}, + pmcid = {PMC2896818}, + note = {00552} +} + +@article{katsyri2013, + title = {Just Watching the Game Ain't Enough: Striatal {{fMRI}} Reward Responses to Successes and Failures in a Video Game during Active and Vicarious Playing}, + volume = {7}, + issn = {1662-5161}, + shorttitle = {Just Watching the Game Ain't Enough}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2013.00278}, + author = {K\"atsyri, Jari and Hari, Riitta and Ravaja, Niklas and Nummenmaa, Lauri}, + year = {2013}, + file = {/Users/morteza/Documents/Zotero/storage/XJE9DMTU/kätsyri2013.pdf}, + note = {00046} +} + +@article{koepp1998, + title = {Evidence for Striatal Dopamine Release during a Video Game}, + volume = {393}, + issn = {0028-0836, 1476-4687}, + language = {en}, + number = {6682}, + journal = {Nature}, + doi = {10.1038/30498}, + author = {Koepp, M. J. and Gunn, R. N. and Lawrence, A. D. and Cunningham, V. J. and Dagher, A. and Jones, T. and Brooks, D. J. and Bench, C. J. and Grasby, P. M.}, + month = may, + year = {1998}, + pages = {266-268}, + note = {01314} +} + +@article{focker2019, + title = {Neural {{Correlates}} of {{Enhanced Visual Attentional Control}} in {{Action Video Game Players}}: {{An Event}}-{{Related Potential Study}}}, + volume = {31}, + issn = {0898-929X, 1530-8898}, + shorttitle = {Neural {{Correlates}} of {{Enhanced Visual Attentional Control}} in {{Action Video Game Players}}}, + language = {en}, + number = {3}, + journal = {Journal of Cognitive Neuroscience}, + doi = {10.1162/jocn_a_01230}, + author = {F\"ocker, Julia and Mortazavi, Matin and Khoe, Wayne and Hillyard, Steven A. and Bavelier, Daphne}, + month = mar, + year = {2019}, + pages = {377-389}, + note = {00005} +} + +@incollection{menon2015, + title = {Salience {{Network}}}, + isbn = {978-0-12-397316-0}, + language = {en}, + booktitle = {Brain {{Mapping}}}, + publisher = {{Elsevier}}, + author = {Menon, V.}, + year = {2015}, + pages = {597-611}, + doi = {10.1016/B978-0-12-397025-1.00052-X}, + note = {00308} +} + +@article{kuhn2014, + title = {Playing {{Super Mario}} Induces Structural Brain Plasticity: Gray Matter Changes Resulting from Training with a Commercial Video Game}, + volume = {19}, + issn = {1359-4184, 1476-5578}, + shorttitle = {Playing {{Super Mario}} Induces Structural Brain Plasticity}, + language = {en}, + number = {2}, + journal = {Molecular Psychiatry}, + doi = {10.1038/mp.2013.120}, + author = {K\"uhn, S and Gleich, T and Lorenz, R C and Lindenberger, U and Gallinat, J}, + month = feb, + year = {2014}, + pages = {265-271} +} + +@article{kuhn2011, + title = {The Neural Basis of Video Gaming}, + volume = {1}, + issn = {2158-3188}, + language = {en}, + number = {11}, + journal = {Translational Psychiatry}, + doi = {10.1038/tp.2011.53}, + author = {K\"uhn, S and Romanowski, A and Schilling, C and Lorenz, R and M\"orsen, C and Seiferth, N and Banaschewski, T and Barbot, A and Barker, G J and B\"uchel, C and Conrod, P J and Dalley, J W and Flor, H and Garavan, H and Ittermann, B and Mann, K and Martinot, J-L and Paus, T and Rietschel, M and Smolka, M N and Str\"ohle, A and Walaszek, B and Schumann, G and Heinz, A and Gallinat, J}, + month = nov, + year = {2011}, + pages = {e53-e53}, + note = {00163} +} + +@article{kuhn2014a, + title = {Positive {{Association}} of {{Video Game Playing}} with {{Left Frontal Cortical Thickness}} in {{Adolescents}}}, + volume = {9}, + issn = {1932-6203}, + language = {en}, + number = {3}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0091506}, + author = {K\"uhn, Simone and Lorenz, Robert and Banaschewski, Tobias and Barker, Gareth J. and B\"uchel, Christian and Conrod, Patricia J. and Flor, Herta and Garavan, Hugh and Ittermann, Bernd and Loth, Eva and Mann, Karl and Nees, Frauke and Artiges, Eric and Paus, Tomas and Rietschel, Marcella and Smolka, Michael N. and Str\"ohle, Andreas and Walaszek, Bernadetta and Schumann, Gunter and Heinz, Andreas and Gallinat, J\"urgen and {The IMAGEN Consortium}}, + editor = {Krueger, Frank}, + month = mar, + year = {2014}, + pages = {e91506}, + file = {/Users/morteza/Documents/Zotero/storage/VHNP8RTR/kühn2014.pdf}, + note = {00069} +} + +@article{eichenbaum2017, + title = {The Role of the Hippocampus in Navigation Is Memory}, + volume = {117}, + issn = {0022-3077, 1522-1598}, + language = {en}, + number = {4}, + journal = {Journal of Neurophysiology}, + doi = {10.1152/jn.00005.2017}, + author = {Eichenbaum, Howard}, + month = apr, + year = {2017}, + pages = {1785-1796}, + note = {00038} +} + +@article{lisman2017, + title = {Viewpoints: How the Hippocampus Contributes to Memory, Navigation and Cognition}, + volume = {20}, + issn = {1097-6256, 1546-1726}, + shorttitle = {Viewpoints}, + language = {en}, + number = {11}, + journal = {Nature Neuroscience}, + doi = {10.1038/nn.4661}, + author = {Lisman, John and Buzs\'aki, Gy\"orgy and Eichenbaum, Howard and Nadel, Lynn and Ranganath, Charan and Redish, A David}, + month = nov, + year = {2017}, + pages = {1434-1447}, + note = {00028} +} + +@article{bird2008, + title = {The Hippocampus and Memory: Insights from Spatial Processing}, + volume = {9}, + issn = {1471-003X, 1471-0048}, + shorttitle = {The Hippocampus and Memory}, + language = {en}, + number = {3}, + journal = {Nature Reviews Neuroscience}, + doi = {10.1038/nrn2335}, + author = {Bird, Chris M. and Burgess, Neil}, + month = mar, + year = {2008}, + pages = {182-194}, + note = {00746} +} + +@article{siniatchkin2017, + title = {Anodal {{tDCS}} over the Left {{DLPFC}} Improved Working Memory and Reduces Symptoms in Children with {{ADHD}}}, + volume = {10}, + issn = {1935861X}, + language = {en}, + number = {2}, + journal = {Brain Stimulation}, + doi = {10.1016/j.brs.2017.01.509}, + author = {Siniatchkin, M.}, + month = mar, + year = {2017}, + pages = {517}, + note = {00000} +} + +@article{wang2018, + title = {Transcranial Direct Current Stimulation over the Right {{DLPFC}} Selectively Modulates Subprocesses in Working Memory}, + volume = {6}, + issn = {2167-8359}, + abstract = {Background + Working memory, as a complex system, consists of two independent components: manipulation and maintenance process, which are defined as executive control and storage process. Previous studies mainly focused on the overall effect of transcranial direct current stimulation (tDCS) on working memory. However, little has been known about the segregative effects of tDCS on the sub-processes within working memory. + + + Method + + Transcranial direct current stimulation, as one of the non-invasive brain stimulation techniques, is being widely used to modulate the cortical activation of local brain areas. This study modified a spatial + n + -back experiment with anodal and cathodal tDCS exertion on the right dorsolateral prefrontal cortex (DLPFC), aiming to investigate the effects of tDCS on the two sub-processes of working memory: manipulation (updating) and maintenance. Meanwhile, considering the separability of tDCS effects, we further reconfirmed the causal relationship between the right DLPFC and the sub-processes of working memory with different tDCS conditions. + + + + Results + The present study showed that cathodal tDCS on the right DLPFC selectively improved the performance of the modified 2-back task in the difficult condition, whereas anodal tDCS significantly reduced the performance of subjects and showed an speeding-up tendency of response time. More precisely, the results of discriminability index and criterion showed that only cathodal tDCS enhanced the performance of maintenance in the difficult condition. Neither of the two tDCS conditions affected the performance of manipulation (updating). + + + Conclusion + These findings provide evidence that cathodal tDCS of the right DLPFC selectively affects maintenance capacity. Besides, cathodal tDCS also serves as an interference suppressor to reduce the irrelevant interference, thereby indirectly improving the working memory capacity. Moreover, the right DLPFC is not the unique brain regions for working memory manipulation (updating).}, + language = {en}, + journal = {PeerJ}, + doi = {10.7717/peerj.4906}, + author = {Wang, Jiarui and Tian, Jinhua and Hao, Renning and Tian, Lili and Liu, Qiang}, + month = may, + year = {2018}, + pages = {e4906}, + note = {00001} +} + +@article{lefebvre2005, + title = {Assessment of Working Memory Abilities Using an Event-Related Brain Potential ({{ERP}})-Compatible Digit Span Backward Task}, + volume = {116}, + issn = {13882457}, + language = {en}, + number = {7}, + journal = {Clinical Neurophysiology}, + doi = {10.1016/j.clinph.2005.03.015}, + author = {Lefebvre, Celeste D. and Marchand, Yannick and Eskes, Gail A. and Connolly, John F.}, + month = jul, + year = {2005}, + pages = {1665-1680}, + note = {00087} +} + +@article{finnigan2011, + title = {{{ERP}} Measures Indicate Both Attention and Working Memory Encoding Decrements in Aging: {{Age}} Effects on Attention and Memory Encoding {{ERPs}}}, + volume = {48}, + issn = {00485772}, + shorttitle = {{{ERP}} Measures Indicate Both Attention and Working Memory Encoding Decrements in Aging}, + language = {en}, + number = {5}, + journal = {Psychophysiology}, + doi = {10.1111/j.1469-8986.2010.01128.x}, + author = {Finnigan, Simon and O'Connell, Redmond G. and Cummins, Tarrant D. R. and Broughton, Megan and Robertson, Ian H.}, + month = may, + year = {2011}, + pages = {601-611}, + note = {00000} +} + +@article{looi2016, + title = {Combining Brain Stimulation and Video Game to Promote Long-Term Transfer of Learning and Cognitive Enhancement}, + volume = {6}, + issn = {2045-2322}, + language = {en}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/srep22003}, + author = {Looi, Chung Yen and Duta, Mihaela and Brem, Anna-Katharine and Huber, Stefan and Nuerk, Hans-Christoph and Cohen Kadosh, Roi}, + month = apr, + year = {2016}, + pages = {22003}, + file = {/Users/morteza/Documents/Zotero/storage/NU964ZWA/looi2016.pdf}, + note = {00041} +} + +@article{winkler2010, + title = {Cortical {{Thickness}} or {{Grey Matter Volume}}? {{The Importance}} of {{Selecting}} the {{Phenotype}} for {{Imaging Genetics Studies}}}, + volume = {53}, + issn = {1053-8119}, + shorttitle = {Cortical {{Thickness}} or {{Grey Matter Volume}}?}, + abstract = {Choosing the appropriate neuroimaging phenotype is critical to successfully identify genes that influence brain structure or function. While neuroimaging methods provide numerous potential phenotypes, their role for imaging genetics studies are unclear. Here we examine the relationship between brain volume, grey matter volume, cortical thickness and surface area, from a genetic standpoint. Four hundred and eighty-six individuals from randomly ascertained extended pedigrees with high-quality T1-weighted neuroanatomic MRI images participated in the study. Surface-based and voxel-based representations of brain structure were derived, using automated methods, and these measurements were analysed using a variance-components method to identify the heritability of these traits and their genetic correlations. All neuroanatomic traits were significantly influenced by genetic factors. Cortical thickness and surface area measurements were found to be genetically and phenotypically independent. While both thickness and area influenced volume measurements of cortical grey matter, volume was more closely related to surface area than cortical thickness. This trend was observed for both the volume-based and surface-based techniques. The results suggest that surface area and cortical thickness measurements should be considered separately and preferred over gray matter volumes for imaging genetic studies.}, + number = {3}, + journal = {NeuroImage}, + doi = {10.1016/j.neuroimage.2009.12.028}, + author = {Winkler, Anderson M. and Kochunov, Peter and Blangero, John and Almasy, Laura and Zilles, Karl and Fox, Peter T. and Duggirala, Ravindranath and Glahn, David C.}, + month = nov, + year = {2010}, + pages = {1135-1146}, + file = {/Users/morteza/Documents/Zotero/storage/V4P9UUCA/Winkler et al. - 2010 - Cortical Thickness or Grey Matter Volume The Impo.pdf}, + pmid = {20006715}, + pmcid = {PMC2891595}, + note = {00000} +} + +@article{engelhard2010, + title = {The Impact of Taxing Working Memory on Negative and Positive Memories}, + volume = {1}, + issn = {2000-8066}, + abstract = {BACKGROUND: Earlier studies have shown that horizontal eye movement (EM) during retrieval of a negative memory reduces its vividness and emotionality. This may be due to both tasks competing for working memory (WM) resources. This study examined whether playing the computer game "Tetris" also blurs memory. +METHOD: PARTICIPANTS RECALLED NEGATIVE AND POSITIVE MEMORIES IN THREE CONDITIONS: recall only, recall with concurrent EM, and recall with playing Tetris. Before and after these conditions, vividness, emotionality, and physiological startle responses during recall were measured. +RESULTS: A reaction time task showed that EM and Tetris draw on WM, compared to no dual-task. Compared to recall only, EM and Tetris both decreased reported emotionality and startle responses. +CONCLUSIONS: The effects of EM and Tetris did not differ, even though the tasks differed in the degree of taxing WM. This suggests that taxing WM and its effects on emotional memories may not be linearly related. Potential clinical implications are discussed.}, + language = {eng}, + journal = {European Journal of Psychotraumatology}, + doi = {10.3402/ejpt.v1i0.5623}, + author = {Engelhard, Iris M. and {van Uijen}, Sophie L. and {van den Hout}, Marcel A.}, + year = {2010}, + keywords = {EMDR,Intrusive memory,PTSD,working memory}, + file = {/Users/morteza/Documents/Zotero/storage/LBBTJU8D/Engelhard et al. - 2010 - The impact of taxing working memory on negative an.pdf}, + pmid = {22893797}, + pmcid = {PMC3402003}, + note = {00000} +} + +@article{iyadurai2018, + title = {Preventing Intrusive Memories after Trauma via a Brief Intervention Involving {{Tetris}} Computer Game Play in the Emergency Department: A Proof-of-Concept Randomized Controlled Trial}, + volume = {23}, + copyright = {2017 Nature Publishing Group}, + issn = {1476-5578}, + shorttitle = {Preventing Intrusive Memories after Trauma via a Brief Intervention Involving {{Tetris}} Computer Game Play in the Emergency Department}, + abstract = {After psychological trauma, recurrent intrusive visual memories may be distressing and disruptive. Preventive interventions post trauma are lacking. Here we test a behavioural intervention after real-life trauma derived from cognitive neuroscience. We hypothesized that intrusive memories would be significantly reduced in number by an intervention involving a computer game with high visuospatial demands (Tetris), via disrupting consolidation of sensory elements of trauma memory. The Tetris-based intervention (trauma memory reminder cue plus c. 20 min game play) vs attention-placebo control (written activity log for same duration) were both delivered in an emergency department within 6 h of a motor vehicle accident. The randomized controlled trial compared the impact on the number of intrusive trauma memories in the subsequent week (primary outcome). Results vindicated the efficacy of the Tetris-based intervention compared with the control condition: there were fewer intrusive memories overall, and time-series analyses showed that intrusion incidence declined more quickly. There were convergent findings on a measure of clinical post-trauma intrusion symptoms at 1 week, but not on other symptom clusters or at 1 month. Results of this proof-of-concept study suggest that a larger trial, powered to detect differences at 1 month, is warranted. Participants found the intervention easy, helpful and minimally distressing. By translating emerging neuroscientific insights and experimental research into the real world, we offer a promising new low-intensity psychiatric intervention that could prevent debilitating intrusive memories following trauma.}, + language = {en}, + number = {3}, + journal = {Molecular Psychiatry}, + doi = {10.1038/mp.2017.23}, + author = {Iyadurai, L. and Blackwell, S. E. and {Meiser-Stedman}, R. and Watson, P. C. and Bonsall, M. B. and Geddes, J. R. and Nobre, A. C. and Holmes, E. A.}, + month = mar, + year = {2018}, + pages = {674-682}, + file = {/Users/morteza/Documents/Zotero/storage/ZZCIFX7G/Iyadurai et al. - 2018 - Preventing intrusive memories after trauma via a b.pdf;/Users/morteza/Documents/Zotero/storage/PPL3CDGF/mp201723.html}, + note = {00000} +} + +@article{skorka-brown2015, + title = {Playing {{Tetris}} Decreases Drug and Other Cravings in Real World Settings}, + volume = {51}, + issn = {1873-6327}, + abstract = {Most research on cognitive processes in craving has been carried out in the laboratory and focuses on food craving. This study extends laboratory findings to real world settings and cravings for drugs or activities as well as food. Previous laboratory research has found that playing Tetris reduces craving strength. The present study used an ecological momentary assessment protocol in which 31 undergraduate participants carried iPods for a week and were prompted 7 times each day, by SMS message, to use their iPod to report craving. Participants reported craving target and strength (0-100), whether they indulged their previous craving (yes/no), and whether they were under the influence of alcohol (yes/no). Those randomly assigned to the intervention condition (n=15) then played Tetris for 3min and reported their craving again. Those in the monitoring-only control condition (n=16) provided baseline craving data to test if Tetris reduced the incidence and strength of spontaneous cravings across the week. Playing Tetris decreased craving strength for drugs (alcohol, nicotine, caffeine), food and drink, and activities (sex, exercise, gaming), with a mean reduction of 13.9 percentage points, effect size f(2)=0.11. This effect was consistent across the week. This is the first demonstration that visual cognitive interference can be used in the field to reduce cravings for substances and activities other than eating.}, + language = {eng}, + journal = {Addictive Behaviors}, + doi = {10.1016/j.addbeh.2015.07.020}, + author = {{Skorka-Brown}, Jessica and Andrade, Jackie and Whalley, Ben and May, Jon}, + month = dec, + year = {2015}, + keywords = {Humans,Video Games,Adolescent,Adult,Female,Male,Addiction,Behavior; Addictive,Behavioural research,Cognitive theory,Craving,Desire,Elaborated Intrusion theory,Multilevel models,Students,Substance-Related Disorders,Technology,Young Adult}, + pages = {165-170}, + file = {/Users/morteza/Documents/Zotero/storage/NDASC6YX/Skorka-Brown et al. - 2015 - Playing Tetris decreases drug and other cravings i.pdf}, + pmid = {26275843}, + note = {00000} +} + +@article{palaus2017a, + title = {Cognitive Enhancement by Means of {{TMS}} and Video Game Training: Preliminary Analysis}, + author = {Palaus, Marc and {Redolar-Ripoll}, Diego and {Viejo-Sobera}, Raquel and {Mu\~noz-Marr\'on}, Elena}, + month = jun, + year = {2017}, + note = {00000 +cites: unknown} +} + +@article{boot2008, + title = {The Effects of Video Game Playing on Attention, Memory, and Executive Control}, + volume = {129}, + issn = {00016918}, + language = {en}, + number = {3}, + journal = {Acta Psychologica}, + doi = {10.1016/j.actpsy.2008.09.005}, + author = {Boot, Walter R. and Kramer, Arthur F. and Simons, Daniel J. and Fabiani, Monica and Gratton, Gabriele}, + month = nov, + year = {2008}, + pages = {387-398}, + note = {00000} +} + +@article{moreau2013, + title = {Differentiating Two- from Three-Dimensional Mental Rotation Training Effects}, + volume = {66}, + issn = {1747-0226}, + abstract = {Block videogame training has consistently demonstrated transfer effects to mental rotation tasks, yet how variations in training influence performance with different stimuli remains unclear. In this study, participants took mental rotation assessments before and after a 3-week training programme based on 2D or 3D block videogames. Assessments varied in terms of dimensionality (2D or 3D) and stimulus type (polygon or body). Increases in videogame scores throughout training were correlated with mental rotation improvements. In particular, 2D training led to improvements in 2D tasks, whereas 3D training led to improvements in both 2D and 3D tasks. This effect did not depend on stimulus type, demonstrating that training can transfer to different stimuli of identical dimensionality. Interestingly, traditional gender differences in 3D mental rotation tasks vanished after 3D videogame training, highlighting the malleability of mental rotation ability given adequate training. These findings emphasize the influence of dimensionality in transfer effects and offer promising perspectives to reduce differences in mental rotation via designed training programmes.}, + language = {eng}, + number = {7}, + journal = {Quarterly Journal of Experimental Psychology (2006)}, + doi = {10.1080/17470218.2012.744761}, + author = {Moreau, David}, + year = {2013}, + keywords = {Video Recording,Humans,Transfer (Psychology),Adolescent,Female,Male,Space Perception,Neuropsychological Tests,Reaction Time,Analysis of Variance,Rotation,Young Adult,Mental Processes,Statistics as Topic,Teaching}, + pages = {1399-1413}, + pmid = {23163833}, + note = {00000} +} + +@article{belchior2013, + title = {Video Game Training to Improve Selective Visual Attention in Older Adults}, + volume = {29}, + issn = {0747-5632}, + abstract = {The current study investigated the effect of video game training on older adult's useful field of view performance (the UFOV\textregistered{} test). Fifty-eight older adult participants were randomized to receive practice with the target action game (Medal of Honor), a placebo control arcade game (Tetris), a clinically validated UFOV training program, or into a no contact control group. Examining pretest-posttest change in selective visual attention, the UFOV improved significantly more than the game groups; all three intervention groups improved significantly more than no-contact controls. There was a lack of difference between the two game conditions, differing from findings with younger adults. Discussion considers whether games posing less challenge might still be effective interventions for elders, and whether optimal training dosages should be higher.}, + language = {eng}, + number = {4}, + journal = {Computers in Human Behavior}, + author = {Belchior, Patr\'icia and Marsiske, Michael and Sisco, Shannon M. and Yam, Anna and Bavelier, Daphne and Ball, Karlene and Mann, William C.}, + month = jul, + year = {2013}, + keywords = {Aging,Older adults,Training,Videogames,Visual attention}, + pages = {1318-1324}, + pmid = {24003265}, + pmcid = {PMC3758751}, + note = {00000} +} + +@article{astle2015, + title = {Cognitive {{Training Enhances Intrinsic Brain Connectivity}} in {{Childhood}}}, + volume = {35}, + number = {16}, + journal = {Journal of Neuroscience}, + author = {Astle, D E and Barnes, J J and Baker, K and Colclough, G L and Woolrich, M W}, + month = apr, + year = {2015}, + pages = {6277-6283}, + note = {00000} +} + +@article{terlecki2008, + title = {Durable and Generalized Effects of Spatial Experience on Mental Rotation: Gender Differences in Growth Patterns}, + volume = {22}, + copyright = {Copyright \textcopyright{} 2007 John Wiley \& Sons, Ltd.}, + issn = {1099-0720}, + shorttitle = {Durable and Generalized Effects of Spatial Experience on Mental Rotation}, + abstract = {This study addressed questions about improvement in mental rotation skills: (1) whether growth trajectories differ for men and women with higher or lower spatial experience, (2) whether videogame training has effects on performance and leads to transfer, (3) whether effects of repeated testing or training effects are durable and (4) whether transfer is durable. Undergraduates participated in repeated testing on the MRT or played the videogame Tetris. Analyses showed large improvements in mental rotation with both repeated testing and training; these gains were maintained several months later. MRT scores of men and women did not converge, but men showed faster initial growth and women showed more improvement later. Videogame training showed greater initial growth than repeated testing alone, but final performance did not differ. Effects of videogame training transferred to other spatial tasks exceeding the effects of repeated testing, and this transfer advantage was still evident after several months. Copyright \textcopyright{} 2007 John Wiley \& Sons, Ltd.}, + language = {en}, + number = {7}, + journal = {Applied Cognitive Psychology}, + doi = {10.1002/acp.1420}, + author = {Terlecki, Melissa S. and Newcombe, Nora S. and Little, Michelle}, + year = {2008}, + pages = {996-1013}, + file = {/Users/morteza/Documents/Zotero/storage/XU7HEU2M/acp.html}, + note = {00000} +} + +@article{draganski2008, + title = {Training-Induced Structural Changes in the Adult Human Brain}, + volume = {192}, + number = {1}, + journal = {Behavioural brain research}, + author = {Draganski, B and May, A}, + month = sep, + year = {2008}, + pages = {137-142}, + note = {00000} +} + +@article{oei2014, + title = {Playing a Puzzle Video Game with Changing Requirements Improves Executive Functions}, + volume = {37}, + issn = {07475632}, + language = {en}, + journal = {Computers in Human Behavior}, + doi = {10.1016/j.chb.2014.04.046}, + author = {Oei, Adam C. and Patterson, Michael D.}, + month = aug, + year = {2014}, + pages = {216-228}, + note = {00042} +} + +@article{oei2013, + title = {Enhancing {{Cognition}} with {{Video Games}}: {{A Multiple Game Training Study}}}, + volume = {8}, + issn = {1932-6203}, + shorttitle = {Enhancing {{Cognition}} with {{Video Games}}}, + language = {en}, + number = {3}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0058546}, + author = {Oei, Adam C. and Patterson, Michael D.}, + editor = {Geng, Joy J.}, + month = mar, + year = {2013}, + pages = {e58546}, + file = {/Users/morteza/Documents/Zotero/storage/VVFATBLU/Oei and Patterson - 2013 - Enhancing Cognition with Video Games A Multiple G.pdf}, + note = {00200} +} + +@article{li2016, + title = {Playing {{Action Video Games Improves Visuomotor Control}}}, + volume = {27}, + issn = {0956-7976, 1467-9280}, + language = {en}, + number = {8}, + journal = {Psychological Science}, + doi = {10.1177/0956797616650300}, + author = {Li, Li and Chen, Rongrong and Chen, Jing}, + month = aug, + year = {2016}, + pages = {1092-1108}, + note = {00013} +} + +@article{cherney2014, + title = {Training {{Spatial Skills}} in {{Men}} and {{Women}}}, + volume = {119}, + issn = {0031-5125, 1558-688X}, + language = {en}, + number = {1}, + journal = {Perceptual and Motor Skills}, + doi = {10.2466/23.25.PMS.119c12z0}, + author = {Cherney, Isabelle D. and Bersted, Kyle and Smetter, Joseph}, + month = aug, + year = {2014}, + pages = {82-99}, + note = {00020} +} + +@article{wu2013, + title = {Playing Shooter and Driving Videogames Improves Top-down Guidance in Visual Search}, + volume = {75}, + issn = {1943-3921, 1943-393X}, + language = {en}, + number = {4}, + journal = {Attention, Perception, \& Psychophysics}, + doi = {10.3758/s13414-013-0440-2}, + author = {Wu, Sijing and Spence, Ian}, + month = may, + year = {2013}, + pages = {673-686}, + file = {/Users/morteza/Documents/Zotero/storage/B6YQLSCB/Wu and Spence - 2013 - Playing shooter and driving videogames improves to.pdf}, + note = {00072} +} + +@article{cherney2008, + title = {Mom, {{Let Me Play More Computer Games}}: {{They Improve My Mental Rotation Skills}}}, + volume = {59}, + issn = {0360-0025, 1573-2762}, + shorttitle = {Mom, {{Let Me Play More Computer Games}}}, + language = {en}, + number = {11-12}, + journal = {Sex Roles}, + doi = {10.1007/s11199-008-9498-z}, + author = {Cherney, Isabelle D.}, + month = dec, + year = {2008}, + pages = {776-786}, + note = {00187} +} + +@article{sims2002, + title = {Domain Specificity of Spatial Expertise: The Case of Video Game Players}, + volume = {16}, + issn = {08884080, 10990720}, + shorttitle = {Domain Specificity of Spatial Expertise}, + language = {en}, + number = {1}, + journal = {Applied Cognitive Psychology}, + doi = {10.1002/acp.759}, + author = {Sims, Valerie K. and Mayer, Richard E.}, + month = jan, + year = {2002}, + pages = {97-115}, + note = {00000} +} + +@article{kuhn2014b, + title = {Amount of Lifetime Video Gaming Is Positively Associated with Entorhinal, Hippocampal and Occipital Volume}, + volume = {19}, + issn = {1359-4184, 1476-5578}, + language = {en}, + number = {7}, + journal = {Molecular Psychiatry}, + doi = {10.1038/mp.2013.100}, + author = {K\"uhn, S and Gallinat, J}, + month = jul, + year = {2014}, + pages = {842-847}, + note = {00083} +} + +@article{hopf2000, + title = {Neural Sources of Focused Attention in Visual Search}, + volume = {10}, + issn = {1047-3211}, + abstract = {Previous studies of visual search in humans using event-related potentials (ERPs) have revealed an ERP component called 'N2pc' (180-280 ms) that reflects the focusing of attention onto potential target items in the search array. The present study was designed to localize the neuroanatomical sources of this component by means of magnetoencephalographic (MEG) recordings, which provide greater spatial precision than ERP recordings. MEG recordings were obtained with an array of 148 magnetometers from six normal adult subjects, one of whom was tested in multiple sessions so that both single-subject and group analyses could be performed. Source localization procedures revealed that the N2pc is composed of two distinct neural responses, an early parietal source (180-200 ms) and a later occipito-temporal source (220-240 ms). These findings are consistent with the proposal that parietal areas are used to initiate a shift of attention within a visual search array and that the focusing of attention is implemented by extrastriate areas of the occipital and inferior temporal cortex.}, + language = {eng}, + number = {12}, + journal = {Cerebral Cortex (New York, N.Y.: 1991)}, + author = {Hopf, J. M. and Luck, S. J. and Girelli, M. and Hagner, T. and Mangun, G. R. and Scheich, H. and Heinze, H. J.}, + month = dec, + year = {2000}, + keywords = {Attention,Humans,Brain,Adult,Female,Male,Space Perception,Reaction Time,Evoked Potentials,Magnetoencephalography,Occipital Lobe,Parietal Lobe,Temporal Lobe}, + pages = {1233-1241}, + pmid = {11073872}, + note = {00392} +} + +@article{holmes2009, + title = {Can {{Playing}} the {{Computer Game}} ``{{Tetris}}'' {{Reduce}} the {{Build}}-{{Up}} of {{Flashbacks}} for {{Trauma}}? {{A Proposal}} from {{Cognitive Science}}}, + volume = {4}, + issn = {1932-6203}, + shorttitle = {Can {{Playing}} the {{Computer Game}} ``{{Tetris}}'' {{Reduce}} the {{Build}}-{{Up}} of {{Flashbacks}} for {{Trauma}}?}, + abstract = {Background Flashbacks are the hallmark symptom of Posttraumatic Stress Disorder (PTSD). Although we have successful treatments for full-blown PTSD, early interventions are lacking. We propose the utility of developing a `cognitive vaccine' to prevent PTSD flashback development following exposure to trauma. Our theory is based on two key findings: 1) Cognitive science suggests that the brain has selective resources with limited capacity; 2) The neurobiology of memory suggests a 6-hr window to disrupt memory consolidation. The rationale for a `cognitive vaccine' approach is as follows: Trauma flashbacks are sensory-perceptual, visuospatial mental images. Visuospatial cognitive tasks selectively compete for resources required to generate mental images. Thus, a visuospatial computer game (e.g. ``Tetris'') will interfere with flashbacks. Visuospatial tasks post-trauma, performed within the time window for memory consolidation, will reduce subsequent flashbacks. We predicted that playing ``Tetris'' half an hour after viewing trauma would reduce flashback frequency over 1-week. Methodology/Principal Findings The Trauma Film paradigm was used as a well-established experimental analog for Post-traumatic Stress. All participants viewed a traumatic film consisting of scenes of real injury and death followed by a 30-min structured break. Participants were then randomly allocated to either a no-task or visuospatial (``Tetris'') condition which they undertook for 10-min. Flashbacks were monitored for 1-week. Results indicated that compared to the no-task condition, the ``Tetris'' condition produced a significant reduction in flashback frequency over 1-week. Convergent results were found on a clinical measure of PTSD symptomatology at 1-week. Recognition memory between groups did not differ significantly. Conclusions/Significance Playing ``Tetris'' after viewing traumatic material reduces unwanted, involuntary memory flashbacks to that traumatic film, leaving deliberate memory recall of the event intact. Pathological aspects of human memory in the aftermath of trauma may be malleable using non-invasive, cognitive interventions. This has implications for a novel avenue of preventative treatment development, much-needed as a crisis intervention for the aftermath of traumatic events.}, + language = {en}, + number = {1}, + journal = {PLOS ONE}, + doi = {10.1371/journal.pone.0004153}, + author = {Holmes, Emily A. and James, Ella L. and {Coode-Bate}, Thomas and Deeprose, Catherine}, + month = jan, + year = {2009}, + keywords = {Cognition,Computer games,Memory,Memory consolidation,Post-traumatic stress disorder,Recall (memory),Vision,Working memory}, + pages = {e4153}, + note = {00293} +} + +@article{holmes2009a, + title = {Can {{Playing}} the {{Computer Game}} ``{{Tetris}}'' {{Reduce}} the {{Build}}-{{Up}} of {{Flashbacks}} for {{Trauma}}? {{A Proposal}} from {{Cognitive Science}}}, + volume = {4}, + issn = {1932-6203}, + shorttitle = {Can {{Playing}} the {{Computer Game}} ``{{Tetris}}'' {{Reduce}} the {{Build}}-{{Up}} of {{Flashbacks}} for {{Trauma}}?}, + abstract = {Background Flashbacks are the hallmark symptom of Posttraumatic Stress Disorder (PTSD). Although we have successful treatments for full-blown PTSD, early interventions are lacking. We propose the utility of developing a `cognitive vaccine' to prevent PTSD flashback development following exposure to trauma. Our theory is based on two key findings: 1) Cognitive science suggests that the brain has selective resources with limited capacity; 2) The neurobiology of memory suggests a 6-hr window to disrupt memory consolidation. The rationale for a `cognitive vaccine' approach is as follows: Trauma flashbacks are sensory-perceptual, visuospatial mental images. Visuospatial cognitive tasks selectively compete for resources required to generate mental images. Thus, a visuospatial computer game (e.g. ``Tetris'') will interfere with flashbacks. Visuospatial tasks post-trauma, performed within the time window for memory consolidation, will reduce subsequent flashbacks. We predicted that playing ``Tetris'' half an hour after viewing trauma would reduce flashback frequency over 1-week. Methodology/Principal Findings The Trauma Film paradigm was used as a well-established experimental analog for Post-traumatic Stress. All participants viewed a traumatic film consisting of scenes of real injury and death followed by a 30-min structured break. Participants were then randomly allocated to either a no-task or visuospatial (``Tetris'') condition which they undertook for 10-min. Flashbacks were monitored for 1-week. Results indicated that compared to the no-task condition, the ``Tetris'' condition produced a significant reduction in flashback frequency over 1-week. Convergent results were found on a clinical measure of PTSD symptomatology at 1-week. Recognition memory between groups did not differ significantly. Conclusions/Significance Playing ``Tetris'' after viewing traumatic material reduces unwanted, involuntary memory flashbacks to that traumatic film, leaving deliberate memory recall of the event intact. Pathological aspects of human memory in the aftermath of trauma may be malleable using non-invasive, cognitive interventions. This has implications for a novel avenue of preventative treatment development, much-needed as a crisis intervention for the aftermath of traumatic events.}, + language = {en}, + number = {1}, + journal = {PLOS ONE}, + doi = {10.1371/journal.pone.0004153}, + author = {Holmes, Emily A. and James, Ella L. and {Coode-Bate}, Thomas and Deeprose, Catherine}, + month = jan, + year = {2009}, + keywords = {Cognition,Computer games,Memory,Memory consolidation,Post-traumatic stress disorder,Recall (memory),Vision,Working memory}, + pages = {e4153}, + note = {00293} +} + +@article{stafford2014, + title = {Tracing the {{Trajectory}} of {{Skill Learning With}} a {{Very Large Sample}} of {{Online Game Players}}}, + volume = {25}, + issn = {0956-7976, 1467-9280}, + language = {en}, + number = {2}, + journal = {Psychological Science}, + doi = {10.1177/0956797613511466}, + author = {Stafford, T. and Dewar, M.}, + month = feb, + year = {2014}, + pages = {511-518}, + file = {/Users/morteza/Documents/Zotero/storage/4ITDWQA3/Stafford and Dewar - 2014 - Tracing the Trajectory of Skill Learning With a Ve.pdf;/Users/morteza/Documents/Zotero/storage/8BDIF8GU/Psychological Science-2013-Stafford-0956797613511466.pdf}, + note = {00071} +} + +@article{bediou2018, + title = {Meta-Analysis of Action Video Game Impact on Perceptual, Attentional, and Cognitive Skills.}, + volume = {144}, + issn = {1939-1455, 0033-2909}, + language = {en}, + number = {1}, + journal = {Psychological Bulletin}, + doi = {10.1037/bul0000130}, + author = {Bediou, Benoit and Adams, Deanne M. and Mayer, Richard E. and Tipton, Elizabeth and Green, C. Shawn and Bavelier, Daphne}, + month = jan, + year = {2018}, + keywords = {Attention,Cognition,Computer Games,Perception}, + pages = {77-110}, + file = {/Users/morteza/Documents/Zotero/storage/NXMBXG88/Bediou et al. - 2018 - Meta-analysis of action video game impact on perce.pdf;/Users/morteza/Documents/Zotero/storage/T3VU72KY/Bediou et al. - 2018 - Meta-analysis of action video game impact on perce.pdf;/Users/morteza/Documents/Zotero/storage/3DMINK4G/2017-52625-001.html}, + note = {00063} +} + +@article{boot2013, + title = {Video {{Games}} as a {{Means}} to {{Reduce Age}}-{{Related Cognitive Decline}}: {{Attitudes}}, {{Compliance}}, and {{Effectiveness}}}, + volume = {4}, + issn = {1664-1078}, + shorttitle = {Video {{Games}} as a {{Means}} to {{Reduce Age}}-{{Related Cognitive Decline}}}, + abstract = {Recent research has demonstrated broad benefits of video game play to perceptual and cognitive abilities. These broad improvements suggest that video game-based cognitive interventions may be ideal to combat the many perceptual and cognitive declines associated with advancing age. Furthermore, game interventions have the potential to induce higher rates of intervention compliance compared to other cognitive interventions as they are assumed to be inherently enjoyable and motivating. We explored these issues in an intervention that tested the ability of an action game and a ``brain fitness'' game to improve a variety of abilities. Cognitive abilities did not significantly improve, suggesting caution when recommending video game interventions as a means to reduce the effects of cognitive aging. However, the game expected to produce the largest benefit based on previous literature (an action game) induced the lowest intervention compliance. We explain this low compliance by participants' ratings of the action game as less enjoyable and by their prediction that training would have few meaningful benefits. Despite null cognitive results, data provide valuable insights into the types of video games older adults are willing to play and why.}, + journal = {Frontiers in Psychology}, + doi = {10.3389/fpsyg.2013.00031}, + author = {Boot, Walter R. and Champion, Michael and Blakely, Daniel P. and Wright, Timothy and Souders, Dustin J. and Charness, Neil}, + month = feb, + year = {2013}, + pmid = {23378841}, + pmcid = {PMC3561600}, + note = {00102} +} + +@article{luniewska2018, + title = {Neither Action nor Phonological Video Games Make Dyslexic Children Read Better}, + volume = {8}, + issn = {2045-2322}, + language = {en}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/s41598-017-18878-7}, + author = {\L{}uniewska, Magdalena and Chyl, Katarzyna and D\k{e}bska, Agnieszka and Kacprzak, Agnieszka and Plewko, Joanna and Szczerbi\'nski, Marcin and Szewczyk, Jakub and Grabowska, Anna and Jednor\'og, Katarzyna}, + month = dec, + year = {2018}, + pages = {549}, + file = {/Users/morteza/Documents/Zotero/storage/75NVU8M7/Łuniewska et al. - 2018 - Neither action nor phonological video games make d.pdf}, + note = {00007} +} + +@misc{zotero-246, + title = {Neither Action nor Phonological Video Games Make Dyslexic Children Read Better | {{Scientific Reports}}}, + howpublished = {https://www.nature.com/articles/s41598-017-18878-7}, + file = {/Users/morteza/Documents/Zotero/storage/LK4INZBV/s41598-017-18878-7.html}, + note = {00007} +} + +@article{antzaka2017, + title = {Enhancing Reading Performance through Action Video Games: The Role of Visual Attention Span}, + volume = {7}, + copyright = {2017 The Author(s)}, + issn = {2045-2322}, + shorttitle = {Enhancing Reading Performance through Action Video Games}, + abstract = {Recent studies reported that Action Video Game-AVG training improves not only certain attentional components, but also reading fluency in children with dyslexia. We aimed to investigate the shared attentional components of AVG playing and reading, by studying whether the Visual Attention (VA) span, a component of visual attention that has previously been linked to both reading development and dyslexia, is improved in frequent players of AVGs. Thirty-six French fluent adult readers, matched on chronological age and text reading proficiency, composed two groups: frequent AVG players and non-players. Participants performed behavioural tasks measuring the VA span, and a challenging reading task (reading of briefly presented pseudo-words). AVG players performed better on both tasks and performance on these tasks was correlated. These results further support the transfer of the attentional benefits of playing AVGs to reading, and indicate that the VA span could be a core component mediating this transfer. The correlation between VA span and pseudo-word reading also supports the involvement of VA span even in adult reading. Future studies could combine VA span training with defining features of AVGs, in order to build a new generation of remediation software.}, + language = {En}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/s41598-017-15119-9}, + author = {Antzaka, A. and Lallier, M. and Meyer, S. and Diard, J. and Carreiras, M. and Valdois, S.}, + month = nov, + year = {2017}, + pages = {14563}, + file = {/Users/morteza/Documents/Zotero/storage/3IG7EWHI/Antzaka et al. - 2017 - Enhancing reading performance through action video.pdf;/Users/morteza/Documents/Zotero/storage/KSVSRCMT/s41598-017-15119-9.html}, + note = {00010} +} + +@article{chopin2019, + title = {Altering Perception: The Case of Action Video Gaming}, + volume = {29}, + issn = {2352-2518}, + shorttitle = {Altering Perception}, + abstract = {The view that better perceptual skills can open the door to greater cognitive fitness calls for identifying interventions that enhance perception. We review here the impact of action video game play on perception. Cross-sectional studies indicate that action video game players outperform non-players by about \textthreequarters{} of a standard deviation across all perceptual skills. More specifically, tasks relying on the dorsal system and peripheral vision appear most enhanced in action video game players. Despite their crucial role for establishing a causal role of action video game play on perception, the paucity of intervention studies limits interpretation. Yet, the existing dose-response curve already calls for at least 20\,hours of play for significant effects to emerge. When considering the mechanisms at play, we propose that attentional control may mediate the noted perceptual benefits by increasing the quality of the perceptual information gathered, facilitating in turn the development of better perceptual templates.}, + language = {eng}, + journal = {Current Opinion in Psychology}, + doi = {10.1016/j.copsyc.2019.03.004}, + author = {Chopin, Adrien and Bediou, Benoit and Bavelier, Daphne}, + month = mar, + year = {2019}, + pages = {168-173}, + pmid = {30978639}, + note = {00002} +} + +@article{corbetta2002, + title = {Control of Goal-Directed and Stimulus-Driven Attention in the Brain}, + volume = {3}, + issn = {1471-003X, 1471-0048}, + language = {en}, + number = {3}, + journal = {Nature Reviews Neuroscience}, + doi = {10.1038/nrn755}, + author = {Corbetta, Maurizio and Shulman, Gordon L.}, + month = mar, + year = {2002}, + pages = {201-215}, + note = {09044} +} + +@article{sparrow2011, + title = {Google Effects on Memory: Cognitive Consequences of Having Information at Our Fingertips}, + volume = {333}, + issn = {1095-9203}, + shorttitle = {Google Effects on Memory}, + abstract = {The advent of the Internet, with sophisticated algorithmic search engines, has made accessing information as easy as lifting a finger. No longer do we have to make costly efforts to find the things we want. We can "Google" the old classmate, find articles online, or look up the actor who was on the tip of our tongue. The results of four studies suggest that when faced with difficult questions, people are primed to think about computers and that when people expect to have future access to information, they have lower rates of recall of the information itself and enhanced recall instead for where to access it. The Internet has become a primary form of external or transactive memory, where information is stored collectively outside ourselves.}, + language = {eng}, + number = {6043}, + journal = {Science (New York, N.Y.)}, + doi = {10.1126/science.1207745}, + author = {Sparrow, Betsy and Liu, Jenny and Wegner, Daniel M.}, + month = aug, + year = {2011}, + keywords = {Humans,Cognition,Female,Male,Reaction Time,Mental Recall,Memory,Computers,Cues,Information Storage and Retrieval,Internet,Search Engine,Stroop Test}, + pages = {776-778}, + pmid = {21764755}, + note = {00952} +} + +@article{yung2015, + title = {Methods to {{Test Visual Attention Online}}}, + issn = {1940-087X}, + language = {en}, + number = {96}, + journal = {Journal of Visualized Experiments}, + doi = {10.3791/52470}, + author = {Yung, Amanda and {Cardoso-Leite}, Pedro and Dale, Gillian and Bavelier, Daphne and Green, C. Shawn}, + month = feb, + year = {2015}, + file = {/Users/morteza/Documents/Zotero/storage/PI5ED9M6/Yung et al. - 2015 - Methods to Test Visual Attention Online.pdf}, + note = {00007} +} + +@article{chuang2007, + title = {Effect of {{Digital Games}} on {{Children}}'s {{Cognitive Achievement}}.}, + volume = {2}, + number = {5}, + journal = {Journal of Multimedia}, + author = {Chuang, Tsung-Yen and Chen, Wei-Fan}, + year = {2007}, + file = {/Users/morteza/Documents/Zotero/storage/2LVZY9GX/Chuang and Chen - 2007 - Effect of Digital Games on Children's Cognitive Ac.pdf}, + note = {00034} +} + +@article{baniqued2013, + title = {Selling Points: {{What}} Cognitive Abilities Are Tapped by Casual Video Games?}, + volume = {142}, + issn = {00016918}, + shorttitle = {Selling Points}, + language = {en}, + number = {1}, + journal = {Acta Psychologica}, + doi = {10.1016/j.actpsy.2012.11.009}, + author = {Baniqued, Pauline L. and Lee, Hyunkyu and Voss, Michelle W. and Basak, Chandramallika and Cosman, Joshua D. and DeSouza, Shanna and Severson, Joan and Salthouse, Timothy A. and Kramer, Arthur F.}, + month = jan, + year = {2013}, + pages = {74-86}, + file = {/Users/morteza/Documents/Zotero/storage/5BF3PBBV/Selling points- What cognitive abilities are tapped by casual video games (Baniqued, Voss, Krammer et al 2013).pdf}, + note = {00092} +} + +@article{baniqued2014, + title = {Cognitive Training with Casual Video Games: Points to Consider}, + volume = {4}, + issn = {1664-1078}, + shorttitle = {Cognitive Training with Casual Video Games}, + journal = {Frontiers in Psychology}, + doi = {10.3389/fpsyg.2013.01010}, + author = {Baniqued, Pauline L. and Kranz, Michael B. and Voss, Michelle W. and Lee, Hyunkyu and Cosman, Joshua D. and Severson, Joan and Kramer, Arthur F.}, + year = {2014}, + file = {/Users/morteza/Documents/Zotero/storage/G7YMT9VP/fpsyg-04-01010.pdf}, + note = {00075} +} + +@article{owen2010, + title = {Putting Brain Training to the Test}, + volume = {465}, + issn = {0028-0836, 1476-4687}, + number = {7299}, + journal = {Nature}, + doi = {10.1038/nature09042}, + author = {Owen, Adrian M. and Hampshire, Adam and Grahn, Jessica A. and Stenton, Robert and Dajani, Said and Burns, Alistair S. and Howard, Robert J. and Ballard, Clive G.}, + month = jun, + year = {2010}, + keywords = {Attention,Humans,Cognition,Brain,Memory,Computers,Exercise,Task Performance and Analysis,Thinking,Time Factors}, + pages = {775-778}, + file = {/Users/morteza/Documents/Zotero/storage/B4CSWUX9/Owen et al. - 2010 - Putting brain training to the test.pdf;/Users/morteza/Documents/Zotero/storage/DY4XWQIP/nature09042-s1.pdf}, + note = {00965} +} + +@article{whitbourne2013, + title = {Reasons for {{Playing Casual Video Games}} and {{Perceived Benefits Among Adults}} 18 to 80 {{Years Old}}}, + volume = {16}, + issn = {2152-2715, 2152-2723}, + language = {en}, + number = {12}, + journal = {Cyberpsychology, Behavior, and Social Networking}, + doi = {10.1089/cyber.2012.0705}, + author = {Whitbourne, Susan Krauss and Ellenberg, Stacy and Akimoto, Kyoko}, + month = dec, + year = {2013}, + pages = {892-897}, + note = {00027} +} + +@article{jaeggi2008, + title = {Improving Fluid Intelligence with Training on Working Memory}, + volume = {105}, + number = {19}, + journal = {Proceedings of the National Academy of Sciences}, + author = {Jaeggi, Susanne M. and Buschkuehl, Martin and Jonides, John and Perrig, Walter J.}, + year = {2008}, + pages = {6829--6833}, + file = {/Users/morteza/Documents/Zotero/storage/7GBP8MTA/PNAS-2008-Jaeggi-6829-33.pdf;/Users/morteza/Documents/Zotero/storage/M47F7L7F/Jaeggi et al. - 2008 - Improving fluid intelligence with training on work.pdf}, + note = {01918} +} + +@article{kim2015, + title = {Real-{{Time Strategy Video Game Experience}} and {{Visual Perceptual Learning}}}, + volume = {35}, + issn = {0270-6474, 1529-2401}, + language = {en}, + number = {29}, + journal = {Journal of Neuroscience}, + doi = {10.1523/JNEUROSCI.3340-14.2015}, + author = {Kim, Y.-H. and Kang, D.-W. and Kim, D. and Kim, H.-J. and Sasaki, Y. and Watanabe, T.}, + month = jul, + year = {2015}, + pages = {10485-10492}, + note = {00027} +} + +@article{kowalczyk2018, + title = {Real-Time Strategy Video Game Experience and Structural Connectivity - {{A}} Diffusion Tensor Imaging Study}, + volume = {39}, + issn = {10659471}, + language = {en}, + number = {9}, + journal = {Human Brain Mapping}, + doi = {10.1002/hbm.24208}, + author = {Kowalczyk, Natalia and Shi, Feng and Magnuski, Mikolaj and Skorko, Maciek and Dobrowolski, Pawel and Kossowski, Bartosz and Marchewka, Artur and Bielecki, Maksymilian and Kossut, Malgorzata and Brzezicka, Aneta}, + month = sep, + year = {2018}, + pages = {3742-3758}, + note = {00000} +} + +@article{pavan2019, + title = {Visual Short-Term Memory for Coherent Motion in Video Game Players: Evidence from a Memory-Masking Paradigm}, + volume = {9}, + copyright = {2019 The Author(s)}, + issn = {2045-2322}, + shorttitle = {Visual Short-Term Memory for Coherent Motion in Video Game Players}, + abstract = {In this study, we investigated visual short-term memory for coherent motion in action video game players (AVGPs), non-action video game players (NAVGPs), and non-gamers (control group: CONs). Participants performed a visual memory-masking paradigm previously used with macaque monkeys and humans. In particular, we tested whether video game players form a more robust visual short-term memory trace for coherent moving stimuli during the encoding phase, and whether such memory traces are less affected by an intervening masking stimulus presented 0.2\,s after the offset of the to-be-remembered sample. The results showed that task performance of all groups was affected by the masking stimulus, but video game players were affected to a lesser extent than controls. Modelling of performance values and reaction times revealed that video game players have a lower guessing rate than CONs, and higher drift rates than CONs, indicative of more efficient perceptual decisions. These results suggest that video game players exhibit a more robust VSTM trace for moving objects and this trace is less prone to external interference.}, + language = {En}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/s41598-019-42593-0}, + author = {Pavan, Andrea and Hobaek, Martine and Blurton, Steven P. and Contillo, Adriano and Ghin, Filippo and Greenlee, Mark W.}, + month = apr, + year = {2019}, + pages = {6027}, + file = {/Users/morteza/Documents/Zotero/storage/CYN3ZUZU/Pavan et al. - 2019 - Visual short-term memory for coherent motion in vi.pdf;/Users/morteza/Documents/Zotero/storage/WMIH8V55/s41598-019-42593-0.html}, + note = {00000} +} + +@inproceedings{chuang2007b, + address = {Jhongli City}, + title = {Effect of {{Computer}}-{{Based Video Games}} on {{Children}}: {{An Experimental Study}}}, + isbn = {978-0-7695-2801-4}, + shorttitle = {Effect of {{Computer}}-{{Based Video Games}} on {{Children}}}, + booktitle = {2007 {{First IEEE International Workshop}} on {{Digital Game}} and {{Intelligent Toy Enhanced Learning}} ({{DIGITEL}}'07)}, + publisher = {{IEEE}}, + doi = {10.1109/DIGITEL.2007.24}, + author = {Chuang, Tsung-Yen and Chen, Wei-Fan}, + month = mar, + year = {2007}, + pages = {114-118}, + note = {00000} +} + +@article{nau2018, + title = {How the {{Brain}}'s {{Navigation System Shapes Our Visual Experience}}}, + volume = {22}, + issn = {13646613}, + language = {en}, + number = {9}, + journal = {Trends in Cognitive Sciences}, + doi = {10.1016/j.tics.2018.06.008}, + author = {Nau, Matthias and Julian, Joshua B. and Doeller, Christian F.}, + month = sep, + year = {2018}, + pages = {810-825} +} + +@article{west2018, + title = {Impact of Video Games on Plasticity of the Hippocampus}, + volume = {23}, + issn = {1359-4184, 1476-5578}, + language = {en}, + number = {7}, + journal = {Molecular Psychiatry}, + doi = {10.1038/mp.2017.155}, + author = {West, G L and Konishi, K and Diarra, M and {Benady-Chorney}, J and Drisdelle, B L and Dahmani, L and Sodums, D J and Lepore, F and Jolicoeur, P and Bohbot, V D}, + month = jul, + year = {2018}, + pages = {1566-1574}, + note = {00000} +} + +@article{nava2019, + title = {Children Can Optimally Integrate Multisensory Information after a Short Action-like Mini Game Training}, + issn = {1363-755X, 1467-7687}, + language = {en}, + journal = {Developmental Science}, + doi = {10.1111/desc.12840}, + author = {Nava, Elena and F\"ocker, Julia and Gori, Monica}, + month = apr, + year = {2019}, + pages = {e12840}, + note = {00000} +} + +@article{green2012a, + title = {Learning, {{Attentional Control}}, and {{Action Video Games}}}, + volume = {22}, + issn = {09609822}, + language = {en}, + number = {6}, + journal = {Current Biology}, + doi = {10.1016/j.cub.2012.02.012}, + author = {Green, C.S. and Bavelier, D.}, + month = mar, + year = {2012}, + pages = {R197-R206}, + note = {00405} +} + +@article{mishra2011, + title = {Neural {{Basis}} of {{Superior Performance}} of {{Action Videogame Players}} in an {{Attention}}-{{Demanding Task}}}, + volume = {31}, + issn = {0270-6474, 1529-2401}, + language = {en}, + number = {3}, + journal = {Journal of Neuroscience}, + doi = {10.1523/JNEUROSCI.4834-10.2011}, + author = {Mishra, J. and Zinni, M. and Bavelier, D. and Hillyard, S. A.}, + month = jan, + year = {2011}, + pages = {992-998}, + file = {/Users/morteza/Documents/Zotero/storage/GK6QJIEI/mishra2011.pdf}, + note = {00177} +} + +@article{karimpur2015, + title = {The {{Future}} of {{Action Video Games}} in {{Psychological Research}} and {{Application}}}, + volume = {6}, + issn = {1664-1078}, + journal = {Frontiers in Psychology}, + doi = {10.3389/fpsyg.2015.01747}, + author = {Karimpur, Harun and Hamburger, Kai}, + month = nov, + year = {2015}, + file = {/Users/morteza/Documents/Zotero/storage/E6A52HS2/Karimpur and Hamburger - 2015 - The Future of Action Video Games in Psychological .pdf}, + note = {00006} +} + +@article{krishnan2013, + title = {Neural {{Strategies}} for {{Selective Attention Distinguish Fast}}-{{Action Video Game Players}}}, + volume = {26}, + issn = {0896-0267, 1573-6792}, + language = {en}, + number = {1}, + journal = {Brain Topography}, + doi = {10.1007/s10548-012-0232-3}, + author = {Krishnan, Lavanya and Kang, Albert and Sperling, George and Srinivasan, Ramesh}, + month = jan, + year = {2013}, + pages = {83-97}, + file = {/Users/morteza/Documents/Zotero/storage/J4D9VMX4/krishnan2013.pdf}, + note = {00049} +} + +@article{wu2012, + title = {Playing a {{First}}-Person {{Shooter Video Game Induces Neuroplastic Change}}}, + volume = {24}, + issn = {0898-929X, 1530-8898}, + language = {en}, + number = {6}, + journal = {Journal of Cognitive Neuroscience}, + doi = {10.1162/jocn_a_00192}, + author = {Wu, Sijing and Cheng, Cho Kin and Feng, Jing and D'Angelo, Lisa and Alain, Claude and Spence, Ian}, + month = jun, + year = {2012}, + pages = {1286-1293}, + note = {00000} +} + +@article{kok2001, + title = {On the Utility of {{P3}} Amplitude as a Measure of Processing Capacity}, + volume = {38}, + issn = {0048-5772}, + abstract = {The present review focuses on the utility of the amplitude of P3 of as a measure of processing capacity and mental workload. The paper starts with a brief outline of the conceptual framework underlying the relationship between P3 amplitude and task demands, and the cognitive task manipulations that determine demands on capacity. P3 amplitude results are then discussed on the basis of an extensive review of the relevant literature. It is concluded that although it has often been assumed that P3 amplitude depends on the capacity for processing task relevant stimuli, the utility of P3 amplitude as a sensitive and diagnostic measure of processing capacity remains limited. The major factor that prompts this conclusion is that the two principal task variables that have been used to manipulate capacity allocation, namely task difficulty and task emphasis, have opposite effects on the amplitude of P3. I suggest that this is because, in many tasks, an increase in difficulty transforms the structure or actual content of the flow of information in the processing systems, thereby interfering with the very processes that underlie P3 generation. Finally, in an attempt to theoretically integrate the results of the reviewed studies, it is proposed that P3 amplitude reflects activation of elements in a event-categorization network that is controlled by the joint operation of attention and working memory.}, + language = {eng}, + number = {3}, + journal = {Psychophysiology}, + author = {Kok, A.}, + month = may, + year = {2001}, + keywords = {Electroencephalography,Evoked Potentials,Humans,Mental Processes,Psychomotor Performance}, + pages = {557-577}, + pmid = {11352145}, + note = {00000} +} + +@article{spence2010, + title = {Video {{Games}} and {{Spatial Cognition}}}, + volume = {14}, + issn = {1089-2680, 1939-1552}, + language = {en}, + number = {2}, + journal = {Review of General Psychology}, + doi = {10.1037/a0019491}, + author = {Spence, Ian and Feng, Jing}, + month = jun, + year = {2010}, + pages = {92-104}, + note = {00000} +} + +@article{sungur2012, + title = {Action Video Game Players Form More Detailed Representation of Objects}, + volume = {139}, + issn = {00016918}, + language = {en}, + number = {2}, + journal = {Acta Psychologica}, + doi = {10.1016/j.actpsy.2011.12.002}, + author = {Sungur, Hande and Boduroglu, Aysecan}, + month = feb, + year = {2012}, + pages = {327-334}, + note = {00000} +} + +@article{chesham2017, + title = {What {{Older People Like}} to {{Play}}: {{Genre Preferences}} and {{Acceptance}} of {{Casual Games}}}, + volume = {5}, + issn = {2291-9279}, + shorttitle = {What {{Older People Like}} to {{Play}}}, + language = {en}, + number = {2}, + journal = {JMIR Serious Games}, + doi = {10.2196/games.7025}, + author = {Chesham, Alvin and Wyss, Patric and M\"uri, Ren\'e Martin and Mosimann, Urs Peter and Nef, Tobias}, + month = apr, + year = {2017}, + pages = {e8}, + file = {/Users/morteza/Documents/Zotero/storage/EWMKXRI7/chesham2017.pdf}, + note = {00000} +} + +@article{pujol2016, + title = {Video Gaming in School Children: {{How}} Much Is Enough?: {{Video Gaming}}}, + volume = {80}, + issn = {03645134}, + shorttitle = {Video Gaming in School Children}, + language = {en}, + number = {3}, + journal = {Annals of Neurology}, + doi = {10.1002/ana.24745}, + author = {Pujol, Jesus and Fenoll, Raquel and Forns, Joan and Harrison, Ben J. and {Mart\'inez-Vilavella}, Gerard and Maci\`a, D\'idac and {Alvarez-Pedrerol}, Mar and {Blanco-Hinojo}, Laura and {Gonz\'alez-Ortiz}, Sof\'ia and Deus, Joan and Sunyer, Jordi}, + month = sep, + year = {2016}, + pages = {424-433}, + note = {00000} +} + +@article{gong2019, + title = {A {{Reduction}} in {{Video Gaming Time Produced}} a {{Decrease}} in {{Brain Activity}}}, + volume = {13}, + issn = {1662-5161}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2019.00134}, + author = {Gong, Diankun and Yao, Yutong and Gan, Xianyang and Peng, Yurui and Ma, Weiyi and Yao, Dezhong}, + month = apr, + year = {2019}, + pages = {134}, + file = {/Users/morteza/Documents/Zotero/storage/ZINBBDPR/gong2019.pdf}, + note = {00000} +} + +@article{focker2018, + title = {Neural Bases of Enhanced Attentional Control: {{Lessons}} from Action Video Game Players}, + volume = {8}, + issn = {21623279}, + shorttitle = {Neural Bases of Enhanced Attentional Control}, + language = {en}, + number = {7}, + journal = {Brain and Behavior}, + doi = {10.1002/brb3.1019}, + author = {F\"ocker, Julia and Cole, Daniel and Beer, Anton L. and Bavelier, Daphne}, + month = jul, + year = {2018}, + pages = {e01019}, + file = {/Users/morteza/Documents/Zotero/storage/E3B7RYAD/föcker2018.pdf}, + note = {00000} +} + +@article{petersen2012, + title = {The {{Attention System}} of the {{Human Brain}}: 20 {{Years After}}}, + volume = {35}, + issn = {0147-006X, 1545-4126}, + shorttitle = {The {{Attention System}} of the {{Human Brain}}}, + language = {en}, + number = {1}, + journal = {Annual Review of Neuroscience}, + doi = {10.1146/annurev-neuro-062111-150525}, + author = {Petersen, Steven E. and Posner, Michael I.}, + month = jul, + year = {2012}, + pages = {73-89}, + file = {/Users/morteza/Documents/Zotero/storage/BL2BHIFY/petersen2012.pdf}, + note = {00000} +} + +@article{kovess-masfety2016, + title = {Is Time Spent Playing Video Games Associated with Mental Health, Cognitive and Social Skills in Young Children?}, + volume = {51}, + issn = {0933-7954, 1433-9285}, + language = {en}, + number = {3}, + journal = {Social Psychiatry and Psychiatric Epidemiology}, + doi = {10.1007/s00127-016-1179-6}, + author = {{Kovess-Masfety}, Viviane and Keyes, Katherine and Hamilton, Ava and Hanson, Gregory and Bitfoi, Adina and Golitz, Dietmar and Ko{\c c}, Ceren and Kuijpers, Rowella and Lesinskiene, Sigita and Mihova, Zlatka and Otten, Roy and Fermanian, Christophe and Pez, Ondine}, + month = mar, + year = {2016}, + pages = {349-357}, + file = {/Users/morteza/Documents/Zotero/storage/FSRSHE5F/kovess-masfety2016.pdf}, + note = {00000} +} + +@article{gathercole2004, + title = {Working Memory Skills and Educational Attainment: Evidence from National Curriculum Assessments at 7 and 14 Years of Age}, + volume = {18}, + issn = {0888-4080, 1099-0720}, + shorttitle = {Working Memory Skills and Educational Attainment}, + language = {en}, + number = {1}, + journal = {Applied Cognitive Psychology}, + doi = {10.1002/acp.934}, + author = {Gathercole, Susan E. and Pickering, Susan J. and Knight, Camilla and Stegmann, Zoe}, + month = jan, + year = {2004}, + pages = {1-16}, + note = {00000} +} + +@article{franceschini2013, + title = {Action {{Video Games Make Dyslexic Children Read Better}}}, + volume = {23}, + issn = {09609822}, + language = {en}, + number = {6}, + journal = {Current Biology}, + doi = {10.1016/j.cub.2013.01.044}, + author = {Franceschini, Sandro and Gori, Simone and Ruffino, Milena and Viola, Simona and Molteni, Massimo and Facoetti, Andrea}, + month = mar, + year = {2013}, + pages = {462-466}, + note = {00000} +} + +@article{gentile2017a, + title = {Violent Video Game Effects on Salivary Cortisol, Arousal, and Aggressive Thoughts in Children}, + volume = {70}, + issn = {07475632}, + language = {en}, + journal = {Computers in Human Behavior}, + doi = {10.1016/j.chb.2016.12.045}, + author = {Gentile, Douglas A. and Bender, Patrick K. and Anderson, Craig A.}, + month = may, + year = {2017}, + pages = {39-43}, + note = {00000} +} + +@article{diamond2013, + title = {Executive {{Functions}}}, + volume = {64}, + issn = {0066-4308, 1545-2085}, + language = {en}, + number = {1}, + journal = {Annual Review of Psychology}, + doi = {10.1146/annurev-psych-113011-143750}, + author = {Diamond, Adele}, + month = jan, + year = {2013}, + pages = {135-168}, + file = {/Users/morteza/Documents/Zotero/storage/AY4F6PKA/false}, + note = {00000} +} + +@article{dye2009, + title = {Increasing {{Speed}} of {{Processing With Action Video Games}}}, + volume = {18}, + issn = {0963-7214, 1467-8721}, + language = {en}, + number = {6}, + journal = {Current Directions in Psychological Science}, + doi = {10.1111/j.1467-8721.2009.01660.x}, + author = {Dye, Matthew W.G. and Green, C. Shawn and Bavelier, Daphne}, + month = dec, + year = {2009}, + pages = {321-326}, + file = {/Users/morteza/Documents/Zotero/storage/P83QVAR3/dye2009.pdf}, + note = {00000} +} + +@article{diamond2007, + title = {{{THE EARLY YEARS}}: {{Preschool Program Improves Cognitive Control}}}, + volume = {318}, + issn = {0036-8075, 1095-9203}, + shorttitle = {{{THE EARLY YEARS}}}, + language = {en}, + number = {5855}, + journal = {Science}, + doi = {10.1126/science.1151148}, + author = {Diamond, A. and Barnett, W. S. and Thomas, J. and Munro, S.}, + month = nov, + year = {2007}, + pages = {1387-1388}, + file = {/Users/morteza/Documents/Zotero/storage/5INLXRV5/diamond2007.pdf}, + note = {00000} +} + +@article{belchior2012, + title = {Older {{Adults}}' {{Engagement With}} a {{Video Game Training Program}}}, + volume = {36}, + issn = {0192-4788, 1544-4368}, + language = {en}, + number = {4}, + journal = {Activities, Adaptation \& Aging}, + doi = {10.1080/01924788.2012.702307}, + author = {Belchior, Patr\'icia and Marsiske, Michael and Sisco, Shannon and Yam, Anna and Mann, William}, + month = oct, + year = {2012}, + pages = {269-279}, + file = {/Users/morteza/Documents/Zotero/storage/JA3II75X/belchior2012.pdf}, + note = {00000} +} + +@article{powers2013, + title = {Effects of Video-Game Play on Information Processing: {{A}} Meta-Analytic Investigation}, + volume = {20}, + issn = {1069-9384, 1531-5320}, + shorttitle = {Effects of Video-Game Play on Information Processing}, + language = {en}, + number = {6}, + journal = {Psychonomic Bulletin \& Review}, + doi = {10.3758/s13423-013-0418-z}, + author = {Powers, Kasey L. and Brooks, Patricia J. and Aldrich, Naomi J. and Palladino, Melissa A. and Alfieri, Louis}, + month = dec, + year = {2013}, + pages = {1055-1079}, + note = {00000} +} + +@incollection{powers2014, + title = {Evaluating the {{Specificity}} of {{Effects}} of {{Video Game Training}}}, + isbn = {978-0-19-989664-6}, + booktitle = {Learning by {{Playing}}}, + publisher = {{Oxford University Press}}, + author = {Powers, Kasey L. and Brooks, Patricia J.}, + editor = {Blumberg, Fran C.}, + month = may, + year = {2014}, + pages = {302-330}, + doi = {10.1093/acprof:osobl/9780199896646.003.0021}, + note = {00000} +} + +@article{melby-lervag2013, + title = {Is Working Memory Training Effective? {{A}} Meta-Analytic Review.}, + volume = {49}, + issn = {1939-0599, 0012-1649}, + shorttitle = {Is Working Memory Training Effective?}, + language = {en}, + number = {2}, + journal = {Developmental Psychology}, + doi = {10.1037/a0028228}, + author = {{Melby-Lerv\aa{}g}, Monica and Hulme, Charles}, + year = {2013}, + pages = {270-291}, + file = {/Users/morteza/Documents/Zotero/storage/W2DXRBC7/melby-lervåg2013.pdf}, + note = {01334} +} + +@article{wang2016, + title = {Action {{Video Game Training}} for {{Healthy Adults}}: {{A Meta}}-{{Analytic Study}}}, + volume = {7}, + issn = {1664-1078}, + shorttitle = {Action {{Video Game Training}} for {{Healthy Adults}}}, + journal = {Frontiers in Psychology}, + doi = {10.3389/fpsyg.2016.00907}, + author = {Wang, Ping and Liu, Han-Hui and Zhu, Xing-Ting and Meng, Tian and Li, Hui-Jie and Zuo, Xi-Nian}, + month = jun, + year = {2016}, + file = {/Users/morteza/Documents/Zotero/storage/JNA5856G/wang2016.pdf}, + note = {00032} +} + +@article{goldin2014, + title = {Far Transfer to Language and Math of a Short Software-Based Gaming Intervention}, + volume = {111}, + issn = {0027-8424, 1091-6490}, + language = {en}, + number = {17}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.1320217111}, + author = {Goldin, A. P. and Hermida, M. J. and Shalom, D. E. and Elias Costa, M. and {Lopez-Rosenfeld}, M. and Segretin, M. S. and {Fernandez-Slezak}, D. and Lipina, S. J. and Sigman, M.}, + month = apr, + year = {2014}, + pages = {6443-6448}, + file = {/Users/morteza/Documents/Zotero/storage/QCDGHXTY/goldin2014.pdf}, + note = {00086} +} + +@article{ophir2009, + title = {Cognitive Control in Media Multitaskers}, + volume = {106}, + issn = {0027-8424, 1091-6490}, + abstract = {Chronic media multitasking is quickly becoming ubiquitous, although processing multiple incoming streams of information is considered a challenge for human cognition. A series of experiments addressed whether there are systematic differences in information processing styles between chronically heavy and light media multitaskers. A trait media multitasking index was developed to identify groups of heavy and light media multitaskers. These two groups were then compared along established cognitive control dimensions. Results showed that heavy media multitaskers are more susceptible to interference from irrelevant environmental stimuli and from irrelevant representations in memory. This led to the surprising result that heavy media multitaskers performed worse on a test of task-switching ability, likely due to reduced ability to filter out interference from the irrelevant task set. These results demonstrate that media multitasking, a rapidly growing societal trend, is associated with a distinct approach to fundamental information processing.}, + language = {en}, + number = {37}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.0903620106}, + author = {Ophir, Eyal and Nass, Clifford and Wagner, Anthony D.}, + month = sep, + year = {2009}, + pages = {15583-15587}, + file = {/Users/morteza/Documents/Zotero/storage/BU8YMZVJ/ophir2009.pdf}, + note = {01405} +} + +@article{adachi2013, + title = {More {{Than Just Fun}} and {{Games}}: {{The Longitudinal Relationships Between Strategic Video Games}}, {{Self}}-{{Reported Problem Solving Skills}}, and {{Academic Grades}}}, + volume = {42}, + issn = {0047-2891, 1573-6601}, + shorttitle = {More {{Than Just Fun}} and {{Games}}}, + language = {en}, + number = {7}, + journal = {Journal of Youth and Adolescence}, + doi = {10.1007/s10964-013-9913-9}, + author = {Adachi, Paul J. C. and Willoughby, Teena}, + month = jul, + year = {2013}, + pages = {1041-1052}, + note = {00171} +} + +@article{franceschini2017, + title = {Action Video Games Improve Reading Abilities and Visual-to-Auditory Attentional Shifting in {{English}}-Speaking Children with Dyslexia}, + volume = {7}, + issn = {2045-2322}, + language = {en}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/s41598-017-05826-8}, + author = {Franceschini, Sandro and Trevisan, Piergiorgio and Ronconi, Luca and Bertoni, Sara and Colmar, Susan and Double, Kit and Facoetti, Andrea and Gori, Simone}, + month = dec, + year = {2017}, + pages = {5863}, + file = {/Users/morteza/Documents/Zotero/storage/FAPY3VYD/franceschini2017.pdf}, + note = {00030} +} + +@article{rideout2016, + title = {Measuring Time Spent with Media: The {{Common Sense}} Census of Media Use by {{US}} 8- to 18-Year-Olds}, + volume = {10}, + issn = {1748-2798, 1748-2801}, + shorttitle = {Measuring Time Spent with Media}, + language = {en}, + number = {1}, + journal = {Journal of Children and Media}, + doi = {10.1080/17482798.2016.1129808}, + author = {Rideout, Vicky}, + month = jan, + year = {2016}, + pages = {138-144}, + note = {00038} +} + +@article{thorndike1901, + title = {The Influence of Improvement in One Mental Function upon the Efficiency of Other Functions. {{II}}. {{The}} Estimation of Magnitudes.}, + volume = {8}, + issn = {0033-295X}, + language = {en}, + number = {4}, + journal = {Psychological Review}, + doi = {10.1037/h0071280}, + author = {Thorndike, Edward L. and Woodworth, R. S.}, + year = {1901}, + pages = {384-395}, + note = {00162} +} + +@article{au2015, + title = {Improving Fluid Intelligence with Training on Working Memory: A Meta-Analysis}, + volume = {22}, + issn = {1069-9384, 1531-5320}, + shorttitle = {Improving Fluid Intelligence with Training on Working Memory}, + language = {en}, + number = {2}, + journal = {Psychonomic Bulletin \& Review}, + doi = {10.3758/s13423-014-0699-x}, + author = {Au, Jacky and Sheehan, Ellen and Tsai, Nancy and Duncan, Greg J. and Buschkuehl, Martin and Jaeggi, Susanne M.}, + month = apr, + year = {2015}, + pages = {366-377}, + file = {/Users/morteza/Documents/Zotero/storage/WS47R7P7/au2015.pdf}, + note = {00385} +} + +@article{fikkers2019, + title = {Child's {{Play}}? {{Assessing}} the {{Bidirectional Longitudinal Relationship}} between {{Gaming}} and {{Intelligence}} in {{Early Childhood}}}, + volume = {69}, + issn = {0021-9916, 1460-2466}, + shorttitle = {Child's {{Play}}?}, + language = {en}, + number = {2}, + journal = {Journal of Communication}, + doi = {10.1093/joc/jqz003}, + author = {Fikkers, Karin M and Piotrowski, Jessica Taylor and Valkenburg, Patti M}, + month = apr, + year = {2019}, + pages = {124-143}, + note = {00000} +} + +@inproceedings{SeokDaCos2019ab, + title = {Video {{Games}} as a {{Literacy Tool}}: {{A Comparison}} of {{Players}}' and {{Nonplayers}}' {{Grades}}, {{Reading Test Scores}}, and {{Self}}-{{Perceived Digital Reading Ability}}}, + abstract = {Given the growing importance of digital literacy, and the continued deliberation about the academic potential of video games, this study explored if and how video game play contributes to reading performance. Specifically, the grade point level, silent contextual reading fluency, and perceived digital reading ability of South Korean video game players (N = 589) and nonplayers (N = 617) were examined. The findings revealed that nonplayers had better grades and were better readers, while players held stronger positive perceptions about their reading ability not aligned with their grade point level or silent contextual reading fluency. The study does not debate the use of video games in learning. Rather, the purpose behind this investigation was to offer further evidence in the ongoing discussion of the use of video games as a literacy tool.}, + booktitle = {Proceedings of {{Society}} for {{Information Technology}} \& {{Teacher Education International Conference}} 2019}, + publisher = {{Association for the Advancement of Computing in Education (AACE)}}, + author = {Seok, Soonhwa and DaCosta, Boaventura}, + editor = {Graziano, Kevin}, + month = mar, + year = {2019}, + pages = {777-781}, + note = {00000} +} + +@inproceedings{seok2019, + title = {Video {{Games}} as a {{Literacy Tool}}: {{A Comparison}} of {{Players}}' and {{Nonplayers}}' {{Grades}}, {{Reading Test Scores}}, and {{Self}}-{{Perceived Digital Reading Ability}}}, + isbn = {978-1-939797-37-7}, + shorttitle = {Video {{Games}} as a {{Literacy Tool}}}, + abstract = {Given the growing importance of digital literacy, and the continued deliberation about the academic potential of video games, this study explored if and how video game play contributes to reading performance. Specifically, the grade point level, silent contextual reading fluency, and perceived digital reading ability of South Korean video game players (N = 589) and nonplayers (N = 617) were examined. The findings revealed that nonplayers had better grades and were better readers, while players held stronger positive perceptions about their reading ability not aligned with their grade point ...}, + language = {en}, + booktitle = {Society for {{Information Technology}} \& {{Teacher Education International Conference}}}, + publisher = {{Association for the Advancement of Computing in Education (AACE)}}, + author = {Seok, Soonhwa and DaCosta, Boaventura}, + month = mar, + year = {2019}, + pages = {777-781}, + file = {/Users/morteza/Documents/Zotero/storage/6D2NCZIG/207731.html}, + note = {00000} +} + +@inproceedings{seok2019a, + title = {Video {{Games}} as a {{Literacy Tool}}: {{A Comparison}} of {{Players}}' and {{Nonplayers}}' {{Grades}}, {{Reading Test Scores}}, and {{Self}}-{{Perceived Digital Reading Ability}}}, + isbn = {978-1-939797-37-7}, + shorttitle = {Video {{Games}} as a {{Literacy Tool}}}, + abstract = {Given the growing importance of digital literacy, and the continued deliberation about the academic potential of video games, this study explored if and how video game play contributes to reading performance. Specifically, the grade point level, silent contextual reading fluency, and perceived digital reading ability of South Korean video game players (N = 589) and nonplayers (N = 617) were examined. The findings revealed that nonplayers had better grades and were better readers, while players held stronger positive perceptions about their reading ability not aligned with their grade point ...}, + language = {en}, + booktitle = {Society for {{Information Technology}} \& {{Teacher Education International Conference}}}, + publisher = {{Association for the Advancement of Computing in Education (AACE)}}, + author = {Seok, Soonhwa and DaCosta, Boaventura}, + year = {2019}, + pages = {777-781}, + file = {/Users/morteza/Documents/Zotero/storage/GEDLIXTP/207731.html}, + note = {00000} +} + +@techreport{waller2016, + address = {Zurich}, + title = {{{JAMES}} - {{Jeunes}}, Activit\'es, M\'edias \textendash{} Enqu\^ete {{Suisse}}}, + institution = {{Haute \'ecole des sciences appliqu\'ees de Zurich}}, + author = {Waller, Gregor and Willemse, Isabel and Genner, Sarah and Suter, Lilian and S\"uss, Daniel}, + year = {2016}, + file = {/Users/morteza/Documents/Zotero/storage/XHZWQPBW/Waller et al. - 2016 - JAMES - Jeunes, activités, médias – enquête Suisse.pdf}, + note = {00000} +} + +@article{stanhope2015, + title = {Stress {{Reduction}}: {{Casual Gaming}} versus {{Guided Relaxation}}}, + journal = {Human Factors and Applied Psychology Student Conference HFAP Conference}, + author = {Stanhope, Jenny L and Owens, Caresse and Elliott, L Jo}, + year = {2015}, + file = {/Users/morteza/Documents/Zotero/storage/7PJCD5R9/Stanhope, Owens, Elliott - 2015 - Stress Reduction Casual Gaming versus Guided Relaxation.pdf}, + note = {00000} +} + +@article{kiraly2017, + title = {Intense Video Gaming Is Not Essentially Problematic.}, + volume = {31}, + issn = {1939-1501, 0893-164X}, + language = {en}, + number = {7}, + journal = {Psychology of Addictive Behaviors}, + doi = {10.1037/adb0000316}, + author = {Kir\'aly, Orsolya and T\'oth, D\'enes and Urb\'an, R\'obert and Demetrovics, Zsolt and Maraz, Aniko}, + month = nov, + year = {2017}, + keywords = {\#nosource}, + pages = {807-817}, + note = {00000} +} + +@article{katz2018, + title = {How to Play 20 Questions with Nature and Lose: {{Reflections}} on 100 Years of Brain-Training Research}, + volume = {115}, + issn = {0027-8424, 1091-6490}, + shorttitle = {How to Play 20 Questions with Nature and Lose}, + language = {en}, + number = {40}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.1617102114}, + author = {Katz, Benjamin and Shah, Priti and Meyer, David E.}, + month = oct, + year = {2018}, + pages = {9897-9904}, + file = {/Users/morteza/Documents/Zotero/storage/QM9KK7YG/Katz et al. - 2018 - How to play 20 questions with nature and lose Ref.pdf}, + note = {00000} +} + +@article{katz2014, + title = {Differential Effect of Motivational Features on Training Improvements in School-Based Cognitive Training}, + volume = {8}, + issn = {1662-5161}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2014.00242}, + author = {Katz, Benjamin and Jaeggi, Susanne and Buschkuehl, Martin and Stegman, Alyse and Shah, Priti}, + month = apr, + year = {2014}, + file = {/Users/morteza/Documents/Zotero/storage/TYKST8IB/fnhum-08-00242.pdf}, + note = {00000} +} + +@article{gentile2017, + title = {Internet {{Gaming Disorder}} in {{Children}} and {{Adolescents}}}, + volume = {140}, + issn = {0031-4005, 1098-4275}, + language = {en}, + number = {Supplement 2}, + journal = {Pediatrics}, + doi = {10.1542/peds.2016-1758H}, + author = {Gentile, Douglas A. and Bailey, Kira and Bavelier, Daphne and Brockmyer, Jeanne Funk and Cash, Hilarie and Coyne, Sarah M. and Doan, Andrew and Grant, Donald S. and Green, C. Shawn and Griffiths, Mark and Markle, Tracy and Petry, Nancy M. and Prot, Sara and Rae, Cosette D. and Rehbein, Florian and Rich, Michael and Sullivan, Dave and Woolley, Elizabeth and Young, Kimberly}, + month = nov, + year = {2017}, + pages = {S81-S85}, + file = {/Users/morteza/Documents/Zotero/storage/4AG57Y9E/Gentile et al. - 2017 - Internet Gaming Disorder in Children and Adolescen.pdf;/Users/morteza/Documents/Zotero/storage/YZACRADD/Gentile et al. - 2017 - Internet Gaming Disorder in Children and Adolescen.pdf;/Users/morteza/Documents/Zotero/storage/ZW7ZKUAM/S81+.html}, + note = {00000} +} + +@incollection{geary2019, + title = {Introduction: {{Cognitive Foundations}} for {{Improving Mathematical Learning}}}, + isbn = {978-0-12-815952-1}, + shorttitle = {Introduction}, + language = {en}, + booktitle = {Cognitive {{Foundations}} for {{Improving Mathematical Learning}}}, + publisher = {{Elsevier}}, + author = {Geary, David C. and Berch, Daniel B. and Mann Koepke, Kathleen}, + year = {2019}, + pages = {1-36}, + doi = {10.1016/B978-0-12-815952-1.00001-3}, + note = {00000} +} + +@article{gathercole2016, + title = {How {{Common}} Are {{WM Deficits}} in {{Children}} with {{Difficulties}} in {{Reading}} and {{Mathematics}}?}, + volume = {5}, + issn = {22113681}, + language = {en}, + number = {4}, + journal = {Journal of Applied Research in Memory and Cognition}, + doi = {10.1016/j.jarmac.2016.07.013}, + author = {Gathercole, Susan E. and Woolgar, Francesca and Kievit, Rogier A. and Astle, Duncan and Manly, Tom and Holmes, Joni}, + month = dec, + year = {2016}, + pages = {384-394}, + note = {00000} +} + +@article{gathercole2005, + title = {Developmental Consequences of Poor Phonological Short-Term Memory Function in Childhood: A Longitudinal Study}, + volume = {46}, + issn = {0021-9630}, + shorttitle = {Developmental Consequences of Poor Phonological Short-Term Memory Function in Childhood}, + abstract = {BACKGROUND: A longitudinal study investigated the cognitive skills and scholastic attainments at 8 years of age of children selected on the basis of poor phonological loop skills at 5 years. +METHODS: Children with low and average performance at 5 years were tested three years later on measures of working memory, phonological awareness, vocabulary, language, reading, and number skill. +RESULTS: Two subgroups of children with poor early performance on phonological memory tests were identified. In one subgroup, the poor phonological memory skills persisted at 8 years. These children performed at comparable levels to the control group on measures of vocabulary, language and mathematics. They scored more poorly on literacy assessments, but this deficit was associated with group differences in complex memory span and phonological awareness performance. The second subgroup of children performed more highly on phonological memory tests at 8 years, but had enduring deficits in language assessments from 4 to 8 years. +CONCLUSIONS: Persistently poor phonological memory skills do not appear to significantly constrain the acquisition of language, mathematics or number skills over the early school years. More general working memory skills do, however, appear to be crucial.}, + language = {eng}, + number = {6}, + journal = {Journal of Child Psychology and Psychiatry, and Allied Disciplines}, + doi = {10.1111/j.1469-7610.2004.00379.x}, + author = {Gathercole, Susan E. and Tiffany, Claire and Briscoe, Josie and Thorn, Annabel and {ALSPAC team}}, + month = jun, + year = {2005}, + keywords = {Humans,Female,Male,Child,Memory; Short-Term,Articulation Disorders,Child; Preschool,Epidemiologic Methods,Language Development Disorders,Language Tests}, + pages = {598-611}, + pmid = {15877766}, + note = {00000} +} + +@article{gathercole2003, + title = {Working Memory Assessments at School Entry as Longitudinal Predictors of {{National Curriculum}} Attainment Levels}, + volume = {20}, + issn = {2396-8702(Electronic),0267-1611(Print)}, + abstract = {A longitudinal study of 54 children aged between 4 and 7 years of age investigated whether measures of working memory skills taken shortly after school entry served as useful predictors of children's attainment levels in National Curriculum assessments at Key Stage 1. Early working memory scores were found to be highly significant predictors of children's subsequent levels of attainment in literacy, but not in mathematics. Compared with the local education authority baseline assessments also administered at 4 years of age that are designed in large part to predict later attainments, working memory scores accounted for unique variance in children's spelling and writing scores at 7 years. These findings point to the utility of combining knowledge-based assessments with measures of fluid cognitive ability in order to obtain the best estimates of a child's chances of future academic success. (PsycINFO Database Record (c) 2016 APA, all rights reserved)}, + number = {3}, + journal = {Educational and Child Psychology}, + author = {Gathercole, Susan E. and Brown, Leanne and Pickering, Susan J.}, + year = {2003}, + keywords = {Academic Achievement,Literacy,Mathematics Achievement,Preschool Students,Short Term Memory,Standardized Tests}, + pages = {109-122}, + file = {/Users/morteza/Documents/Zotero/storage/U67273FY/2004-11157-009.html}, + note = {00000} +} + +@article{feng2007, + title = {Playing an {{Action Video Game Reduces Gender Differences}} in {{Spatial Cognition}}}, + volume = {18}, + issn = {0956-7976, 1467-9280}, + language = {en}, + number = {10}, + journal = {Psychological Science}, + doi = {10.1111/j.1467-9280.2007.01990.x}, + author = {Feng, Jing and Spence, Ian and Pratt, Jay}, + month = oct, + year = {2007}, + pages = {850-855}, + file = {/Users/morteza/Documents/Zotero/storage/W9JK4954/Feng et al. - 2007 - Playing an Action Video Game Reduces Gender Differ.pdf}, + note = {00000} +} + +@article{bull2008, + title = {Short-Term Memory, Working Memory, and Executive Functioning in Preschoolers: Longitudinal Predictors of Mathematical Achievement at Age 7 Years}, + volume = {33}, + issn = {1532-6942}, + shorttitle = {Short-Term Memory, Working Memory, and Executive Functioning in Preschoolers}, + abstract = {This study examined whether measures of short-term memory, working memory, and executive functioning in preschool children predict later proficiency in academic achievement at 7 years of age (third year of primary school). Children were tested in preschool (M age = 4 years, 6 months) on a battery of cognitive measures, and mathematics and reading outcomes (from standardized, norm-referenced school-based assessments) were taken on entry to primary school, and at the end of the first and third year of primary school. Growth curve analyses examined predictors of math and reading achievement across the duration of the study and revealed that better digit span and executive function skills provided children with an immediate head start in math and reading that they maintained throughout the first three years of primary school. Visual-spatial short-term memory span was found to be a predictor specifically of math ability. Correlational and regression analyses revealed that visual short-term and working memory were found to specifically predict math achievement at each time point, while executive function skills predicted learning in general rather than learning in one specific domain. The implications of the findings are discussed in relation to further understanding the role of cognitive skills in different mathematical tasks, and in relation to the impact of limited cognitive skills in the classroom environment.}, + language = {eng}, + number = {3}, + journal = {Developmental Neuropsychology}, + doi = {10.1080/87565640801982312}, + author = {Bull, Rebecca and Espy, Kimberly Andrews and Wiebe, Sandra A.}, + year = {2008}, + keywords = {Attention,Humans,Female,Male,Psychomotor Performance,Neuropsychological Tests,Reaction Time,Child,Sex Factors,Aptitude,Memory; Short-Term,Orientation,Problem Solving,Child; Preschool,Achievement,Age Factors,Color Perception,Concept Formation,Discrimination Learning,Games; Experimental,Longitudinal Studies,Mathematics,Pattern Recognition; Visual,Psychometrics,Reading}, + pages = {205-228}, + file = {/Users/morteza/Documents/Zotero/storage/LIF4IAJA/Bull et al. - 2008 - Short-term memory, working memory, and executive f.pdf}, + pmid = {18473197}, + pmcid = {PMC2729141}, + note = {00000} +} + +@article{belchior2018, + title = {Computer and {{Videogame Interventions}} for {{Older Adults}}' {{Cognitive}} and {{Everyday Functioning}}}, + issn = {2161-783X}, + abstract = {Objective: This study compared older adults' gains in cognitive and everyday functioning after a 60-session home-based videogame intervention with gains seen under formal cognitive training and usual care/no intervention.Materials and Methods: Participants were randomized to one of three groups: one group played an off-the-shelf videogame (i.e., Crazy Taxi), the second group engaged in a computerized training program focused on visual attention and processing speed (i.e., PositScience InSight), and the third group received no training. Training in the two intervention conditions consisted of 60 training sessions of 1 hour each, which were completed in 3 months (5 hours a week). Participants received a broad battery of cognitive and everyday functioning assessments immediately before (pretest), after (post-test), and 3 months after (follow-up) training.Results: Both training conditions improved on direct assessments of trained outcomes. In the InSight-trained group, we found transfer to untrained measures of visual attention and processing speed that were similar to the trained tasks, and these gains endured for up to 3 months. Participants in the videogame condition showed small additional benefits, not emerging until 3 months after intervention completion, on a measure of both attention and mood. No trained groups showed gain on visuospatial skills or memory.Conclusion: Training effects were highly specific to the target of training. Training effects to visual attention and processing speed were, as expected, larger for InSight-trained participants but were also seen for videogame participants. Given that past research has shown that videogame training leads to greater engagement than cognitive training, videogame interventions may represent a choice for more modest gains in a more engaging context.}, + journal = {Games for Health Journal}, + doi = {10.1089/g4h.2017.0092}, + author = {Belchior, Patr\'icia and Yam, Anna and Thomas, Kelsey R. and Bavelier, Daphne and Ball, Karlene K. and Mann, William C. and Marsiske, Michael}, + month = sep, + year = {2018}, + file = {/Users/morteza/Documents/Zotero/storage/LQLCQQCP/g4h.2017.html}, + note = {00000} +} + +@incollection{cardoso-leiteinpress, + address = {Boston}, + title = {Games for Enhancing Cognitive Abilities}, + booktitle = {Handbook of {{Game}}-Based {{Learning}}}, + publisher = {{MIT Press}}, + author = {{Cardoso-Leite}, P and Joessel, A and Bavelier, D}, + editor = {Plass, Jan and Mayer, Richard E. and Homer, Bruce D}, + year = {in press}, + keywords = {\#nosource}, + note = {00000} +} + +@article{braver2012, + title = {The Variable Nature of Cognitive Control: A Dual Mechanisms Framework}, + volume = {16}, + issn = {13646613}, + shorttitle = {The Variable Nature of Cognitive Control}, + language = {en}, + number = {2}, + journal = {Trends in Cognitive Sciences}, + doi = {10.1016/j.tics.2011.12.010}, + author = {Braver, Todd S.}, + month = feb, + year = {2012}, + pages = {106-113}, + file = {/Users/morteza/Documents/Zotero/storage/NY83IQL8/false}, + note = {01090} +} + +@article{jaeggi2010, + title = {The Concurrent Validity of the {{N}}-Back Task as a Working Memory Measure}, + volume = {18}, + issn = {0965-8211, 1464-0686}, + language = {en}, + number = {4}, + journal = {Memory}, + doi = {10.1080/09658211003702171}, + author = {Jaeggi, Susanne M. and Buschkuehl, Martin and Perrig, Walter J. and Meier, Beat}, + month = may, + year = {2010}, + pages = {394-412}, + note = {00483} +} + +@article{au2015a, + title = {Improving Fluid Intelligence with Training on Working Memory: A Meta-Analysis}, + volume = {22}, + issn = {1069-9384, 1531-5320}, + shorttitle = {Improving Fluid Intelligence with Training on Working Memory}, + language = {en}, + number = {2}, + journal = {Psychonomic Bulletin \& Review}, + doi = {10.3758/s13423-014-0699-x}, + author = {Au, Jacky and Sheehan, Ellen and Tsai, Nancy and Duncan, Greg J. and Buschkuehl, Martin and Jaeggi, Susanne M.}, + month = apr, + year = {2015}, + pages = {366-377}, + file = {/Users/morteza/Documents/Zotero/storage/5JQUE5BK/au2015.pdf}, + note = {00394} +} + +@article{jaeggi2008a, + title = {Improving Fluid Intelligence with Training on Working Memory}, + volume = {105}, + issn = {0027-8424, 1091-6490}, + language = {en}, + number = {19}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.0801268105}, + author = {Jaeggi, S. M. and Buschkuehl, M. and Jonides, J. and Perrig, W. J.}, + month = may, + year = {2008}, + pages = {6829-6833}, + file = {/Users/morteza/Documents/Zotero/storage/TBC8IBYU/jaeggi2008.pdf}, + note = {01950} +} + +@phdthesis{ralph2014, + address = {Troy, New York}, + type = {{{PhD Thesis}}}, + title = {Statistical Manipulation and Control Strategies of the N-Back Task.}, + school = {Rensselaer Polytechnic Institute}, + author = {Ralph, Json}, + year = {2014}, + note = {00000} +} + +@article{batou2013, + title = {Calculation of {{Lagrange Multipliers}} in the {{Construction}} of {{Maximum Entropy Distributions}} in {{High Stochastic Dimension}}}, + volume = {1}, + issn = {2166-2525}, + language = {en}, + number = {1}, + journal = {SIAM/ASA Journal on Uncertainty Quantification}, + doi = {10.1137/120901386}, + author = {Batou, A. and Soize, C.}, + month = jan, + year = {2013}, + pages = {431-451}, + file = {/Users/morteza/Documents/Zotero/storage/RKPL5AMZ/batou2013.pdf}, + note = {00014} +} + +@inproceedings{4e76dd9e5534473a95e58dfa95ab4a90, + title = {Modeling Control Strategies in the {{N}}-Back Task.}, + language = {English}, + booktitle = {Proceedings of the Eight {{International Conference}} on {{Cognitive Modeling}}}, + publisher = {{Psychology Press}}, + author = {Juvina, I and Taatgen, N.A.}, + year = {2007}, + pages = {73-78}, + note = {00030} +} + +@inproceedings{juvina2007, + title = {Modeling Control Strategies in the {{N}}-Back Task}, + language = {English}, + booktitle = {Proceedings of the Eight {{International Conference}} on {{Cognitive Modeling}}}, + publisher = {{Psychology Press}}, + author = {Juvina, I and Taatgen, N.A.}, + year = {2007}, + pages = {73-78}, + note = {00030} +} + +@article{kursa2010, + title = {Feature {{Selection}} with the {{Boruta Package}}}, + volume = {36}, + issn = {1548-7660}, + language = {en}, + number = {11}, + journal = {Journal of Statistical Software}, + doi = {10.18637/jss.v036.i11}, + author = {Kursa, Miron B. and Rudnicki, Witold R.}, + year = {2010}, + file = {/Users/morteza/Documents/Zotero/storage/XA8EWYQQ/kursa2010.pdf} +} + +@book{abelson1995, + address = {Hillsdale, NJ, US}, + series = {Statistics as Principled Argument.}, + title = {Statistics as Principled Argument.}, + abstract = {Abelson delves into the . . . problems of interpreting quantitative data and then presenting them in the context of a coherent story about one's research. [This book is] filled with . . . real-life (and real-research) examples rather than . . . recipes for analysis. [It is intended for] beginning graduate students and researchers alike. (PsycINFO Database Record (c) 2016 APA, all rights reserved)}, + publisher = {{Lawrence Erlbaum Associates, Inc}}, + author = {Abelson, Robert P}, + year = {1995}, + rating = {0}, + uri = {papers3://publication/uuid/3744008D-0698-4668-BEC3-5281D85126D5}, + note = {01023} +} + +@article{cardoso-leite2016a, + title = {Technology Consumption and Cognitive Control: {{Contrasting}} Action Video Game Experience with Media Multitasking}, + volume = {78}, + issn = {1943-3921, 1943-393X}, + shorttitle = {Technology Consumption and Cognitive Control}, + language = {en}, + number = {1}, + journal = {Attention, Perception, \& Psychophysics}, + doi = {10.3758/s13414-015-0988-0}, + author = {{Cardoso-Leite}, Pedro and Kludt, Rachel and Vignola, Gianluca and Ma, Wei Ji and Green, C. Shawn and Bavelier, Daphne}, + month = jan, + year = {2016}, + pages = {218-241}, + file = {/Users/morteza/Documents/Zotero/storage/D5P39AVB/cardoso-leite2016.pdf}, + note = {00031} +} + +@article{miller2009, + title = {Is the {{N}}-{{Back Task}} a {{Valid Neuropsychological Measure}} for {{Assessing Working Memory}}?}, + volume = {24}, + issn = {0887-6177, 1873-5843}, + language = {en}, + number = {7}, + journal = {Archives of Clinical Neuropsychology}, + doi = {10.1093/arclin/acp063}, + author = {Miller, K.M. and Price, C.C. and Okun, M.S. and Montijo, H. and Bowers, D.}, + month = nov, + year = {2009}, + pages = {711-717}, + file = {/Users/morteza/Documents/Zotero/storage/YHG882IF/miller2009.pdf}, + note = {00000} +} + +@article{mcmillan2007, + title = {Self-Paced Working Memory: {{Validation}} of Verbal Variations of the n-Back Paradigm}, + volume = {1139}, + issn = {00068993}, + shorttitle = {Self-Paced Working Memory}, + language = {en}, + journal = {Brain Research}, + doi = {10.1016/j.brainres.2006.12.058}, + author = {McMillan, Kathryn M. and Laird, Angela R. and Witt, Suzanne T. and Meyerand, M. Elizabeth}, + month = mar, + year = {2007}, + pages = {133-142}, + file = {/Users/morteza/Documents/Zotero/storage/MJ9MIXPI/mcmillan2007.pdf} +} + + diff --git a/ccn2019/ccn2019_paper/ccn.sty b/ccn2019/ccn2019_paper/ccn.sty new file mode 100644 index 0000000..4dadf4e --- /dev/null +++ b/ccn2019/ccn2019_paper/ccn.sty @@ -0,0 +1,221 @@ +%begin COGSCI.STY + + +% Modified: Niels Taatgen (taatgen@cmu.edu) 10/24/2006 + +% Place this in a file called cogsci.sty in the TeX search path. +% (Placing it in the same directory as the paper should also work.) + +% Start your LaTeX file with: +% \documentclass[10pt]{article} +% \usepackage{cogsci} + +% Modified from earlier style files published by P.F. Patel-Schneider +% and others for IJCAI-89, AAAI-90, COGSCI-91, and other conferences. +% +% Ashwin Ram, ashwin@cc.gatech.edu, 4/1/94 + +% Modified : Eli M. Silk (esilk@pitt.edu) 05/24/2005 + +% Author information can be set in various styles. For several +% authors from the same institution use: +% +% \author{Author 1 \and ... \and Author n \\ +% Address line \\ ... \\ Address line} +% +% If the names do not fit well on one line use: +% +% Author 1 \\ {\bf Author 2} \\ ... \\ {\bf Author n} \\ +% +% For authors from different institutions: +% +% \author{Author 1 \\ Address line \\ ... \\ Address line +% \And ... \And +% Author n \\ Address line \\ ... \\ Address line} +% +% To start a seperate ``row'' of authors use \AND, as in +% +% \author{Author 1 \\ Address line \\ ... \\ Address line +% \AND +% Author 2 \\ Address line \\ ... \\ Address line \And +% Author 3 \\ Address line \\ ... \\ Address line} + + +\typeout{Conference Style for CCN -- last modified October 24, 2016} + + +% Physical page layout: +% 0.75in left margin, +% 1in top margin, +% 7in textwidth, +% 9.25in textheight + +\setlength\oddsidemargin{-0.25in} +\setlength\textheight{9.25in} +\setlength\textwidth{7in} +\setlength\columnsep{0.25in} 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+ +% Title stuff, taken from deproc. +\def\maketitle{\par + \begingroup +% \def\thefootnote{\fnsymbol{footnote}} +% \def\@makefnmark{\hbox to 0pt{$^{\@thefnmark}$\hss}} + \twocolumn[\@maketitle] \@thanks + \endgroup +%\setcounter{footnote}{1} + \let\maketitle\relax \let\@maketitle\relax + \gdef\@thanks{}\gdef\@author{}\gdef\@title{}\let\thanks\relax} +\def\@maketitle% + {% + \linewidth\hsize + \centering + {\LARGE\bf \@title \par} \vskip 1em% + {\def\and{\unskip\enspace{\rm and}\enspace}% + \def\And{\end{tabular}\hss \egroup \hskip 1in plus 2fil + \hbox to 0pt\bgroup\hss \begin{tabular}[t]{c}}% + \def\AND{\end{tabular}\hss\egroup \hfil\hfil\egroup + \vskip 1em + \hbox to \linewidth\bgroup \hfil\hfil + \hbox to 0pt\bgroup\hss \begin{tabular}[t]{c}} + \hbox to \linewidth\bgroup \hfil\hfil + \hbox to 0pt\bgroup\hss \begin{tabular}[t]{c}\@author + \end{tabular}\hss\egroup + \hfil\hfil\egroup} + \vskip 2em + } + + +% Abstract +\renewenvironment{abstract} + {\centerline{\bf Abstract} + \begin{quote} + \small} + {\par + \end{quote}} + + +% Sections with less space +\def\section{\@startsection {section}{1}{\z@}{-1.5ex plus + -0.25ex minus -.2ex}{3pt plus 2pt minus 1pt}{\Large\bf\centering}} +\def\subsection{\@startsection{subsection}{2}{\z@}{-1.5ex plus + -0.25ex minus -.2ex}{3pt plus 2pt minus 1pt}{\large\bf\raggedright}} +\def\subsubsection{\@startsection{subparagraph}{3}{\z@}{-6pt plus + 2pt minus 1pt}{-1em}{\normalsize\bf}} +\setcounter{secnumdepth}{0} + + +% Footnotes +\footnotesep 6.65pt % +\skip\footins 9pt plus 4pt minus 2pt +\def\footnoterule{\kern-3pt \hrule width 5pc \kern 2.6pt } +\setcounter{footnote}{0} + + +% Lists and paragraphs +\parindent 10pt +\topsep 4pt plus 1pt minus 2pt +\partopsep 1pt plus 0.5pt minus 0.5pt +\itemsep 1pt plus 1pt minus 0.5pt +\parsep 1pt plus 1pt minus 0.5pt + + +\leftmargin 10pt +\leftmargini\leftmargin +\leftmarginii 10pt +\leftmarginiii 5pt +\leftmarginiv 5pt +\leftmarginv 5pt +\leftmarginvi 5pt 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a/ccn2019/ccn2019_paper/fig2.png b/ccn2019/ccn2019_paper/fig2.png new file mode 100644 index 0000000..d113f28 --- /dev/null +++ b/ccn2019/ccn2019_paper/fig2.png Binary files differ diff --git a/ccn2019/ccn2019_paper/BC19_abstracts.pdf b/ccn2019/ccn2019_paper/BC19_abstracts.pdf new file mode 100644 index 0000000..68539c8 --- /dev/null +++ b/ccn2019/ccn2019_paper/BC19_abstracts.pdf Binary files differ diff --git a/ccn2019/ccn2019_paper/bib.bib b/ccn2019/ccn2019_paper/bib.bib new file mode 100644 index 0000000..2f89c1d --- /dev/null +++ b/ccn2019/ccn2019_paper/bib.bib @@ -0,0 +1,2700 @@ + +@article{green2017, + title = {Playing {{Some Video Games}} but {{Not Others Is Related}} to {{Cognitive Abilities}}: {{A Critique}} of {{Unsworth}} et Al. (2015)}, + volume = {28}, + issn = {0956-7976}, + shorttitle = {Playing {{Some Video Games}} but {{Not Others Is Related}} to {{Cognitive Abilities}}}, + language = {en}, + number = {5}, + journal = {Psychological Science}, + doi = {10.1177/0956797616644837}, + author = {Green, C. Shawn and Kattner, Florian and Eichenbaum, Adam and Bediou, Benoit and Adams, Deanne M. and Mayer, Richard E. and Bavelier, Daphne}, + month = may, + year = {2017}, + keywords = {Video Recording}, + pages = {679-682}, + note = {00020} +} + +@article{xiongEffectsExergamingPreschoolers2019, + title = {Effects of {{Exergaming}} on {{Preschoolers}}' {{Executive Functions}} and {{Perceived Competence}}: {{A Pilot Randomized Trial}}}, + volume = {8}, + issn = {2077-0383}, + shorttitle = {Effects of {{Exergaming}} on {{Preschoolers}}' {{Executive Functions}} and {{Perceived Competence}}}, + abstract = {Purpose: This study aimed to evaluate the effects of a child-centered exergaming program and a traditional teacher-led physical activity (PA) program on preschoolers' executive functions and perceived competence. Methods: Sixty children aged 4{$^{-}$}5 years from an urban childcare center in China completed an 8-week exergaming/traditional PA intervention. After baseline measurements of executive functions and perceived competence (i.e., perceived physical competence and social acceptance), children were randomly assigned to either an exergaming group or traditional PA group (30 children per group). Exergaming and traditional PA programs were offered 20 min/session by trained instructors for 8 weeks. Post-intervention measures were identical to baseline measures. Results: In general, children's executive functions, perceived physical competence, and perceived social acceptance were enhanced over time. Analysis of variance revealed significant time by group interaction effects for executive functions, F(1, 58) = 12.01, p = 0.01, and perceived social acceptance, F(1, 58) = 6.04, p = 0.02, indicating that the exergaming intervention group displayed significantly greater increases in executive functions and perceived social acceptance in comparison with traditional PA children. In addition, children's executive functions and perceived physical and social competence significantly improved from baseline to post-intervention. However, there was no significant difference in the increase of children's perceived physical competence across groups over time. Conclusion: The results suggested exergaming to be beneficial in enhancing young children's executive functions and perceived social acceptance compared to the traditional PA program. More diverse samples with a longer intervention duration in preschool children in urban areas are warranted.}, + language = {eng}, + number = {4}, + journal = {Journal of Clinical Medicine}, + doi = {10.3390/jcm8040469}, + author = {Xiong, Shanying and Zhang, Peng and Gao, Zan}, + month = apr, + year = {2019}, + keywords = {active video games,cognitive functions,perceived physical competence,perceived social acceptance,preschool children}, + file = {/Users/morteza/Documents/Zotero/storage/J79X78J7/Xiong et al. - 2019 - Effects of Exergaming on Preschoolers' Executive F.pdf}, + pmid = {30959860} +} + +@article{costaVirtualRealityBasedExercise2019, + title = {Virtual {{Reality}}-{{Based Exercise}} with {{Exergames}} as {{Medicine}} in {{Different Contexts}}: {{A Short Review}}}, + volume = {15}, + issn = {1745-0179}, + shorttitle = {Virtual {{Reality}}-{{Based Exercise}} with {{Exergames}} as {{Medicine}} in {{Different Contexts}}}, + language = {en}, + number = {1}, + journal = {Clinical Practice \& Epidemiology in Mental Health}, + doi = {10.2174/1745017901915010015}, + author = {Costa, Marcos T\'ulio Silva and Vieira, Lanna Pinheiro and Barbosa, Elizabete de Oliveira and Mendes Oliveira, Luciana and Maillot, Pauline and Ottero Vaghetti, C\'esar Augusto and Giovani Carta, Mauro and Machado, S\'ergio and {Gatica-Rojas}, Valeska and {Monteiro-Junior}, Renato Sobral}, + month = jan, + year = {2019}, + pages = {15-20}, + file = {/Users/morteza/Documents/Zotero/storage/MCJ4YU4Q/Costa et al. - 2019 - Virtual Reality-Based Exercise with Exergames as M.pdf} +} + +@article{mirelman2012, + title = {Executive {{Function}} and {{Falls}} in {{Older Adults}}: {{New Findings}} from a {{Five}}-{{Year Prospective Study Link Fall Risk}} to {{Cognition}}}, + volume = {7}, + issn = {1932-6203}, + shorttitle = {Executive {{Function}} and {{Falls}} in {{Older Adults}}}, + abstract = {Background +Recent findings suggest that executive function (EF) plays a critical role in the regulation of gait in older adults, especially under complex and challenging conditions, and that EF deficits may, therefore, contribute to fall risk. The objective of this study was to evaluate if reduced EF is a risk factor for future falls over the course of 5 years of follow-up. Secondary objectives were to assess whether single and dual task walking abilities, an alternative window into EF, were associated with fall risk. + +Methodology/Main Results +We longitudinally followed 256 community-living older adults (age: 76.4{$\pm$}4.5 yrs; 61\% women) who were dementia free and had good mobility upon entrance into the study. At baseline, a computerized cognitive battery generated an index of EF, attention, a closely related construct, and other cognitive domains. Gait was assessed during single and dual task conditions. Falls data were collected prospectively using monthly calendars. Negative binomial regression quantified risk ratios (RR). After adjusting for age, gender and the number of falls in the year prior to the study, only the EF index (RR: .85; CI: .74\textendash.98, p{$\mkern1mu$}={$\mkern1mu$}.021), the attention index (RR: .84; CI: .75\textendash.94, p{$\mkern1mu$}={$\mkern1mu$}.002) and dual tasking gait variability (RR: 1.11; CI: 1.01\textendash{}1.23; p{$\mkern1mu$}={$\mkern1mu$}.027) were associated with future fall risk. Other cognitive function measures were not related to falls. Survival analyses indicated that subjects with the lowest EF scores were more likely to fall sooner and more likely to experience multiple falls during the 66 months of follow-up (p{$<$}0.02). + +Conclusions/Significance +These findings demonstrate that among community-living older adults, the risk of future falls was predicted by performance on EF and attention tests conducted 5 years earlier. The present results link falls among older adults to cognition, indicating that screening EF will likely enhance fall risk assessment, and that treatment of EF may reduce fall risk.}, + number = {6}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0040297}, + author = {Mirelman, Anat and Herman, Talia and Brozgol, Marina and Dorfman, Moran and Sprecher, Elliot and Schweiger, Avraham and Giladi, Nir and Hausdorff, Jeffrey M.}, + month = jun, + year = {2012}, + file = {/Users/morteza/Documents/Zotero/storage/VGU5ZVBS/Mirelman et al. - 2012 - Executive Function and Falls in Older Adults New .pdf}, + pmid = {22768271}, + pmcid = {PMC3386974} +} + +@article{ball1993, + title = {Visual Attention Problems as a Predictor of Vehicle Crashes in Older Drivers}, + volume = {34}, + issn = {0146-0404}, + abstract = {PURPOSE: To identify visual factors that are significantly associated with increased vehicle crashes in older drivers. +METHODS: Several aspects of vision and visual information processing were assessed in 294 drivers aged 55 to 90 years. The sample was stratified with respect to age and crash frequency during the 5-year period before the test date. Variables assessed included eye health status, visual sensory function, the size of the useful field of view, and cognitive status. Crash data were obtained from state records. +RESULTS: The size of the useful field of view, a test of visual attention, had high sensitivity (89\%) and specificity (81\%) in predicting which older drivers had a history of crash problems. This level of predictability is unprecedented in research on crash risk in older drivers. Older adults with substantial shrinkage in the useful field of view were six times more likely to have incurred one or more crashes in the previous 5-year period. Eye health status, visual sensory function, cognitive status, and chronological age were significantly correlated with crashes, but were relatively poor at discriminating between crash-involved versus crash-free drivers. +CONCLUSIONS: This study suggests that policies that restrict driving privileges based solely on age or on common stereotypes of age-related declines in vision and cognition are scientifically unfounded. With the identification of a visual attention measure highly predictive of crash problems in the elderly, this study points to a way in which the suitability of licensure in the older adult population could be based on objective, performance-based criteria.}, + language = {eng}, + number = {11}, + journal = {Investigative Ophthalmology \& Visual Science}, + author = {Ball, K. and Owsley, C. and Sloane, M. E. and Roenker, D. L. and Bruni, J. R.}, + month = oct, + year = {1993}, + keywords = {Accidents; Traffic,Aged,Aged; 80 and over,Aging,Attention,Automobile Driving,Cognition Disorders,Contrast Sensitivity,Health Status,Humans,Middle Aged,Models; Statistical,Predictive Value of Tests,Vision Disorders,Visual Acuity,Visual Fields,Visual Perception}, + pages = {3110-3123}, + pmid = {8407219} +} + +@article{cardoso-leite2016, + title = {Technology Consumption and Cognitive Control: {{Contrasting}} Action Video Game Experience with Media Multitasking}, + volume = {78}, + shorttitle = {Technology Consumption and Cognitive Control}, + number = {1}, + journal = {Attention, Perception, \& Psychophysics}, + author = {{Cardoso-Leite}, Pedro and Kludt, Rachel and Vignola, Gianluca and Ma, Wei Ji and Green, C. Shawn and Bavelier, Daphne}, + year = {2016}, + pages = {218--241}, + file = {/Users/morteza/Documents/Zotero/storage/24TPU746/s1-ln2011024395844769-1939656818Hwf-1530618246IdV191325474220110243PDF_HI0001.pdf;/Users/morteza/Documents/Zotero/storage/3RXWGHPQ/Cardoso-Leite et al. - 2016 - Technology consumption and cognitive control Cont.pdf}, + note = {00029} +} + +@article{cardoso-leite2015, + title = {On the Impact of New Technologies on Multitasking}, + volume = {35}, + issn = {02732297}, + language = {en}, + journal = {Developmental Review}, + doi = {10.1016/j.dr.2014.12.001}, + author = {{Cardoso-Leite}, Pedro and Green, C. Shawn and Bavelier, Daphne}, + month = mar, + year = {2015}, + pages = {98-112}, + file = {/Users/morteza/Documents/Zotero/storage/CNKGKD72/CardosoG&B_DevReview 0214.pdf}, + note = {00025} +} + +@article{bavelier2010, + title = {Children, {{Wired}}: {{For Better}} and for {{Worse}}}, + volume = {67}, + issn = {08966273}, + shorttitle = {Children, {{Wired}}}, + language = {en}, + number = {5}, + journal = {Neuron}, + doi = {10.1016/j.neuron.2010.08.035}, + author = {Bavelier, Daphne and Green, C. Shawn and Dye, Matthew W.G.}, + month = sep, + year = {2010}, + pages = {692-701}, + file = {/Users/morteza/Documents/Zotero/storage/5I3QY2VW/BavelierGreenDye_Neuron_10.pdf}, + note = {00182} +} + +@article{bavelier2019, + title = {Rethinking Human Enhancement as Collective Welfarism}, + volume = {3}, + copyright = {2019 Springer Nature Limited}, + issn = {2397-3374}, + abstract = {Human enhancement technologies are opening tremendous opportunities but also challenges to the core of what it means to be human. We argue that the goal of human enhancement should be to enhance quality of life and well-being not only of individuals but also of the communities they inhabit.}, + language = {En}, + number = {3}, + journal = {Nature Human Behaviour}, + doi = {10.1038/s41562-019-0545-2}, + author = {Bavelier, Daphne and Savulescu, Julian and Fried, Linda P. and Friedmann, Theodore and Lathan, Corinna E. and Sch\"urle, Simone and Beard, John R.}, + month = mar, + year = {2019}, + pages = {204}, + file = {/Users/morteza/Documents/Zotero/storage/EIVG594Y/s41562-019-0545-2.html}, + note = {00000} +} + +@article{simons2016, + title = {Do "{{Brain}}-{{Training}}" {{Programs Work}}?}, + volume = {17}, + issn = {2160-0031}, + abstract = {In 2014, two groups of scientists published open letters on the efficacy of brain-training interventions, or "brain games," for improving cognition. The first letter, a consensus statement from an international group of more than 70 scientists, claimed that brain games do not provide a scientifically grounded way to improve cognitive functioning or to stave off cognitive decline. Several months later, an international group of 133 scientists and practitioners countered that the literature is replete with demonstrations of the benefits of brain training for a wide variety of cognitive and everyday activities. How could two teams of scientists examine the same literature and come to conflicting "consensus" views about the effectiveness of brain training?In part, the disagreement might result from different standards used when evaluating the evidence. To date, the field has lacked a comprehensive review of the brain-training literature, one that examines both the quantity and the quality of the evidence according to a well-defined set of best practices. This article provides such a review, focusing exclusively on the use of cognitive tasks or games as a means to enhance performance on other tasks. We specify and justify a set of best practices for such brain-training interventions and then use those standards to evaluate all of the published peer-reviewed intervention studies cited on the websites of leading brain-training companies listed on Cognitive Training Data (www.cognitivetrainingdata.org), the site hosting the open letter from brain-training proponents. These citations presumably represent the evidence that best supports the claims of effectiveness.Based on this examination, we find extensive evidence that brain-training interventions improve performance on the trained tasks, less evidence that such interventions improve performance on closely related tasks, and little evidence that training enhances performance on distantly related tasks or that training improves everyday cognitive performance. We also find that many of the published intervention studies had major shortcomings in design or analysis that preclude definitive conclusions about the efficacy of training, and that none of the cited studies conformed to all of the best practices we identify as essential to drawing clear conclusions about the benefits of brain training for everyday activities. We conclude with detailed recommendations for scientists, funding agencies, and policymakers that, if adopted, would lead to better evidence regarding the efficacy of brain-training interventions.}, + language = {eng}, + number = {3}, + journal = {Psychological Science in the Public Interest: A Journal of the American Psychological Society}, + doi = {10.1177/1529100616661983}, + author = {Simons, Daniel J. and Boot, Walter R. and Charness, Neil and Gathercole, Susan E. and Chabris, Christopher F. and Hambrick, David Z. and {Stine-Morrow}, Elizabeth A. L.}, + month = oct, + year = {2016}, + keywords = {Humans,brain training,Cognition,cognitive,cognitive training,learning,Learning,skill,transfer}, + pages = {103-186}, + pmid = {27697851}, + note = {00340} +} + +@article{green2010, + title = {Perceptual {{Learning During Action Video Game Playing}}}, + volume = {2}, + issn = {17568757, 17568765}, + language = {en}, + number = {2}, + journal = {Topics in Cognitive Science}, + doi = {10.1111/j.1756-8765.2009.01054.x}, + author = {Green, C. Shawn and Li, Renjie and Bavelier, Daphne}, + month = apr, + year = {2010}, + pages = {202-216}, + file = {/Users/morteza/Documents/Zotero/storage/ZB6G3GNT/Green et al. - 2010 - Perceptual Learning During Action Video Game Playi.pdf}, + note = {00147} +} + +@article{erickson2010, + title = {Striatal {{Volume Predicts Level}} of {{Video Game Skill Acquisition}}}, + volume = {20}, + issn = {1047-3211, 1460-2199}, + language = {en}, + number = {11}, + journal = {Cerebral Cortex}, + doi = {10.1093/cercor/bhp293}, + author = {Erickson, K. I. and Boot, W. R. and Basak, C. and Neider, M. B. and Prakash, R. S. and Voss, M. W. and Graybiel, A. M. and Simons, D. J. and Fabiani, M. and Gratton, G. and Kramer, A. F.}, + month = nov, + year = {2010}, + pages = {2522-2530}, + note = {00127} +} + +@incollection{gorman2017, + title = {Young {{Minds}} on {{Video Games}}}, + isbn = {978-0-12-809481-5}, + language = {en}, + booktitle = {Cognitive {{Development}} in {{Digital Contexts}}}, + publisher = {{Elsevier}}, + author = {Gorman, Thomas E. and Green, C. Shawn}, + year = {2017}, + pages = {121-143}, + doi = {10.1016/B978-0-12-809481-5.00006-7}, + note = {00000} +} + +@article{belchior2012a, + title = {Older Adults' Engagement with a Video Game Training Program}, + volume = {36}, + issn = {0192-4788}, + abstract = {Objectives +The current study investigated older adults' level of engagement with a video game training program. Engagement was measured using the concept of Flow (). + +Methods +Forty-five older adults were randomized to receive practice with an action game (Medal of Honor), a puzzle-like game (Tetris), or a gold-standard Useful Field of View (UFOV) training program. + +Results +Both Medal of Honor and Tetris participants reported significantly higher Flow ratings at the conclusion, relative to the onset of training. + +Discussion +Participants are more engaged in games that can be adjusted to their skill levels and that provide incremental levels of difficulty. This finding was consistent with the Flow theory ()}, + number = {4}, + journal = {Activities, adaptation \& aging}, + doi = {10.1080/01924788.2012.702307}, + author = {Belchior, Patr\'icia and Marsiske, Michael and Sisco, Shannon and Yam, Anna and Mann, William}, + month = dec, + year = {2012}, + pages = {269-279}, + pmid = {23504652}, + pmcid = {PMC3596832}, + note = {00026} +} + +@article{toril2014, + title = {Video Game Training Enhances Cognition of Older Adults: {{A}} Meta-Analytic Study.}, + volume = {29}, + issn = {1939-1498, 0882-7974}, + shorttitle = {Video Game Training Enhances Cognition of Older Adults}, + language = {en}, + number = {3}, + journal = {Psychology and Aging}, + doi = {10.1037/a0037507}, + author = {Toril, Pilar and Reales, Jos\'e M. and Ballesteros, Soledad}, + year = {2014}, + keywords = {\#nosource}, + pages = {706-716}, + note = {00139} +} + +@article{green2003, + title = {Action Video Game Modifies Visual Selective Attention}, + volume = {423}, + issn = {0028-0836}, + abstract = {As video-game playing has become a ubiquitous activity in today's society, it is worth considering its potential consequences on perceptual and motor skills. It is well known that exposing an organism to an altered visual environment often results in modification of the visual system of the organism. The field of perceptual learning provides many examples of training-induced increases in performance. But perceptual learning, when it occurs, tends to be specific to the trained task; that is, generalization to new tasks is rarely found. Here we show, by contrast, that action-video-game playing is capable of altering a range of visual skills. Four experiments establish changes in different aspects of visual attention in habitual video-game players as compared with non-video-game players. In a fifth experiment, non-players trained on an action video game show marked improvement from their pre-training abilities, thereby establishing the role of playing in this effect.}, + language = {eng}, + number = {6939}, + journal = {Nature}, + doi = {10.1038/nature01647}, + author = {Green, C. Shawn and Bavelier, Daphne}, + month = may, + year = {2003}, + keywords = {Attention,Humans,Learning,Video Games,Adolescent,Adult,Female,Male,Photic Stimulation,Psychomotor Performance,Space Perception}, + pages = {534-537}, + pmid = {12774121} +} + +@article{green2012, + title = {The Effect of Action Video Game Experience on Task-Switching}, + volume = {28}, + issn = {0747-5632}, + abstract = {There is now a substantial body of work demonstrating that action video game experience results in enhancements in a wide variety of perceptual skills. More recently, several groups have also demonstrated improvements in abilities that are more cognitive in nature, in particular, the ability to efficiently switch between tasks. In a series of four experiments, we add to this body of work, demonstrating that the action video game player advantage is not exclusively due to an ability to map manual responses onto arbitrary buttons, but rather generalizes to vocal responses, is not restricted to tasks that are perceptual in nature (e.g. respond to a physical dimension of the stimulus such as its color), but generalizes to more cognitive tasks (e.g. is a number odd or even), and is present whether the switch requires a goal-switch or only a motor switch. Finally, a training study establishes that the relationship between the reduction in switch cost and action game playing is causal.}, + language = {eng}, + number = {3}, + journal = {Computers in Human Behavior}, + doi = {10.1016/j.chb.2011.12.020}, + author = {Green, C. Shawn and Sugarman, Michael A. and Medford, Katherine and Klobusicky, Elizabeth and Daphne Bavelier, null}, + month = may, + year = {2012}, + pages = {984-994}, + file = {/Users/morteza/Documents/Zotero/storage/HPLPXSFH/Green et al. - 2012 - The effect of action video game experience on task.pdf}, + pmid = {22393270}, + pmcid = {PMC3292256}, + note = {00159} +} + +@article{strobach2012, + title = {Video Game Practice Optimizes Executive Control Skills in Dual-Task and Task Switching Situations}, + volume = {140}, + issn = {1873-6297}, + abstract = {We examined the relation of action video game practice and the optimization of executive control skills that are needed to coordinate two different tasks. As action video games are similar to real life situations and complex in nature, and include numerous concurrent actions, they may generate an ideal environment for practicing these skills (Green \& Bavelier, 2008). For two types of experimental paradigms, dual-task and task switching respectively; we obtained performance advantages for experienced video gamers compared to non-gamers in situations in which two different tasks were processed simultaneously or sequentially. This advantage was absent in single-task situations. These findings indicate optimized executive control skills in video gamers. Similar findings in non-gamers after 15 h of action video game practice when compared to non-gamers with practice on a puzzle game clarified the causal relation between video game practice and the optimization of executive control skills.}, + language = {eng}, + number = {1}, + journal = {Acta Psychologica}, + doi = {10.1016/j.actpsy.2012.02.001}, + author = {Strobach, Tilo and Frensch, Peter A. and Schubert, Torsten}, + month = may, + year = {2012}, + keywords = {Attention,Humans,Visual Perception,Practice (Psychology),Video Games,Adolescent,Adult,Male,Psychomotor Performance,Executive Function,Neuropsychological Tests,Reaction Time}, + pages = {13-24}, + pmid = {22426427}, + note = {00206} +} + +@article{bejjanki2014, + title = {Action Video Game Play Facilitates the Development of Better Perceptual Templates}, + volume = {111}, + issn = {0027-8424, 1091-6490}, + language = {en}, + number = {47}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.1417056111}, + author = {Bejjanki, Vikranth R. and Zhang, Ruyuan and Li, Renjie and Pouget, Alexandre and Green, C. Shawn and Lu, Zhong-Lin and Bavelier, Daphne}, + month = nov, + year = {2014}, + pages = {16961-16966}, + file = {/Users/morteza/Documents/Zotero/storage/VEIW3YCB/Bejjanki et al. - 2014 - Action video game play facilitates the development.pdf}, + note = {00108} +} + +@article{green2010a, + title = {Improved Probabilistic Inference as a General Learning Mechanism with Action Video Games}, + volume = {20}, + issn = {1879-0445}, + abstract = {Action video game play benefits performance in an array of sensory, perceptual, and attentional tasks that go well beyond the specifics of game play [1-9]. That a training regimen may induce improvements in so many different skills is notable because the majority of studies on training-induced learning report improvements on the trained task but limited transfer to other, even closely related, tasks ([10], but see also [11-13]). Here we ask whether improved probabilistic inference may explain such broad transfer. By using a visual perceptual decision making task [14, 15], the present study shows for the first time that action video game experience does indeed improve probabilistic inference. A neural model of this task [16] establishes how changing a single parameter, namely the strength of the connections between the neural layer providing the momentary evidence and the layer integrating the evidence over time, captures improvements in action-gamers behavior. These results were established in a visual, but also in a novel auditory, task, indicating generalization across modalities. Thus, improved probabilistic inference provides a general mechanism for why action video game playing enhances performance in a wide variety of tasks. In addition, this mechanism may serve as a signature of training regimens that are likely to produce transfer of learning.}, + language = {eng}, + number = {17}, + journal = {Current biology: CB}, + doi = {10.1016/j.cub.2010.07.040}, + author = {Green, C. Shawn and Pouget, Alexandre and Bavelier, Daphne}, + month = sep, + year = {2010}, + keywords = {Humans,Visual Perception,Learning,Decision Making,Probability}, + pages = {1573-1579}, + file = {/Users/morteza/Documents/Zotero/storage/QA7EM2T3/Green et al. - 2010 - Improved probabilistic inference as a general lear.pdf}, + pmid = {20833324}, + pmcid = {PMC2956114}, + note = {00275} +} + +@article{libertus2017, + title = {The {{Impact}} of {{Action Video Game Training}} on {{Mathematical Abilities}} in {{Adults}}}, + volume = {3}, + issn = {2332-8584, 2332-8584}, + language = {en}, + number = {4}, + journal = {AERA Open}, + doi = {10.1177/2332858417740857}, + author = {Libertus, Melissa E. and Liu, Allison and Pikul, Olga and Jacques, Theodore and {Cardoso-Leite}, Pedro and Halberda, Justin and Bavelier, Daphne}, + month = oct, + year = {2017}, + pages = {233285841774085}, + file = {/Users/morteza/Documents/Zotero/storage/JQZWZKGW/Libertus et al. - 2017 - The Impact of Action Video Game Training on Mathem.pdf;/Users/morteza/Documents/Zotero/storage/YU8PMLCK/Libertus et al. - 2017 - The Impact of Action Video Game Training on Mathem.pdf}, + note = {00002} +} + +@article{delisi2002, + title = {Improving Children's Mental Rotation Accuracy with Computer Game Playing}, + volume = {163}, + issn = {0022-1325}, + abstract = {The authors investigated the relation between mental rotation (MR) and computer game-playing experience. Third grade boys (n = 24) and girls (n = 23) completed a 2-dimensional MR test before and after playing computer games (during 11 separate 30-min sessions), which either involved the use of MR skills (the experimental group) or did not involve the use of MR skills (the control group). The experimental group outperformed the control group on the MR posttest but not on the pretest. Boys outperformed girls on the pretest but not on the posttest. Children whose initial MR performance was low improved after playing computer games that entailed MR skills. The findings imply that computer-based instructional activities can be used in schools to enhance children's spatial abilities.}, + language = {eng}, + number = {3}, + journal = {The Journal of Genetic Psychology}, + doi = {10.1080/00221320209598683}, + author = {De Lisi, Richard and Wolford, Jennifer L.}, + month = sep, + year = {2002}, + keywords = {Humans,Cognition,Practice (Psychology),Video Games,Female,Male,Space Perception,Analysis of Variance,Child,New Jersey,Rotation,Sex Factors}, + pages = {272-282}, + pmid = {12230149}, + note = {00386} +} + +@article{okagaki1994, + title = {Effects of Video Game Playing on Measures of Spatial Performance: {{Gender}} Effects in Late Adolescence}, + volume = {15}, + issn = {01933973}, + shorttitle = {Effects of Video Game Playing on Measures of Spatial Performance}, + language = {en}, + number = {1}, + journal = {Journal of Applied Developmental Psychology}, + doi = {10.1016/0193-3973(94)90005-1}, + author = {Okagaki, Lynn and Frensch, Peter A.}, + month = jan, + year = {1994}, + pages = {33-58}, + note = {00451} +} + +@article{sala2018, + title = {Video Game Training Does Not Enhance Cognitive Ability: {{A}} Comprehensive Meta-Analytic Investigation}, + volume = {144}, + issn = {1939-1455}, + shorttitle = {Video Game Training Does Not Enhance Cognitive Ability}, + abstract = {As a result of considerable potential scientific and societal implications, the possibility of enhancing cognitive ability by training has been one of the most influential topics of cognitive psychology in the last two decades. However, substantial research into the psychology of expertise and a recent series of meta-analytic reviews have suggested that various types of cognitive training (e.g., working memory training) benefit performance only in the trained tasks. The lack of skill generalization from one domain to different ones-that is, far transfer-has been documented in various fields of research such as working memory training, music, brain training, and chess. Video game training is another activity that has been claimed by many researchers to foster a broad range of cognitive abilities such as visual processing, attention, spatial ability, and cognitive control. We tested these claims with three random-effects meta-analytic models. The first meta-analysis (k = 310) examined the correlation between video game skill and cognitive ability. The second meta-analysis (k = 315) dealt with the differences between video game players and nonplayers in cognitive ability. The third meta-analysis (k = 359) investigated the effects of video game training on participants' cognitive ability. Small or null overall effect sizes were found in all three models. These outcomes show that overall cognitive ability and video game skill are only weakly related. Importantly, we found no evidence of a causal relationship between playing video games and enhanced cognitive ability. Video game training thus represents no exception to the general difficulty of obtaining far transfer. (PsycINFO Database Record}, + language = {eng}, + number = {2}, + journal = {Psychological Bulletin}, + doi = {10.1037/bul0000139}, + author = {Sala, Giovanni and Tatlidil, K. Semir and Gobet, Fernand}, + month = feb, + year = {2018}, + keywords = {Humans,Cognition,Practice (Psychology),Transfer (Psychology),Video Games,Aptitude}, + pages = {111-139}, + pmid = {29239631} +} + +@article{anguera2013, + title = {Video Game Training Enhances Cognitive Control in Older Adults}, + volume = {501}, + issn = {0028-0836, 1476-4687}, + number = {7465}, + journal = {Nature}, + doi = {10.1038/nature12486}, + author = {Anguera, J. A. and Boccanfuso, J. and Rintoul, J. L. and {Al-Hashimi}, O. and Faraji, F. and Janowich, J. and Kong, E. and Larraburo, Y. and Rolle, C. and Johnston, E. and Gazzaley, A.}, + month = sep, + year = {2013}, + pages = {97-101}, + file = {/Users/morteza/Documents/Zotero/storage/EMARTW6H/Anguera_Nature_2013-Video-game-training-enhances-cognitive-control-in-older-adults.pdf}, + note = {00884} +} + +@article{tidwell2014, + title = {What Counts as Evidence for Working Memory Training? {{Problems}} with Correlated Gains and Dichotomization}, + volume = {21}, + issn = {1531-5320}, + shorttitle = {What Counts as Evidence for Working Memory Training?}, + abstract = {The question of whether computerized cognitive training leads to generalized improvements of intellectual abilities has been a popular, yet contentious, topic within both the psychological and neurocognitive literatures. Evidence for the effective transfer of cognitive training to nontrained measures of cognitive abilities is mixed, with some studies showing apparent successful transfer, while others have failed to obtain this effect. At the same time, several authors have made claims about both successful and unsuccessful transfer effects on the basis of a form of responder analysis, an analysis technique that shows that those who gain the most on training show the greatest gains on transfer tasks. Through a series of Monte Carlo experiments and mathematical analyses, we demonstrate that the apparent transfer effects observed through responder analysis are illusory and are independent of the effectiveness of cognitive training. We argue that responder analysis can be used neither to support nor to refute hypotheses related to whether cognitive training is a useful intervention to obtain generalized cognitive benefits. We end by discussing several proposed alternative analysis techniques that incorporate training gain scores and argue that none of these methods are appropriate for testing hypotheses regarding the effectiveness of cognitive training.}, + language = {eng}, + number = {3}, + journal = {Psychonomic Bulletin \& Review}, + doi = {10.3758/s13423-013-0560-7}, + author = {Tidwell, Joe W. and Dougherty, Michael R. and Chrabaszcz, Jeffrey R. and Thomas, Rick P. and Mendoza, Jorge L.}, + month = jun, + year = {2014}, + keywords = {Humans,Intelligence,Transfer (Psychology),Data Interpretation; Statistical,Memory; Short-Term}, + pages = {620-628}, + pmid = {24307249}, + note = {00029} +} + +@article{dale2017, + title = {Associations {{Between Avid Action}} and {{Real}}-{{Time Strategy Game Play}} and {{Cognitive Performance}}: A {{Pilot Study}}}, + volume = {1}, + issn = {2509-3290, 2509-3304}, + shorttitle = {Associations {{Between Avid Action}} and {{Real}}-{{Time Strategy Game Play}} and {{Cognitive Performance}}}, + language = {en}, + number = {3}, + journal = {Journal of Cognitive Enhancement}, + doi = {10.1007/s41465-017-0021-8}, + author = {Dale, Gillian and Green, C. Shawn}, + month = sep, + year = {2017}, + pages = {295-317}, + note = {00005} +} + +@article{pilegard2018, + title = {Game over for {{Tetris}} as a Platform for Cognitive Skill Training}, + volume = {54}, + issn = {0361476X}, + language = {en}, + journal = {Contemporary Educational Psychology}, + doi = {10.1016/j.cedpsych.2018.04.003}, + author = {Pilegard, Celeste and Mayer, Richard E.}, + month = jul, + year = {2018}, + pages = {29-41}, + note = {00001} +} + +@article{adams2016, + title = {Evaluating the {{Cognitive Consequences}} of {{Playing}} {{{\emph{Portal}}}} for a {{Short Duration}}}, + volume = {54}, + issn = {0735-6331, 1541-4140}, + language = {en}, + number = {2}, + journal = {Journal of Educational Computing Research}, + doi = {10.1177/0735633115620431}, + author = {Adams, Deanne M. and Pilegard, Celeste and Mayer, Richard E.}, + month = apr, + year = {2016}, + pages = {173-195}, + note = {00000} +} + +@article{comstockjr1992, + title = {The Multi-Attribute Task Battery for Human Operator Workload and Strategic Behavior Research}, + author = {Comstock Jr, J. Raymond and Arnegard, Ruth J.}, + year = {1992}, + file = {/Users/morteza/Documents/Zotero/storage/QKVALB4U/Comstock Jr and Arnegard - 1992 - The multi-attribute task battery for human operato.pdf;/Users/morteza/Documents/Zotero/storage/LCWY99TW/search.html}, + note = {00350} +} + +@article{belchior2019, + title = {Computer and {{Videogame Interventions}} for {{Older Adults}}' {{Cognitive}} and {{Everyday Functioning}}}, + volume = {8}, + issn = {2161-783X, 2161-7856}, + language = {en}, + number = {2}, + journal = {Games for Health Journal}, + doi = {10.1089/g4h.2017.0092}, + author = {Belchior, Patr\'icia and Yam, Anna and Thomas, Kelsey R. and Bavelier, Daphne and Ball, Karlene K. and Mann, William C. and Marsiske, Michael}, + month = apr, + year = {2019}, + pages = {129-143}, + note = {00001} +} + +@article{basak2011, + title = {Regional Differences in Brain Volume Predict the Acquisition of Skill in a Complex Real-Time Strategy Videogame}, + volume = {76}, + issn = {02782626}, + language = {en}, + number = {3}, + journal = {Brain and Cognition}, + doi = {10.1016/j.bandc.2011.03.017}, + author = {Basak, Chandramallika and Voss, Michelle W. and Erickson, Kirk I. and Boot, Walter R. and Kramer, Arthur F.}, + month = aug, + year = {2011}, + pages = {407-414}, + file = {/Users/morteza/Documents/Zotero/storage/H46CBQP8/Basak et al. - 2011 - Regional differences in brain volume predict the a.pdf}, + note = {00071} +} + +@article{basak2008, + title = {Can Training in a Real-Time Strategy Video Game Attenuate Cognitive Decline in Older Adults?}, + volume = {23}, + issn = {0882-7974}, + abstract = {Declines in various cognitive abilities, particularly executive control functions, are observed in older adults. An important goal of cognitive training is to slow or reverse these age-related declines. However, opinion is divided in the literature regarding whether cognitive training can engender transfer to a variety of cognitive skills in older adults. In the current study, the authors trained older adults in a real-time strategy video game for 23.5 hr in an effort to improve their executive functions. A battery of cognitive tasks, including tasks of executive control and visuospatial skills, were assessed before, during, and after video-game training. The trainees improved significantly in the measures of game performance. They also improved significantly more than the control participants in executive control functions, such as task switching, working memory, visual short-term memory, and reasoning. Individual differences in changes in game performance were correlated with improvements in task switching. The study has implications for the enhancement of executive control processes of older adults.}, + language = {eng}, + number = {4}, + journal = {Psychology and Aging}, + doi = {10.1037/a0013494}, + author = {Basak, Chandramallika and Boot, Walter R. and Voss, Michelle W. and Kramer, Arthur F.}, + month = dec, + year = {2008}, + keywords = {Aged,Aged; 80 and over,Cognition Disorders,Humans,Practice (Psychology),Transfer (Psychology),Video Games,Female,Male,Psychomotor Performance,Neuropsychological Tests,Memory; Short-Term,Computer Systems,Mental Recall,Orientation,Problem Solving}, + pages = {765-777}, + file = {/Users/morteza/Documents/Zotero/storage/TDRV77PL/Basak et al. - 2008 - Can training in a real-time strategy video game at.pdf}, + pmid = {19140648}, + pmcid = {PMC4041116}, + note = {00793} +} + +@article{palaus2017, + title = {Neural {{Basis}} of {{Video Gaming}}: {{A Systematic Review}}}, + volume = {11}, + issn = {1662-5161}, + shorttitle = {Neural {{Basis}} of {{Video Gaming}}}, + abstract = {Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games. Objectives: We aim to understand the relationship between the use of video games and their neural correlates, taking into account the whole variety of cognitive factors that they encompass. Methods: A systematic review was conducted using standardized search operators that included the presence of video games and neuro-imaging techniques or references to structural or functional brain changes. Separate categories were made for studies featuring Internet Gaming Disorder and studies focused on the violent content of video games. Results: A total of 116 articles were considered for the final selection. One hundred provided functional data and 22 measured structural brain changes. One-third of the studies covered video game addiction, and 14\% focused on video game related violence. Conclusions: Despite the innate heterogeneity of the field of study, it has been possible to establish a series of links between the neural and cognitive aspects, particularly regarding attention, cognitive control, visuospatial skills, cognitive workload, and reward processing. However, many aspects could be improved. The lack of standardization in the different aspects of video game related research, such as the participants' characteristics, the features of each video game genre and the diverse study goals could contribute to discrepancies in many related studies.}, + language = {eng}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2017.00248}, + author = {Palaus, Marc and Marron, Elena M. and {Viejo-Sobera}, Raquel and {Redolar-Ripoll}, Diego}, + year = {2017}, + keywords = {addiction,cognitive improvement,functional changes,internet gaming disorder,neural correlates,neuroimaging,structural changes,video games}, + pages = {248}, + file = {/Users/morteza/Documents/Zotero/storage/VLNQ6S7M/palaus2017.pdf;/Users/morteza/Documents/Zotero/storage/XW9X6BD2/Palaus et al. - 2017 - Neural Basis of Video Gaming A Systematic Review.pdf}, + pmid = {28588464}, + pmcid = {PMC5438999}, + note = {00025} +} + +@article{strenziok2014, + title = {Neurocognitive Enhancement in Older Adults: Comparison of Three Cognitive Training Tasks to Test a Hypothesis of Training Transfer in Brain Connectivity}, + volume = {85 Pt 3}, + issn = {1095-9572}, + shorttitle = {Neurocognitive Enhancement in Older Adults}, + abstract = {The ultimate goal of cognitive enhancement as an intervention for age-related cognitive decline is transfer to everyday cognitive functioning. Development of training methods that transfer broadly to untrained cognitive tasks (far transfer) requires understanding of the neural bases of training and far transfer effects. We used cognitive training to test the hypothesis that far transfer is associated with altered attentional control demands mediated by the dorsal attention network and trained sensory cortex. In an exploratory study, we randomly assigned 42 healthy older adults to six weeks of training on Brain Fitness (BF-auditory perception), Space Fortress (SF-visuomotor/working memory), or Rise of Nations (RON-strategic reasoning). Before and after training, cognitive performance, diffusion-derived white matter integrity, and functional connectivity of the superior parietal cortex (SPC) were assessed. We found the strongest effects from BF training, which transferred to everyday problem solving and reasoning and selectively changed integrity of occipito-temporal white matter associated with improvement on untrained everyday problem solving. These results show that cognitive gain from auditory perception training depends on heightened white matter integrity in the ventral attention network. In BF and SF (which also transferred positively), a decrease in functional connectivity between SPC and inferior temporal lobe (ITL) was observed compared to RON-which did not transfer to untrained cognitive function. These findings highlight the importance for cognitive training of top-down control of sensory processing by the dorsal attention network. Altered brain connectivity - observed in the two training tasks that showed far transfer effects - may be a marker for training success.}, + language = {eng}, + journal = {NeuroImage}, + doi = {10.1016/j.neuroimage.2013.07.069}, + author = {Strenziok, Maren and Parasuraman, Raja and Clarke, Ellen and Cisler, Dean S. and Thompson, James C. and Greenwood, Pamela M.}, + month = jan, + year = {2014}, + keywords = {Aged,Aging,Attention,Humans,Cognition,Brain,Transfer (Psychology),Female,Male,Biomedical Enhancement,Brain Mapping,Cognitive training,Diffusion Tensor Imaging,Far transfer,Functional connectivity,Image Processing; Computer-Assisted,Neural Pathways,Superior parietal cortex,White matter integrity}, + pages = {1027-1039}, + pmid = {23933474}, + note = {00082} +} + +@article{glass2013, + title = {Real-{{Time Strategy Game Training}}: {{Emergence}} of a {{Cognitive Flexibility Trait}}}, + volume = {8}, + issn = {1932-6203}, + shorttitle = {Real-{{Time Strategy Game Training}}}, + language = {en}, + number = {8}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0070350}, + author = {Glass, Brian D. and Maddox, W. Todd and Love, Bradley C.}, + editor = {Wenderoth, Nicole}, + month = aug, + year = {2013}, + pages = {e70350}, + file = {/Users/morteza/Documents/Zotero/storage/629S47H3/Glass et al. - 2013 - Real-Time Strategy Game Training Emergence of a C.pdf}, + note = {00124} +} + +@article{gong2017, + title = {Action {{Video Game Experience Related}} to {{Altered Large}}-{{Scale White Matter Networks}}}, + volume = {2017}, + language = {English}, + journal = {Neural Plasticity}, + doi = {10.1155/2017/7543686}, + author = {Gong, Diankun and Ma, Weiyi and Gong, Jinnan and He, Hui and Dong, Li and Zhang, Dan and Li, Jianfu and Luo, Cheng and Yao, Dezhong}, + year = {2017}, + keywords = {WM,AVGP}, + pages = {1--7}, + file = {/Users/morteza/Documents/Zotero/storage/SKEWRJGG/gong2017.pdf}, + note = {00002} +} + +@article{west2015, + title = {Habitual Action Video Game Playing Is Associated with Caudate Nucleus-Dependent Navigational Strategies}, + volume = {282}, + language = {English}, + number = {1808}, + journal = {Proceedings of the Royal Society B: Biological Sciences}, + doi = {10.1098/rspb.2014.2952}, + author = {West, G L and Drisdelle, B L and Konishi, K and Jackson, J and Jolicoeur, P and Bohbot, V D}, + month = may, + year = {2015}, + pages = {20142952--20142952} +} + +@article{gong2015, + title = {Enhanced Functional Connectivity and Increased Gray Matter Volume of Insula Related to Action Video Game Playing}, + volume = {5}, + issn = {2045-2322}, + language = {en}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/srep09763}, + author = {Gong, Diankun and He, Hui and Liu, Dongbo and Ma, Weiyi and Dong, Li and Luo, Cheng and Yao, Dezhong}, + month = sep, + year = {2015}, + pages = {9763}, + file = {/Users/morteza/Documents/Zotero/storage/A57TJY5F/gong2015.pdf} +} + +@article{bavelier2012, + title = {Neural Bases of Selective Attention in Action Video Game Players}, + volume = {61}, + abstract = {Vision Research, 61 (2012) 132-143. doi:10.1016/j.visres.2011.08.007}, + number = {C}, + journal = {Vision Research}, + doi = {10.1016/j.visres.2011.08.007}, + author = {Bavelier, D and Achtman, R L and Mani, M and F\"ocker, J}, + month = may, + year = {2012}, + pages = {132--143}, + file = {/Users/morteza/Documents/Zotero/storage/Z47WV36Z/bavelier2012.pdf} +} + +@article{zhang2015, + title = {Higher Integrity of the Motor and Visual Pathways in Long-Term Video Game Players}, + volume = {9}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2015.00098}, + author = {Zhang, Yang and Du, Guijin and Yang, Yongxin and Qin, Wen and Li, Xiaodong and Zhang, Quan}, + month = mar, + year = {2015}, + pages = {695}, + file = {/Users/morteza/Documents/Zotero/storage/UIVDFKF2/zhang2015.pdf}, + note = {00014} +} + +@article{bressler2010, + title = {Large-Scale Brain Networks in Cognition: Emerging Methods and Principles}, + volume = {14}, + issn = {13646613}, + shorttitle = {Large-Scale Brain Networks in Cognition}, + language = {en}, + number = {6}, + journal = {Trends in Cognitive Sciences}, + doi = {10.1016/j.tics.2010.04.004}, + author = {Bressler, Steven L. and Menon, Vinod}, + month = jun, + year = {2010}, + pages = {277-290}, + note = {01342} +} + +@article{takeuchi2011, + title = {Working {{Memory Training Using Mental Calculation Impacts Regional Gray Matter}} of the {{Frontal}} and {{Parietal Regions}}}, + volume = {6}, + issn = {1932-6203}, + language = {en}, + number = {8}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0023175}, + author = {Takeuchi, Hikaru and Taki, Yasuyuki and Sassa, Yuko and Hashizume, Hiroshi and Sekiguchi, Atsushi and Fukushima, Ai and Kawashima, Ryuta}, + editor = {Chapouthier, Georges}, + month = aug, + year = {2011}, + pages = {e23175}, + file = {/Users/morteza/Documents/Zotero/storage/8J2JWTUN/takeuchi2011.pdf}, + note = {00127} +} + +@article{gorbet2018, + title = {Move Faster, Think Later: {{Women}} Who Play Action Video Games Have Quicker Visually- Guided Responses with Later Onset Visuomotor-Related Brain Activity}, + volume = {13}, + abstract = {A history of action video game (AVG) playing is associated with improvements in several visuospatial and attention-related skills and these improvements may be transferable to unrelated tasks. These facts make video games a potential medium for skill-training and rehabilitation. However, examinations of the neural correlates underlying these observations are almost non-existent in the visuomotor system. Further, the vast majority of studies on the effects of a history of AVG play have been done using almost exclusively male participants. Therefore, to begin to fill these gaps in the literature, we present findings from two experiments. In the first, we use functional MRI to examine brain activity in experienced, female AVG players during visually-guided reaching. In the second, we examine the kinematics of visually-guided reaching in this population. Imaging data demonstrate that relative to women who do not play, AVG players have less motor-related preparatory activity in the cuneus, middle occipital gyrus, and cerebellum. This decrease is correlated with estimates of time spent playing. Further, these correlations are strongest during the performance of a visuomotor mapping that spatially dissociates eye and arm movements. However, further examinations of the full time-course of visuomotor-related activity in the AVG players revealed that the decreased activity during motor preparation likely results from a later onset of activity in AVG players, which occurs closer to beginning motor execution relative to the non-playing group. Further, the data presented here suggest that this later onset of preparatory activity represents greater neural efficiency that is associated with faster visually-guided responses.}, + language = {English}, + number = {1}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0189110}, + author = {Gorbet, Diana J and Sergio, Lauren E}, + month = jan, + year = {2018}, + pages = {e0189110}, + pmid = {29364891}, + pmcid = {PMC5783344}, + note = {00005} +} + +@article{fox2006, + title = {Spontaneous Neuronal Activity Distinguishes Human Dorsal and Ventral Attention Systems}, + volume = {103}, + issn = {0027-8424, 1091-6490}, + language = {en}, + number = {26}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.0604187103}, + author = {Fox, M. D. and Corbetta, M. and Snyder, A. Z. and Vincent, J. L. and Raichle, M. E.}, + month = jun, + year = {2006}, + pages = {10046-10051}, + file = {/Users/morteza/Documents/Zotero/storage/2PZH83RJ/fox2006.pdf}, + note = {01468} +} + +@article{buschkuehl2012, + title = {Neuronal Effects Following Working Memory Training.}, + volume = {2 Suppl 1}, + abstract = {There is accumulating evidence that training working memory (WM) leads to beneficial effects in tasks that were not trained, but the mechanisms underlying this transfer remain elusive. Brain imaging can be a valuable method to gain insights into such mechanisms. Here, we discuss the impact of cognitive training on neural correlates with an emphasis on studies that implemented a WM intervention. We focus on changes in activation patterns, changes in resting state connectivity, changes in brain structure, and changes in the dopaminergic system. Our analysis of the existing literature reveals that there is currently no clear pattern of results that would single out a specific neural mechanism underlying training and transfer. We conclude that although brain imaging has provided us with information about the mechanisms of WM training, more research is needed to understand its neural impact.}, + language = {English}, + journal = {Developmental cognitive neuroscience}, + doi = {10.1016/j.dcn.2011.10.001}, + author = {Buschkuehl, Martin and Jaeggi, Susanne M and Jonides, John}, + month = feb, + year = {2012}, + pages = {S167--79}, + pmid = {22682905}, + note = {00168} +} + +@article{gong2016, + title = {Functional {{Integration}} between {{Salience}} and {{Central Executive Networks}}: {{A Role}} for {{Action Video Game Experience}}}, + volume = {2016}, + language = {English}, + number = {4}, + journal = {Neural Plasticity}, + doi = {10.1155/2016/9803165}, + author = {Gong, Diankun and He, Hui and Ma, Weiyi and Liu, Dongbo and Huang, Mengting and Dong, Li and Gong, Jinnan and Li, Jianfu and Luo, Cheng and Yao, Dezhong}, + year = {2016}, + pages = {1--9}, + note = {00026} +} + +@article{green2008, + title = {Exercising Your Brain: A Review of Human Brain Plasticity and Training-Induced Learning}, + volume = {23}, + issn = {0882-7974}, + shorttitle = {Exercising Your Brain}, + abstract = {Human beings have an amazing capacity to learn new skills and adapt to new environments. However, several obstacles remain to be overcome in designing paradigms to broadly improve quality of life. Arguably, the most notable impediment to this goal is that learning tends to be quite specific to the trained regimen and does not transfer to even qualitatively similar tasks. This severely limits the potential benefits of learning to daily life. This review discusses training regimens that lead to the acquisition of new knowledge and strategies that can be used flexibly across a range of tasks and contexts. Possible characteristics of training regimens are proposed that may be responsible for augmented learning, including the manner in which task difficulty is progressed, the motivational state of the learner, and the type of feedback the training provides. When maximally implemented in rehabilitative paradigms, these characteristics may greatly increase the efficacy of training.}, + language = {eng}, + number = {4}, + journal = {Psychology and Aging}, + doi = {10.1037/a0014345}, + author = {Green, C. S. and Bavelier, D.}, + month = dec, + year = {2008}, + keywords = {Aged,Aging,Attention,Humans,Arousal,Brain,Feedback; Psychological,Intelligence,Motivation,Music,Neuronal Plasticity,Practice (Psychology),Sports,Transfer (Psychology),Video Games}, + pages = {692-701}, + pmid = {19140641}, + pmcid = {PMC2896818}, + note = {00552} +} + +@article{katsyri2013, + title = {Just Watching the Game Ain't Enough: Striatal {{fMRI}} Reward Responses to Successes and Failures in a Video Game during Active and Vicarious Playing}, + volume = {7}, + issn = {1662-5161}, + shorttitle = {Just Watching the Game Ain't Enough}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2013.00278}, + author = {K\"atsyri, Jari and Hari, Riitta and Ravaja, Niklas and Nummenmaa, Lauri}, + year = {2013}, + file = {/Users/morteza/Documents/Zotero/storage/XJE9DMTU/kätsyri2013.pdf}, + note = {00046} +} + +@article{koepp1998, + title = {Evidence for Striatal Dopamine Release during a Video Game}, + volume = {393}, + issn = {0028-0836, 1476-4687}, + language = {en}, + number = {6682}, + journal = {Nature}, + doi = {10.1038/30498}, + author = {Koepp, M. J. and Gunn, R. N. and Lawrence, A. D. and Cunningham, V. J. and Dagher, A. and Jones, T. and Brooks, D. J. and Bench, C. J. and Grasby, P. M.}, + month = may, + year = {1998}, + pages = {266-268}, + note = {01314} +} + +@article{focker2019, + title = {Neural {{Correlates}} of {{Enhanced Visual Attentional Control}} in {{Action Video Game Players}}: {{An Event}}-{{Related Potential Study}}}, + volume = {31}, + issn = {0898-929X, 1530-8898}, + shorttitle = {Neural {{Correlates}} of {{Enhanced Visual Attentional Control}} in {{Action Video Game Players}}}, + language = {en}, + number = {3}, + journal = {Journal of Cognitive Neuroscience}, + doi = {10.1162/jocn_a_01230}, + author = {F\"ocker, Julia and Mortazavi, Matin and Khoe, Wayne and Hillyard, Steven A. and Bavelier, Daphne}, + month = mar, + year = {2019}, + pages = {377-389}, + note = {00005} +} + +@incollection{menon2015, + title = {Salience {{Network}}}, + isbn = {978-0-12-397316-0}, + language = {en}, + booktitle = {Brain {{Mapping}}}, + publisher = {{Elsevier}}, + author = {Menon, V.}, + year = {2015}, + pages = {597-611}, + doi = {10.1016/B978-0-12-397025-1.00052-X}, + note = {00308} +} + +@article{kuhn2014, + title = {Playing {{Super Mario}} Induces Structural Brain Plasticity: Gray Matter Changes Resulting from Training with a Commercial Video Game}, + volume = {19}, + issn = {1359-4184, 1476-5578}, + shorttitle = {Playing {{Super Mario}} Induces Structural Brain Plasticity}, + language = {en}, + number = {2}, + journal = {Molecular Psychiatry}, + doi = {10.1038/mp.2013.120}, + author = {K\"uhn, S and Gleich, T and Lorenz, R C and Lindenberger, U and Gallinat, J}, + month = feb, + year = {2014}, + pages = {265-271} +} + +@article{kuhn2011, + title = {The Neural Basis of Video Gaming}, + volume = {1}, + issn = {2158-3188}, + language = {en}, + number = {11}, + journal = {Translational Psychiatry}, + doi = {10.1038/tp.2011.53}, + author = {K\"uhn, S and Romanowski, A and Schilling, C and Lorenz, R and M\"orsen, C and Seiferth, N and Banaschewski, T and Barbot, A and Barker, G J and B\"uchel, C and Conrod, P J and Dalley, J W and Flor, H and Garavan, H and Ittermann, B and Mann, K and Martinot, J-L and Paus, T and Rietschel, M and Smolka, M N and Str\"ohle, A and Walaszek, B and Schumann, G and Heinz, A and Gallinat, J}, + month = nov, + year = {2011}, + pages = {e53-e53}, + note = {00163} +} + +@article{kuhn2014a, + title = {Positive {{Association}} of {{Video Game Playing}} with {{Left Frontal Cortical Thickness}} in {{Adolescents}}}, + volume = {9}, + issn = {1932-6203}, + language = {en}, + number = {3}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0091506}, + author = {K\"uhn, Simone and Lorenz, Robert and Banaschewski, Tobias and Barker, Gareth J. and B\"uchel, Christian and Conrod, Patricia J. and Flor, Herta and Garavan, Hugh and Ittermann, Bernd and Loth, Eva and Mann, Karl and Nees, Frauke and Artiges, Eric and Paus, Tomas and Rietschel, Marcella and Smolka, Michael N. and Str\"ohle, Andreas and Walaszek, Bernadetta and Schumann, Gunter and Heinz, Andreas and Gallinat, J\"urgen and {The IMAGEN Consortium}}, + editor = {Krueger, Frank}, + month = mar, + year = {2014}, + pages = {e91506}, + file = {/Users/morteza/Documents/Zotero/storage/VHNP8RTR/kühn2014.pdf}, + note = {00069} +} + +@article{eichenbaum2017, + title = {The Role of the Hippocampus in Navigation Is Memory}, + volume = {117}, + issn = {0022-3077, 1522-1598}, + language = {en}, + number = {4}, + journal = {Journal of Neurophysiology}, + doi = {10.1152/jn.00005.2017}, + author = {Eichenbaum, Howard}, + month = apr, + year = {2017}, + pages = {1785-1796}, + note = {00038} +} + +@article{lisman2017, + title = {Viewpoints: How the Hippocampus Contributes to Memory, Navigation and Cognition}, + volume = {20}, + issn = {1097-6256, 1546-1726}, + shorttitle = {Viewpoints}, + language = {en}, + number = {11}, + journal = {Nature Neuroscience}, + doi = {10.1038/nn.4661}, + author = {Lisman, John and Buzs\'aki, Gy\"orgy and Eichenbaum, Howard and Nadel, Lynn and Ranganath, Charan and Redish, A David}, + month = nov, + year = {2017}, + pages = {1434-1447}, + note = {00028} +} + +@article{bird2008, + title = {The Hippocampus and Memory: Insights from Spatial Processing}, + volume = {9}, + issn = {1471-003X, 1471-0048}, + shorttitle = {The Hippocampus and Memory}, + language = {en}, + number = {3}, + journal = {Nature Reviews Neuroscience}, + doi = {10.1038/nrn2335}, + author = {Bird, Chris M. and Burgess, Neil}, + month = mar, + year = {2008}, + pages = {182-194}, + note = {00746} +} + +@article{siniatchkin2017, + title = {Anodal {{tDCS}} over the Left {{DLPFC}} Improved Working Memory and Reduces Symptoms in Children with {{ADHD}}}, + volume = {10}, + issn = {1935861X}, + language = {en}, + number = {2}, + journal = {Brain Stimulation}, + doi = {10.1016/j.brs.2017.01.509}, + author = {Siniatchkin, M.}, + month = mar, + year = {2017}, + pages = {517}, + note = {00000} +} + +@article{wang2018, + title = {Transcranial Direct Current Stimulation over the Right {{DLPFC}} Selectively Modulates Subprocesses in Working Memory}, + volume = {6}, + issn = {2167-8359}, + abstract = {Background + Working memory, as a complex system, consists of two independent components: manipulation and maintenance process, which are defined as executive control and storage process. Previous studies mainly focused on the overall effect of transcranial direct current stimulation (tDCS) on working memory. However, little has been known about the segregative effects of tDCS on the sub-processes within working memory. + + + Method + + Transcranial direct current stimulation, as one of the non-invasive brain stimulation techniques, is being widely used to modulate the cortical activation of local brain areas. This study modified a spatial + n + -back experiment with anodal and cathodal tDCS exertion on the right dorsolateral prefrontal cortex (DLPFC), aiming to investigate the effects of tDCS on the two sub-processes of working memory: manipulation (updating) and maintenance. Meanwhile, considering the separability of tDCS effects, we further reconfirmed the causal relationship between the right DLPFC and the sub-processes of working memory with different tDCS conditions. + + + + Results + The present study showed that cathodal tDCS on the right DLPFC selectively improved the performance of the modified 2-back task in the difficult condition, whereas anodal tDCS significantly reduced the performance of subjects and showed an speeding-up tendency of response time. More precisely, the results of discriminability index and criterion showed that only cathodal tDCS enhanced the performance of maintenance in the difficult condition. Neither of the two tDCS conditions affected the performance of manipulation (updating). + + + Conclusion + These findings provide evidence that cathodal tDCS of the right DLPFC selectively affects maintenance capacity. Besides, cathodal tDCS also serves as an interference suppressor to reduce the irrelevant interference, thereby indirectly improving the working memory capacity. Moreover, the right DLPFC is not the unique brain regions for working memory manipulation (updating).}, + language = {en}, + journal = {PeerJ}, + doi = {10.7717/peerj.4906}, + author = {Wang, Jiarui and Tian, Jinhua and Hao, Renning and Tian, Lili and Liu, Qiang}, + month = may, + year = {2018}, + pages = {e4906}, + note = {00001} +} + +@article{lefebvre2005, + title = {Assessment of Working Memory Abilities Using an Event-Related Brain Potential ({{ERP}})-Compatible Digit Span Backward Task}, + volume = {116}, + issn = {13882457}, + language = {en}, + number = {7}, + journal = {Clinical Neurophysiology}, + doi = {10.1016/j.clinph.2005.03.015}, + author = {Lefebvre, Celeste D. and Marchand, Yannick and Eskes, Gail A. and Connolly, John F.}, + month = jul, + year = {2005}, + pages = {1665-1680}, + note = {00087} +} + +@article{finnigan2011, + title = {{{ERP}} Measures Indicate Both Attention and Working Memory Encoding Decrements in Aging: {{Age}} Effects on Attention and Memory Encoding {{ERPs}}}, + volume = {48}, + issn = {00485772}, + shorttitle = {{{ERP}} Measures Indicate Both Attention and Working Memory Encoding Decrements in Aging}, + language = {en}, + number = {5}, + journal = {Psychophysiology}, + doi = {10.1111/j.1469-8986.2010.01128.x}, + author = {Finnigan, Simon and O'Connell, Redmond G. and Cummins, Tarrant D. R. and Broughton, Megan and Robertson, Ian H.}, + month = may, + year = {2011}, + pages = {601-611}, + note = {00000} +} + +@article{looi2016, + title = {Combining Brain Stimulation and Video Game to Promote Long-Term Transfer of Learning and Cognitive Enhancement}, + volume = {6}, + issn = {2045-2322}, + language = {en}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/srep22003}, + author = {Looi, Chung Yen and Duta, Mihaela and Brem, Anna-Katharine and Huber, Stefan and Nuerk, Hans-Christoph and Cohen Kadosh, Roi}, + month = apr, + year = {2016}, + pages = {22003}, + file = {/Users/morteza/Documents/Zotero/storage/NU964ZWA/looi2016.pdf}, + note = {00041} +} + +@article{winkler2010, + title = {Cortical {{Thickness}} or {{Grey Matter Volume}}? {{The Importance}} of {{Selecting}} the {{Phenotype}} for {{Imaging Genetics Studies}}}, + volume = {53}, + issn = {1053-8119}, + shorttitle = {Cortical {{Thickness}} or {{Grey Matter Volume}}?}, + abstract = {Choosing the appropriate neuroimaging phenotype is critical to successfully identify genes that influence brain structure or function. While neuroimaging methods provide numerous potential phenotypes, their role for imaging genetics studies are unclear. Here we examine the relationship between brain volume, grey matter volume, cortical thickness and surface area, from a genetic standpoint. Four hundred and eighty-six individuals from randomly ascertained extended pedigrees with high-quality T1-weighted neuroanatomic MRI images participated in the study. Surface-based and voxel-based representations of brain structure were derived, using automated methods, and these measurements were analysed using a variance-components method to identify the heritability of these traits and their genetic correlations. All neuroanatomic traits were significantly influenced by genetic factors. Cortical thickness and surface area measurements were found to be genetically and phenotypically independent. While both thickness and area influenced volume measurements of cortical grey matter, volume was more closely related to surface area than cortical thickness. This trend was observed for both the volume-based and surface-based techniques. The results suggest that surface area and cortical thickness measurements should be considered separately and preferred over gray matter volumes for imaging genetic studies.}, + number = {3}, + journal = {NeuroImage}, + doi = {10.1016/j.neuroimage.2009.12.028}, + author = {Winkler, Anderson M. and Kochunov, Peter and Blangero, John and Almasy, Laura and Zilles, Karl and Fox, Peter T. and Duggirala, Ravindranath and Glahn, David C.}, + month = nov, + year = {2010}, + pages = {1135-1146}, + file = {/Users/morteza/Documents/Zotero/storage/V4P9UUCA/Winkler et al. - 2010 - Cortical Thickness or Grey Matter Volume The Impo.pdf}, + pmid = {20006715}, + pmcid = {PMC2891595}, + note = {00000} +} + +@article{engelhard2010, + title = {The Impact of Taxing Working Memory on Negative and Positive Memories}, + volume = {1}, + issn = {2000-8066}, + abstract = {BACKGROUND: Earlier studies have shown that horizontal eye movement (EM) during retrieval of a negative memory reduces its vividness and emotionality. This may be due to both tasks competing for working memory (WM) resources. This study examined whether playing the computer game "Tetris" also blurs memory. +METHOD: PARTICIPANTS RECALLED NEGATIVE AND POSITIVE MEMORIES IN THREE CONDITIONS: recall only, recall with concurrent EM, and recall with playing Tetris. Before and after these conditions, vividness, emotionality, and physiological startle responses during recall were measured. +RESULTS: A reaction time task showed that EM and Tetris draw on WM, compared to no dual-task. Compared to recall only, EM and Tetris both decreased reported emotionality and startle responses. +CONCLUSIONS: The effects of EM and Tetris did not differ, even though the tasks differed in the degree of taxing WM. This suggests that taxing WM and its effects on emotional memories may not be linearly related. Potential clinical implications are discussed.}, + language = {eng}, + journal = {European Journal of Psychotraumatology}, + doi = {10.3402/ejpt.v1i0.5623}, + author = {Engelhard, Iris M. and {van Uijen}, Sophie L. and {van den Hout}, Marcel A.}, + year = {2010}, + keywords = {EMDR,Intrusive memory,PTSD,working memory}, + file = {/Users/morteza/Documents/Zotero/storage/LBBTJU8D/Engelhard et al. - 2010 - The impact of taxing working memory on negative an.pdf}, + pmid = {22893797}, + pmcid = {PMC3402003}, + note = {00000} +} + +@article{iyadurai2018, + title = {Preventing Intrusive Memories after Trauma via a Brief Intervention Involving {{Tetris}} Computer Game Play in the Emergency Department: A Proof-of-Concept Randomized Controlled Trial}, + volume = {23}, + copyright = {2017 Nature Publishing Group}, + issn = {1476-5578}, + shorttitle = {Preventing Intrusive Memories after Trauma via a Brief Intervention Involving {{Tetris}} Computer Game Play in the Emergency Department}, + abstract = {After psychological trauma, recurrent intrusive visual memories may be distressing and disruptive. Preventive interventions post trauma are lacking. Here we test a behavioural intervention after real-life trauma derived from cognitive neuroscience. We hypothesized that intrusive memories would be significantly reduced in number by an intervention involving a computer game with high visuospatial demands (Tetris), via disrupting consolidation of sensory elements of trauma memory. The Tetris-based intervention (trauma memory reminder cue plus c. 20 min game play) vs attention-placebo control (written activity log for same duration) were both delivered in an emergency department within 6 h of a motor vehicle accident. The randomized controlled trial compared the impact on the number of intrusive trauma memories in the subsequent week (primary outcome). Results vindicated the efficacy of the Tetris-based intervention compared with the control condition: there were fewer intrusive memories overall, and time-series analyses showed that intrusion incidence declined more quickly. There were convergent findings on a measure of clinical post-trauma intrusion symptoms at 1 week, but not on other symptom clusters or at 1 month. Results of this proof-of-concept study suggest that a larger trial, powered to detect differences at 1 month, is warranted. Participants found the intervention easy, helpful and minimally distressing. By translating emerging neuroscientific insights and experimental research into the real world, we offer a promising new low-intensity psychiatric intervention that could prevent debilitating intrusive memories following trauma.}, + language = {en}, + number = {3}, + journal = {Molecular Psychiatry}, + doi = {10.1038/mp.2017.23}, + author = {Iyadurai, L. and Blackwell, S. E. and {Meiser-Stedman}, R. and Watson, P. C. and Bonsall, M. B. and Geddes, J. R. and Nobre, A. C. and Holmes, E. A.}, + month = mar, + year = {2018}, + pages = {674-682}, + file = {/Users/morteza/Documents/Zotero/storage/ZZCIFX7G/Iyadurai et al. - 2018 - Preventing intrusive memories after trauma via a b.pdf;/Users/morteza/Documents/Zotero/storage/PPL3CDGF/mp201723.html}, + note = {00000} +} + +@article{skorka-brown2015, + title = {Playing {{Tetris}} Decreases Drug and Other Cravings in Real World Settings}, + volume = {51}, + issn = {1873-6327}, + abstract = {Most research on cognitive processes in craving has been carried out in the laboratory and focuses on food craving. This study extends laboratory findings to real world settings and cravings for drugs or activities as well as food. Previous laboratory research has found that playing Tetris reduces craving strength. The present study used an ecological momentary assessment protocol in which 31 undergraduate participants carried iPods for a week and were prompted 7 times each day, by SMS message, to use their iPod to report craving. Participants reported craving target and strength (0-100), whether they indulged their previous craving (yes/no), and whether they were under the influence of alcohol (yes/no). Those randomly assigned to the intervention condition (n=15) then played Tetris for 3min and reported their craving again. Those in the monitoring-only control condition (n=16) provided baseline craving data to test if Tetris reduced the incidence and strength of spontaneous cravings across the week. Playing Tetris decreased craving strength for drugs (alcohol, nicotine, caffeine), food and drink, and activities (sex, exercise, gaming), with a mean reduction of 13.9 percentage points, effect size f(2)=0.11. This effect was consistent across the week. This is the first demonstration that visual cognitive interference can be used in the field to reduce cravings for substances and activities other than eating.}, + language = {eng}, + journal = {Addictive Behaviors}, + doi = {10.1016/j.addbeh.2015.07.020}, + author = {{Skorka-Brown}, Jessica and Andrade, Jackie and Whalley, Ben and May, Jon}, + month = dec, + year = {2015}, + keywords = {Humans,Video Games,Adolescent,Adult,Female,Male,Addiction,Behavior; Addictive,Behavioural research,Cognitive theory,Craving,Desire,Elaborated Intrusion theory,Multilevel models,Students,Substance-Related Disorders,Technology,Young Adult}, + pages = {165-170}, + file = {/Users/morteza/Documents/Zotero/storage/NDASC6YX/Skorka-Brown et al. - 2015 - Playing Tetris decreases drug and other cravings i.pdf}, + pmid = {26275843}, + note = {00000} +} + +@article{palaus2017a, + title = {Cognitive Enhancement by Means of {{TMS}} and Video Game Training: Preliminary Analysis}, + author = {Palaus, Marc and {Redolar-Ripoll}, Diego and {Viejo-Sobera}, Raquel and {Mu\~noz-Marr\'on}, Elena}, + month = jun, + year = {2017}, + note = {00000 +cites: unknown} +} + +@article{boot2008, + title = {The Effects of Video Game Playing on Attention, Memory, and Executive Control}, + volume = {129}, + issn = {00016918}, + language = {en}, + number = {3}, + journal = {Acta Psychologica}, + doi = {10.1016/j.actpsy.2008.09.005}, + author = {Boot, Walter R. and Kramer, Arthur F. and Simons, Daniel J. and Fabiani, Monica and Gratton, Gabriele}, + month = nov, + year = {2008}, + pages = {387-398}, + note = {00000} +} + +@article{moreau2013, + title = {Differentiating Two- from Three-Dimensional Mental Rotation Training Effects}, + volume = {66}, + issn = {1747-0226}, + abstract = {Block videogame training has consistently demonstrated transfer effects to mental rotation tasks, yet how variations in training influence performance with different stimuli remains unclear. In this study, participants took mental rotation assessments before and after a 3-week training programme based on 2D or 3D block videogames. Assessments varied in terms of dimensionality (2D or 3D) and stimulus type (polygon or body). Increases in videogame scores throughout training were correlated with mental rotation improvements. In particular, 2D training led to improvements in 2D tasks, whereas 3D training led to improvements in both 2D and 3D tasks. This effect did not depend on stimulus type, demonstrating that training can transfer to different stimuli of identical dimensionality. Interestingly, traditional gender differences in 3D mental rotation tasks vanished after 3D videogame training, highlighting the malleability of mental rotation ability given adequate training. These findings emphasize the influence of dimensionality in transfer effects and offer promising perspectives to reduce differences in mental rotation via designed training programmes.}, + language = {eng}, + number = {7}, + journal = {Quarterly Journal of Experimental Psychology (2006)}, + doi = {10.1080/17470218.2012.744761}, + author = {Moreau, David}, + year = {2013}, + keywords = {Video Recording,Humans,Transfer (Psychology),Adolescent,Female,Male,Space Perception,Neuropsychological Tests,Reaction Time,Analysis of Variance,Rotation,Young Adult,Mental Processes,Statistics as Topic,Teaching}, + pages = {1399-1413}, + pmid = {23163833}, + note = {00000} +} + +@article{belchior2013, + title = {Video Game Training to Improve Selective Visual Attention in Older Adults}, + volume = {29}, + issn = {0747-5632}, + abstract = {The current study investigated the effect of video game training on older adult's useful field of view performance (the UFOV\textregistered{} test). Fifty-eight older adult participants were randomized to receive practice with the target action game (Medal of Honor), a placebo control arcade game (Tetris), a clinically validated UFOV training program, or into a no contact control group. Examining pretest-posttest change in selective visual attention, the UFOV improved significantly more than the game groups; all three intervention groups improved significantly more than no-contact controls. There was a lack of difference between the two game conditions, differing from findings with younger adults. Discussion considers whether games posing less challenge might still be effective interventions for elders, and whether optimal training dosages should be higher.}, + language = {eng}, + number = {4}, + journal = {Computers in Human Behavior}, + author = {Belchior, Patr\'icia and Marsiske, Michael and Sisco, Shannon M. and Yam, Anna and Bavelier, Daphne and Ball, Karlene and Mann, William C.}, + month = jul, + year = {2013}, + keywords = {Aging,Older adults,Training,Videogames,Visual attention}, + pages = {1318-1324}, + pmid = {24003265}, + pmcid = {PMC3758751}, + note = {00000} +} + +@article{astle2015, + title = {Cognitive {{Training Enhances Intrinsic Brain Connectivity}} in {{Childhood}}}, + volume = {35}, + number = {16}, + journal = {Journal of Neuroscience}, + author = {Astle, D E and Barnes, J J and Baker, K and Colclough, G L and Woolrich, M W}, + month = apr, + year = {2015}, + pages = {6277-6283}, + note = {00000} +} + +@article{terlecki2008, + title = {Durable and Generalized Effects of Spatial Experience on Mental Rotation: Gender Differences in Growth Patterns}, + volume = {22}, + copyright = {Copyright \textcopyright{} 2007 John Wiley \& Sons, Ltd.}, + issn = {1099-0720}, + shorttitle = {Durable and Generalized Effects of Spatial Experience on Mental Rotation}, + abstract = {This study addressed questions about improvement in mental rotation skills: (1) whether growth trajectories differ for men and women with higher or lower spatial experience, (2) whether videogame training has effects on performance and leads to transfer, (3) whether effects of repeated testing or training effects are durable and (4) whether transfer is durable. Undergraduates participated in repeated testing on the MRT or played the videogame Tetris. Analyses showed large improvements in mental rotation with both repeated testing and training; these gains were maintained several months later. MRT scores of men and women did not converge, but men showed faster initial growth and women showed more improvement later. Videogame training showed greater initial growth than repeated testing alone, but final performance did not differ. Effects of videogame training transferred to other spatial tasks exceeding the effects of repeated testing, and this transfer advantage was still evident after several months. Copyright \textcopyright{} 2007 John Wiley \& Sons, Ltd.}, + language = {en}, + number = {7}, + journal = {Applied Cognitive Psychology}, + doi = {10.1002/acp.1420}, + author = {Terlecki, Melissa S. and Newcombe, Nora S. and Little, Michelle}, + year = {2008}, + pages = {996-1013}, + file = {/Users/morteza/Documents/Zotero/storage/XU7HEU2M/acp.html}, + note = {00000} +} + +@article{draganski2008, + title = {Training-Induced Structural Changes in the Adult Human Brain}, + volume = {192}, + number = {1}, + journal = {Behavioural brain research}, + author = {Draganski, B and May, A}, + month = sep, + year = {2008}, + pages = {137-142}, + note = {00000} +} + +@article{oei2014, + title = {Playing a Puzzle Video Game with Changing Requirements Improves Executive Functions}, + volume = {37}, + issn = {07475632}, + language = {en}, + journal = {Computers in Human Behavior}, + doi = {10.1016/j.chb.2014.04.046}, + author = {Oei, Adam C. and Patterson, Michael D.}, + month = aug, + year = {2014}, + pages = {216-228}, + note = {00042} +} + +@article{oei2013, + title = {Enhancing {{Cognition}} with {{Video Games}}: {{A Multiple Game Training Study}}}, + volume = {8}, + issn = {1932-6203}, + shorttitle = {Enhancing {{Cognition}} with {{Video Games}}}, + language = {en}, + number = {3}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0058546}, + author = {Oei, Adam C. and Patterson, Michael D.}, + editor = {Geng, Joy J.}, + month = mar, + year = {2013}, + pages = {e58546}, + file = {/Users/morteza/Documents/Zotero/storage/VVFATBLU/Oei and Patterson - 2013 - Enhancing Cognition with Video Games A Multiple G.pdf}, + note = {00200} +} + +@article{li2016, + title = {Playing {{Action Video Games Improves Visuomotor Control}}}, + volume = {27}, + issn = {0956-7976, 1467-9280}, + language = {en}, + number = {8}, + journal = {Psychological Science}, + doi = {10.1177/0956797616650300}, + author = {Li, Li and Chen, Rongrong and Chen, Jing}, + month = aug, + year = {2016}, + pages = {1092-1108}, + note = {00013} +} + +@article{cherney2014, + title = {Training {{Spatial Skills}} in {{Men}} and {{Women}}}, + volume = {119}, + issn = {0031-5125, 1558-688X}, + language = {en}, + number = {1}, + journal = {Perceptual and Motor Skills}, + doi = {10.2466/23.25.PMS.119c12z0}, + author = {Cherney, Isabelle D. and Bersted, Kyle and Smetter, Joseph}, + month = aug, + year = {2014}, + pages = {82-99}, + note = {00020} +} + +@article{wu2013, + title = {Playing Shooter and Driving Videogames Improves Top-down Guidance in Visual Search}, + volume = {75}, + issn = {1943-3921, 1943-393X}, + language = {en}, + number = {4}, + journal = {Attention, Perception, \& Psychophysics}, + doi = {10.3758/s13414-013-0440-2}, + author = {Wu, Sijing and Spence, Ian}, + month = may, + year = {2013}, + pages = {673-686}, + file = {/Users/morteza/Documents/Zotero/storage/B6YQLSCB/Wu and Spence - 2013 - Playing shooter and driving videogames improves to.pdf}, + note = {00072} +} + +@article{cherney2008, + title = {Mom, {{Let Me Play More Computer Games}}: {{They Improve My Mental Rotation Skills}}}, + volume = {59}, + issn = {0360-0025, 1573-2762}, + shorttitle = {Mom, {{Let Me Play More Computer Games}}}, + language = {en}, + number = {11-12}, + journal = {Sex Roles}, + doi = {10.1007/s11199-008-9498-z}, + author = {Cherney, Isabelle D.}, + month = dec, + year = {2008}, + pages = {776-786}, + note = {00187} +} + +@article{sims2002, + title = {Domain Specificity of Spatial Expertise: The Case of Video Game Players}, + volume = {16}, + issn = {08884080, 10990720}, + shorttitle = {Domain Specificity of Spatial Expertise}, + language = {en}, + number = {1}, + journal = {Applied Cognitive Psychology}, + doi = {10.1002/acp.759}, + author = {Sims, Valerie K. and Mayer, Richard E.}, + month = jan, + year = {2002}, + pages = {97-115}, + note = {00000} +} + +@article{kuhn2014b, + title = {Amount of Lifetime Video Gaming Is Positively Associated with Entorhinal, Hippocampal and Occipital Volume}, + volume = {19}, + issn = {1359-4184, 1476-5578}, + language = {en}, + number = {7}, + journal = {Molecular Psychiatry}, + doi = {10.1038/mp.2013.100}, + author = {K\"uhn, S and Gallinat, J}, + month = jul, + year = {2014}, + pages = {842-847}, + note = {00083} +} + +@article{hopf2000, + title = {Neural Sources of Focused Attention in Visual Search}, + volume = {10}, + issn = {1047-3211}, + abstract = {Previous studies of visual search in humans using event-related potentials (ERPs) have revealed an ERP component called 'N2pc' (180-280 ms) that reflects the focusing of attention onto potential target items in the search array. The present study was designed to localize the neuroanatomical sources of this component by means of magnetoencephalographic (MEG) recordings, which provide greater spatial precision than ERP recordings. MEG recordings were obtained with an array of 148 magnetometers from six normal adult subjects, one of whom was tested in multiple sessions so that both single-subject and group analyses could be performed. Source localization procedures revealed that the N2pc is composed of two distinct neural responses, an early parietal source (180-200 ms) and a later occipito-temporal source (220-240 ms). These findings are consistent with the proposal that parietal areas are used to initiate a shift of attention within a visual search array and that the focusing of attention is implemented by extrastriate areas of the occipital and inferior temporal cortex.}, + language = {eng}, + number = {12}, + journal = {Cerebral Cortex (New York, N.Y.: 1991)}, + author = {Hopf, J. M. and Luck, S. J. and Girelli, M. and Hagner, T. and Mangun, G. R. and Scheich, H. and Heinze, H. J.}, + month = dec, + year = {2000}, + keywords = {Attention,Humans,Brain,Adult,Female,Male,Space Perception,Reaction Time,Evoked Potentials,Magnetoencephalography,Occipital Lobe,Parietal Lobe,Temporal Lobe}, + pages = {1233-1241}, + pmid = {11073872}, + note = {00392} +} + +@article{holmes2009, + title = {Can {{Playing}} the {{Computer Game}} ``{{Tetris}}'' {{Reduce}} the {{Build}}-{{Up}} of {{Flashbacks}} for {{Trauma}}? {{A Proposal}} from {{Cognitive Science}}}, + volume = {4}, + issn = {1932-6203}, + shorttitle = {Can {{Playing}} the {{Computer Game}} ``{{Tetris}}'' {{Reduce}} the {{Build}}-{{Up}} of {{Flashbacks}} for {{Trauma}}?}, + abstract = {Background Flashbacks are the hallmark symptom of Posttraumatic Stress Disorder (PTSD). Although we have successful treatments for full-blown PTSD, early interventions are lacking. We propose the utility of developing a `cognitive vaccine' to prevent PTSD flashback development following exposure to trauma. Our theory is based on two key findings: 1) Cognitive science suggests that the brain has selective resources with limited capacity; 2) The neurobiology of memory suggests a 6-hr window to disrupt memory consolidation. The rationale for a `cognitive vaccine' approach is as follows: Trauma flashbacks are sensory-perceptual, visuospatial mental images. Visuospatial cognitive tasks selectively compete for resources required to generate mental images. Thus, a visuospatial computer game (e.g. ``Tetris'') will interfere with flashbacks. Visuospatial tasks post-trauma, performed within the time window for memory consolidation, will reduce subsequent flashbacks. We predicted that playing ``Tetris'' half an hour after viewing trauma would reduce flashback frequency over 1-week. Methodology/Principal Findings The Trauma Film paradigm was used as a well-established experimental analog for Post-traumatic Stress. All participants viewed a traumatic film consisting of scenes of real injury and death followed by a 30-min structured break. Participants were then randomly allocated to either a no-task or visuospatial (``Tetris'') condition which they undertook for 10-min. Flashbacks were monitored for 1-week. Results indicated that compared to the no-task condition, the ``Tetris'' condition produced a significant reduction in flashback frequency over 1-week. Convergent results were found on a clinical measure of PTSD symptomatology at 1-week. Recognition memory between groups did not differ significantly. Conclusions/Significance Playing ``Tetris'' after viewing traumatic material reduces unwanted, involuntary memory flashbacks to that traumatic film, leaving deliberate memory recall of the event intact. Pathological aspects of human memory in the aftermath of trauma may be malleable using non-invasive, cognitive interventions. This has implications for a novel avenue of preventative treatment development, much-needed as a crisis intervention for the aftermath of traumatic events.}, + language = {en}, + number = {1}, + journal = {PLOS ONE}, + doi = {10.1371/journal.pone.0004153}, + author = {Holmes, Emily A. and James, Ella L. and {Coode-Bate}, Thomas and Deeprose, Catherine}, + month = jan, + year = {2009}, + keywords = {Cognition,Computer games,Memory,Memory consolidation,Post-traumatic stress disorder,Recall (memory),Vision,Working memory}, + pages = {e4153}, + note = {00293} +} + +@article{holmes2009a, + title = {Can {{Playing}} the {{Computer Game}} ``{{Tetris}}'' {{Reduce}} the {{Build}}-{{Up}} of {{Flashbacks}} for {{Trauma}}? {{A Proposal}} from {{Cognitive Science}}}, + volume = {4}, + issn = {1932-6203}, + shorttitle = {Can {{Playing}} the {{Computer Game}} ``{{Tetris}}'' {{Reduce}} the {{Build}}-{{Up}} of {{Flashbacks}} for {{Trauma}}?}, + abstract = {Background Flashbacks are the hallmark symptom of Posttraumatic Stress Disorder (PTSD). Although we have successful treatments for full-blown PTSD, early interventions are lacking. We propose the utility of developing a `cognitive vaccine' to prevent PTSD flashback development following exposure to trauma. Our theory is based on two key findings: 1) Cognitive science suggests that the brain has selective resources with limited capacity; 2) The neurobiology of memory suggests a 6-hr window to disrupt memory consolidation. The rationale for a `cognitive vaccine' approach is as follows: Trauma flashbacks are sensory-perceptual, visuospatial mental images. Visuospatial cognitive tasks selectively compete for resources required to generate mental images. Thus, a visuospatial computer game (e.g. ``Tetris'') will interfere with flashbacks. Visuospatial tasks post-trauma, performed within the time window for memory consolidation, will reduce subsequent flashbacks. We predicted that playing ``Tetris'' half an hour after viewing trauma would reduce flashback frequency over 1-week. Methodology/Principal Findings The Trauma Film paradigm was used as a well-established experimental analog for Post-traumatic Stress. All participants viewed a traumatic film consisting of scenes of real injury and death followed by a 30-min structured break. Participants were then randomly allocated to either a no-task or visuospatial (``Tetris'') condition which they undertook for 10-min. Flashbacks were monitored for 1-week. Results indicated that compared to the no-task condition, the ``Tetris'' condition produced a significant reduction in flashback frequency over 1-week. Convergent results were found on a clinical measure of PTSD symptomatology at 1-week. Recognition memory between groups did not differ significantly. Conclusions/Significance Playing ``Tetris'' after viewing traumatic material reduces unwanted, involuntary memory flashbacks to that traumatic film, leaving deliberate memory recall of the event intact. Pathological aspects of human memory in the aftermath of trauma may be malleable using non-invasive, cognitive interventions. This has implications for a novel avenue of preventative treatment development, much-needed as a crisis intervention for the aftermath of traumatic events.}, + language = {en}, + number = {1}, + journal = {PLOS ONE}, + doi = {10.1371/journal.pone.0004153}, + author = {Holmes, Emily A. and James, Ella L. and {Coode-Bate}, Thomas and Deeprose, Catherine}, + month = jan, + year = {2009}, + keywords = {Cognition,Computer games,Memory,Memory consolidation,Post-traumatic stress disorder,Recall (memory),Vision,Working memory}, + pages = {e4153}, + note = {00293} +} + +@article{stafford2014, + title = {Tracing the {{Trajectory}} of {{Skill Learning With}} a {{Very Large Sample}} of {{Online Game Players}}}, + volume = {25}, + issn = {0956-7976, 1467-9280}, + language = {en}, + number = {2}, + journal = {Psychological Science}, + doi = {10.1177/0956797613511466}, + author = {Stafford, T. and Dewar, M.}, + month = feb, + year = {2014}, + pages = {511-518}, + file = {/Users/morteza/Documents/Zotero/storage/4ITDWQA3/Stafford and Dewar - 2014 - Tracing the Trajectory of Skill Learning With a Ve.pdf;/Users/morteza/Documents/Zotero/storage/8BDIF8GU/Psychological Science-2013-Stafford-0956797613511466.pdf}, + note = {00071} +} + +@article{bediou2018, + title = {Meta-Analysis of Action Video Game Impact on Perceptual, Attentional, and Cognitive Skills.}, + volume = {144}, + issn = {1939-1455, 0033-2909}, + language = {en}, + number = {1}, + journal = {Psychological Bulletin}, + doi = {10.1037/bul0000130}, + author = {Bediou, Benoit and Adams, Deanne M. and Mayer, Richard E. and Tipton, Elizabeth and Green, C. Shawn and Bavelier, Daphne}, + month = jan, + year = {2018}, + keywords = {Attention,Cognition,Computer Games,Perception}, + pages = {77-110}, + file = {/Users/morteza/Documents/Zotero/storage/NXMBXG88/Bediou et al. - 2018 - Meta-analysis of action video game impact on perce.pdf;/Users/morteza/Documents/Zotero/storage/T3VU72KY/Bediou et al. - 2018 - Meta-analysis of action video game impact on perce.pdf;/Users/morteza/Documents/Zotero/storage/3DMINK4G/2017-52625-001.html}, + note = {00063} +} + +@article{boot2013, + title = {Video {{Games}} as a {{Means}} to {{Reduce Age}}-{{Related Cognitive Decline}}: {{Attitudes}}, {{Compliance}}, and {{Effectiveness}}}, + volume = {4}, + issn = {1664-1078}, + shorttitle = {Video {{Games}} as a {{Means}} to {{Reduce Age}}-{{Related Cognitive Decline}}}, + abstract = {Recent research has demonstrated broad benefits of video game play to perceptual and cognitive abilities. These broad improvements suggest that video game-based cognitive interventions may be ideal to combat the many perceptual and cognitive declines associated with advancing age. Furthermore, game interventions have the potential to induce higher rates of intervention compliance compared to other cognitive interventions as they are assumed to be inherently enjoyable and motivating. We explored these issues in an intervention that tested the ability of an action game and a ``brain fitness'' game to improve a variety of abilities. Cognitive abilities did not significantly improve, suggesting caution when recommending video game interventions as a means to reduce the effects of cognitive aging. However, the game expected to produce the largest benefit based on previous literature (an action game) induced the lowest intervention compliance. We explain this low compliance by participants' ratings of the action game as less enjoyable and by their prediction that training would have few meaningful benefits. Despite null cognitive results, data provide valuable insights into the types of video games older adults are willing to play and why.}, + journal = {Frontiers in Psychology}, + doi = {10.3389/fpsyg.2013.00031}, + author = {Boot, Walter R. and Champion, Michael and Blakely, Daniel P. and Wright, Timothy and Souders, Dustin J. and Charness, Neil}, + month = feb, + year = {2013}, + pmid = {23378841}, + pmcid = {PMC3561600}, + note = {00102} +} + +@article{luniewska2018, + title = {Neither Action nor Phonological Video Games Make Dyslexic Children Read Better}, + volume = {8}, + issn = {2045-2322}, + language = {en}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/s41598-017-18878-7}, + author = {\L{}uniewska, Magdalena and Chyl, Katarzyna and D\k{e}bska, Agnieszka and Kacprzak, Agnieszka and Plewko, Joanna and Szczerbi\'nski, Marcin and Szewczyk, Jakub and Grabowska, Anna and Jednor\'og, Katarzyna}, + month = dec, + year = {2018}, + pages = {549}, + file = {/Users/morteza/Documents/Zotero/storage/75NVU8M7/Łuniewska et al. - 2018 - Neither action nor phonological video games make d.pdf}, + note = {00007} +} + +@misc{zotero-246, + title = {Neither Action nor Phonological Video Games Make Dyslexic Children Read Better | {{Scientific Reports}}}, + howpublished = {https://www.nature.com/articles/s41598-017-18878-7}, + file = {/Users/morteza/Documents/Zotero/storage/LK4INZBV/s41598-017-18878-7.html}, + note = {00007} +} + +@article{antzaka2017, + title = {Enhancing Reading Performance through Action Video Games: The Role of Visual Attention Span}, + volume = {7}, + copyright = {2017 The Author(s)}, + issn = {2045-2322}, + shorttitle = {Enhancing Reading Performance through Action Video Games}, + abstract = {Recent studies reported that Action Video Game-AVG training improves not only certain attentional components, but also reading fluency in children with dyslexia. We aimed to investigate the shared attentional components of AVG playing and reading, by studying whether the Visual Attention (VA) span, a component of visual attention that has previously been linked to both reading development and dyslexia, is improved in frequent players of AVGs. Thirty-six French fluent adult readers, matched on chronological age and text reading proficiency, composed two groups: frequent AVG players and non-players. Participants performed behavioural tasks measuring the VA span, and a challenging reading task (reading of briefly presented pseudo-words). AVG players performed better on both tasks and performance on these tasks was correlated. These results further support the transfer of the attentional benefits of playing AVGs to reading, and indicate that the VA span could be a core component mediating this transfer. The correlation between VA span and pseudo-word reading also supports the involvement of VA span even in adult reading. Future studies could combine VA span training with defining features of AVGs, in order to build a new generation of remediation software.}, + language = {En}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/s41598-017-15119-9}, + author = {Antzaka, A. and Lallier, M. and Meyer, S. and Diard, J. and Carreiras, M. and Valdois, S.}, + month = nov, + year = {2017}, + pages = {14563}, + file = {/Users/morteza/Documents/Zotero/storage/3IG7EWHI/Antzaka et al. - 2017 - Enhancing reading performance through action video.pdf;/Users/morteza/Documents/Zotero/storage/KSVSRCMT/s41598-017-15119-9.html}, + note = {00010} +} + +@article{chopin2019, + title = {Altering Perception: The Case of Action Video Gaming}, + volume = {29}, + issn = {2352-2518}, + shorttitle = {Altering Perception}, + abstract = {The view that better perceptual skills can open the door to greater cognitive fitness calls for identifying interventions that enhance perception. We review here the impact of action video game play on perception. Cross-sectional studies indicate that action video game players outperform non-players by about \textthreequarters{} of a standard deviation across all perceptual skills. More specifically, tasks relying on the dorsal system and peripheral vision appear most enhanced in action video game players. Despite their crucial role for establishing a causal role of action video game play on perception, the paucity of intervention studies limits interpretation. Yet, the existing dose-response curve already calls for at least 20\,hours of play for significant effects to emerge. When considering the mechanisms at play, we propose that attentional control may mediate the noted perceptual benefits by increasing the quality of the perceptual information gathered, facilitating in turn the development of better perceptual templates.}, + language = {eng}, + journal = {Current Opinion in Psychology}, + doi = {10.1016/j.copsyc.2019.03.004}, + author = {Chopin, Adrien and Bediou, Benoit and Bavelier, Daphne}, + month = mar, + year = {2019}, + pages = {168-173}, + pmid = {30978639}, + note = {00002} +} + +@article{corbetta2002, + title = {Control of Goal-Directed and Stimulus-Driven Attention in the Brain}, + volume = {3}, + issn = {1471-003X, 1471-0048}, + language = {en}, + number = {3}, + journal = {Nature Reviews Neuroscience}, + doi = {10.1038/nrn755}, + author = {Corbetta, Maurizio and Shulman, Gordon L.}, + month = mar, + year = {2002}, + pages = {201-215}, + note = {09044} +} + +@article{sparrow2011, + title = {Google Effects on Memory: Cognitive Consequences of Having Information at Our Fingertips}, + volume = {333}, + issn = {1095-9203}, + shorttitle = {Google Effects on Memory}, + abstract = {The advent of the Internet, with sophisticated algorithmic search engines, has made accessing information as easy as lifting a finger. No longer do we have to make costly efforts to find the things we want. We can "Google" the old classmate, find articles online, or look up the actor who was on the tip of our tongue. The results of four studies suggest that when faced with difficult questions, people are primed to think about computers and that when people expect to have future access to information, they have lower rates of recall of the information itself and enhanced recall instead for where to access it. The Internet has become a primary form of external or transactive memory, where information is stored collectively outside ourselves.}, + language = {eng}, + number = {6043}, + journal = {Science (New York, N.Y.)}, + doi = {10.1126/science.1207745}, + author = {Sparrow, Betsy and Liu, Jenny and Wegner, Daniel M.}, + month = aug, + year = {2011}, + keywords = {Humans,Cognition,Female,Male,Reaction Time,Mental Recall,Memory,Computers,Cues,Information Storage and Retrieval,Internet,Search Engine,Stroop Test}, + pages = {776-778}, + pmid = {21764755}, + note = {00952} +} + +@article{yung2015, + title = {Methods to {{Test Visual Attention Online}}}, + issn = {1940-087X}, + language = {en}, + number = {96}, + journal = {Journal of Visualized Experiments}, + doi = {10.3791/52470}, + author = {Yung, Amanda and {Cardoso-Leite}, Pedro and Dale, Gillian and Bavelier, Daphne and Green, C. Shawn}, + month = feb, + year = {2015}, + file = {/Users/morteza/Documents/Zotero/storage/PI5ED9M6/Yung et al. - 2015 - Methods to Test Visual Attention Online.pdf}, + note = {00007} +} + +@article{chuang2007, + title = {Effect of {{Digital Games}} on {{Children}}'s {{Cognitive Achievement}}.}, + volume = {2}, + number = {5}, + journal = {Journal of Multimedia}, + author = {Chuang, Tsung-Yen and Chen, Wei-Fan}, + year = {2007}, + file = {/Users/morteza/Documents/Zotero/storage/2LVZY9GX/Chuang and Chen - 2007 - Effect of Digital Games on Children's Cognitive Ac.pdf}, + note = {00034} +} + +@article{baniqued2013, + title = {Selling Points: {{What}} Cognitive Abilities Are Tapped by Casual Video Games?}, + volume = {142}, + issn = {00016918}, + shorttitle = {Selling Points}, + language = {en}, + number = {1}, + journal = {Acta Psychologica}, + doi = {10.1016/j.actpsy.2012.11.009}, + author = {Baniqued, Pauline L. and Lee, Hyunkyu and Voss, Michelle W. and Basak, Chandramallika and Cosman, Joshua D. and DeSouza, Shanna and Severson, Joan and Salthouse, Timothy A. and Kramer, Arthur F.}, + month = jan, + year = {2013}, + pages = {74-86}, + file = {/Users/morteza/Documents/Zotero/storage/5BF3PBBV/Selling points- What cognitive abilities are tapped by casual video games (Baniqued, Voss, Krammer et al 2013).pdf}, + note = {00092} +} + +@article{baniqued2014, + title = {Cognitive Training with Casual Video Games: Points to Consider}, + volume = {4}, + issn = {1664-1078}, + shorttitle = {Cognitive Training with Casual Video Games}, + journal = {Frontiers in Psychology}, + doi = {10.3389/fpsyg.2013.01010}, + author = {Baniqued, Pauline L. and Kranz, Michael B. and Voss, Michelle W. and Lee, Hyunkyu and Cosman, Joshua D. and Severson, Joan and Kramer, Arthur F.}, + year = {2014}, + file = {/Users/morteza/Documents/Zotero/storage/G7YMT9VP/fpsyg-04-01010.pdf}, + note = {00075} +} + +@article{owen2010, + title = {Putting Brain Training to the Test}, + volume = {465}, + issn = {0028-0836, 1476-4687}, + number = {7299}, + journal = {Nature}, + doi = {10.1038/nature09042}, + author = {Owen, Adrian M. and Hampshire, Adam and Grahn, Jessica A. and Stenton, Robert and Dajani, Said and Burns, Alistair S. and Howard, Robert J. and Ballard, Clive G.}, + month = jun, + year = {2010}, + keywords = {Attention,Humans,Cognition,Brain,Memory,Computers,Exercise,Task Performance and Analysis,Thinking,Time Factors}, + pages = {775-778}, + file = {/Users/morteza/Documents/Zotero/storage/B4CSWUX9/Owen et al. - 2010 - Putting brain training to the test.pdf;/Users/morteza/Documents/Zotero/storage/DY4XWQIP/nature09042-s1.pdf}, + note = {00965} +} + +@article{whitbourne2013, + title = {Reasons for {{Playing Casual Video Games}} and {{Perceived Benefits Among Adults}} 18 to 80 {{Years Old}}}, + volume = {16}, + issn = {2152-2715, 2152-2723}, + language = {en}, + number = {12}, + journal = {Cyberpsychology, Behavior, and Social Networking}, + doi = {10.1089/cyber.2012.0705}, + author = {Whitbourne, Susan Krauss and Ellenberg, Stacy and Akimoto, Kyoko}, + month = dec, + year = {2013}, + pages = {892-897}, + note = {00027} +} + +@article{jaeggi2008, + title = {Improving Fluid Intelligence with Training on Working Memory}, + volume = {105}, + number = {19}, + journal = {Proceedings of the National Academy of Sciences}, + author = {Jaeggi, Susanne M. and Buschkuehl, Martin and Jonides, John and Perrig, Walter J.}, + year = {2008}, + pages = {6829--6833}, + file = {/Users/morteza/Documents/Zotero/storage/7GBP8MTA/PNAS-2008-Jaeggi-6829-33.pdf;/Users/morteza/Documents/Zotero/storage/M47F7L7F/Jaeggi et al. - 2008 - Improving fluid intelligence with training on work.pdf}, + note = {01918} +} + +@article{kim2015, + title = {Real-{{Time Strategy Video Game Experience}} and {{Visual Perceptual Learning}}}, + volume = {35}, + issn = {0270-6474, 1529-2401}, + language = {en}, + number = {29}, + journal = {Journal of Neuroscience}, + doi = {10.1523/JNEUROSCI.3340-14.2015}, + author = {Kim, Y.-H. and Kang, D.-W. and Kim, D. and Kim, H.-J. and Sasaki, Y. and Watanabe, T.}, + month = jul, + year = {2015}, + pages = {10485-10492}, + note = {00027} +} + +@article{kowalczyk2018, + title = {Real-Time Strategy Video Game Experience and Structural Connectivity - {{A}} Diffusion Tensor Imaging Study}, + volume = {39}, + issn = {10659471}, + language = {en}, + number = {9}, + journal = {Human Brain Mapping}, + doi = {10.1002/hbm.24208}, + author = {Kowalczyk, Natalia and Shi, Feng and Magnuski, Mikolaj and Skorko, Maciek and Dobrowolski, Pawel and Kossowski, Bartosz and Marchewka, Artur and Bielecki, Maksymilian and Kossut, Malgorzata and Brzezicka, Aneta}, + month = sep, + year = {2018}, + pages = {3742-3758}, + note = {00000} +} + +@article{pavan2019, + title = {Visual Short-Term Memory for Coherent Motion in Video Game Players: Evidence from a Memory-Masking Paradigm}, + volume = {9}, + copyright = {2019 The Author(s)}, + issn = {2045-2322}, + shorttitle = {Visual Short-Term Memory for Coherent Motion in Video Game Players}, + abstract = {In this study, we investigated visual short-term memory for coherent motion in action video game players (AVGPs), non-action video game players (NAVGPs), and non-gamers (control group: CONs). Participants performed a visual memory-masking paradigm previously used with macaque monkeys and humans. In particular, we tested whether video game players form a more robust visual short-term memory trace for coherent moving stimuli during the encoding phase, and whether such memory traces are less affected by an intervening masking stimulus presented 0.2\,s after the offset of the to-be-remembered sample. The results showed that task performance of all groups was affected by the masking stimulus, but video game players were affected to a lesser extent than controls. Modelling of performance values and reaction times revealed that video game players have a lower guessing rate than CONs, and higher drift rates than CONs, indicative of more efficient perceptual decisions. These results suggest that video game players exhibit a more robust VSTM trace for moving objects and this trace is less prone to external interference.}, + language = {En}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/s41598-019-42593-0}, + author = {Pavan, Andrea and Hobaek, Martine and Blurton, Steven P. and Contillo, Adriano and Ghin, Filippo and Greenlee, Mark W.}, + month = apr, + year = {2019}, + pages = {6027}, + file = {/Users/morteza/Documents/Zotero/storage/CYN3ZUZU/Pavan et al. - 2019 - Visual short-term memory for coherent motion in vi.pdf;/Users/morteza/Documents/Zotero/storage/WMIH8V55/s41598-019-42593-0.html}, + note = {00000} +} + +@inproceedings{chuang2007b, + address = {Jhongli City}, + title = {Effect of {{Computer}}-{{Based Video Games}} on {{Children}}: {{An Experimental Study}}}, + isbn = {978-0-7695-2801-4}, + shorttitle = {Effect of {{Computer}}-{{Based Video Games}} on {{Children}}}, + booktitle = {2007 {{First IEEE International Workshop}} on {{Digital Game}} and {{Intelligent Toy Enhanced Learning}} ({{DIGITEL}}'07)}, + publisher = {{IEEE}}, + doi = {10.1109/DIGITEL.2007.24}, + author = {Chuang, Tsung-Yen and Chen, Wei-Fan}, + month = mar, + year = {2007}, + pages = {114-118}, + note = {00000} +} + +@article{nau2018, + title = {How the {{Brain}}'s {{Navigation System Shapes Our Visual Experience}}}, + volume = {22}, + issn = {13646613}, + language = {en}, + number = {9}, + journal = {Trends in Cognitive Sciences}, + doi = {10.1016/j.tics.2018.06.008}, + author = {Nau, Matthias and Julian, Joshua B. and Doeller, Christian F.}, + month = sep, + year = {2018}, + pages = {810-825} +} + +@article{west2018, + title = {Impact of Video Games on Plasticity of the Hippocampus}, + volume = {23}, + issn = {1359-4184, 1476-5578}, + language = {en}, + number = {7}, + journal = {Molecular Psychiatry}, + doi = {10.1038/mp.2017.155}, + author = {West, G L and Konishi, K and Diarra, M and {Benady-Chorney}, J and Drisdelle, B L and Dahmani, L and Sodums, D J and Lepore, F and Jolicoeur, P and Bohbot, V D}, + month = jul, + year = {2018}, + pages = {1566-1574}, + note = {00000} +} + +@article{nava2019, + title = {Children Can Optimally Integrate Multisensory Information after a Short Action-like Mini Game Training}, + issn = {1363-755X, 1467-7687}, + language = {en}, + journal = {Developmental Science}, + doi = {10.1111/desc.12840}, + author = {Nava, Elena and F\"ocker, Julia and Gori, Monica}, + month = apr, + year = {2019}, + pages = {e12840}, + note = {00000} +} + +@article{green2012a, + title = {Learning, {{Attentional Control}}, and {{Action Video Games}}}, + volume = {22}, + issn = {09609822}, + language = {en}, + number = {6}, + journal = {Current Biology}, + doi = {10.1016/j.cub.2012.02.012}, + author = {Green, C.S. and Bavelier, D.}, + month = mar, + year = {2012}, + pages = {R197-R206}, + note = {00405} +} + +@article{mishra2011, + title = {Neural {{Basis}} of {{Superior Performance}} of {{Action Videogame Players}} in an {{Attention}}-{{Demanding Task}}}, + volume = {31}, + issn = {0270-6474, 1529-2401}, + language = {en}, + number = {3}, + journal = {Journal of Neuroscience}, + doi = {10.1523/JNEUROSCI.4834-10.2011}, + author = {Mishra, J. and Zinni, M. and Bavelier, D. and Hillyard, S. A.}, + month = jan, + year = {2011}, + pages = {992-998}, + file = {/Users/morteza/Documents/Zotero/storage/GK6QJIEI/mishra2011.pdf}, + note = {00177} +} + +@article{karimpur2015, + title = {The {{Future}} of {{Action Video Games}} in {{Psychological Research}} and {{Application}}}, + volume = {6}, + issn = {1664-1078}, + journal = {Frontiers in Psychology}, + doi = {10.3389/fpsyg.2015.01747}, + author = {Karimpur, Harun and Hamburger, Kai}, + month = nov, + year = {2015}, + file = {/Users/morteza/Documents/Zotero/storage/E6A52HS2/Karimpur and Hamburger - 2015 - The Future of Action Video Games in Psychological .pdf}, + note = {00006} +} + +@article{krishnan2013, + title = {Neural {{Strategies}} for {{Selective Attention Distinguish Fast}}-{{Action Video Game Players}}}, + volume = {26}, + issn = {0896-0267, 1573-6792}, + language = {en}, + number = {1}, + journal = {Brain Topography}, + doi = {10.1007/s10548-012-0232-3}, + author = {Krishnan, Lavanya and Kang, Albert and Sperling, George and Srinivasan, Ramesh}, + month = jan, + year = {2013}, + pages = {83-97}, + file = {/Users/morteza/Documents/Zotero/storage/J4D9VMX4/krishnan2013.pdf}, + note = {00049} +} + +@article{wu2012, + title = {Playing a {{First}}-Person {{Shooter Video Game Induces Neuroplastic Change}}}, + volume = {24}, + issn = {0898-929X, 1530-8898}, + language = {en}, + number = {6}, + journal = {Journal of Cognitive Neuroscience}, + doi = {10.1162/jocn_a_00192}, + author = {Wu, Sijing and Cheng, Cho Kin and Feng, Jing and D'Angelo, Lisa and Alain, Claude and Spence, Ian}, + month = jun, + year = {2012}, + pages = {1286-1293}, + note = {00000} +} + +@article{kok2001, + title = {On the Utility of {{P3}} Amplitude as a Measure of Processing Capacity}, + volume = {38}, + issn = {0048-5772}, + abstract = {The present review focuses on the utility of the amplitude of P3 of as a measure of processing capacity and mental workload. The paper starts with a brief outline of the conceptual framework underlying the relationship between P3 amplitude and task demands, and the cognitive task manipulations that determine demands on capacity. P3 amplitude results are then discussed on the basis of an extensive review of the relevant literature. It is concluded that although it has often been assumed that P3 amplitude depends on the capacity for processing task relevant stimuli, the utility of P3 amplitude as a sensitive and diagnostic measure of processing capacity remains limited. The major factor that prompts this conclusion is that the two principal task variables that have been used to manipulate capacity allocation, namely task difficulty and task emphasis, have opposite effects on the amplitude of P3. I suggest that this is because, in many tasks, an increase in difficulty transforms the structure or actual content of the flow of information in the processing systems, thereby interfering with the very processes that underlie P3 generation. Finally, in an attempt to theoretically integrate the results of the reviewed studies, it is proposed that P3 amplitude reflects activation of elements in a event-categorization network that is controlled by the joint operation of attention and working memory.}, + language = {eng}, + number = {3}, + journal = {Psychophysiology}, + author = {Kok, A.}, + month = may, + year = {2001}, + keywords = {Electroencephalography,Evoked Potentials,Humans,Mental Processes,Psychomotor Performance}, + pages = {557-577}, + pmid = {11352145}, + note = {00000} +} + +@article{spence2010, + title = {Video {{Games}} and {{Spatial Cognition}}}, + volume = {14}, + issn = {1089-2680, 1939-1552}, + language = {en}, + number = {2}, + journal = {Review of General Psychology}, + doi = {10.1037/a0019491}, + author = {Spence, Ian and Feng, Jing}, + month = jun, + year = {2010}, + pages = {92-104}, + note = {00000} +} + +@article{sungur2012, + title = {Action Video Game Players Form More Detailed Representation of Objects}, + volume = {139}, + issn = {00016918}, + language = {en}, + number = {2}, + journal = {Acta Psychologica}, + doi = {10.1016/j.actpsy.2011.12.002}, + author = {Sungur, Hande and Boduroglu, Aysecan}, + month = feb, + year = {2012}, + pages = {327-334}, + note = {00000} +} + +@article{chesham2017, + title = {What {{Older People Like}} to {{Play}}: {{Genre Preferences}} and {{Acceptance}} of {{Casual Games}}}, + volume = {5}, + issn = {2291-9279}, + shorttitle = {What {{Older People Like}} to {{Play}}}, + language = {en}, + number = {2}, + journal = {JMIR Serious Games}, + doi = {10.2196/games.7025}, + author = {Chesham, Alvin and Wyss, Patric and M\"uri, Ren\'e Martin and Mosimann, Urs Peter and Nef, Tobias}, + month = apr, + year = {2017}, + pages = {e8}, + file = {/Users/morteza/Documents/Zotero/storage/EWMKXRI7/chesham2017.pdf}, + note = {00000} +} + +@article{pujol2016, + title = {Video Gaming in School Children: {{How}} Much Is Enough?: {{Video Gaming}}}, + volume = {80}, + issn = {03645134}, + shorttitle = {Video Gaming in School Children}, + language = {en}, + number = {3}, + journal = {Annals of Neurology}, + doi = {10.1002/ana.24745}, + author = {Pujol, Jesus and Fenoll, Raquel and Forns, Joan and Harrison, Ben J. and {Mart\'inez-Vilavella}, Gerard and Maci\`a, D\'idac and {Alvarez-Pedrerol}, Mar and {Blanco-Hinojo}, Laura and {Gonz\'alez-Ortiz}, Sof\'ia and Deus, Joan and Sunyer, Jordi}, + month = sep, + year = {2016}, + pages = {424-433}, + note = {00000} +} + +@article{gong2019, + title = {A {{Reduction}} in {{Video Gaming Time Produced}} a {{Decrease}} in {{Brain Activity}}}, + volume = {13}, + issn = {1662-5161}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2019.00134}, + author = {Gong, Diankun and Yao, Yutong and Gan, Xianyang and Peng, Yurui and Ma, Weiyi and Yao, Dezhong}, + month = apr, + year = {2019}, + pages = {134}, + file = {/Users/morteza/Documents/Zotero/storage/ZINBBDPR/gong2019.pdf}, + note = {00000} +} + +@article{focker2018, + title = {Neural Bases of Enhanced Attentional Control: {{Lessons}} from Action Video Game Players}, + volume = {8}, + issn = {21623279}, + shorttitle = {Neural Bases of Enhanced Attentional Control}, + language = {en}, + number = {7}, + journal = {Brain and Behavior}, + doi = {10.1002/brb3.1019}, + author = {F\"ocker, Julia and Cole, Daniel and Beer, Anton L. and Bavelier, Daphne}, + month = jul, + year = {2018}, + pages = {e01019}, + file = {/Users/morteza/Documents/Zotero/storage/E3B7RYAD/föcker2018.pdf}, + note = {00000} +} + +@article{petersen2012, + title = {The {{Attention System}} of the {{Human Brain}}: 20 {{Years After}}}, + volume = {35}, + issn = {0147-006X, 1545-4126}, + shorttitle = {The {{Attention System}} of the {{Human Brain}}}, + language = {en}, + number = {1}, + journal = {Annual Review of Neuroscience}, + doi = {10.1146/annurev-neuro-062111-150525}, + author = {Petersen, Steven E. and Posner, Michael I.}, + month = jul, + year = {2012}, + pages = {73-89}, + file = {/Users/morteza/Documents/Zotero/storage/BL2BHIFY/petersen2012.pdf}, + note = {00000} +} + +@article{kovess-masfety2016, + title = {Is Time Spent Playing Video Games Associated with Mental Health, Cognitive and Social Skills in Young Children?}, + volume = {51}, + issn = {0933-7954, 1433-9285}, + language = {en}, + number = {3}, + journal = {Social Psychiatry and Psychiatric Epidemiology}, + doi = {10.1007/s00127-016-1179-6}, + author = {{Kovess-Masfety}, Viviane and Keyes, Katherine and Hamilton, Ava and Hanson, Gregory and Bitfoi, Adina and Golitz, Dietmar and Ko{\c c}, Ceren and Kuijpers, Rowella and Lesinskiene, Sigita and Mihova, Zlatka and Otten, Roy and Fermanian, Christophe and Pez, Ondine}, + month = mar, + year = {2016}, + pages = {349-357}, + file = {/Users/morteza/Documents/Zotero/storage/FSRSHE5F/kovess-masfety2016.pdf}, + note = {00000} +} + +@article{gathercole2004, + title = {Working Memory Skills and Educational Attainment: Evidence from National Curriculum Assessments at 7 and 14 Years of Age}, + volume = {18}, + issn = {0888-4080, 1099-0720}, + shorttitle = {Working Memory Skills and Educational Attainment}, + language = {en}, + number = {1}, + journal = {Applied Cognitive Psychology}, + doi = {10.1002/acp.934}, + author = {Gathercole, Susan E. and Pickering, Susan J. and Knight, Camilla and Stegmann, Zoe}, + month = jan, + year = {2004}, + pages = {1-16}, + note = {00000} +} + +@article{franceschini2013, + title = {Action {{Video Games Make Dyslexic Children Read Better}}}, + volume = {23}, + issn = {09609822}, + language = {en}, + number = {6}, + journal = {Current Biology}, + doi = {10.1016/j.cub.2013.01.044}, + author = {Franceschini, Sandro and Gori, Simone and Ruffino, Milena and Viola, Simona and Molteni, Massimo and Facoetti, Andrea}, + month = mar, + year = {2013}, + pages = {462-466}, + note = {00000} +} + +@article{gentile2017a, + title = {Violent Video Game Effects on Salivary Cortisol, Arousal, and Aggressive Thoughts in Children}, + volume = {70}, + issn = {07475632}, + language = {en}, + journal = {Computers in Human Behavior}, + doi = {10.1016/j.chb.2016.12.045}, + author = {Gentile, Douglas A. and Bender, Patrick K. and Anderson, Craig A.}, + month = may, + year = {2017}, + pages = {39-43}, + note = {00000} +} + +@article{diamond2013, + title = {Executive {{Functions}}}, + volume = {64}, + issn = {0066-4308, 1545-2085}, + language = {en}, + number = {1}, + journal = {Annual Review of Psychology}, + doi = {10.1146/annurev-psych-113011-143750}, + author = {Diamond, Adele}, + month = jan, + year = {2013}, + pages = {135-168}, + file = {/Users/morteza/Documents/Zotero/storage/AY4F6PKA/false}, + note = {00000} +} + +@article{dye2009, + title = {Increasing {{Speed}} of {{Processing With Action Video Games}}}, + volume = {18}, + issn = {0963-7214, 1467-8721}, + language = {en}, + number = {6}, + journal = {Current Directions in Psychological Science}, + doi = {10.1111/j.1467-8721.2009.01660.x}, + author = {Dye, Matthew W.G. and Green, C. Shawn and Bavelier, Daphne}, + month = dec, + year = {2009}, + pages = {321-326}, + file = {/Users/morteza/Documents/Zotero/storage/P83QVAR3/dye2009.pdf}, + note = {00000} +} + +@article{diamond2007, + title = {{{THE EARLY YEARS}}: {{Preschool Program Improves Cognitive Control}}}, + volume = {318}, + issn = {0036-8075, 1095-9203}, + shorttitle = {{{THE EARLY YEARS}}}, + language = {en}, + number = {5855}, + journal = {Science}, + doi = {10.1126/science.1151148}, + author = {Diamond, A. and Barnett, W. S. and Thomas, J. and Munro, S.}, + month = nov, + year = {2007}, + pages = {1387-1388}, + file = {/Users/morteza/Documents/Zotero/storage/5INLXRV5/diamond2007.pdf}, + note = {00000} +} + +@article{belchior2012, + title = {Older {{Adults}}' {{Engagement With}} a {{Video Game Training Program}}}, + volume = {36}, + issn = {0192-4788, 1544-4368}, + language = {en}, + number = {4}, + journal = {Activities, Adaptation \& Aging}, + doi = {10.1080/01924788.2012.702307}, + author = {Belchior, Patr\'icia and Marsiske, Michael and Sisco, Shannon and Yam, Anna and Mann, William}, + month = oct, + year = {2012}, + pages = {269-279}, + file = {/Users/morteza/Documents/Zotero/storage/JA3II75X/belchior2012.pdf}, + note = {00000} +} + +@article{powers2013, + title = {Effects of Video-Game Play on Information Processing: {{A}} Meta-Analytic Investigation}, + volume = {20}, + issn = {1069-9384, 1531-5320}, + shorttitle = {Effects of Video-Game Play on Information Processing}, + language = {en}, + number = {6}, + journal = {Psychonomic Bulletin \& Review}, + doi = {10.3758/s13423-013-0418-z}, + author = {Powers, Kasey L. and Brooks, Patricia J. and Aldrich, Naomi J. and Palladino, Melissa A. and Alfieri, Louis}, + month = dec, + year = {2013}, + pages = {1055-1079}, + note = {00000} +} + +@incollection{powers2014, + title = {Evaluating the {{Specificity}} of {{Effects}} of {{Video Game Training}}}, + isbn = {978-0-19-989664-6}, + booktitle = {Learning by {{Playing}}}, + publisher = {{Oxford University Press}}, + author = {Powers, Kasey L. and Brooks, Patricia J.}, + editor = {Blumberg, Fran C.}, + month = may, + year = {2014}, + pages = {302-330}, + doi = {10.1093/acprof:osobl/9780199896646.003.0021}, + note = {00000} +} + +@article{melby-lervag2013, + title = {Is Working Memory Training Effective? {{A}} Meta-Analytic Review.}, + volume = {49}, + issn = {1939-0599, 0012-1649}, + shorttitle = {Is Working Memory Training Effective?}, + language = {en}, + number = {2}, + journal = {Developmental Psychology}, + doi = {10.1037/a0028228}, + author = {{Melby-Lerv\aa{}g}, Monica and Hulme, Charles}, + year = {2013}, + pages = {270-291}, + file = {/Users/morteza/Documents/Zotero/storage/W2DXRBC7/melby-lervåg2013.pdf}, + note = {01334} +} + +@article{wang2016, + title = {Action {{Video Game Training}} for {{Healthy Adults}}: {{A Meta}}-{{Analytic Study}}}, + volume = {7}, + issn = {1664-1078}, + shorttitle = {Action {{Video Game Training}} for {{Healthy Adults}}}, + journal = {Frontiers in Psychology}, + doi = {10.3389/fpsyg.2016.00907}, + author = {Wang, Ping and Liu, Han-Hui and Zhu, Xing-Ting and Meng, Tian and Li, Hui-Jie and Zuo, Xi-Nian}, + month = jun, + year = {2016}, + file = {/Users/morteza/Documents/Zotero/storage/JNA5856G/wang2016.pdf}, + note = {00032} +} + +@article{goldin2014, + title = {Far Transfer to Language and Math of a Short Software-Based Gaming Intervention}, + volume = {111}, + issn = {0027-8424, 1091-6490}, + language = {en}, + number = {17}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.1320217111}, + author = {Goldin, A. P. and Hermida, M. J. and Shalom, D. E. and Elias Costa, M. and {Lopez-Rosenfeld}, M. and Segretin, M. S. and {Fernandez-Slezak}, D. and Lipina, S. J. and Sigman, M.}, + month = apr, + year = {2014}, + pages = {6443-6448}, + file = {/Users/morteza/Documents/Zotero/storage/QCDGHXTY/goldin2014.pdf}, + note = {00086} +} + +@article{ophir2009, + title = {Cognitive Control in Media Multitaskers}, + volume = {106}, + issn = {0027-8424, 1091-6490}, + abstract = {Chronic media multitasking is quickly becoming ubiquitous, although processing multiple incoming streams of information is considered a challenge for human cognition. A series of experiments addressed whether there are systematic differences in information processing styles between chronically heavy and light media multitaskers. A trait media multitasking index was developed to identify groups of heavy and light media multitaskers. These two groups were then compared along established cognitive control dimensions. Results showed that heavy media multitaskers are more susceptible to interference from irrelevant environmental stimuli and from irrelevant representations in memory. This led to the surprising result that heavy media multitaskers performed worse on a test of task-switching ability, likely due to reduced ability to filter out interference from the irrelevant task set. These results demonstrate that media multitasking, a rapidly growing societal trend, is associated with a distinct approach to fundamental information processing.}, + language = {en}, + number = {37}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.0903620106}, + author = {Ophir, Eyal and Nass, Clifford and Wagner, Anthony D.}, + month = sep, + year = {2009}, + pages = {15583-15587}, + file = {/Users/morteza/Documents/Zotero/storage/BU8YMZVJ/ophir2009.pdf}, + note = {01405} +} + +@article{adachi2013, + title = {More {{Than Just Fun}} and {{Games}}: {{The Longitudinal Relationships Between Strategic Video Games}}, {{Self}}-{{Reported Problem Solving Skills}}, and {{Academic Grades}}}, + volume = {42}, + issn = {0047-2891, 1573-6601}, + shorttitle = {More {{Than Just Fun}} and {{Games}}}, + language = {en}, + number = {7}, + journal = {Journal of Youth and Adolescence}, + doi = {10.1007/s10964-013-9913-9}, + author = {Adachi, Paul J. C. and Willoughby, Teena}, + month = jul, + year = {2013}, + pages = {1041-1052}, + note = {00171} +} + +@article{franceschini2017, + title = {Action Video Games Improve Reading Abilities and Visual-to-Auditory Attentional Shifting in {{English}}-Speaking Children with Dyslexia}, + volume = {7}, + issn = {2045-2322}, + language = {en}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/s41598-017-05826-8}, + author = {Franceschini, Sandro and Trevisan, Piergiorgio and Ronconi, Luca and Bertoni, Sara and Colmar, Susan and Double, Kit and Facoetti, Andrea and Gori, Simone}, + month = dec, + year = {2017}, + pages = {5863}, + file = {/Users/morteza/Documents/Zotero/storage/FAPY3VYD/franceschini2017.pdf}, + note = {00030} +} + +@article{rideout2016, + title = {Measuring Time Spent with Media: The {{Common Sense}} Census of Media Use by {{US}} 8- to 18-Year-Olds}, + volume = {10}, + issn = {1748-2798, 1748-2801}, + shorttitle = {Measuring Time Spent with Media}, + language = {en}, + number = {1}, + journal = {Journal of Children and Media}, + doi = {10.1080/17482798.2016.1129808}, + author = {Rideout, Vicky}, + month = jan, + year = {2016}, + pages = {138-144}, + note = {00038} +} + +@article{thorndike1901, + title = {The Influence of Improvement in One Mental Function upon the Efficiency of Other Functions. {{II}}. {{The}} Estimation of Magnitudes.}, + volume = {8}, + issn = {0033-295X}, + language = {en}, + number = {4}, + journal = {Psychological Review}, + doi = {10.1037/h0071280}, + author = {Thorndike, Edward L. and Woodworth, R. S.}, + year = {1901}, + pages = {384-395}, + note = {00162} +} + +@article{au2015, + title = {Improving Fluid Intelligence with Training on Working Memory: A Meta-Analysis}, + volume = {22}, + issn = {1069-9384, 1531-5320}, + shorttitle = {Improving Fluid Intelligence with Training on Working Memory}, + language = {en}, + number = {2}, + journal = {Psychonomic Bulletin \& Review}, + doi = {10.3758/s13423-014-0699-x}, + author = {Au, Jacky and Sheehan, Ellen and Tsai, Nancy and Duncan, Greg J. and Buschkuehl, Martin and Jaeggi, Susanne M.}, + month = apr, + year = {2015}, + pages = {366-377}, + file = {/Users/morteza/Documents/Zotero/storage/WS47R7P7/au2015.pdf}, + note = {00385} +} + +@article{fikkers2019, + title = {Child's {{Play}}? {{Assessing}} the {{Bidirectional Longitudinal Relationship}} between {{Gaming}} and {{Intelligence}} in {{Early Childhood}}}, + volume = {69}, + issn = {0021-9916, 1460-2466}, + shorttitle = {Child's {{Play}}?}, + language = {en}, + number = {2}, + journal = {Journal of Communication}, + doi = {10.1093/joc/jqz003}, + author = {Fikkers, Karin M and Piotrowski, Jessica Taylor and Valkenburg, Patti M}, + month = apr, + year = {2019}, + pages = {124-143}, + note = {00000} +} + +@inproceedings{SeokDaCos2019ab, + title = {Video {{Games}} as a {{Literacy Tool}}: {{A Comparison}} of {{Players}}' and {{Nonplayers}}' {{Grades}}, {{Reading Test Scores}}, and {{Self}}-{{Perceived Digital Reading Ability}}}, + abstract = {Given the growing importance of digital literacy, and the continued deliberation about the academic potential of video games, this study explored if and how video game play contributes to reading performance. Specifically, the grade point level, silent contextual reading fluency, and perceived digital reading ability of South Korean video game players (N = 589) and nonplayers (N = 617) were examined. The findings revealed that nonplayers had better grades and were better readers, while players held stronger positive perceptions about their reading ability not aligned with their grade point level or silent contextual reading fluency. The study does not debate the use of video games in learning. Rather, the purpose behind this investigation was to offer further evidence in the ongoing discussion of the use of video games as a literacy tool.}, + booktitle = {Proceedings of {{Society}} for {{Information Technology}} \& {{Teacher Education International Conference}} 2019}, + publisher = {{Association for the Advancement of Computing in Education (AACE)}}, + author = {Seok, Soonhwa and DaCosta, Boaventura}, + editor = {Graziano, Kevin}, + month = mar, + year = {2019}, + pages = {777-781}, + note = {00000} +} + +@inproceedings{seok2019, + title = {Video {{Games}} as a {{Literacy Tool}}: {{A Comparison}} of {{Players}}' and {{Nonplayers}}' {{Grades}}, {{Reading Test Scores}}, and {{Self}}-{{Perceived Digital Reading Ability}}}, + isbn = {978-1-939797-37-7}, + shorttitle = {Video {{Games}} as a {{Literacy Tool}}}, + abstract = {Given the growing importance of digital literacy, and the continued deliberation about the academic potential of video games, this study explored if and how video game play contributes to reading performance. Specifically, the grade point level, silent contextual reading fluency, and perceived digital reading ability of South Korean video game players (N = 589) and nonplayers (N = 617) were examined. The findings revealed that nonplayers had better grades and were better readers, while players held stronger positive perceptions about their reading ability not aligned with their grade point ...}, + language = {en}, + booktitle = {Society for {{Information Technology}} \& {{Teacher Education International Conference}}}, + publisher = {{Association for the Advancement of Computing in Education (AACE)}}, + author = {Seok, Soonhwa and DaCosta, Boaventura}, + month = mar, + year = {2019}, + pages = {777-781}, + file = {/Users/morteza/Documents/Zotero/storage/6D2NCZIG/207731.html}, + note = {00000} +} + +@inproceedings{seok2019a, + title = {Video {{Games}} as a {{Literacy Tool}}: {{A Comparison}} of {{Players}}' and {{Nonplayers}}' {{Grades}}, {{Reading Test Scores}}, and {{Self}}-{{Perceived Digital Reading Ability}}}, + isbn = {978-1-939797-37-7}, + shorttitle = {Video {{Games}} as a {{Literacy Tool}}}, + abstract = {Given the growing importance of digital literacy, and the continued deliberation about the academic potential of video games, this study explored if and how video game play contributes to reading performance. Specifically, the grade point level, silent contextual reading fluency, and perceived digital reading ability of South Korean video game players (N = 589) and nonplayers (N = 617) were examined. The findings revealed that nonplayers had better grades and were better readers, while players held stronger positive perceptions about their reading ability not aligned with their grade point ...}, + language = {en}, + booktitle = {Society for {{Information Technology}} \& {{Teacher Education International Conference}}}, + publisher = {{Association for the Advancement of Computing in Education (AACE)}}, + author = {Seok, Soonhwa and DaCosta, Boaventura}, + year = {2019}, + pages = {777-781}, + file = {/Users/morteza/Documents/Zotero/storage/GEDLIXTP/207731.html}, + note = {00000} +} + +@techreport{waller2016, + address = {Zurich}, + title = {{{JAMES}} - {{Jeunes}}, Activit\'es, M\'edias \textendash{} Enqu\^ete {{Suisse}}}, + institution = {{Haute \'ecole des sciences appliqu\'ees de Zurich}}, + author = {Waller, Gregor and Willemse, Isabel and Genner, Sarah and Suter, Lilian and S\"uss, Daniel}, + year = {2016}, + file = {/Users/morteza/Documents/Zotero/storage/XHZWQPBW/Waller et al. - 2016 - JAMES - Jeunes, activités, médias – enquête Suisse.pdf}, + note = {00000} +} + +@article{stanhope2015, + title = {Stress {{Reduction}}: {{Casual Gaming}} versus {{Guided Relaxation}}}, + journal = {Human Factors and Applied Psychology Student Conference HFAP Conference}, + author = {Stanhope, Jenny L and Owens, Caresse and Elliott, L Jo}, + year = {2015}, + file = {/Users/morteza/Documents/Zotero/storage/7PJCD5R9/Stanhope, Owens, Elliott - 2015 - Stress Reduction Casual Gaming versus Guided Relaxation.pdf}, + note = {00000} +} + +@article{kiraly2017, + title = {Intense Video Gaming Is Not Essentially Problematic.}, + volume = {31}, + issn = {1939-1501, 0893-164X}, + language = {en}, + number = {7}, + journal = {Psychology of Addictive Behaviors}, + doi = {10.1037/adb0000316}, + author = {Kir\'aly, Orsolya and T\'oth, D\'enes and Urb\'an, R\'obert and Demetrovics, Zsolt and Maraz, Aniko}, + month = nov, + year = {2017}, + keywords = {\#nosource}, + pages = {807-817}, + note = {00000} +} + +@article{katz2018, + title = {How to Play 20 Questions with Nature and Lose: {{Reflections}} on 100 Years of Brain-Training Research}, + volume = {115}, + issn = {0027-8424, 1091-6490}, + shorttitle = {How to Play 20 Questions with Nature and Lose}, + language = {en}, + number = {40}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.1617102114}, + author = {Katz, Benjamin and Shah, Priti and Meyer, David E.}, + month = oct, + year = {2018}, + pages = {9897-9904}, + file = {/Users/morteza/Documents/Zotero/storage/QM9KK7YG/Katz et al. - 2018 - How to play 20 questions with nature and lose Ref.pdf}, + note = {00000} +} + +@article{katz2014, + title = {Differential Effect of Motivational Features on Training Improvements in School-Based Cognitive Training}, + volume = {8}, + issn = {1662-5161}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2014.00242}, + author = {Katz, Benjamin and Jaeggi, Susanne and Buschkuehl, Martin and Stegman, Alyse and Shah, Priti}, + month = apr, + year = {2014}, + file = {/Users/morteza/Documents/Zotero/storage/TYKST8IB/fnhum-08-00242.pdf}, + note = {00000} +} + +@article{gentile2017, + title = {Internet {{Gaming Disorder}} in {{Children}} and {{Adolescents}}}, + volume = {140}, + issn = {0031-4005, 1098-4275}, + language = {en}, + number = {Supplement 2}, + journal = {Pediatrics}, + doi = {10.1542/peds.2016-1758H}, + author = {Gentile, Douglas A. and Bailey, Kira and Bavelier, Daphne and Brockmyer, Jeanne Funk and Cash, Hilarie and Coyne, Sarah M. and Doan, Andrew and Grant, Donald S. and Green, C. Shawn and Griffiths, Mark and Markle, Tracy and Petry, Nancy M. and Prot, Sara and Rae, Cosette D. and Rehbein, Florian and Rich, Michael and Sullivan, Dave and Woolley, Elizabeth and Young, Kimberly}, + month = nov, + year = {2017}, + pages = {S81-S85}, + file = {/Users/morteza/Documents/Zotero/storage/4AG57Y9E/Gentile et al. - 2017 - Internet Gaming Disorder in Children and Adolescen.pdf;/Users/morteza/Documents/Zotero/storage/YZACRADD/Gentile et al. - 2017 - Internet Gaming Disorder in Children and Adolescen.pdf;/Users/morteza/Documents/Zotero/storage/ZW7ZKUAM/S81+.html}, + note = {00000} +} + +@incollection{geary2019, + title = {Introduction: {{Cognitive Foundations}} for {{Improving Mathematical Learning}}}, + isbn = {978-0-12-815952-1}, + shorttitle = {Introduction}, + language = {en}, + booktitle = {Cognitive {{Foundations}} for {{Improving Mathematical Learning}}}, + publisher = {{Elsevier}}, + author = {Geary, David C. and Berch, Daniel B. and Mann Koepke, Kathleen}, + year = {2019}, + pages = {1-36}, + doi = {10.1016/B978-0-12-815952-1.00001-3}, + note = {00000} +} + +@article{gathercole2016, + title = {How {{Common}} Are {{WM Deficits}} in {{Children}} with {{Difficulties}} in {{Reading}} and {{Mathematics}}?}, + volume = {5}, + issn = {22113681}, + language = {en}, + number = {4}, + journal = {Journal of Applied Research in Memory and Cognition}, + doi = {10.1016/j.jarmac.2016.07.013}, + author = {Gathercole, Susan E. and Woolgar, Francesca and Kievit, Rogier A. and Astle, Duncan and Manly, Tom and Holmes, Joni}, + month = dec, + year = {2016}, + pages = {384-394}, + note = {00000} +} + +@article{gathercole2005, + title = {Developmental Consequences of Poor Phonological Short-Term Memory Function in Childhood: A Longitudinal Study}, + volume = {46}, + issn = {0021-9630}, + shorttitle = {Developmental Consequences of Poor Phonological Short-Term Memory Function in Childhood}, + abstract = {BACKGROUND: A longitudinal study investigated the cognitive skills and scholastic attainments at 8 years of age of children selected on the basis of poor phonological loop skills at 5 years. +METHODS: Children with low and average performance at 5 years were tested three years later on measures of working memory, phonological awareness, vocabulary, language, reading, and number skill. +RESULTS: Two subgroups of children with poor early performance on phonological memory tests were identified. In one subgroup, the poor phonological memory skills persisted at 8 years. These children performed at comparable levels to the control group on measures of vocabulary, language and mathematics. They scored more poorly on literacy assessments, but this deficit was associated with group differences in complex memory span and phonological awareness performance. The second subgroup of children performed more highly on phonological memory tests at 8 years, but had enduring deficits in language assessments from 4 to 8 years. +CONCLUSIONS: Persistently poor phonological memory skills do not appear to significantly constrain the acquisition of language, mathematics or number skills over the early school years. More general working memory skills do, however, appear to be crucial.}, + language = {eng}, + number = {6}, + journal = {Journal of Child Psychology and Psychiatry, and Allied Disciplines}, + doi = {10.1111/j.1469-7610.2004.00379.x}, + author = {Gathercole, Susan E. and Tiffany, Claire and Briscoe, Josie and Thorn, Annabel and {ALSPAC team}}, + month = jun, + year = {2005}, + keywords = {Humans,Female,Male,Child,Memory; Short-Term,Articulation Disorders,Child; Preschool,Epidemiologic Methods,Language Development Disorders,Language Tests}, + pages = {598-611}, + pmid = {15877766}, + note = {00000} +} + +@article{gathercole2003, + title = {Working Memory Assessments at School Entry as Longitudinal Predictors of {{National Curriculum}} Attainment Levels}, + volume = {20}, + issn = {2396-8702(Electronic),0267-1611(Print)}, + abstract = {A longitudinal study of 54 children aged between 4 and 7 years of age investigated whether measures of working memory skills taken shortly after school entry served as useful predictors of children's attainment levels in National Curriculum assessments at Key Stage 1. Early working memory scores were found to be highly significant predictors of children's subsequent levels of attainment in literacy, but not in mathematics. Compared with the local education authority baseline assessments also administered at 4 years of age that are designed in large part to predict later attainments, working memory scores accounted for unique variance in children's spelling and writing scores at 7 years. These findings point to the utility of combining knowledge-based assessments with measures of fluid cognitive ability in order to obtain the best estimates of a child's chances of future academic success. (PsycINFO Database Record (c) 2016 APA, all rights reserved)}, + number = {3}, + journal = {Educational and Child Psychology}, + author = {Gathercole, Susan E. and Brown, Leanne and Pickering, Susan J.}, + year = {2003}, + keywords = {Academic Achievement,Literacy,Mathematics Achievement,Preschool Students,Short Term Memory,Standardized Tests}, + pages = {109-122}, + file = {/Users/morteza/Documents/Zotero/storage/U67273FY/2004-11157-009.html}, + note = {00000} +} + +@article{feng2007, + title = {Playing an {{Action Video Game Reduces Gender Differences}} in {{Spatial Cognition}}}, + volume = {18}, + issn = {0956-7976, 1467-9280}, + language = {en}, + number = {10}, + journal = {Psychological Science}, + doi = {10.1111/j.1467-9280.2007.01990.x}, + author = {Feng, Jing and Spence, Ian and Pratt, Jay}, + month = oct, + year = {2007}, + pages = {850-855}, + file = {/Users/morteza/Documents/Zotero/storage/W9JK4954/Feng et al. - 2007 - Playing an Action Video Game Reduces Gender Differ.pdf}, + note = {00000} +} + +@article{bull2008, + title = {Short-Term Memory, Working Memory, and Executive Functioning in Preschoolers: Longitudinal Predictors of Mathematical Achievement at Age 7 Years}, + volume = {33}, + issn = {1532-6942}, + shorttitle = {Short-Term Memory, Working Memory, and Executive Functioning in Preschoolers}, + abstract = {This study examined whether measures of short-term memory, working memory, and executive functioning in preschool children predict later proficiency in academic achievement at 7 years of age (third year of primary school). Children were tested in preschool (M age = 4 years, 6 months) on a battery of cognitive measures, and mathematics and reading outcomes (from standardized, norm-referenced school-based assessments) were taken on entry to primary school, and at the end of the first and third year of primary school. Growth curve analyses examined predictors of math and reading achievement across the duration of the study and revealed that better digit span and executive function skills provided children with an immediate head start in math and reading that they maintained throughout the first three years of primary school. Visual-spatial short-term memory span was found to be a predictor specifically of math ability. Correlational and regression analyses revealed that visual short-term and working memory were found to specifically predict math achievement at each time point, while executive function skills predicted learning in general rather than learning in one specific domain. The implications of the findings are discussed in relation to further understanding the role of cognitive skills in different mathematical tasks, and in relation to the impact of limited cognitive skills in the classroom environment.}, + language = {eng}, + number = {3}, + journal = {Developmental Neuropsychology}, + doi = {10.1080/87565640801982312}, + author = {Bull, Rebecca and Espy, Kimberly Andrews and Wiebe, Sandra A.}, + year = {2008}, + keywords = {Attention,Humans,Female,Male,Psychomotor Performance,Neuropsychological Tests,Reaction Time,Child,Sex Factors,Aptitude,Memory; Short-Term,Orientation,Problem Solving,Child; Preschool,Achievement,Age Factors,Color Perception,Concept Formation,Discrimination Learning,Games; Experimental,Longitudinal Studies,Mathematics,Pattern Recognition; Visual,Psychometrics,Reading}, + pages = {205-228}, + file = {/Users/morteza/Documents/Zotero/storage/LIF4IAJA/Bull et al. - 2008 - Short-term memory, working memory, and executive f.pdf}, + pmid = {18473197}, + pmcid = {PMC2729141}, + note = {00000} +} + +@article{belchior2018, + title = {Computer and {{Videogame Interventions}} for {{Older Adults}}' {{Cognitive}} and {{Everyday Functioning}}}, + issn = {2161-783X}, + abstract = {Objective: This study compared older adults' gains in cognitive and everyday functioning after a 60-session home-based videogame intervention with gains seen under formal cognitive training and usual care/no intervention.Materials and Methods: Participants were randomized to one of three groups: one group played an off-the-shelf videogame (i.e., Crazy Taxi), the second group engaged in a computerized training program focused on visual attention and processing speed (i.e., PositScience InSight), and the third group received no training. Training in the two intervention conditions consisted of 60 training sessions of 1 hour each, which were completed in 3 months (5 hours a week). Participants received a broad battery of cognitive and everyday functioning assessments immediately before (pretest), after (post-test), and 3 months after (follow-up) training.Results: Both training conditions improved on direct assessments of trained outcomes. In the InSight-trained group, we found transfer to untrained measures of visual attention and processing speed that were similar to the trained tasks, and these gains endured for up to 3 months. Participants in the videogame condition showed small additional benefits, not emerging until 3 months after intervention completion, on a measure of both attention and mood. No trained groups showed gain on visuospatial skills or memory.Conclusion: Training effects were highly specific to the target of training. Training effects to visual attention and processing speed were, as expected, larger for InSight-trained participants but were also seen for videogame participants. Given that past research has shown that videogame training leads to greater engagement than cognitive training, videogame interventions may represent a choice for more modest gains in a more engaging context.}, + journal = {Games for Health Journal}, + doi = {10.1089/g4h.2017.0092}, + author = {Belchior, Patr\'icia and Yam, Anna and Thomas, Kelsey R. and Bavelier, Daphne and Ball, Karlene K. and Mann, William C. and Marsiske, Michael}, + month = sep, + year = {2018}, + file = {/Users/morteza/Documents/Zotero/storage/LQLCQQCP/g4h.2017.html}, + note = {00000} +} + +@incollection{cardoso-leiteinpress, + address = {Boston}, + title = {Games for Enhancing Cognitive Abilities}, + booktitle = {Handbook of {{Game}}-Based {{Learning}}}, + publisher = {{MIT Press}}, + author = {{Cardoso-Leite}, P and Joessel, A and Bavelier, D}, + editor = {Plass, Jan and Mayer, Richard E. and Homer, Bruce D}, + year = {in press}, + keywords = {\#nosource}, + note = {00000} +} + +@article{braver2012, + title = {The Variable Nature of Cognitive Control: A Dual Mechanisms Framework}, + volume = {16}, + issn = {13646613}, + shorttitle = {The Variable Nature of Cognitive Control}, + language = {en}, + number = {2}, + journal = {Trends in Cognitive Sciences}, + doi = {10.1016/j.tics.2011.12.010}, + author = {Braver, Todd S.}, + month = feb, + year = {2012}, + pages = {106-113}, + file = {/Users/morteza/Documents/Zotero/storage/NY83IQL8/false}, + note = {01090} +} + +@article{jaeggi2010, + title = {The Concurrent Validity of the {{N}}-Back Task as a Working Memory Measure}, + volume = {18}, + issn = {0965-8211, 1464-0686}, + language = {en}, + number = {4}, + journal = {Memory}, + doi = {10.1080/09658211003702171}, + author = {Jaeggi, Susanne M. and Buschkuehl, Martin and Perrig, Walter J. and Meier, Beat}, + month = may, + year = {2010}, + pages = {394-412}, + note = {00483} +} + +@article{au2015a, + title = {Improving Fluid Intelligence with Training on Working Memory: A Meta-Analysis}, + volume = {22}, + issn = {1069-9384, 1531-5320}, + shorttitle = {Improving Fluid Intelligence with Training on Working Memory}, + language = {en}, + number = {2}, + journal = {Psychonomic Bulletin \& Review}, + doi = {10.3758/s13423-014-0699-x}, + author = {Au, Jacky and Sheehan, Ellen and Tsai, Nancy and Duncan, Greg J. and Buschkuehl, Martin and Jaeggi, Susanne M.}, + month = apr, + year = {2015}, + pages = {366-377}, + file = {/Users/morteza/Documents/Zotero/storage/5JQUE5BK/au2015.pdf}, + note = {00394} +} + +@article{jaeggi2008a, + title = {Improving Fluid Intelligence with Training on Working Memory}, + volume = {105}, + issn = {0027-8424, 1091-6490}, + language = {en}, + number = {19}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.0801268105}, + author = {Jaeggi, S. M. and Buschkuehl, M. and Jonides, J. and Perrig, W. J.}, + month = may, + year = {2008}, + pages = {6829-6833}, + file = {/Users/morteza/Documents/Zotero/storage/TBC8IBYU/jaeggi2008.pdf}, + note = {01950} +} + +@phdthesis{ralph2014, + address = {Troy, New York}, + type = {{{PhD Thesis}}}, + title = {Statistical Manipulation and Control Strategies of the N-Back Task.}, + school = {Rensselaer Polytechnic Institute}, + author = {Ralph, Json}, + year = {2014}, + note = {00000} +} + +@article{batou2013, + title = {Calculation of {{Lagrange Multipliers}} in the {{Construction}} of {{Maximum Entropy Distributions}} in {{High Stochastic Dimension}}}, + volume = {1}, + issn = {2166-2525}, + language = {en}, + number = {1}, + journal = {SIAM/ASA Journal on Uncertainty Quantification}, + doi = {10.1137/120901386}, + author = {Batou, A. and Soize, C.}, + month = jan, + year = {2013}, + pages = {431-451}, + file = {/Users/morteza/Documents/Zotero/storage/RKPL5AMZ/batou2013.pdf}, + note = {00014} +} + +@inproceedings{4e76dd9e5534473a95e58dfa95ab4a90, + title = {Modeling Control Strategies in the {{N}}-Back Task.}, + language = {English}, + booktitle = {Proceedings of the Eight {{International Conference}} on {{Cognitive Modeling}}}, + publisher = {{Psychology Press}}, + author = {Juvina, I and Taatgen, N.A.}, + year = {2007}, + pages = {73-78}, + note = {00030} +} + +@inproceedings{juvina2007, + title = {Modeling Control Strategies in the {{N}}-Back Task}, + language = {English}, + booktitle = {Proceedings of the Eight {{International Conference}} on {{Cognitive Modeling}}}, + publisher = {{Psychology Press}}, + author = {Juvina, I and Taatgen, N.A.}, + year = {2007}, + pages = {73-78}, + note = {00030} +} + +@article{kursa2010, + title = {Feature {{Selection}} with the {{Boruta Package}}}, + volume = {36}, + issn = {1548-7660}, + language = {en}, + number = {11}, + journal = {Journal of Statistical Software}, + doi = {10.18637/jss.v036.i11}, + author = {Kursa, Miron B. and Rudnicki, Witold R.}, + year = {2010}, + file = {/Users/morteza/Documents/Zotero/storage/XA8EWYQQ/kursa2010.pdf} +} + +@book{abelson1995, + address = {Hillsdale, NJ, US}, + series = {Statistics as Principled Argument.}, + title = {Statistics as Principled Argument.}, + abstract = {Abelson delves into the . . . problems of interpreting quantitative data and then presenting them in the context of a coherent story about one's research. [This book is] filled with . . . real-life (and real-research) examples rather than . . . recipes for analysis. [It is intended for] beginning graduate students and researchers alike. (PsycINFO Database Record (c) 2016 APA, all rights reserved)}, + publisher = {{Lawrence Erlbaum Associates, Inc}}, + author = {Abelson, Robert P}, + year = {1995}, + rating = {0}, + uri = {papers3://publication/uuid/3744008D-0698-4668-BEC3-5281D85126D5}, + note = {01023} +} + +@article{cardoso-leite2016a, + title = {Technology Consumption and Cognitive Control: {{Contrasting}} Action Video Game Experience with Media Multitasking}, + volume = {78}, + issn = {1943-3921, 1943-393X}, + shorttitle = {Technology Consumption and Cognitive Control}, + language = {en}, + number = {1}, + journal = {Attention, Perception, \& Psychophysics}, + doi = {10.3758/s13414-015-0988-0}, + author = {{Cardoso-Leite}, Pedro and Kludt, Rachel and Vignola, Gianluca and Ma, Wei Ji and Green, C. Shawn and Bavelier, Daphne}, + month = jan, + year = {2016}, + pages = {218-241}, + file = {/Users/morteza/Documents/Zotero/storage/D5P39AVB/cardoso-leite2016.pdf}, + note = {00031} +} + +@article{miller2009, + title = {Is the {{N}}-{{Back Task}} a {{Valid Neuropsychological Measure}} for {{Assessing Working Memory}}?}, + volume = {24}, + issn = {0887-6177, 1873-5843}, + language = {en}, + number = {7}, + journal = {Archives of Clinical Neuropsychology}, + doi = {10.1093/arclin/acp063}, + author = {Miller, K.M. and Price, C.C. and Okun, M.S. and Montijo, H. and Bowers, D.}, + month = nov, + year = {2009}, + pages = {711-717}, + file = {/Users/morteza/Documents/Zotero/storage/YHG882IF/miller2009.pdf}, + note = {00000} +} + +@article{mcmillan2007, + title = {Self-Paced Working Memory: {{Validation}} of Verbal Variations of the n-Back Paradigm}, + volume = {1139}, + issn = {00068993}, + shorttitle = {Self-Paced Working Memory}, + language = {en}, + journal = {Brain Research}, + doi = {10.1016/j.brainres.2006.12.058}, + author = {McMillan, Kathryn M. and Laird, Angela R. and Witt, Suzanne T. and Meyerand, M. Elizabeth}, + month = mar, + year = {2007}, + pages = {133-142}, + file = {/Users/morteza/Documents/Zotero/storage/MJ9MIXPI/mcmillan2007.pdf} +} + + diff --git a/ccn2019/ccn2019_paper/ccn.sty b/ccn2019/ccn2019_paper/ccn.sty new file mode 100644 index 0000000..4dadf4e --- /dev/null +++ b/ccn2019/ccn2019_paper/ccn.sty @@ -0,0 +1,221 @@ +%begin COGSCI.STY + + +% Modified: Niels Taatgen (taatgen@cmu.edu) 10/24/2006 + +% Place this in a file called cogsci.sty in the TeX search path. +% (Placing it in the same directory as the paper should also work.) + +% Start your LaTeX file with: +% \documentclass[10pt]{article} +% \usepackage{cogsci} + +% Modified from earlier style files published by P.F. Patel-Schneider +% and others for IJCAI-89, AAAI-90, COGSCI-91, and other conferences. +% +% Ashwin Ram, ashwin@cc.gatech.edu, 4/1/94 + +% Modified : Eli M. Silk (esilk@pitt.edu) 05/24/2005 + +% Author information can be set in various styles. 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(2015)}, + volume = {28}, + issn = {0956-7976}, + shorttitle = {Playing {{Some Video Games}} but {{Not Others Is Related}} to {{Cognitive Abilities}}}, + language = {en}, + number = {5}, + journal = {Psychological Science}, + doi = {10.1177/0956797616644837}, + author = {Green, C. Shawn and Kattner, Florian and Eichenbaum, Adam and Bediou, Benoit and Adams, Deanne M. and Mayer, Richard E. and Bavelier, Daphne}, + month = may, + year = {2017}, + keywords = {Video Recording}, + pages = {679-682}, + note = {00020} +} + +@article{xiongEffectsExergamingPreschoolers2019, + title = {Effects of {{Exergaming}} on {{Preschoolers}}' {{Executive Functions}} and {{Perceived Competence}}: {{A Pilot Randomized Trial}}}, + volume = {8}, + issn = {2077-0383}, + shorttitle = {Effects of {{Exergaming}} on {{Preschoolers}}' {{Executive Functions}} and {{Perceived Competence}}}, + abstract = {Purpose: This study aimed to evaluate the effects of a child-centered exergaming program and a traditional teacher-led physical activity (PA) program on preschoolers' executive functions and perceived competence. Methods: Sixty children aged 4{$^{-}$}5 years from an urban childcare center in China completed an 8-week exergaming/traditional PA intervention. After baseline measurements of executive functions and perceived competence (i.e., perceived physical competence and social acceptance), children were randomly assigned to either an exergaming group or traditional PA group (30 children per group). Exergaming and traditional PA programs were offered 20 min/session by trained instructors for 8 weeks. Post-intervention measures were identical to baseline measures. Results: In general, children's executive functions, perceived physical competence, and perceived social acceptance were enhanced over time. Analysis of variance revealed significant time by group interaction effects for executive functions, F(1, 58) = 12.01, p = 0.01, and perceived social acceptance, F(1, 58) = 6.04, p = 0.02, indicating that the exergaming intervention group displayed significantly greater increases in executive functions and perceived social acceptance in comparison with traditional PA children. In addition, children's executive functions and perceived physical and social competence significantly improved from baseline to post-intervention. However, there was no significant difference in the increase of children's perceived physical competence across groups over time. Conclusion: The results suggested exergaming to be beneficial in enhancing young children's executive functions and perceived social acceptance compared to the traditional PA program. More diverse samples with a longer intervention duration in preschool children in urban areas are warranted.}, + language = {eng}, + number = {4}, + journal = {Journal of Clinical Medicine}, + doi = {10.3390/jcm8040469}, + author = {Xiong, Shanying and Zhang, Peng and Gao, Zan}, + month = apr, + year = {2019}, + keywords = {active video games,cognitive functions,perceived physical competence,perceived social acceptance,preschool children}, + file = {/Users/morteza/Documents/Zotero/storage/J79X78J7/Xiong et al. - 2019 - Effects of Exergaming on Preschoolers' Executive F.pdf}, + pmid = {30959860} +} + +@article{costaVirtualRealityBasedExercise2019, + title = {Virtual {{Reality}}-{{Based Exercise}} with {{Exergames}} as {{Medicine}} in {{Different Contexts}}: {{A Short Review}}}, + volume = {15}, + issn = {1745-0179}, + shorttitle = {Virtual {{Reality}}-{{Based Exercise}} with {{Exergames}} as {{Medicine}} in {{Different Contexts}}}, + language = {en}, + number = {1}, + journal = {Clinical Practice \& Epidemiology in Mental Health}, + doi = {10.2174/1745017901915010015}, + author = {Costa, Marcos T\'ulio Silva and Vieira, Lanna Pinheiro and Barbosa, Elizabete de Oliveira and Mendes Oliveira, Luciana and Maillot, Pauline and Ottero Vaghetti, C\'esar Augusto and Giovani Carta, Mauro and Machado, S\'ergio and {Gatica-Rojas}, Valeska and {Monteiro-Junior}, Renato Sobral}, + month = jan, + year = {2019}, + pages = {15-20}, + file = {/Users/morteza/Documents/Zotero/storage/MCJ4YU4Q/Costa et al. - 2019 - Virtual Reality-Based Exercise with Exergames as M.pdf} +} + +@article{mirelman2012, + title = {Executive {{Function}} and {{Falls}} in {{Older Adults}}: {{New Findings}} from a {{Five}}-{{Year Prospective Study Link Fall Risk}} to {{Cognition}}}, + volume = {7}, + issn = {1932-6203}, + shorttitle = {Executive {{Function}} and {{Falls}} in {{Older Adults}}}, + abstract = {Background +Recent findings suggest that executive function (EF) plays a critical role in the regulation of gait in older adults, especially under complex and challenging conditions, and that EF deficits may, therefore, contribute to fall risk. The objective of this study was to evaluate if reduced EF is a risk factor for future falls over the course of 5 years of follow-up. Secondary objectives were to assess whether single and dual task walking abilities, an alternative window into EF, were associated with fall risk. + +Methodology/Main Results +We longitudinally followed 256 community-living older adults (age: 76.4{$\pm$}4.5 yrs; 61\% women) who were dementia free and had good mobility upon entrance into the study. At baseline, a computerized cognitive battery generated an index of EF, attention, a closely related construct, and other cognitive domains. Gait was assessed during single and dual task conditions. Falls data were collected prospectively using monthly calendars. Negative binomial regression quantified risk ratios (RR). After adjusting for age, gender and the number of falls in the year prior to the study, only the EF index (RR: .85; CI: .74\textendash.98, p{$\mkern1mu$}={$\mkern1mu$}.021), the attention index (RR: .84; CI: .75\textendash.94, p{$\mkern1mu$}={$\mkern1mu$}.002) and dual tasking gait variability (RR: 1.11; CI: 1.01\textendash{}1.23; p{$\mkern1mu$}={$\mkern1mu$}.027) were associated with future fall risk. Other cognitive function measures were not related to falls. Survival analyses indicated that subjects with the lowest EF scores were more likely to fall sooner and more likely to experience multiple falls during the 66 months of follow-up (p{$<$}0.02). + +Conclusions/Significance +These findings demonstrate that among community-living older adults, the risk of future falls was predicted by performance on EF and attention tests conducted 5 years earlier. The present results link falls among older adults to cognition, indicating that screening EF will likely enhance fall risk assessment, and that treatment of EF may reduce fall risk.}, + number = {6}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0040297}, + author = {Mirelman, Anat and Herman, Talia and Brozgol, Marina and Dorfman, Moran and Sprecher, Elliot and Schweiger, Avraham and Giladi, Nir and Hausdorff, Jeffrey M.}, + month = jun, + year = {2012}, + file = {/Users/morteza/Documents/Zotero/storage/VGU5ZVBS/Mirelman et al. - 2012 - Executive Function and Falls in Older Adults New .pdf}, + pmid = {22768271}, + pmcid = {PMC3386974} +} + +@article{ball1993, + title = {Visual Attention Problems as a Predictor of Vehicle Crashes in Older Drivers}, + volume = {34}, + issn = {0146-0404}, + abstract = {PURPOSE: To identify visual factors that are significantly associated with increased vehicle crashes in older drivers. +METHODS: Several aspects of vision and visual information processing were assessed in 294 drivers aged 55 to 90 years. The sample was stratified with respect to age and crash frequency during the 5-year period before the test date. Variables assessed included eye health status, visual sensory function, the size of the useful field of view, and cognitive status. Crash data were obtained from state records. +RESULTS: The size of the useful field of view, a test of visual attention, had high sensitivity (89\%) and specificity (81\%) in predicting which older drivers had a history of crash problems. This level of predictability is unprecedented in research on crash risk in older drivers. Older adults with substantial shrinkage in the useful field of view were six times more likely to have incurred one or more crashes in the previous 5-year period. Eye health status, visual sensory function, cognitive status, and chronological age were significantly correlated with crashes, but were relatively poor at discriminating between crash-involved versus crash-free drivers. +CONCLUSIONS: This study suggests that policies that restrict driving privileges based solely on age or on common stereotypes of age-related declines in vision and cognition are scientifically unfounded. With the identification of a visual attention measure highly predictive of crash problems in the elderly, this study points to a way in which the suitability of licensure in the older adult population could be based on objective, performance-based criteria.}, + language = {eng}, + number = {11}, + journal = {Investigative Ophthalmology \& Visual Science}, + author = {Ball, K. and Owsley, C. and Sloane, M. E. and Roenker, D. L. and Bruni, J. R.}, + month = oct, + year = {1993}, + keywords = {Accidents; Traffic,Aged,Aged; 80 and over,Aging,Attention,Automobile Driving,Cognition Disorders,Contrast Sensitivity,Health Status,Humans,Middle Aged,Models; Statistical,Predictive Value of Tests,Vision Disorders,Visual Acuity,Visual Fields,Visual Perception}, + pages = {3110-3123}, + pmid = {8407219} +} + +@article{cardoso-leite2016, + title = {Technology Consumption and Cognitive Control: {{Contrasting}} Action Video Game Experience with Media Multitasking}, + volume = {78}, + shorttitle = {Technology Consumption and Cognitive Control}, + number = {1}, + journal = {Attention, Perception, \& Psychophysics}, + author = {{Cardoso-Leite}, Pedro and Kludt, Rachel and Vignola, Gianluca and Ma, Wei Ji and Green, C. Shawn and Bavelier, Daphne}, + year = {2016}, + pages = {218--241}, + file = {/Users/morteza/Documents/Zotero/storage/24TPU746/s1-ln2011024395844769-1939656818Hwf-1530618246IdV191325474220110243PDF_HI0001.pdf;/Users/morteza/Documents/Zotero/storage/3RXWGHPQ/Cardoso-Leite et al. - 2016 - Technology consumption and cognitive control Cont.pdf}, + note = {00029} +} + +@article{cardoso-leite2015, + title = {On the Impact of New Technologies on Multitasking}, + volume = {35}, + issn = {02732297}, + language = {en}, + journal = {Developmental Review}, + doi = {10.1016/j.dr.2014.12.001}, + author = {{Cardoso-Leite}, Pedro and Green, C. Shawn and Bavelier, Daphne}, + month = mar, + year = {2015}, + pages = {98-112}, + file = {/Users/morteza/Documents/Zotero/storage/CNKGKD72/CardosoG&B_DevReview 0214.pdf}, + note = {00025} +} + +@article{bavelier2010, + title = {Children, {{Wired}}: {{For Better}} and for {{Worse}}}, + volume = {67}, + issn = {08966273}, + shorttitle = {Children, {{Wired}}}, + language = {en}, + number = {5}, + journal = {Neuron}, + doi = {10.1016/j.neuron.2010.08.035}, + author = {Bavelier, Daphne and Green, C. Shawn and Dye, Matthew W.G.}, + month = sep, + year = {2010}, + pages = {692-701}, + file = {/Users/morteza/Documents/Zotero/storage/5I3QY2VW/BavelierGreenDye_Neuron_10.pdf}, + note = {00182} +} + +@article{bavelier2019, + title = {Rethinking Human Enhancement as Collective Welfarism}, + volume = {3}, + copyright = {2019 Springer Nature Limited}, + issn = {2397-3374}, + abstract = {Human enhancement technologies are opening tremendous opportunities but also challenges to the core of what it means to be human. We argue that the goal of human enhancement should be to enhance quality of life and well-being not only of individuals but also of the communities they inhabit.}, + language = {En}, + number = {3}, + journal = {Nature Human Behaviour}, + doi = {10.1038/s41562-019-0545-2}, + author = {Bavelier, Daphne and Savulescu, Julian and Fried, Linda P. and Friedmann, Theodore and Lathan, Corinna E. and Sch\"urle, Simone and Beard, John R.}, + month = mar, + year = {2019}, + pages = {204}, + file = {/Users/morteza/Documents/Zotero/storage/EIVG594Y/s41562-019-0545-2.html}, + note = {00000} +} + +@article{simons2016, + title = {Do "{{Brain}}-{{Training}}" {{Programs Work}}?}, + volume = {17}, + issn = {2160-0031}, + abstract = {In 2014, two groups of scientists published open letters on the efficacy of brain-training interventions, or "brain games," for improving cognition. The first letter, a consensus statement from an international group of more than 70 scientists, claimed that brain games do not provide a scientifically grounded way to improve cognitive functioning or to stave off cognitive decline. Several months later, an international group of 133 scientists and practitioners countered that the literature is replete with demonstrations of the benefits of brain training for a wide variety of cognitive and everyday activities. How could two teams of scientists examine the same literature and come to conflicting "consensus" views about the effectiveness of brain training?In part, the disagreement might result from different standards used when evaluating the evidence. To date, the field has lacked a comprehensive review of the brain-training literature, one that examines both the quantity and the quality of the evidence according to a well-defined set of best practices. This article provides such a review, focusing exclusively on the use of cognitive tasks or games as a means to enhance performance on other tasks. We specify and justify a set of best practices for such brain-training interventions and then use those standards to evaluate all of the published peer-reviewed intervention studies cited on the websites of leading brain-training companies listed on Cognitive Training Data (www.cognitivetrainingdata.org), the site hosting the open letter from brain-training proponents. These citations presumably represent the evidence that best supports the claims of effectiveness.Based on this examination, we find extensive evidence that brain-training interventions improve performance on the trained tasks, less evidence that such interventions improve performance on closely related tasks, and little evidence that training enhances performance on distantly related tasks or that training improves everyday cognitive performance. We also find that many of the published intervention studies had major shortcomings in design or analysis that preclude definitive conclusions about the efficacy of training, and that none of the cited studies conformed to all of the best practices we identify as essential to drawing clear conclusions about the benefits of brain training for everyday activities. We conclude with detailed recommendations for scientists, funding agencies, and policymakers that, if adopted, would lead to better evidence regarding the efficacy of brain-training interventions.}, + language = {eng}, + number = {3}, + journal = {Psychological Science in the Public Interest: A Journal of the American Psychological Society}, + doi = {10.1177/1529100616661983}, + author = {Simons, Daniel J. and Boot, Walter R. and Charness, Neil and Gathercole, Susan E. and Chabris, Christopher F. and Hambrick, David Z. and {Stine-Morrow}, Elizabeth A. L.}, + month = oct, + year = {2016}, + keywords = {Humans,brain training,Cognition,cognitive,cognitive training,learning,Learning,skill,transfer}, + pages = {103-186}, + pmid = {27697851}, + note = {00340} +} + +@article{green2010, + title = {Perceptual {{Learning During Action Video Game Playing}}}, + volume = {2}, + issn = {17568757, 17568765}, + language = {en}, + number = {2}, + journal = {Topics in Cognitive Science}, + doi = {10.1111/j.1756-8765.2009.01054.x}, + author = {Green, C. Shawn and Li, Renjie and Bavelier, Daphne}, + month = apr, + year = {2010}, + pages = {202-216}, + file = {/Users/morteza/Documents/Zotero/storage/ZB6G3GNT/Green et al. - 2010 - Perceptual Learning During Action Video Game Playi.pdf}, + note = {00147} +} + +@article{erickson2010, + title = {Striatal {{Volume Predicts Level}} of {{Video Game Skill Acquisition}}}, + volume = {20}, + issn = {1047-3211, 1460-2199}, + language = {en}, + number = {11}, + journal = {Cerebral Cortex}, + doi = {10.1093/cercor/bhp293}, + author = {Erickson, K. I. and Boot, W. R. and Basak, C. and Neider, M. B. and Prakash, R. S. and Voss, M. W. and Graybiel, A. M. and Simons, D. J. and Fabiani, M. and Gratton, G. and Kramer, A. F.}, + month = nov, + year = {2010}, + pages = {2522-2530}, + note = {00127} +} + +@incollection{gorman2017, + title = {Young {{Minds}} on {{Video Games}}}, + isbn = {978-0-12-809481-5}, + language = {en}, + booktitle = {Cognitive {{Development}} in {{Digital Contexts}}}, + publisher = {{Elsevier}}, + author = {Gorman, Thomas E. and Green, C. Shawn}, + year = {2017}, + pages = {121-143}, + doi = {10.1016/B978-0-12-809481-5.00006-7}, + note = {00000} +} + +@article{belchior2012a, + title = {Older Adults' Engagement with a Video Game Training Program}, + volume = {36}, + issn = {0192-4788}, + abstract = {Objectives +The current study investigated older adults' level of engagement with a video game training program. Engagement was measured using the concept of Flow (). + +Methods +Forty-five older adults were randomized to receive practice with an action game (Medal of Honor), a puzzle-like game (Tetris), or a gold-standard Useful Field of View (UFOV) training program. + +Results +Both Medal of Honor and Tetris participants reported significantly higher Flow ratings at the conclusion, relative to the onset of training. + +Discussion +Participants are more engaged in games that can be adjusted to their skill levels and that provide incremental levels of difficulty. This finding was consistent with the Flow theory ()}, + number = {4}, + journal = {Activities, adaptation \& aging}, + doi = {10.1080/01924788.2012.702307}, + author = {Belchior, Patr\'icia and Marsiske, Michael and Sisco, Shannon and Yam, Anna and Mann, William}, + month = dec, + year = {2012}, + pages = {269-279}, + pmid = {23504652}, + pmcid = {PMC3596832}, + note = {00026} +} + +@article{toril2014, + title = {Video Game Training Enhances Cognition of Older Adults: {{A}} Meta-Analytic Study.}, + volume = {29}, + issn = {1939-1498, 0882-7974}, + shorttitle = {Video Game Training Enhances Cognition of Older Adults}, + language = {en}, + number = {3}, + journal = {Psychology and Aging}, + doi = {10.1037/a0037507}, + author = {Toril, Pilar and Reales, Jos\'e M. and Ballesteros, Soledad}, + year = {2014}, + keywords = {\#nosource}, + pages = {706-716}, + note = {00139} +} + +@article{green2003, + title = {Action Video Game Modifies Visual Selective Attention}, + volume = {423}, + issn = {0028-0836}, + abstract = {As video-game playing has become a ubiquitous activity in today's society, it is worth considering its potential consequences on perceptual and motor skills. It is well known that exposing an organism to an altered visual environment often results in modification of the visual system of the organism. The field of perceptual learning provides many examples of training-induced increases in performance. But perceptual learning, when it occurs, tends to be specific to the trained task; that is, generalization to new tasks is rarely found. Here we show, by contrast, that action-video-game playing is capable of altering a range of visual skills. Four experiments establish changes in different aspects of visual attention in habitual video-game players as compared with non-video-game players. In a fifth experiment, non-players trained on an action video game show marked improvement from their pre-training abilities, thereby establishing the role of playing in this effect.}, + language = {eng}, + number = {6939}, + journal = {Nature}, + doi = {10.1038/nature01647}, + author = {Green, C. Shawn and Bavelier, Daphne}, + month = may, + year = {2003}, + keywords = {Attention,Humans,Learning,Video Games,Adolescent,Adult,Female,Male,Photic Stimulation,Psychomotor Performance,Space Perception}, + pages = {534-537}, + pmid = {12774121} +} + +@article{green2012, + title = {The Effect of Action Video Game Experience on Task-Switching}, + volume = {28}, + issn = {0747-5632}, + abstract = {There is now a substantial body of work demonstrating that action video game experience results in enhancements in a wide variety of perceptual skills. More recently, several groups have also demonstrated improvements in abilities that are more cognitive in nature, in particular, the ability to efficiently switch between tasks. In a series of four experiments, we add to this body of work, demonstrating that the action video game player advantage is not exclusively due to an ability to map manual responses onto arbitrary buttons, but rather generalizes to vocal responses, is not restricted to tasks that are perceptual in nature (e.g. respond to a physical dimension of the stimulus such as its color), but generalizes to more cognitive tasks (e.g. is a number odd or even), and is present whether the switch requires a goal-switch or only a motor switch. Finally, a training study establishes that the relationship between the reduction in switch cost and action game playing is causal.}, + language = {eng}, + number = {3}, + journal = {Computers in Human Behavior}, + doi = {10.1016/j.chb.2011.12.020}, + author = {Green, C. Shawn and Sugarman, Michael A. and Medford, Katherine and Klobusicky, Elizabeth and Daphne Bavelier, null}, + month = may, + year = {2012}, + pages = {984-994}, + file = {/Users/morteza/Documents/Zotero/storage/HPLPXSFH/Green et al. - 2012 - The effect of action video game experience on task.pdf}, + pmid = {22393270}, + pmcid = {PMC3292256}, + note = {00159} +} + +@article{strobach2012, + title = {Video Game Practice Optimizes Executive Control Skills in Dual-Task and Task Switching Situations}, + volume = {140}, + issn = {1873-6297}, + abstract = {We examined the relation of action video game practice and the optimization of executive control skills that are needed to coordinate two different tasks. As action video games are similar to real life situations and complex in nature, and include numerous concurrent actions, they may generate an ideal environment for practicing these skills (Green \& Bavelier, 2008). For two types of experimental paradigms, dual-task and task switching respectively; we obtained performance advantages for experienced video gamers compared to non-gamers in situations in which two different tasks were processed simultaneously or sequentially. This advantage was absent in single-task situations. These findings indicate optimized executive control skills in video gamers. Similar findings in non-gamers after 15 h of action video game practice when compared to non-gamers with practice on a puzzle game clarified the causal relation between video game practice and the optimization of executive control skills.}, + language = {eng}, + number = {1}, + journal = {Acta Psychologica}, + doi = {10.1016/j.actpsy.2012.02.001}, + author = {Strobach, Tilo and Frensch, Peter A. and Schubert, Torsten}, + month = may, + year = {2012}, + keywords = {Attention,Humans,Visual Perception,Practice (Psychology),Video Games,Adolescent,Adult,Male,Psychomotor Performance,Executive Function,Neuropsychological Tests,Reaction Time}, + pages = {13-24}, + pmid = {22426427}, + note = {00206} +} + +@article{bejjanki2014, + title = {Action Video Game Play Facilitates the Development of Better Perceptual Templates}, + volume = {111}, + issn = {0027-8424, 1091-6490}, + language = {en}, + number = {47}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.1417056111}, + author = {Bejjanki, Vikranth R. and Zhang, Ruyuan and Li, Renjie and Pouget, Alexandre and Green, C. Shawn and Lu, Zhong-Lin and Bavelier, Daphne}, + month = nov, + year = {2014}, + pages = {16961-16966}, + file = {/Users/morteza/Documents/Zotero/storage/VEIW3YCB/Bejjanki et al. - 2014 - Action video game play facilitates the development.pdf}, + note = {00108} +} + +@article{green2010a, + title = {Improved Probabilistic Inference as a General Learning Mechanism with Action Video Games}, + volume = {20}, + issn = {1879-0445}, + abstract = {Action video game play benefits performance in an array of sensory, perceptual, and attentional tasks that go well beyond the specifics of game play [1-9]. That a training regimen may induce improvements in so many different skills is notable because the majority of studies on training-induced learning report improvements on the trained task but limited transfer to other, even closely related, tasks ([10], but see also [11-13]). Here we ask whether improved probabilistic inference may explain such broad transfer. By using a visual perceptual decision making task [14, 15], the present study shows for the first time that action video game experience does indeed improve probabilistic inference. A neural model of this task [16] establishes how changing a single parameter, namely the strength of the connections between the neural layer providing the momentary evidence and the layer integrating the evidence over time, captures improvements in action-gamers behavior. These results were established in a visual, but also in a novel auditory, task, indicating generalization across modalities. Thus, improved probabilistic inference provides a general mechanism for why action video game playing enhances performance in a wide variety of tasks. In addition, this mechanism may serve as a signature of training regimens that are likely to produce transfer of learning.}, + language = {eng}, + number = {17}, + journal = {Current biology: CB}, + doi = {10.1016/j.cub.2010.07.040}, + author = {Green, C. Shawn and Pouget, Alexandre and Bavelier, Daphne}, + month = sep, + year = {2010}, + keywords = {Humans,Visual Perception,Learning,Decision Making,Probability}, + pages = {1573-1579}, + file = {/Users/morteza/Documents/Zotero/storage/QA7EM2T3/Green et al. - 2010 - Improved probabilistic inference as a general lear.pdf}, + pmid = {20833324}, + pmcid = {PMC2956114}, + note = {00275} +} + +@article{libertus2017, + title = {The {{Impact}} of {{Action Video Game Training}} on {{Mathematical Abilities}} in {{Adults}}}, + volume = {3}, + issn = {2332-8584, 2332-8584}, + language = {en}, + number = {4}, + journal = {AERA Open}, + doi = {10.1177/2332858417740857}, + author = {Libertus, Melissa E. and Liu, Allison and Pikul, Olga and Jacques, Theodore and {Cardoso-Leite}, Pedro and Halberda, Justin and Bavelier, Daphne}, + month = oct, + year = {2017}, + pages = {233285841774085}, + file = {/Users/morteza/Documents/Zotero/storage/JQZWZKGW/Libertus et al. - 2017 - The Impact of Action Video Game Training on Mathem.pdf;/Users/morteza/Documents/Zotero/storage/YU8PMLCK/Libertus et al. - 2017 - The Impact of Action Video Game Training on Mathem.pdf}, + note = {00002} +} + +@article{delisi2002, + title = {Improving Children's Mental Rotation Accuracy with Computer Game Playing}, + volume = {163}, + issn = {0022-1325}, + abstract = {The authors investigated the relation between mental rotation (MR) and computer game-playing experience. Third grade boys (n = 24) and girls (n = 23) completed a 2-dimensional MR test before and after playing computer games (during 11 separate 30-min sessions), which either involved the use of MR skills (the experimental group) or did not involve the use of MR skills (the control group). The experimental group outperformed the control group on the MR posttest but not on the pretest. Boys outperformed girls on the pretest but not on the posttest. Children whose initial MR performance was low improved after playing computer games that entailed MR skills. The findings imply that computer-based instructional activities can be used in schools to enhance children's spatial abilities.}, + language = {eng}, + number = {3}, + journal = {The Journal of Genetic Psychology}, + doi = {10.1080/00221320209598683}, + author = {De Lisi, Richard and Wolford, Jennifer L.}, + month = sep, + year = {2002}, + keywords = {Humans,Cognition,Practice (Psychology),Video Games,Female,Male,Space Perception,Analysis of Variance,Child,New Jersey,Rotation,Sex Factors}, + pages = {272-282}, + pmid = {12230149}, + note = {00386} +} + +@article{okagaki1994, + title = {Effects of Video Game Playing on Measures of Spatial Performance: {{Gender}} Effects in Late Adolescence}, + volume = {15}, + issn = {01933973}, + shorttitle = {Effects of Video Game Playing on Measures of Spatial Performance}, + language = {en}, + number = {1}, + journal = {Journal of Applied Developmental Psychology}, + doi = {10.1016/0193-3973(94)90005-1}, + author = {Okagaki, Lynn and Frensch, Peter A.}, + month = jan, + year = {1994}, + pages = {33-58}, + note = {00451} +} + +@article{sala2018, + title = {Video Game Training Does Not Enhance Cognitive Ability: {{A}} Comprehensive Meta-Analytic Investigation}, + volume = {144}, + issn = {1939-1455}, + shorttitle = {Video Game Training Does Not Enhance Cognitive Ability}, + abstract = {As a result of considerable potential scientific and societal implications, the possibility of enhancing cognitive ability by training has been one of the most influential topics of cognitive psychology in the last two decades. However, substantial research into the psychology of expertise and a recent series of meta-analytic reviews have suggested that various types of cognitive training (e.g., working memory training) benefit performance only in the trained tasks. The lack of skill generalization from one domain to different ones-that is, far transfer-has been documented in various fields of research such as working memory training, music, brain training, and chess. Video game training is another activity that has been claimed by many researchers to foster a broad range of cognitive abilities such as visual processing, attention, spatial ability, and cognitive control. We tested these claims with three random-effects meta-analytic models. The first meta-analysis (k = 310) examined the correlation between video game skill and cognitive ability. The second meta-analysis (k = 315) dealt with the differences between video game players and nonplayers in cognitive ability. The third meta-analysis (k = 359) investigated the effects of video game training on participants' cognitive ability. Small or null overall effect sizes were found in all three models. These outcomes show that overall cognitive ability and video game skill are only weakly related. Importantly, we found no evidence of a causal relationship between playing video games and enhanced cognitive ability. Video game training thus represents no exception to the general difficulty of obtaining far transfer. (PsycINFO Database Record}, + language = {eng}, + number = {2}, + journal = {Psychological Bulletin}, + doi = {10.1037/bul0000139}, + author = {Sala, Giovanni and Tatlidil, K. Semir and Gobet, Fernand}, + month = feb, + year = {2018}, + keywords = {Humans,Cognition,Practice (Psychology),Transfer (Psychology),Video Games,Aptitude}, + pages = {111-139}, + pmid = {29239631} +} + +@article{anguera2013, + title = {Video Game Training Enhances Cognitive Control in Older Adults}, + volume = {501}, + issn = {0028-0836, 1476-4687}, + number = {7465}, + journal = {Nature}, + doi = {10.1038/nature12486}, + author = {Anguera, J. A. and Boccanfuso, J. and Rintoul, J. L. and {Al-Hashimi}, O. and Faraji, F. and Janowich, J. and Kong, E. and Larraburo, Y. and Rolle, C. and Johnston, E. and Gazzaley, A.}, + month = sep, + year = {2013}, + pages = {97-101}, + file = {/Users/morteza/Documents/Zotero/storage/EMARTW6H/Anguera_Nature_2013-Video-game-training-enhances-cognitive-control-in-older-adults.pdf}, + note = {00884} +} + +@article{tidwell2014, + title = {What Counts as Evidence for Working Memory Training? {{Problems}} with Correlated Gains and Dichotomization}, + volume = {21}, + issn = {1531-5320}, + shorttitle = {What Counts as Evidence for Working Memory Training?}, + abstract = {The question of whether computerized cognitive training leads to generalized improvements of intellectual abilities has been a popular, yet contentious, topic within both the psychological and neurocognitive literatures. Evidence for the effective transfer of cognitive training to nontrained measures of cognitive abilities is mixed, with some studies showing apparent successful transfer, while others have failed to obtain this effect. At the same time, several authors have made claims about both successful and unsuccessful transfer effects on the basis of a form of responder analysis, an analysis technique that shows that those who gain the most on training show the greatest gains on transfer tasks. Through a series of Monte Carlo experiments and mathematical analyses, we demonstrate that the apparent transfer effects observed through responder analysis are illusory and are independent of the effectiveness of cognitive training. We argue that responder analysis can be used neither to support nor to refute hypotheses related to whether cognitive training is a useful intervention to obtain generalized cognitive benefits. We end by discussing several proposed alternative analysis techniques that incorporate training gain scores and argue that none of these methods are appropriate for testing hypotheses regarding the effectiveness of cognitive training.}, + language = {eng}, + number = {3}, + journal = {Psychonomic Bulletin \& Review}, + doi = {10.3758/s13423-013-0560-7}, + author = {Tidwell, Joe W. and Dougherty, Michael R. and Chrabaszcz, Jeffrey R. and Thomas, Rick P. and Mendoza, Jorge L.}, + month = jun, + year = {2014}, + keywords = {Humans,Intelligence,Transfer (Psychology),Data Interpretation; Statistical,Memory; Short-Term}, + pages = {620-628}, + pmid = {24307249}, + note = {00029} +} + +@article{dale2017, + title = {Associations {{Between Avid Action}} and {{Real}}-{{Time Strategy Game Play}} and {{Cognitive Performance}}: A {{Pilot Study}}}, + volume = {1}, + issn = {2509-3290, 2509-3304}, + shorttitle = {Associations {{Between Avid Action}} and {{Real}}-{{Time Strategy Game Play}} and {{Cognitive Performance}}}, + language = {en}, + number = {3}, + journal = {Journal of Cognitive Enhancement}, + doi = {10.1007/s41465-017-0021-8}, + author = {Dale, Gillian and Green, C. Shawn}, + month = sep, + year = {2017}, + pages = {295-317}, + note = {00005} +} + +@article{pilegard2018, + title = {Game over for {{Tetris}} as a Platform for Cognitive Skill Training}, + volume = {54}, + issn = {0361476X}, + language = {en}, + journal = {Contemporary Educational Psychology}, + doi = {10.1016/j.cedpsych.2018.04.003}, + author = {Pilegard, Celeste and Mayer, Richard E.}, + month = jul, + year = {2018}, + pages = {29-41}, + note = {00001} +} + +@article{adams2016, + title = {Evaluating the {{Cognitive Consequences}} of {{Playing}} {{{\emph{Portal}}}} for a {{Short Duration}}}, + volume = {54}, + issn = {0735-6331, 1541-4140}, + language = {en}, + number = {2}, + journal = {Journal of Educational Computing Research}, + doi = {10.1177/0735633115620431}, + author = {Adams, Deanne M. and Pilegard, Celeste and Mayer, Richard E.}, + month = apr, + year = {2016}, + pages = {173-195}, + note = {00000} +} + +@article{comstockjr1992, + title = {The Multi-Attribute Task Battery for Human Operator Workload and Strategic Behavior Research}, + author = {Comstock Jr, J. Raymond and Arnegard, Ruth J.}, + year = {1992}, + file = {/Users/morteza/Documents/Zotero/storage/QKVALB4U/Comstock Jr and Arnegard - 1992 - The multi-attribute task battery for human operato.pdf;/Users/morteza/Documents/Zotero/storage/LCWY99TW/search.html}, + note = {00350} +} + +@article{belchior2019, + title = {Computer and {{Videogame Interventions}} for {{Older Adults}}' {{Cognitive}} and {{Everyday Functioning}}}, + volume = {8}, + issn = {2161-783X, 2161-7856}, + language = {en}, + number = {2}, + journal = {Games for Health Journal}, + doi = {10.1089/g4h.2017.0092}, + author = {Belchior, Patr\'icia and Yam, Anna and Thomas, Kelsey R. and Bavelier, Daphne and Ball, Karlene K. and Mann, William C. and Marsiske, Michael}, + month = apr, + year = {2019}, + pages = {129-143}, + note = {00001} +} + +@article{basak2011, + title = {Regional Differences in Brain Volume Predict the Acquisition of Skill in a Complex Real-Time Strategy Videogame}, + volume = {76}, + issn = {02782626}, + language = {en}, + number = {3}, + journal = {Brain and Cognition}, + doi = {10.1016/j.bandc.2011.03.017}, + author = {Basak, Chandramallika and Voss, Michelle W. and Erickson, Kirk I. and Boot, Walter R. and Kramer, Arthur F.}, + month = aug, + year = {2011}, + pages = {407-414}, + file = {/Users/morteza/Documents/Zotero/storage/H46CBQP8/Basak et al. - 2011 - Regional differences in brain volume predict the a.pdf}, + note = {00071} +} + +@article{basak2008, + title = {Can Training in a Real-Time Strategy Video Game Attenuate Cognitive Decline in Older Adults?}, + volume = {23}, + issn = {0882-7974}, + abstract = {Declines in various cognitive abilities, particularly executive control functions, are observed in older adults. An important goal of cognitive training is to slow or reverse these age-related declines. However, opinion is divided in the literature regarding whether cognitive training can engender transfer to a variety of cognitive skills in older adults. In the current study, the authors trained older adults in a real-time strategy video game for 23.5 hr in an effort to improve their executive functions. A battery of cognitive tasks, including tasks of executive control and visuospatial skills, were assessed before, during, and after video-game training. The trainees improved significantly in the measures of game performance. They also improved significantly more than the control participants in executive control functions, such as task switching, working memory, visual short-term memory, and reasoning. Individual differences in changes in game performance were correlated with improvements in task switching. The study has implications for the enhancement of executive control processes of older adults.}, + language = {eng}, + number = {4}, + journal = {Psychology and Aging}, + doi = {10.1037/a0013494}, + author = {Basak, Chandramallika and Boot, Walter R. and Voss, Michelle W. and Kramer, Arthur F.}, + month = dec, + year = {2008}, + keywords = {Aged,Aged; 80 and over,Cognition Disorders,Humans,Practice (Psychology),Transfer (Psychology),Video Games,Female,Male,Psychomotor Performance,Neuropsychological Tests,Memory; Short-Term,Computer Systems,Mental Recall,Orientation,Problem Solving}, + pages = {765-777}, + file = {/Users/morteza/Documents/Zotero/storage/TDRV77PL/Basak et al. - 2008 - Can training in a real-time strategy video game at.pdf}, + pmid = {19140648}, + pmcid = {PMC4041116}, + note = {00793} +} + +@article{palaus2017, + title = {Neural {{Basis}} of {{Video Gaming}}: {{A Systematic Review}}}, + volume = {11}, + issn = {1662-5161}, + shorttitle = {Neural {{Basis}} of {{Video Gaming}}}, + abstract = {Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games. Objectives: We aim to understand the relationship between the use of video games and their neural correlates, taking into account the whole variety of cognitive factors that they encompass. Methods: A systematic review was conducted using standardized search operators that included the presence of video games and neuro-imaging techniques or references to structural or functional brain changes. Separate categories were made for studies featuring Internet Gaming Disorder and studies focused on the violent content of video games. Results: A total of 116 articles were considered for the final selection. One hundred provided functional data and 22 measured structural brain changes. One-third of the studies covered video game addiction, and 14\% focused on video game related violence. Conclusions: Despite the innate heterogeneity of the field of study, it has been possible to establish a series of links between the neural and cognitive aspects, particularly regarding attention, cognitive control, visuospatial skills, cognitive workload, and reward processing. However, many aspects could be improved. The lack of standardization in the different aspects of video game related research, such as the participants' characteristics, the features of each video game genre and the diverse study goals could contribute to discrepancies in many related studies.}, + language = {eng}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2017.00248}, + author = {Palaus, Marc and Marron, Elena M. and {Viejo-Sobera}, Raquel and {Redolar-Ripoll}, Diego}, + year = {2017}, + keywords = {addiction,cognitive improvement,functional changes,internet gaming disorder,neural correlates,neuroimaging,structural changes,video games}, + pages = {248}, + file = {/Users/morteza/Documents/Zotero/storage/VLNQ6S7M/palaus2017.pdf;/Users/morteza/Documents/Zotero/storage/XW9X6BD2/Palaus et al. - 2017 - Neural Basis of Video Gaming A Systematic Review.pdf}, + pmid = {28588464}, + pmcid = {PMC5438999}, + note = {00025} +} + +@article{strenziok2014, + title = {Neurocognitive Enhancement in Older Adults: Comparison of Three Cognitive Training Tasks to Test a Hypothesis of Training Transfer in Brain Connectivity}, + volume = {85 Pt 3}, + issn = {1095-9572}, + shorttitle = {Neurocognitive Enhancement in Older Adults}, + abstract = {The ultimate goal of cognitive enhancement as an intervention for age-related cognitive decline is transfer to everyday cognitive functioning. Development of training methods that transfer broadly to untrained cognitive tasks (far transfer) requires understanding of the neural bases of training and far transfer effects. We used cognitive training to test the hypothesis that far transfer is associated with altered attentional control demands mediated by the dorsal attention network and trained sensory cortex. In an exploratory study, we randomly assigned 42 healthy older adults to six weeks of training on Brain Fitness (BF-auditory perception), Space Fortress (SF-visuomotor/working memory), or Rise of Nations (RON-strategic reasoning). Before and after training, cognitive performance, diffusion-derived white matter integrity, and functional connectivity of the superior parietal cortex (SPC) were assessed. We found the strongest effects from BF training, which transferred to everyday problem solving and reasoning and selectively changed integrity of occipito-temporal white matter associated with improvement on untrained everyday problem solving. These results show that cognitive gain from auditory perception training depends on heightened white matter integrity in the ventral attention network. In BF and SF (which also transferred positively), a decrease in functional connectivity between SPC and inferior temporal lobe (ITL) was observed compared to RON-which did not transfer to untrained cognitive function. These findings highlight the importance for cognitive training of top-down control of sensory processing by the dorsal attention network. Altered brain connectivity - observed in the two training tasks that showed far transfer effects - may be a marker for training success.}, + language = {eng}, + journal = {NeuroImage}, + doi = {10.1016/j.neuroimage.2013.07.069}, + author = {Strenziok, Maren and Parasuraman, Raja and Clarke, Ellen and Cisler, Dean S. and Thompson, James C. and Greenwood, Pamela M.}, + month = jan, + year = {2014}, + keywords = {Aged,Aging,Attention,Humans,Cognition,Brain,Transfer (Psychology),Female,Male,Biomedical Enhancement,Brain Mapping,Cognitive training,Diffusion Tensor Imaging,Far transfer,Functional connectivity,Image Processing; Computer-Assisted,Neural Pathways,Superior parietal cortex,White matter integrity}, + pages = {1027-1039}, + pmid = {23933474}, + note = {00082} +} + +@article{glass2013, + title = {Real-{{Time Strategy Game Training}}: {{Emergence}} of a {{Cognitive Flexibility Trait}}}, + volume = {8}, + issn = {1932-6203}, + shorttitle = {Real-{{Time Strategy Game Training}}}, + language = {en}, + number = {8}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0070350}, + author = {Glass, Brian D. and Maddox, W. Todd and Love, Bradley C.}, + editor = {Wenderoth, Nicole}, + month = aug, + year = {2013}, + pages = {e70350}, + file = {/Users/morteza/Documents/Zotero/storage/629S47H3/Glass et al. - 2013 - Real-Time Strategy Game Training Emergence of a C.pdf}, + note = {00124} +} + +@article{gong2017, + title = {Action {{Video Game Experience Related}} to {{Altered Large}}-{{Scale White Matter Networks}}}, + volume = {2017}, + language = {English}, + journal = {Neural Plasticity}, + doi = {10.1155/2017/7543686}, + author = {Gong, Diankun and Ma, Weiyi and Gong, Jinnan and He, Hui and Dong, Li and Zhang, Dan and Li, Jianfu and Luo, Cheng and Yao, Dezhong}, + year = {2017}, + keywords = {WM,AVGP}, + pages = {1--7}, + file = {/Users/morteza/Documents/Zotero/storage/SKEWRJGG/gong2017.pdf}, + note = {00002} +} + +@article{west2015, + title = {Habitual Action Video Game Playing Is Associated with Caudate Nucleus-Dependent Navigational Strategies}, + volume = {282}, + language = {English}, + number = {1808}, + journal = {Proceedings of the Royal Society B: Biological Sciences}, + doi = {10.1098/rspb.2014.2952}, + author = {West, G L and Drisdelle, B L and Konishi, K and Jackson, J and Jolicoeur, P and Bohbot, V D}, + month = may, + year = {2015}, + pages = {20142952--20142952} +} + +@article{gong2015, + title = {Enhanced Functional Connectivity and Increased Gray Matter Volume of Insula Related to Action Video Game Playing}, + volume = {5}, + issn = {2045-2322}, + language = {en}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/srep09763}, + author = {Gong, Diankun and He, Hui and Liu, Dongbo and Ma, Weiyi and Dong, Li and Luo, Cheng and Yao, Dezhong}, + month = sep, + year = {2015}, + pages = {9763}, + file = {/Users/morteza/Documents/Zotero/storage/A57TJY5F/gong2015.pdf} +} + +@article{bavelier2012, + title = {Neural Bases of Selective Attention in Action Video Game Players}, + volume = {61}, + abstract = {Vision Research, 61 (2012) 132-143. doi:10.1016/j.visres.2011.08.007}, + number = {C}, + journal = {Vision Research}, + doi = {10.1016/j.visres.2011.08.007}, + author = {Bavelier, D and Achtman, R L and Mani, M and F\"ocker, J}, + month = may, + year = {2012}, + pages = {132--143}, + file = {/Users/morteza/Documents/Zotero/storage/Z47WV36Z/bavelier2012.pdf} +} + +@article{zhang2015, + title = {Higher Integrity of the Motor and Visual Pathways in Long-Term Video Game Players}, + volume = {9}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2015.00098}, + author = {Zhang, Yang and Du, Guijin and Yang, Yongxin and Qin, Wen and Li, Xiaodong and Zhang, Quan}, + month = mar, + year = {2015}, + pages = {695}, + file = {/Users/morteza/Documents/Zotero/storage/UIVDFKF2/zhang2015.pdf}, + note = {00014} +} + +@article{bressler2010, + title = {Large-Scale Brain Networks in Cognition: Emerging Methods and Principles}, + volume = {14}, + issn = {13646613}, + shorttitle = {Large-Scale Brain Networks in Cognition}, + language = {en}, + number = {6}, + journal = {Trends in Cognitive Sciences}, + doi = {10.1016/j.tics.2010.04.004}, + author = {Bressler, Steven L. and Menon, Vinod}, + month = jun, + year = {2010}, + pages = {277-290}, + note = {01342} +} + +@article{takeuchi2011, + title = {Working {{Memory Training Using Mental Calculation Impacts Regional Gray Matter}} of the {{Frontal}} and {{Parietal Regions}}}, + volume = {6}, + issn = {1932-6203}, + language = {en}, + number = {8}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0023175}, + author = {Takeuchi, Hikaru and Taki, Yasuyuki and Sassa, Yuko and Hashizume, Hiroshi and Sekiguchi, Atsushi and Fukushima, Ai and Kawashima, Ryuta}, + editor = {Chapouthier, Georges}, + month = aug, + year = {2011}, + pages = {e23175}, + file = {/Users/morteza/Documents/Zotero/storage/8J2JWTUN/takeuchi2011.pdf}, + note = {00127} +} + +@article{gorbet2018, + title = {Move Faster, Think Later: {{Women}} Who Play Action Video Games Have Quicker Visually- Guided Responses with Later Onset Visuomotor-Related Brain Activity}, + volume = {13}, + abstract = {A history of action video game (AVG) playing is associated with improvements in several visuospatial and attention-related skills and these improvements may be transferable to unrelated tasks. These facts make video games a potential medium for skill-training and rehabilitation. However, examinations of the neural correlates underlying these observations are almost non-existent in the visuomotor system. Further, the vast majority of studies on the effects of a history of AVG play have been done using almost exclusively male participants. Therefore, to begin to fill these gaps in the literature, we present findings from two experiments. In the first, we use functional MRI to examine brain activity in experienced, female AVG players during visually-guided reaching. In the second, we examine the kinematics of visually-guided reaching in this population. Imaging data demonstrate that relative to women who do not play, AVG players have less motor-related preparatory activity in the cuneus, middle occipital gyrus, and cerebellum. This decrease is correlated with estimates of time spent playing. Further, these correlations are strongest during the performance of a visuomotor mapping that spatially dissociates eye and arm movements. However, further examinations of the full time-course of visuomotor-related activity in the AVG players revealed that the decreased activity during motor preparation likely results from a later onset of activity in AVG players, which occurs closer to beginning motor execution relative to the non-playing group. Further, the data presented here suggest that this later onset of preparatory activity represents greater neural efficiency that is associated with faster visually-guided responses.}, + language = {English}, + number = {1}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0189110}, + author = {Gorbet, Diana J and Sergio, Lauren E}, + month = jan, + year = {2018}, + pages = {e0189110}, + pmid = {29364891}, + pmcid = {PMC5783344}, + note = {00005} +} + +@article{fox2006, + title = {Spontaneous Neuronal Activity Distinguishes Human Dorsal and Ventral Attention Systems}, + volume = {103}, + issn = {0027-8424, 1091-6490}, + language = {en}, + number = {26}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.0604187103}, + author = {Fox, M. D. and Corbetta, M. and Snyder, A. Z. and Vincent, J. L. and Raichle, M. E.}, + month = jun, + year = {2006}, + pages = {10046-10051}, + file = {/Users/morteza/Documents/Zotero/storage/2PZH83RJ/fox2006.pdf}, + note = {01468} +} + +@article{buschkuehl2012, + title = {Neuronal Effects Following Working Memory Training.}, + volume = {2 Suppl 1}, + abstract = {There is accumulating evidence that training working memory (WM) leads to beneficial effects in tasks that were not trained, but the mechanisms underlying this transfer remain elusive. Brain imaging can be a valuable method to gain insights into such mechanisms. Here, we discuss the impact of cognitive training on neural correlates with an emphasis on studies that implemented a WM intervention. We focus on changes in activation patterns, changes in resting state connectivity, changes in brain structure, and changes in the dopaminergic system. Our analysis of the existing literature reveals that there is currently no clear pattern of results that would single out a specific neural mechanism underlying training and transfer. We conclude that although brain imaging has provided us with information about the mechanisms of WM training, more research is needed to understand its neural impact.}, + language = {English}, + journal = {Developmental cognitive neuroscience}, + doi = {10.1016/j.dcn.2011.10.001}, + author = {Buschkuehl, Martin and Jaeggi, Susanne M and Jonides, John}, + month = feb, + year = {2012}, + pages = {S167--79}, + pmid = {22682905}, + note = {00168} +} + +@article{gong2016, + title = {Functional {{Integration}} between {{Salience}} and {{Central Executive Networks}}: {{A Role}} for {{Action Video Game Experience}}}, + volume = {2016}, + language = {English}, + number = {4}, + journal = {Neural Plasticity}, + doi = {10.1155/2016/9803165}, + author = {Gong, Diankun and He, Hui and Ma, Weiyi and Liu, Dongbo and Huang, Mengting and Dong, Li and Gong, Jinnan and Li, Jianfu and Luo, Cheng and Yao, Dezhong}, + year = {2016}, + pages = {1--9}, + note = {00026} +} + +@article{green2008, + title = {Exercising Your Brain: A Review of Human Brain Plasticity and Training-Induced Learning}, + volume = {23}, + issn = {0882-7974}, + shorttitle = {Exercising Your Brain}, + abstract = {Human beings have an amazing capacity to learn new skills and adapt to new environments. However, several obstacles remain to be overcome in designing paradigms to broadly improve quality of life. Arguably, the most notable impediment to this goal is that learning tends to be quite specific to the trained regimen and does not transfer to even qualitatively similar tasks. This severely limits the potential benefits of learning to daily life. This review discusses training regimens that lead to the acquisition of new knowledge and strategies that can be used flexibly across a range of tasks and contexts. Possible characteristics of training regimens are proposed that may be responsible for augmented learning, including the manner in which task difficulty is progressed, the motivational state of the learner, and the type of feedback the training provides. When maximally implemented in rehabilitative paradigms, these characteristics may greatly increase the efficacy of training.}, + language = {eng}, + number = {4}, + journal = {Psychology and Aging}, + doi = {10.1037/a0014345}, + author = {Green, C. S. and Bavelier, D.}, + month = dec, + year = {2008}, + keywords = {Aged,Aging,Attention,Humans,Arousal,Brain,Feedback; Psychological,Intelligence,Motivation,Music,Neuronal Plasticity,Practice (Psychology),Sports,Transfer (Psychology),Video Games}, + pages = {692-701}, + pmid = {19140641}, + pmcid = {PMC2896818}, + note = {00552} +} + +@article{katsyri2013, + title = {Just Watching the Game Ain't Enough: Striatal {{fMRI}} Reward Responses to Successes and Failures in a Video Game during Active and Vicarious Playing}, + volume = {7}, + issn = {1662-5161}, + shorttitle = {Just Watching the Game Ain't Enough}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2013.00278}, + author = {K\"atsyri, Jari and Hari, Riitta and Ravaja, Niklas and Nummenmaa, Lauri}, + year = {2013}, + file = {/Users/morteza/Documents/Zotero/storage/XJE9DMTU/kätsyri2013.pdf}, + note = {00046} +} + +@article{koepp1998, + title = {Evidence for Striatal Dopamine Release during a Video Game}, + volume = {393}, + issn = {0028-0836, 1476-4687}, + language = {en}, + number = {6682}, + journal = {Nature}, + doi = {10.1038/30498}, + author = {Koepp, M. J. and Gunn, R. N. and Lawrence, A. D. and Cunningham, V. J. and Dagher, A. and Jones, T. and Brooks, D. J. and Bench, C. J. and Grasby, P. M.}, + month = may, + year = {1998}, + pages = {266-268}, + note = {01314} +} + +@article{focker2019, + title = {Neural {{Correlates}} of {{Enhanced Visual Attentional Control}} in {{Action Video Game Players}}: {{An Event}}-{{Related Potential Study}}}, + volume = {31}, + issn = {0898-929X, 1530-8898}, + shorttitle = {Neural {{Correlates}} of {{Enhanced Visual Attentional Control}} in {{Action Video Game Players}}}, + language = {en}, + number = {3}, + journal = {Journal of Cognitive Neuroscience}, + doi = {10.1162/jocn_a_01230}, + author = {F\"ocker, Julia and Mortazavi, Matin and Khoe, Wayne and Hillyard, Steven A. and Bavelier, Daphne}, + month = mar, + year = {2019}, + pages = {377-389}, + note = {00005} +} + +@incollection{menon2015, + title = {Salience {{Network}}}, + isbn = {978-0-12-397316-0}, + language = {en}, + booktitle = {Brain {{Mapping}}}, + publisher = {{Elsevier}}, + author = {Menon, V.}, + year = {2015}, + pages = {597-611}, + doi = {10.1016/B978-0-12-397025-1.00052-X}, + note = {00308} +} + +@article{kuhn2014, + title = {Playing {{Super Mario}} Induces Structural Brain Plasticity: Gray Matter Changes Resulting from Training with a Commercial Video Game}, + volume = {19}, + issn = {1359-4184, 1476-5578}, + shorttitle = {Playing {{Super Mario}} Induces Structural Brain Plasticity}, + language = {en}, + number = {2}, + journal = {Molecular Psychiatry}, + doi = {10.1038/mp.2013.120}, + author = {K\"uhn, S and Gleich, T and Lorenz, R C and Lindenberger, U and Gallinat, J}, + month = feb, + year = {2014}, + pages = {265-271} +} + +@article{kuhn2011, + title = {The Neural Basis of Video Gaming}, + volume = {1}, + issn = {2158-3188}, + language = {en}, + number = {11}, + journal = {Translational Psychiatry}, + doi = {10.1038/tp.2011.53}, + author = {K\"uhn, S and Romanowski, A and Schilling, C and Lorenz, R and M\"orsen, C and Seiferth, N and Banaschewski, T and Barbot, A and Barker, G J and B\"uchel, C and Conrod, P J and Dalley, J W and Flor, H and Garavan, H and Ittermann, B and Mann, K and Martinot, J-L and Paus, T and Rietschel, M and Smolka, M N and Str\"ohle, A and Walaszek, B and Schumann, G and Heinz, A and Gallinat, J}, + month = nov, + year = {2011}, + pages = {e53-e53}, + note = {00163} +} + +@article{kuhn2014a, + title = {Positive {{Association}} of {{Video Game Playing}} with {{Left Frontal Cortical Thickness}} in {{Adolescents}}}, + volume = {9}, + issn = {1932-6203}, + language = {en}, + number = {3}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0091506}, + author = {K\"uhn, Simone and Lorenz, Robert and Banaschewski, Tobias and Barker, Gareth J. and B\"uchel, Christian and Conrod, Patricia J. and Flor, Herta and Garavan, Hugh and Ittermann, Bernd and Loth, Eva and Mann, Karl and Nees, Frauke and Artiges, Eric and Paus, Tomas and Rietschel, Marcella and Smolka, Michael N. and Str\"ohle, Andreas and Walaszek, Bernadetta and Schumann, Gunter and Heinz, Andreas and Gallinat, J\"urgen and {The IMAGEN Consortium}}, + editor = {Krueger, Frank}, + month = mar, + year = {2014}, + pages = {e91506}, + file = {/Users/morteza/Documents/Zotero/storage/VHNP8RTR/kühn2014.pdf}, + note = {00069} +} + +@article{eichenbaum2017, + title = {The Role of the Hippocampus in Navigation Is Memory}, + volume = {117}, + issn = {0022-3077, 1522-1598}, + language = {en}, + number = {4}, + journal = {Journal of Neurophysiology}, + doi = {10.1152/jn.00005.2017}, + author = {Eichenbaum, Howard}, + month = apr, + year = {2017}, + pages = {1785-1796}, + note = {00038} +} + +@article{lisman2017, + title = {Viewpoints: How the Hippocampus Contributes to Memory, Navigation and Cognition}, + volume = {20}, + issn = {1097-6256, 1546-1726}, + shorttitle = {Viewpoints}, + language = {en}, + number = {11}, + journal = {Nature Neuroscience}, + doi = {10.1038/nn.4661}, + author = {Lisman, John and Buzs\'aki, Gy\"orgy and Eichenbaum, Howard and Nadel, Lynn and Ranganath, Charan and Redish, A David}, + month = nov, + year = {2017}, + pages = {1434-1447}, + note = {00028} +} + +@article{bird2008, + title = {The Hippocampus and Memory: Insights from Spatial Processing}, + volume = {9}, + issn = {1471-003X, 1471-0048}, + shorttitle = {The Hippocampus and Memory}, + language = {en}, + number = {3}, + journal = {Nature Reviews Neuroscience}, + doi = {10.1038/nrn2335}, + author = {Bird, Chris M. and Burgess, Neil}, + month = mar, + year = {2008}, + pages = {182-194}, + note = {00746} +} + +@article{siniatchkin2017, + title = {Anodal {{tDCS}} over the Left {{DLPFC}} Improved Working Memory and Reduces Symptoms in Children with {{ADHD}}}, + volume = {10}, + issn = {1935861X}, + language = {en}, + number = {2}, + journal = {Brain Stimulation}, + doi = {10.1016/j.brs.2017.01.509}, + author = {Siniatchkin, M.}, + month = mar, + year = {2017}, + pages = {517}, + note = {00000} +} + +@article{wang2018, + title = {Transcranial Direct Current Stimulation over the Right {{DLPFC}} Selectively Modulates Subprocesses in Working Memory}, + volume = {6}, + issn = {2167-8359}, + abstract = {Background + Working memory, as a complex system, consists of two independent components: manipulation and maintenance process, which are defined as executive control and storage process. Previous studies mainly focused on the overall effect of transcranial direct current stimulation (tDCS) on working memory. However, little has been known about the segregative effects of tDCS on the sub-processes within working memory. + + + Method + + Transcranial direct current stimulation, as one of the non-invasive brain stimulation techniques, is being widely used to modulate the cortical activation of local brain areas. This study modified a spatial + n + -back experiment with anodal and cathodal tDCS exertion on the right dorsolateral prefrontal cortex (DLPFC), aiming to investigate the effects of tDCS on the two sub-processes of working memory: manipulation (updating) and maintenance. Meanwhile, considering the separability of tDCS effects, we further reconfirmed the causal relationship between the right DLPFC and the sub-processes of working memory with different tDCS conditions. + + + + Results + The present study showed that cathodal tDCS on the right DLPFC selectively improved the performance of the modified 2-back task in the difficult condition, whereas anodal tDCS significantly reduced the performance of subjects and showed an speeding-up tendency of response time. More precisely, the results of discriminability index and criterion showed that only cathodal tDCS enhanced the performance of maintenance in the difficult condition. Neither of the two tDCS conditions affected the performance of manipulation (updating). + + + Conclusion + These findings provide evidence that cathodal tDCS of the right DLPFC selectively affects maintenance capacity. Besides, cathodal tDCS also serves as an interference suppressor to reduce the irrelevant interference, thereby indirectly improving the working memory capacity. Moreover, the right DLPFC is not the unique brain regions for working memory manipulation (updating).}, + language = {en}, + journal = {PeerJ}, + doi = {10.7717/peerj.4906}, + author = {Wang, Jiarui and Tian, Jinhua and Hao, Renning and Tian, Lili and Liu, Qiang}, + month = may, + year = {2018}, + pages = {e4906}, + note = {00001} +} + +@article{lefebvre2005, + title = {Assessment of Working Memory Abilities Using an Event-Related Brain Potential ({{ERP}})-Compatible Digit Span Backward Task}, + volume = {116}, + issn = {13882457}, + language = {en}, + number = {7}, + journal = {Clinical Neurophysiology}, + doi = {10.1016/j.clinph.2005.03.015}, + author = {Lefebvre, Celeste D. and Marchand, Yannick and Eskes, Gail A. and Connolly, John F.}, + month = jul, + year = {2005}, + pages = {1665-1680}, + note = {00087} +} + +@article{finnigan2011, + title = {{{ERP}} Measures Indicate Both Attention and Working Memory Encoding Decrements in Aging: {{Age}} Effects on Attention and Memory Encoding {{ERPs}}}, + volume = {48}, + issn = {00485772}, + shorttitle = {{{ERP}} Measures Indicate Both Attention and Working Memory Encoding Decrements in Aging}, + language = {en}, + number = {5}, + journal = {Psychophysiology}, + doi = {10.1111/j.1469-8986.2010.01128.x}, + author = {Finnigan, Simon and O'Connell, Redmond G. and Cummins, Tarrant D. R. and Broughton, Megan and Robertson, Ian H.}, + month = may, + year = {2011}, + pages = {601-611}, + note = {00000} +} + +@article{looi2016, + title = {Combining Brain Stimulation and Video Game to Promote Long-Term Transfer of Learning and Cognitive Enhancement}, + volume = {6}, + issn = {2045-2322}, + language = {en}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/srep22003}, + author = {Looi, Chung Yen and Duta, Mihaela and Brem, Anna-Katharine and Huber, Stefan and Nuerk, Hans-Christoph and Cohen Kadosh, Roi}, + month = apr, + year = {2016}, + pages = {22003}, + file = {/Users/morteza/Documents/Zotero/storage/NU964ZWA/looi2016.pdf}, + note = {00041} +} + +@article{winkler2010, + title = {Cortical {{Thickness}} or {{Grey Matter Volume}}? {{The Importance}} of {{Selecting}} the {{Phenotype}} for {{Imaging Genetics Studies}}}, + volume = {53}, + issn = {1053-8119}, + shorttitle = {Cortical {{Thickness}} or {{Grey Matter Volume}}?}, + abstract = {Choosing the appropriate neuroimaging phenotype is critical to successfully identify genes that influence brain structure or function. While neuroimaging methods provide numerous potential phenotypes, their role for imaging genetics studies are unclear. Here we examine the relationship between brain volume, grey matter volume, cortical thickness and surface area, from a genetic standpoint. Four hundred and eighty-six individuals from randomly ascertained extended pedigrees with high-quality T1-weighted neuroanatomic MRI images participated in the study. Surface-based and voxel-based representations of brain structure were derived, using automated methods, and these measurements were analysed using a variance-components method to identify the heritability of these traits and their genetic correlations. All neuroanatomic traits were significantly influenced by genetic factors. Cortical thickness and surface area measurements were found to be genetically and phenotypically independent. While both thickness and area influenced volume measurements of cortical grey matter, volume was more closely related to surface area than cortical thickness. This trend was observed for both the volume-based and surface-based techniques. The results suggest that surface area and cortical thickness measurements should be considered separately and preferred over gray matter volumes for imaging genetic studies.}, + number = {3}, + journal = {NeuroImage}, + doi = {10.1016/j.neuroimage.2009.12.028}, + author = {Winkler, Anderson M. and Kochunov, Peter and Blangero, John and Almasy, Laura and Zilles, Karl and Fox, Peter T. and Duggirala, Ravindranath and Glahn, David C.}, + month = nov, + year = {2010}, + pages = {1135-1146}, + file = {/Users/morteza/Documents/Zotero/storage/V4P9UUCA/Winkler et al. - 2010 - Cortical Thickness or Grey Matter Volume The Impo.pdf}, + pmid = {20006715}, + pmcid = {PMC2891595}, + note = {00000} +} + +@article{engelhard2010, + title = {The Impact of Taxing Working Memory on Negative and Positive Memories}, + volume = {1}, + issn = {2000-8066}, + abstract = {BACKGROUND: Earlier studies have shown that horizontal eye movement (EM) during retrieval of a negative memory reduces its vividness and emotionality. This may be due to both tasks competing for working memory (WM) resources. This study examined whether playing the computer game "Tetris" also blurs memory. +METHOD: PARTICIPANTS RECALLED NEGATIVE AND POSITIVE MEMORIES IN THREE CONDITIONS: recall only, recall with concurrent EM, and recall with playing Tetris. Before and after these conditions, vividness, emotionality, and physiological startle responses during recall were measured. +RESULTS: A reaction time task showed that EM and Tetris draw on WM, compared to no dual-task. Compared to recall only, EM and Tetris both decreased reported emotionality and startle responses. +CONCLUSIONS: The effects of EM and Tetris did not differ, even though the tasks differed in the degree of taxing WM. This suggests that taxing WM and its effects on emotional memories may not be linearly related. Potential clinical implications are discussed.}, + language = {eng}, + journal = {European Journal of Psychotraumatology}, + doi = {10.3402/ejpt.v1i0.5623}, + author = {Engelhard, Iris M. and {van Uijen}, Sophie L. and {van den Hout}, Marcel A.}, + year = {2010}, + keywords = {EMDR,Intrusive memory,PTSD,working memory}, + file = {/Users/morteza/Documents/Zotero/storage/LBBTJU8D/Engelhard et al. - 2010 - The impact of taxing working memory on negative an.pdf}, + pmid = {22893797}, + pmcid = {PMC3402003}, + note = {00000} +} + +@article{iyadurai2018, + title = {Preventing Intrusive Memories after Trauma via a Brief Intervention Involving {{Tetris}} Computer Game Play in the Emergency Department: A Proof-of-Concept Randomized Controlled Trial}, + volume = {23}, + copyright = {2017 Nature Publishing Group}, + issn = {1476-5578}, + shorttitle = {Preventing Intrusive Memories after Trauma via a Brief Intervention Involving {{Tetris}} Computer Game Play in the Emergency Department}, + abstract = {After psychological trauma, recurrent intrusive visual memories may be distressing and disruptive. Preventive interventions post trauma are lacking. Here we test a behavioural intervention after real-life trauma derived from cognitive neuroscience. We hypothesized that intrusive memories would be significantly reduced in number by an intervention involving a computer game with high visuospatial demands (Tetris), via disrupting consolidation of sensory elements of trauma memory. The Tetris-based intervention (trauma memory reminder cue plus c. 20 min game play) vs attention-placebo control (written activity log for same duration) were both delivered in an emergency department within 6 h of a motor vehicle accident. The randomized controlled trial compared the impact on the number of intrusive trauma memories in the subsequent week (primary outcome). Results vindicated the efficacy of the Tetris-based intervention compared with the control condition: there were fewer intrusive memories overall, and time-series analyses showed that intrusion incidence declined more quickly. There were convergent findings on a measure of clinical post-trauma intrusion symptoms at 1 week, but not on other symptom clusters or at 1 month. Results of this proof-of-concept study suggest that a larger trial, powered to detect differences at 1 month, is warranted. Participants found the intervention easy, helpful and minimally distressing. By translating emerging neuroscientific insights and experimental research into the real world, we offer a promising new low-intensity psychiatric intervention that could prevent debilitating intrusive memories following trauma.}, + language = {en}, + number = {3}, + journal = {Molecular Psychiatry}, + doi = {10.1038/mp.2017.23}, + author = {Iyadurai, L. and Blackwell, S. E. and {Meiser-Stedman}, R. and Watson, P. C. and Bonsall, M. B. and Geddes, J. R. and Nobre, A. C. and Holmes, E. A.}, + month = mar, + year = {2018}, + pages = {674-682}, + file = {/Users/morteza/Documents/Zotero/storage/ZZCIFX7G/Iyadurai et al. - 2018 - Preventing intrusive memories after trauma via a b.pdf;/Users/morteza/Documents/Zotero/storage/PPL3CDGF/mp201723.html}, + note = {00000} +} + +@article{skorka-brown2015, + title = {Playing {{Tetris}} Decreases Drug and Other Cravings in Real World Settings}, + volume = {51}, + issn = {1873-6327}, + abstract = {Most research on cognitive processes in craving has been carried out in the laboratory and focuses on food craving. This study extends laboratory findings to real world settings and cravings for drugs or activities as well as food. Previous laboratory research has found that playing Tetris reduces craving strength. The present study used an ecological momentary assessment protocol in which 31 undergraduate participants carried iPods for a week and were prompted 7 times each day, by SMS message, to use their iPod to report craving. Participants reported craving target and strength (0-100), whether they indulged their previous craving (yes/no), and whether they were under the influence of alcohol (yes/no). Those randomly assigned to the intervention condition (n=15) then played Tetris for 3min and reported their craving again. Those in the monitoring-only control condition (n=16) provided baseline craving data to test if Tetris reduced the incidence and strength of spontaneous cravings across the week. Playing Tetris decreased craving strength for drugs (alcohol, nicotine, caffeine), food and drink, and activities (sex, exercise, gaming), with a mean reduction of 13.9 percentage points, effect size f(2)=0.11. This effect was consistent across the week. This is the first demonstration that visual cognitive interference can be used in the field to reduce cravings for substances and activities other than eating.}, + language = {eng}, + journal = {Addictive Behaviors}, + doi = {10.1016/j.addbeh.2015.07.020}, + author = {{Skorka-Brown}, Jessica and Andrade, Jackie and Whalley, Ben and May, Jon}, + month = dec, + year = {2015}, + keywords = {Humans,Video Games,Adolescent,Adult,Female,Male,Addiction,Behavior; Addictive,Behavioural research,Cognitive theory,Craving,Desire,Elaborated Intrusion theory,Multilevel models,Students,Substance-Related Disorders,Technology,Young Adult}, + pages = {165-170}, + file = {/Users/morteza/Documents/Zotero/storage/NDASC6YX/Skorka-Brown et al. - 2015 - Playing Tetris decreases drug and other cravings i.pdf}, + pmid = {26275843}, + note = {00000} +} + +@article{palaus2017a, + title = {Cognitive Enhancement by Means of {{TMS}} and Video Game Training: Preliminary Analysis}, + author = {Palaus, Marc and {Redolar-Ripoll}, Diego and {Viejo-Sobera}, Raquel and {Mu\~noz-Marr\'on}, Elena}, + month = jun, + year = {2017}, + note = {00000 +cites: unknown} +} + +@article{boot2008, + title = {The Effects of Video Game Playing on Attention, Memory, and Executive Control}, + volume = {129}, + issn = {00016918}, + language = {en}, + number = {3}, + journal = {Acta Psychologica}, + doi = {10.1016/j.actpsy.2008.09.005}, + author = {Boot, Walter R. and Kramer, Arthur F. and Simons, Daniel J. and Fabiani, Monica and Gratton, Gabriele}, + month = nov, + year = {2008}, + pages = {387-398}, + note = {00000} +} + +@article{moreau2013, + title = {Differentiating Two- from Three-Dimensional Mental Rotation Training Effects}, + volume = {66}, + issn = {1747-0226}, + abstract = {Block videogame training has consistently demonstrated transfer effects to mental rotation tasks, yet how variations in training influence performance with different stimuli remains unclear. In this study, participants took mental rotation assessments before and after a 3-week training programme based on 2D or 3D block videogames. Assessments varied in terms of dimensionality (2D or 3D) and stimulus type (polygon or body). Increases in videogame scores throughout training were correlated with mental rotation improvements. In particular, 2D training led to improvements in 2D tasks, whereas 3D training led to improvements in both 2D and 3D tasks. This effect did not depend on stimulus type, demonstrating that training can transfer to different stimuli of identical dimensionality. Interestingly, traditional gender differences in 3D mental rotation tasks vanished after 3D videogame training, highlighting the malleability of mental rotation ability given adequate training. These findings emphasize the influence of dimensionality in transfer effects and offer promising perspectives to reduce differences in mental rotation via designed training programmes.}, + language = {eng}, + number = {7}, + journal = {Quarterly Journal of Experimental Psychology (2006)}, + doi = {10.1080/17470218.2012.744761}, + author = {Moreau, David}, + year = {2013}, + keywords = {Video Recording,Humans,Transfer (Psychology),Adolescent,Female,Male,Space Perception,Neuropsychological Tests,Reaction Time,Analysis of Variance,Rotation,Young Adult,Mental Processes,Statistics as Topic,Teaching}, + pages = {1399-1413}, + pmid = {23163833}, + note = {00000} +} + +@article{belchior2013, + title = {Video Game Training to Improve Selective Visual Attention in Older Adults}, + volume = {29}, + issn = {0747-5632}, + abstract = {The current study investigated the effect of video game training on older adult's useful field of view performance (the UFOV\textregistered{} test). Fifty-eight older adult participants were randomized to receive practice with the target action game (Medal of Honor), a placebo control arcade game (Tetris), a clinically validated UFOV training program, or into a no contact control group. Examining pretest-posttest change in selective visual attention, the UFOV improved significantly more than the game groups; all three intervention groups improved significantly more than no-contact controls. There was a lack of difference between the two game conditions, differing from findings with younger adults. Discussion considers whether games posing less challenge might still be effective interventions for elders, and whether optimal training dosages should be higher.}, + language = {eng}, + number = {4}, + journal = {Computers in Human Behavior}, + author = {Belchior, Patr\'icia and Marsiske, Michael and Sisco, Shannon M. and Yam, Anna and Bavelier, Daphne and Ball, Karlene and Mann, William C.}, + month = jul, + year = {2013}, + keywords = {Aging,Older adults,Training,Videogames,Visual attention}, + pages = {1318-1324}, + pmid = {24003265}, + pmcid = {PMC3758751}, + note = {00000} +} + +@article{astle2015, + title = {Cognitive {{Training Enhances Intrinsic Brain Connectivity}} in {{Childhood}}}, + volume = {35}, + number = {16}, + journal = {Journal of Neuroscience}, + author = {Astle, D E and Barnes, J J and Baker, K and Colclough, G L and Woolrich, M W}, + month = apr, + year = {2015}, + pages = {6277-6283}, + note = {00000} +} + +@article{terlecki2008, + title = {Durable and Generalized Effects of Spatial Experience on Mental Rotation: Gender Differences in Growth Patterns}, + volume = {22}, + copyright = {Copyright \textcopyright{} 2007 John Wiley \& Sons, Ltd.}, + issn = {1099-0720}, + shorttitle = {Durable and Generalized Effects of Spatial Experience on Mental Rotation}, + abstract = {This study addressed questions about improvement in mental rotation skills: (1) whether growth trajectories differ for men and women with higher or lower spatial experience, (2) whether videogame training has effects on performance and leads to transfer, (3) whether effects of repeated testing or training effects are durable and (4) whether transfer is durable. Undergraduates participated in repeated testing on the MRT or played the videogame Tetris. Analyses showed large improvements in mental rotation with both repeated testing and training; these gains were maintained several months later. MRT scores of men and women did not converge, but men showed faster initial growth and women showed more improvement later. Videogame training showed greater initial growth than repeated testing alone, but final performance did not differ. Effects of videogame training transferred to other spatial tasks exceeding the effects of repeated testing, and this transfer advantage was still evident after several months. Copyright \textcopyright{} 2007 John Wiley \& Sons, Ltd.}, + language = {en}, + number = {7}, + journal = {Applied Cognitive Psychology}, + doi = {10.1002/acp.1420}, + author = {Terlecki, Melissa S. and Newcombe, Nora S. and Little, Michelle}, + year = {2008}, + pages = {996-1013}, + file = {/Users/morteza/Documents/Zotero/storage/XU7HEU2M/acp.html}, + note = {00000} +} + +@article{draganski2008, + title = {Training-Induced Structural Changes in the Adult Human Brain}, + volume = {192}, + number = {1}, + journal = {Behavioural brain research}, + author = {Draganski, B and May, A}, + month = sep, + year = {2008}, + pages = {137-142}, + note = {00000} +} + +@article{oei2014, + title = {Playing a Puzzle Video Game with Changing Requirements Improves Executive Functions}, + volume = {37}, + issn = {07475632}, + language = {en}, + journal = {Computers in Human Behavior}, + doi = {10.1016/j.chb.2014.04.046}, + author = {Oei, Adam C. and Patterson, Michael D.}, + month = aug, + year = {2014}, + pages = {216-228}, + note = {00042} +} + +@article{oei2013, + title = {Enhancing {{Cognition}} with {{Video Games}}: {{A Multiple Game Training Study}}}, + volume = {8}, + issn = {1932-6203}, + shorttitle = {Enhancing {{Cognition}} with {{Video Games}}}, + language = {en}, + number = {3}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0058546}, + author = {Oei, Adam C. and Patterson, Michael D.}, + editor = {Geng, Joy J.}, + month = mar, + year = {2013}, + pages = {e58546}, + file = {/Users/morteza/Documents/Zotero/storage/VVFATBLU/Oei and Patterson - 2013 - Enhancing Cognition with Video Games A Multiple G.pdf}, + note = {00200} +} + +@article{li2016, + title = {Playing {{Action Video Games Improves Visuomotor Control}}}, + volume = {27}, + issn = {0956-7976, 1467-9280}, + language = {en}, + number = {8}, + journal = {Psychological Science}, + doi = {10.1177/0956797616650300}, + author = {Li, Li and Chen, Rongrong and Chen, Jing}, + month = aug, + year = {2016}, + pages = {1092-1108}, + note = {00013} +} + +@article{cherney2014, + title = {Training {{Spatial Skills}} in {{Men}} and {{Women}}}, + volume = {119}, + issn = {0031-5125, 1558-688X}, + language = {en}, + number = {1}, + journal = {Perceptual and Motor Skills}, + doi = {10.2466/23.25.PMS.119c12z0}, + author = {Cherney, Isabelle D. and Bersted, Kyle and Smetter, Joseph}, + month = aug, + year = {2014}, + pages = {82-99}, + note = {00020} +} + +@article{wu2013, + title = {Playing Shooter and Driving Videogames Improves Top-down Guidance in Visual Search}, + volume = {75}, + issn = {1943-3921, 1943-393X}, + language = {en}, + number = {4}, + journal = {Attention, Perception, \& Psychophysics}, + doi = {10.3758/s13414-013-0440-2}, + author = {Wu, Sijing and Spence, Ian}, + month = may, + year = {2013}, + pages = {673-686}, + file = {/Users/morteza/Documents/Zotero/storage/B6YQLSCB/Wu and Spence - 2013 - Playing shooter and driving videogames improves to.pdf}, + note = {00072} +} + +@article{cherney2008, + title = {Mom, {{Let Me Play More Computer Games}}: {{They Improve My Mental Rotation Skills}}}, + volume = {59}, + issn = {0360-0025, 1573-2762}, + shorttitle = {Mom, {{Let Me Play More Computer Games}}}, + language = {en}, + number = {11-12}, + journal = {Sex Roles}, + doi = {10.1007/s11199-008-9498-z}, + author = {Cherney, Isabelle D.}, + month = dec, + year = {2008}, + pages = {776-786}, + note = {00187} +} + +@article{sims2002, + title = {Domain Specificity of Spatial Expertise: The Case of Video Game Players}, + volume = {16}, + issn = {08884080, 10990720}, + shorttitle = {Domain Specificity of Spatial Expertise}, + language = {en}, + number = {1}, + journal = {Applied Cognitive Psychology}, + doi = {10.1002/acp.759}, + author = {Sims, Valerie K. and Mayer, Richard E.}, + month = jan, + year = {2002}, + pages = {97-115}, + note = {00000} +} + +@article{kuhn2014b, + title = {Amount of Lifetime Video Gaming Is Positively Associated with Entorhinal, Hippocampal and Occipital Volume}, + volume = {19}, + issn = {1359-4184, 1476-5578}, + language = {en}, + number = {7}, + journal = {Molecular Psychiatry}, + doi = {10.1038/mp.2013.100}, + author = {K\"uhn, S and Gallinat, J}, + month = jul, + year = {2014}, + pages = {842-847}, + note = {00083} +} + +@article{hopf2000, + title = {Neural Sources of Focused Attention in Visual Search}, + volume = {10}, + issn = {1047-3211}, + abstract = {Previous studies of visual search in humans using event-related potentials (ERPs) have revealed an ERP component called 'N2pc' (180-280 ms) that reflects the focusing of attention onto potential target items in the search array. The present study was designed to localize the neuroanatomical sources of this component by means of magnetoencephalographic (MEG) recordings, which provide greater spatial precision than ERP recordings. MEG recordings were obtained with an array of 148 magnetometers from six normal adult subjects, one of whom was tested in multiple sessions so that both single-subject and group analyses could be performed. Source localization procedures revealed that the N2pc is composed of two distinct neural responses, an early parietal source (180-200 ms) and a later occipito-temporal source (220-240 ms). These findings are consistent with the proposal that parietal areas are used to initiate a shift of attention within a visual search array and that the focusing of attention is implemented by extrastriate areas of the occipital and inferior temporal cortex.}, + language = {eng}, + number = {12}, + journal = {Cerebral Cortex (New York, N.Y.: 1991)}, + author = {Hopf, J. M. and Luck, S. J. and Girelli, M. and Hagner, T. and Mangun, G. R. and Scheich, H. and Heinze, H. J.}, + month = dec, + year = {2000}, + keywords = {Attention,Humans,Brain,Adult,Female,Male,Space Perception,Reaction Time,Evoked Potentials,Magnetoencephalography,Occipital Lobe,Parietal Lobe,Temporal Lobe}, + pages = {1233-1241}, + pmid = {11073872}, + note = {00392} +} + +@article{holmes2009, + title = {Can {{Playing}} the {{Computer Game}} ``{{Tetris}}'' {{Reduce}} the {{Build}}-{{Up}} of {{Flashbacks}} for {{Trauma}}? {{A Proposal}} from {{Cognitive Science}}}, + volume = {4}, + issn = {1932-6203}, + shorttitle = {Can {{Playing}} the {{Computer Game}} ``{{Tetris}}'' {{Reduce}} the {{Build}}-{{Up}} of {{Flashbacks}} for {{Trauma}}?}, + abstract = {Background Flashbacks are the hallmark symptom of Posttraumatic Stress Disorder (PTSD). Although we have successful treatments for full-blown PTSD, early interventions are lacking. We propose the utility of developing a `cognitive vaccine' to prevent PTSD flashback development following exposure to trauma. Our theory is based on two key findings: 1) Cognitive science suggests that the brain has selective resources with limited capacity; 2) The neurobiology of memory suggests a 6-hr window to disrupt memory consolidation. The rationale for a `cognitive vaccine' approach is as follows: Trauma flashbacks are sensory-perceptual, visuospatial mental images. Visuospatial cognitive tasks selectively compete for resources required to generate mental images. Thus, a visuospatial computer game (e.g. ``Tetris'') will interfere with flashbacks. Visuospatial tasks post-trauma, performed within the time window for memory consolidation, will reduce subsequent flashbacks. We predicted that playing ``Tetris'' half an hour after viewing trauma would reduce flashback frequency over 1-week. Methodology/Principal Findings The Trauma Film paradigm was used as a well-established experimental analog for Post-traumatic Stress. All participants viewed a traumatic film consisting of scenes of real injury and death followed by a 30-min structured break. Participants were then randomly allocated to either a no-task or visuospatial (``Tetris'') condition which they undertook for 10-min. Flashbacks were monitored for 1-week. Results indicated that compared to the no-task condition, the ``Tetris'' condition produced a significant reduction in flashback frequency over 1-week. Convergent results were found on a clinical measure of PTSD symptomatology at 1-week. Recognition memory between groups did not differ significantly. Conclusions/Significance Playing ``Tetris'' after viewing traumatic material reduces unwanted, involuntary memory flashbacks to that traumatic film, leaving deliberate memory recall of the event intact. Pathological aspects of human memory in the aftermath of trauma may be malleable using non-invasive, cognitive interventions. This has implications for a novel avenue of preventative treatment development, much-needed as a crisis intervention for the aftermath of traumatic events.}, + language = {en}, + number = {1}, + journal = {PLOS ONE}, + doi = {10.1371/journal.pone.0004153}, + author = {Holmes, Emily A. and James, Ella L. and {Coode-Bate}, Thomas and Deeprose, Catherine}, + month = jan, + year = {2009}, + keywords = {Cognition,Computer games,Memory,Memory consolidation,Post-traumatic stress disorder,Recall (memory),Vision,Working memory}, + pages = {e4153}, + note = {00293} +} + +@article{holmes2009a, + title = {Can {{Playing}} the {{Computer Game}} ``{{Tetris}}'' {{Reduce}} the {{Build}}-{{Up}} of {{Flashbacks}} for {{Trauma}}? {{A Proposal}} from {{Cognitive Science}}}, + volume = {4}, + issn = {1932-6203}, + shorttitle = {Can {{Playing}} the {{Computer Game}} ``{{Tetris}}'' {{Reduce}} the {{Build}}-{{Up}} of {{Flashbacks}} for {{Trauma}}?}, + abstract = {Background Flashbacks are the hallmark symptom of Posttraumatic Stress Disorder (PTSD). Although we have successful treatments for full-blown PTSD, early interventions are lacking. We propose the utility of developing a `cognitive vaccine' to prevent PTSD flashback development following exposure to trauma. Our theory is based on two key findings: 1) Cognitive science suggests that the brain has selective resources with limited capacity; 2) The neurobiology of memory suggests a 6-hr window to disrupt memory consolidation. The rationale for a `cognitive vaccine' approach is as follows: Trauma flashbacks are sensory-perceptual, visuospatial mental images. Visuospatial cognitive tasks selectively compete for resources required to generate mental images. Thus, a visuospatial computer game (e.g. ``Tetris'') will interfere with flashbacks. Visuospatial tasks post-trauma, performed within the time window for memory consolidation, will reduce subsequent flashbacks. We predicted that playing ``Tetris'' half an hour after viewing trauma would reduce flashback frequency over 1-week. Methodology/Principal Findings The Trauma Film paradigm was used as a well-established experimental analog for Post-traumatic Stress. All participants viewed a traumatic film consisting of scenes of real injury and death followed by a 30-min structured break. Participants were then randomly allocated to either a no-task or visuospatial (``Tetris'') condition which they undertook for 10-min. Flashbacks were monitored for 1-week. Results indicated that compared to the no-task condition, the ``Tetris'' condition produced a significant reduction in flashback frequency over 1-week. Convergent results were found on a clinical measure of PTSD symptomatology at 1-week. Recognition memory between groups did not differ significantly. Conclusions/Significance Playing ``Tetris'' after viewing traumatic material reduces unwanted, involuntary memory flashbacks to that traumatic film, leaving deliberate memory recall of the event intact. Pathological aspects of human memory in the aftermath of trauma may be malleable using non-invasive, cognitive interventions. This has implications for a novel avenue of preventative treatment development, much-needed as a crisis intervention for the aftermath of traumatic events.}, + language = {en}, + number = {1}, + journal = {PLOS ONE}, + doi = {10.1371/journal.pone.0004153}, + author = {Holmes, Emily A. and James, Ella L. and {Coode-Bate}, Thomas and Deeprose, Catherine}, + month = jan, + year = {2009}, + keywords = {Cognition,Computer games,Memory,Memory consolidation,Post-traumatic stress disorder,Recall (memory),Vision,Working memory}, + pages = {e4153}, + note = {00293} +} + +@article{stafford2014, + title = {Tracing the {{Trajectory}} of {{Skill Learning With}} a {{Very Large Sample}} of {{Online Game Players}}}, + volume = {25}, + issn = {0956-7976, 1467-9280}, + language = {en}, + number = {2}, + journal = {Psychological Science}, + doi = {10.1177/0956797613511466}, + author = {Stafford, T. and Dewar, M.}, + month = feb, + year = {2014}, + pages = {511-518}, + file = {/Users/morteza/Documents/Zotero/storage/4ITDWQA3/Stafford and Dewar - 2014 - Tracing the Trajectory of Skill Learning With a Ve.pdf;/Users/morteza/Documents/Zotero/storage/8BDIF8GU/Psychological Science-2013-Stafford-0956797613511466.pdf}, + note = {00071} +} + +@article{bediou2018, + title = {Meta-Analysis of Action Video Game Impact on Perceptual, Attentional, and Cognitive Skills.}, + volume = {144}, + issn = {1939-1455, 0033-2909}, + language = {en}, + number = {1}, + journal = {Psychological Bulletin}, + doi = {10.1037/bul0000130}, + author = {Bediou, Benoit and Adams, Deanne M. and Mayer, Richard E. and Tipton, Elizabeth and Green, C. Shawn and Bavelier, Daphne}, + month = jan, + year = {2018}, + keywords = {Attention,Cognition,Computer Games,Perception}, + pages = {77-110}, + file = {/Users/morteza/Documents/Zotero/storage/NXMBXG88/Bediou et al. - 2018 - Meta-analysis of action video game impact on perce.pdf;/Users/morteza/Documents/Zotero/storage/T3VU72KY/Bediou et al. - 2018 - Meta-analysis of action video game impact on perce.pdf;/Users/morteza/Documents/Zotero/storage/3DMINK4G/2017-52625-001.html}, + note = {00063} +} + +@article{boot2013, + title = {Video {{Games}} as a {{Means}} to {{Reduce Age}}-{{Related Cognitive Decline}}: {{Attitudes}}, {{Compliance}}, and {{Effectiveness}}}, + volume = {4}, + issn = {1664-1078}, + shorttitle = {Video {{Games}} as a {{Means}} to {{Reduce Age}}-{{Related Cognitive Decline}}}, + abstract = {Recent research has demonstrated broad benefits of video game play to perceptual and cognitive abilities. These broad improvements suggest that video game-based cognitive interventions may be ideal to combat the many perceptual and cognitive declines associated with advancing age. Furthermore, game interventions have the potential to induce higher rates of intervention compliance compared to other cognitive interventions as they are assumed to be inherently enjoyable and motivating. We explored these issues in an intervention that tested the ability of an action game and a ``brain fitness'' game to improve a variety of abilities. Cognitive abilities did not significantly improve, suggesting caution when recommending video game interventions as a means to reduce the effects of cognitive aging. However, the game expected to produce the largest benefit based on previous literature (an action game) induced the lowest intervention compliance. We explain this low compliance by participants' ratings of the action game as less enjoyable and by their prediction that training would have few meaningful benefits. Despite null cognitive results, data provide valuable insights into the types of video games older adults are willing to play and why.}, + journal = {Frontiers in Psychology}, + doi = {10.3389/fpsyg.2013.00031}, + author = {Boot, Walter R. and Champion, Michael and Blakely, Daniel P. and Wright, Timothy and Souders, Dustin J. and Charness, Neil}, + month = feb, + year = {2013}, + pmid = {23378841}, + pmcid = {PMC3561600}, + note = {00102} +} + +@article{luniewska2018, + title = {Neither Action nor Phonological Video Games Make Dyslexic Children Read Better}, + volume = {8}, + issn = {2045-2322}, + language = {en}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/s41598-017-18878-7}, + author = {\L{}uniewska, Magdalena and Chyl, Katarzyna and D\k{e}bska, Agnieszka and Kacprzak, Agnieszka and Plewko, Joanna and Szczerbi\'nski, Marcin and Szewczyk, Jakub and Grabowska, Anna and Jednor\'og, Katarzyna}, + month = dec, + year = {2018}, + pages = {549}, + file = {/Users/morteza/Documents/Zotero/storage/75NVU8M7/Łuniewska et al. - 2018 - Neither action nor phonological video games make d.pdf}, + note = {00007} +} + +@misc{zotero-246, + title = {Neither Action nor Phonological Video Games Make Dyslexic Children Read Better | {{Scientific Reports}}}, + howpublished = {https://www.nature.com/articles/s41598-017-18878-7}, + file = {/Users/morteza/Documents/Zotero/storage/LK4INZBV/s41598-017-18878-7.html}, + note = {00007} +} + +@article{antzaka2017, + title = {Enhancing Reading Performance through Action Video Games: The Role of Visual Attention Span}, + volume = {7}, + copyright = {2017 The Author(s)}, + issn = {2045-2322}, + shorttitle = {Enhancing Reading Performance through Action Video Games}, + abstract = {Recent studies reported that Action Video Game-AVG training improves not only certain attentional components, but also reading fluency in children with dyslexia. We aimed to investigate the shared attentional components of AVG playing and reading, by studying whether the Visual Attention (VA) span, a component of visual attention that has previously been linked to both reading development and dyslexia, is improved in frequent players of AVGs. Thirty-six French fluent adult readers, matched on chronological age and text reading proficiency, composed two groups: frequent AVG players and non-players. Participants performed behavioural tasks measuring the VA span, and a challenging reading task (reading of briefly presented pseudo-words). AVG players performed better on both tasks and performance on these tasks was correlated. These results further support the transfer of the attentional benefits of playing AVGs to reading, and indicate that the VA span could be a core component mediating this transfer. The correlation between VA span and pseudo-word reading also supports the involvement of VA span even in adult reading. Future studies could combine VA span training with defining features of AVGs, in order to build a new generation of remediation software.}, + language = {En}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/s41598-017-15119-9}, + author = {Antzaka, A. and Lallier, M. and Meyer, S. and Diard, J. and Carreiras, M. and Valdois, S.}, + month = nov, + year = {2017}, + pages = {14563}, + file = {/Users/morteza/Documents/Zotero/storage/3IG7EWHI/Antzaka et al. - 2017 - Enhancing reading performance through action video.pdf;/Users/morteza/Documents/Zotero/storage/KSVSRCMT/s41598-017-15119-9.html}, + note = {00010} +} + +@article{chopin2019, + title = {Altering Perception: The Case of Action Video Gaming}, + volume = {29}, + issn = {2352-2518}, + shorttitle = {Altering Perception}, + abstract = {The view that better perceptual skills can open the door to greater cognitive fitness calls for identifying interventions that enhance perception. We review here the impact of action video game play on perception. Cross-sectional studies indicate that action video game players outperform non-players by about \textthreequarters{} of a standard deviation across all perceptual skills. More specifically, tasks relying on the dorsal system and peripheral vision appear most enhanced in action video game players. Despite their crucial role for establishing a causal role of action video game play on perception, the paucity of intervention studies limits interpretation. Yet, the existing dose-response curve already calls for at least 20\,hours of play for significant effects to emerge. When considering the mechanisms at play, we propose that attentional control may mediate the noted perceptual benefits by increasing the quality of the perceptual information gathered, facilitating in turn the development of better perceptual templates.}, + language = {eng}, + journal = {Current Opinion in Psychology}, + doi = {10.1016/j.copsyc.2019.03.004}, + author = {Chopin, Adrien and Bediou, Benoit and Bavelier, Daphne}, + month = mar, + year = {2019}, + pages = {168-173}, + pmid = {30978639}, + note = {00002} +} + +@article{corbetta2002, + title = {Control of Goal-Directed and Stimulus-Driven Attention in the Brain}, + volume = {3}, + issn = {1471-003X, 1471-0048}, + language = {en}, + number = {3}, + journal = {Nature Reviews Neuroscience}, + doi = {10.1038/nrn755}, + author = {Corbetta, Maurizio and Shulman, Gordon L.}, + month = mar, + year = {2002}, + pages = {201-215}, + note = {09044} +} + +@article{sparrow2011, + title = {Google Effects on Memory: Cognitive Consequences of Having Information at Our Fingertips}, + volume = {333}, + issn = {1095-9203}, + shorttitle = {Google Effects on Memory}, + abstract = {The advent of the Internet, with sophisticated algorithmic search engines, has made accessing information as easy as lifting a finger. No longer do we have to make costly efforts to find the things we want. We can "Google" the old classmate, find articles online, or look up the actor who was on the tip of our tongue. The results of four studies suggest that when faced with difficult questions, people are primed to think about computers and that when people expect to have future access to information, they have lower rates of recall of the information itself and enhanced recall instead for where to access it. The Internet has become a primary form of external or transactive memory, where information is stored collectively outside ourselves.}, + language = {eng}, + number = {6043}, + journal = {Science (New York, N.Y.)}, + doi = {10.1126/science.1207745}, + author = {Sparrow, Betsy and Liu, Jenny and Wegner, Daniel M.}, + month = aug, + year = {2011}, + keywords = {Humans,Cognition,Female,Male,Reaction Time,Mental Recall,Memory,Computers,Cues,Information Storage and Retrieval,Internet,Search Engine,Stroop Test}, + pages = {776-778}, + pmid = {21764755}, + note = {00952} +} + +@article{yung2015, + title = {Methods to {{Test Visual Attention Online}}}, + issn = {1940-087X}, + language = {en}, + number = {96}, + journal = {Journal of Visualized Experiments}, + doi = {10.3791/52470}, + author = {Yung, Amanda and {Cardoso-Leite}, Pedro and Dale, Gillian and Bavelier, Daphne and Green, C. Shawn}, + month = feb, + year = {2015}, + file = {/Users/morteza/Documents/Zotero/storage/PI5ED9M6/Yung et al. - 2015 - Methods to Test Visual Attention Online.pdf}, + note = {00007} +} + +@article{chuang2007, + title = {Effect of {{Digital Games}} on {{Children}}'s {{Cognitive Achievement}}.}, + volume = {2}, + number = {5}, + journal = {Journal of Multimedia}, + author = {Chuang, Tsung-Yen and Chen, Wei-Fan}, + year = {2007}, + file = {/Users/morteza/Documents/Zotero/storage/2LVZY9GX/Chuang and Chen - 2007 - Effect of Digital Games on Children's Cognitive Ac.pdf}, + note = {00034} +} + +@article{baniqued2013, + title = {Selling Points: {{What}} Cognitive Abilities Are Tapped by Casual Video Games?}, + volume = {142}, + issn = {00016918}, + shorttitle = {Selling Points}, + language = {en}, + number = {1}, + journal = {Acta Psychologica}, + doi = {10.1016/j.actpsy.2012.11.009}, + author = {Baniqued, Pauline L. and Lee, Hyunkyu and Voss, Michelle W. and Basak, Chandramallika and Cosman, Joshua D. and DeSouza, Shanna and Severson, Joan and Salthouse, Timothy A. and Kramer, Arthur F.}, + month = jan, + year = {2013}, + pages = {74-86}, + file = {/Users/morteza/Documents/Zotero/storage/5BF3PBBV/Selling points- What cognitive abilities are tapped by casual video games (Baniqued, Voss, Krammer et al 2013).pdf}, + note = {00092} +} + +@article{baniqued2014, + title = {Cognitive Training with Casual Video Games: Points to Consider}, + volume = {4}, + issn = {1664-1078}, + shorttitle = {Cognitive Training with Casual Video Games}, + journal = {Frontiers in Psychology}, + doi = {10.3389/fpsyg.2013.01010}, + author = {Baniqued, Pauline L. and Kranz, Michael B. and Voss, Michelle W. and Lee, Hyunkyu and Cosman, Joshua D. and Severson, Joan and Kramer, Arthur F.}, + year = {2014}, + file = {/Users/morteza/Documents/Zotero/storage/G7YMT9VP/fpsyg-04-01010.pdf}, + note = {00075} +} + +@article{owen2010, + title = {Putting Brain Training to the Test}, + volume = {465}, + issn = {0028-0836, 1476-4687}, + number = {7299}, + journal = {Nature}, + doi = {10.1038/nature09042}, + author = {Owen, Adrian M. and Hampshire, Adam and Grahn, Jessica A. and Stenton, Robert and Dajani, Said and Burns, Alistair S. and Howard, Robert J. and Ballard, Clive G.}, + month = jun, + year = {2010}, + keywords = {Attention,Humans,Cognition,Brain,Memory,Computers,Exercise,Task Performance and Analysis,Thinking,Time Factors}, + pages = {775-778}, + file = {/Users/morteza/Documents/Zotero/storage/B4CSWUX9/Owen et al. - 2010 - Putting brain training to the test.pdf;/Users/morteza/Documents/Zotero/storage/DY4XWQIP/nature09042-s1.pdf}, + note = {00965} +} + +@article{whitbourne2013, + title = {Reasons for {{Playing Casual Video Games}} and {{Perceived Benefits Among Adults}} 18 to 80 {{Years Old}}}, + volume = {16}, + issn = {2152-2715, 2152-2723}, + language = {en}, + number = {12}, + journal = {Cyberpsychology, Behavior, and Social Networking}, + doi = {10.1089/cyber.2012.0705}, + author = {Whitbourne, Susan Krauss and Ellenberg, Stacy and Akimoto, Kyoko}, + month = dec, + year = {2013}, + pages = {892-897}, + note = {00027} +} + +@article{jaeggi2008, + title = {Improving Fluid Intelligence with Training on Working Memory}, + volume = {105}, + number = {19}, + journal = {Proceedings of the National Academy of Sciences}, + author = {Jaeggi, Susanne M. and Buschkuehl, Martin and Jonides, John and Perrig, Walter J.}, + year = {2008}, + pages = {6829--6833}, + file = {/Users/morteza/Documents/Zotero/storage/7GBP8MTA/PNAS-2008-Jaeggi-6829-33.pdf;/Users/morteza/Documents/Zotero/storage/M47F7L7F/Jaeggi et al. - 2008 - Improving fluid intelligence with training on work.pdf}, + note = {01918} +} + +@article{kim2015, + title = {Real-{{Time Strategy Video Game Experience}} and {{Visual Perceptual Learning}}}, + volume = {35}, + issn = {0270-6474, 1529-2401}, + language = {en}, + number = {29}, + journal = {Journal of Neuroscience}, + doi = {10.1523/JNEUROSCI.3340-14.2015}, + author = {Kim, Y.-H. and Kang, D.-W. and Kim, D. and Kim, H.-J. and Sasaki, Y. and Watanabe, T.}, + month = jul, + year = {2015}, + pages = {10485-10492}, + note = {00027} +} + +@article{kowalczyk2018, + title = {Real-Time Strategy Video Game Experience and Structural Connectivity - {{A}} Diffusion Tensor Imaging Study}, + volume = {39}, + issn = {10659471}, + language = {en}, + number = {9}, + journal = {Human Brain Mapping}, + doi = {10.1002/hbm.24208}, + author = {Kowalczyk, Natalia and Shi, Feng and Magnuski, Mikolaj and Skorko, Maciek and Dobrowolski, Pawel and Kossowski, Bartosz and Marchewka, Artur and Bielecki, Maksymilian and Kossut, Malgorzata and Brzezicka, Aneta}, + month = sep, + year = {2018}, + pages = {3742-3758}, + note = {00000} +} + +@article{pavan2019, + title = {Visual Short-Term Memory for Coherent Motion in Video Game Players: Evidence from a Memory-Masking Paradigm}, + volume = {9}, + copyright = {2019 The Author(s)}, + issn = {2045-2322}, + shorttitle = {Visual Short-Term Memory for Coherent Motion in Video Game Players}, + abstract = {In this study, we investigated visual short-term memory for coherent motion in action video game players (AVGPs), non-action video game players (NAVGPs), and non-gamers (control group: CONs). Participants performed a visual memory-masking paradigm previously used with macaque monkeys and humans. In particular, we tested whether video game players form a more robust visual short-term memory trace for coherent moving stimuli during the encoding phase, and whether such memory traces are less affected by an intervening masking stimulus presented 0.2\,s after the offset of the to-be-remembered sample. The results showed that task performance of all groups was affected by the masking stimulus, but video game players were affected to a lesser extent than controls. Modelling of performance values and reaction times revealed that video game players have a lower guessing rate than CONs, and higher drift rates than CONs, indicative of more efficient perceptual decisions. These results suggest that video game players exhibit a more robust VSTM trace for moving objects and this trace is less prone to external interference.}, + language = {En}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/s41598-019-42593-0}, + author = {Pavan, Andrea and Hobaek, Martine and Blurton, Steven P. and Contillo, Adriano and Ghin, Filippo and Greenlee, Mark W.}, + month = apr, + year = {2019}, + pages = {6027}, + file = {/Users/morteza/Documents/Zotero/storage/CYN3ZUZU/Pavan et al. - 2019 - Visual short-term memory for coherent motion in vi.pdf;/Users/morteza/Documents/Zotero/storage/WMIH8V55/s41598-019-42593-0.html}, + note = {00000} +} + +@inproceedings{chuang2007b, + address = {Jhongli City}, + title = {Effect of {{Computer}}-{{Based Video Games}} on {{Children}}: {{An Experimental Study}}}, + isbn = {978-0-7695-2801-4}, + shorttitle = {Effect of {{Computer}}-{{Based Video Games}} on {{Children}}}, + booktitle = {2007 {{First IEEE International Workshop}} on {{Digital Game}} and {{Intelligent Toy Enhanced Learning}} ({{DIGITEL}}'07)}, + publisher = {{IEEE}}, + doi = {10.1109/DIGITEL.2007.24}, + author = {Chuang, Tsung-Yen and Chen, Wei-Fan}, + month = mar, + year = {2007}, + pages = {114-118}, + note = {00000} +} + +@article{nau2018, + title = {How the {{Brain}}'s {{Navigation System Shapes Our Visual Experience}}}, + volume = {22}, + issn = {13646613}, + language = {en}, + number = {9}, + journal = {Trends in Cognitive Sciences}, + doi = {10.1016/j.tics.2018.06.008}, + author = {Nau, Matthias and Julian, Joshua B. and Doeller, Christian F.}, + month = sep, + year = {2018}, + pages = {810-825} +} + +@article{west2018, + title = {Impact of Video Games on Plasticity of the Hippocampus}, + volume = {23}, + issn = {1359-4184, 1476-5578}, + language = {en}, + number = {7}, + journal = {Molecular Psychiatry}, + doi = {10.1038/mp.2017.155}, + author = {West, G L and Konishi, K and Diarra, M and {Benady-Chorney}, J and Drisdelle, B L and Dahmani, L and Sodums, D J and Lepore, F and Jolicoeur, P and Bohbot, V D}, + month = jul, + year = {2018}, + pages = {1566-1574}, + note = {00000} +} + +@article{nava2019, + title = {Children Can Optimally Integrate Multisensory Information after a Short Action-like Mini Game Training}, + issn = {1363-755X, 1467-7687}, + language = {en}, + journal = {Developmental Science}, + doi = {10.1111/desc.12840}, + author = {Nava, Elena and F\"ocker, Julia and Gori, Monica}, + month = apr, + year = {2019}, + pages = {e12840}, + note = {00000} +} + +@article{green2012a, + title = {Learning, {{Attentional Control}}, and {{Action Video Games}}}, + volume = {22}, + issn = {09609822}, + language = {en}, + number = {6}, + journal = {Current Biology}, + doi = {10.1016/j.cub.2012.02.012}, + author = {Green, C.S. and Bavelier, D.}, + month = mar, + year = {2012}, + pages = {R197-R206}, + note = {00405} +} + +@article{mishra2011, + title = {Neural {{Basis}} of {{Superior Performance}} of {{Action Videogame Players}} in an {{Attention}}-{{Demanding Task}}}, + volume = {31}, + issn = {0270-6474, 1529-2401}, + language = {en}, + number = {3}, + journal = {Journal of Neuroscience}, + doi = {10.1523/JNEUROSCI.4834-10.2011}, + author = {Mishra, J. and Zinni, M. and Bavelier, D. and Hillyard, S. A.}, + month = jan, + year = {2011}, + pages = {992-998}, + file = {/Users/morteza/Documents/Zotero/storage/GK6QJIEI/mishra2011.pdf}, + note = {00177} +} + +@article{karimpur2015, + title = {The {{Future}} of {{Action Video Games}} in {{Psychological Research}} and {{Application}}}, + volume = {6}, + issn = {1664-1078}, + journal = {Frontiers in Psychology}, + doi = {10.3389/fpsyg.2015.01747}, + author = {Karimpur, Harun and Hamburger, Kai}, + month = nov, + year = {2015}, + file = {/Users/morteza/Documents/Zotero/storage/E6A52HS2/Karimpur and Hamburger - 2015 - The Future of Action Video Games in Psychological .pdf}, + note = {00006} +} + +@article{krishnan2013, + title = {Neural {{Strategies}} for {{Selective Attention Distinguish Fast}}-{{Action Video Game Players}}}, + volume = {26}, + issn = {0896-0267, 1573-6792}, + language = {en}, + number = {1}, + journal = {Brain Topography}, + doi = {10.1007/s10548-012-0232-3}, + author = {Krishnan, Lavanya and Kang, Albert and Sperling, George and Srinivasan, Ramesh}, + month = jan, + year = {2013}, + pages = {83-97}, + file = {/Users/morteza/Documents/Zotero/storage/J4D9VMX4/krishnan2013.pdf}, + note = {00049} +} + +@article{wu2012, + title = {Playing a {{First}}-Person {{Shooter Video Game Induces Neuroplastic Change}}}, + volume = {24}, + issn = {0898-929X, 1530-8898}, + language = {en}, + number = {6}, + journal = {Journal of Cognitive Neuroscience}, + doi = {10.1162/jocn_a_00192}, + author = {Wu, Sijing and Cheng, Cho Kin and Feng, Jing and D'Angelo, Lisa and Alain, Claude and Spence, Ian}, + month = jun, + year = {2012}, + pages = {1286-1293}, + note = {00000} +} + +@article{kok2001, + title = {On the Utility of {{P3}} Amplitude as a Measure of Processing Capacity}, + volume = {38}, + issn = {0048-5772}, + abstract = {The present review focuses on the utility of the amplitude of P3 of as a measure of processing capacity and mental workload. The paper starts with a brief outline of the conceptual framework underlying the relationship between P3 amplitude and task demands, and the cognitive task manipulations that determine demands on capacity. P3 amplitude results are then discussed on the basis of an extensive review of the relevant literature. It is concluded that although it has often been assumed that P3 amplitude depends on the capacity for processing task relevant stimuli, the utility of P3 amplitude as a sensitive and diagnostic measure of processing capacity remains limited. The major factor that prompts this conclusion is that the two principal task variables that have been used to manipulate capacity allocation, namely task difficulty and task emphasis, have opposite effects on the amplitude of P3. I suggest that this is because, in many tasks, an increase in difficulty transforms the structure or actual content of the flow of information in the processing systems, thereby interfering with the very processes that underlie P3 generation. Finally, in an attempt to theoretically integrate the results of the reviewed studies, it is proposed that P3 amplitude reflects activation of elements in a event-categorization network that is controlled by the joint operation of attention and working memory.}, + language = {eng}, + number = {3}, + journal = {Psychophysiology}, + author = {Kok, A.}, + month = may, + year = {2001}, + keywords = {Electroencephalography,Evoked Potentials,Humans,Mental Processes,Psychomotor Performance}, + pages = {557-577}, + pmid = {11352145}, + note = {00000} +} + +@article{spence2010, + title = {Video {{Games}} and {{Spatial Cognition}}}, + volume = {14}, + issn = {1089-2680, 1939-1552}, + language = {en}, + number = {2}, + journal = {Review of General Psychology}, + doi = {10.1037/a0019491}, + author = {Spence, Ian and Feng, Jing}, + month = jun, + year = {2010}, + pages = {92-104}, + note = {00000} +} + +@article{sungur2012, + title = {Action Video Game Players Form More Detailed Representation of Objects}, + volume = {139}, + issn = {00016918}, + language = {en}, + number = {2}, + journal = {Acta Psychologica}, + doi = {10.1016/j.actpsy.2011.12.002}, + author = {Sungur, Hande and Boduroglu, Aysecan}, + month = feb, + year = {2012}, + pages = {327-334}, + note = {00000} +} + +@article{chesham2017, + title = {What {{Older People Like}} to {{Play}}: {{Genre Preferences}} and {{Acceptance}} of {{Casual Games}}}, + volume = {5}, + issn = {2291-9279}, + shorttitle = {What {{Older People Like}} to {{Play}}}, + language = {en}, + number = {2}, + journal = {JMIR Serious Games}, + doi = {10.2196/games.7025}, + author = {Chesham, Alvin and Wyss, Patric and M\"uri, Ren\'e Martin and Mosimann, Urs Peter and Nef, Tobias}, + month = apr, + year = {2017}, + pages = {e8}, + file = {/Users/morteza/Documents/Zotero/storage/EWMKXRI7/chesham2017.pdf}, + note = {00000} +} + +@article{pujol2016, + title = {Video Gaming in School Children: {{How}} Much Is Enough?: {{Video Gaming}}}, + volume = {80}, + issn = {03645134}, + shorttitle = {Video Gaming in School Children}, + language = {en}, + number = {3}, + journal = {Annals of Neurology}, + doi = {10.1002/ana.24745}, + author = {Pujol, Jesus and Fenoll, Raquel and Forns, Joan and Harrison, Ben J. and {Mart\'inez-Vilavella}, Gerard and Maci\`a, D\'idac and {Alvarez-Pedrerol}, Mar and {Blanco-Hinojo}, Laura and {Gonz\'alez-Ortiz}, Sof\'ia and Deus, Joan and Sunyer, Jordi}, + month = sep, + year = {2016}, + pages = {424-433}, + note = {00000} +} + +@article{gong2019, + title = {A {{Reduction}} in {{Video Gaming Time Produced}} a {{Decrease}} in {{Brain Activity}}}, + volume = {13}, + issn = {1662-5161}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2019.00134}, + author = {Gong, Diankun and Yao, Yutong and Gan, Xianyang and Peng, Yurui and Ma, Weiyi and Yao, Dezhong}, + month = apr, + year = {2019}, + pages = {134}, + file = {/Users/morteza/Documents/Zotero/storage/ZINBBDPR/gong2019.pdf}, + note = {00000} +} + +@article{focker2018, + title = {Neural Bases of Enhanced Attentional Control: {{Lessons}} from Action Video Game Players}, + volume = {8}, + issn = {21623279}, + shorttitle = {Neural Bases of Enhanced Attentional Control}, + language = {en}, + number = {7}, + journal = {Brain and Behavior}, + doi = {10.1002/brb3.1019}, + author = {F\"ocker, Julia and Cole, Daniel and Beer, Anton L. and Bavelier, Daphne}, + month = jul, + year = {2018}, + pages = {e01019}, + file = {/Users/morteza/Documents/Zotero/storage/E3B7RYAD/föcker2018.pdf}, + note = {00000} +} + +@article{petersen2012, + title = {The {{Attention System}} of the {{Human Brain}}: 20 {{Years After}}}, + volume = {35}, + issn = {0147-006X, 1545-4126}, + shorttitle = {The {{Attention System}} of the {{Human Brain}}}, + language = {en}, + number = {1}, + journal = {Annual Review of Neuroscience}, + doi = {10.1146/annurev-neuro-062111-150525}, + author = {Petersen, Steven E. and Posner, Michael I.}, + month = jul, + year = {2012}, + pages = {73-89}, + file = {/Users/morteza/Documents/Zotero/storage/BL2BHIFY/petersen2012.pdf}, + note = {00000} +} + +@article{kovess-masfety2016, + title = {Is Time Spent Playing Video Games Associated with Mental Health, Cognitive and Social Skills in Young Children?}, + volume = {51}, + issn = {0933-7954, 1433-9285}, + language = {en}, + number = {3}, + journal = {Social Psychiatry and Psychiatric Epidemiology}, + doi = {10.1007/s00127-016-1179-6}, + author = {{Kovess-Masfety}, Viviane and Keyes, Katherine and Hamilton, Ava and Hanson, Gregory and Bitfoi, Adina and Golitz, Dietmar and Ko{\c c}, Ceren and Kuijpers, Rowella and Lesinskiene, Sigita and Mihova, Zlatka and Otten, Roy and Fermanian, Christophe and Pez, Ondine}, + month = mar, + year = {2016}, + pages = {349-357}, + file = {/Users/morteza/Documents/Zotero/storage/FSRSHE5F/kovess-masfety2016.pdf}, + note = {00000} +} + +@article{gathercole2004, + title = {Working Memory Skills and Educational Attainment: Evidence from National Curriculum Assessments at 7 and 14 Years of Age}, + volume = {18}, + issn = {0888-4080, 1099-0720}, + shorttitle = {Working Memory Skills and Educational Attainment}, + language = {en}, + number = {1}, + journal = {Applied Cognitive Psychology}, + doi = {10.1002/acp.934}, + author = {Gathercole, Susan E. and Pickering, Susan J. and Knight, Camilla and Stegmann, Zoe}, + month = jan, + year = {2004}, + pages = {1-16}, + note = {00000} +} + +@article{franceschini2013, + title = {Action {{Video Games Make Dyslexic Children Read Better}}}, + volume = {23}, + issn = {09609822}, + language = {en}, + number = {6}, + journal = {Current Biology}, + doi = {10.1016/j.cub.2013.01.044}, + author = {Franceschini, Sandro and Gori, Simone and Ruffino, Milena and Viola, Simona and Molteni, Massimo and Facoetti, Andrea}, + month = mar, + year = {2013}, + pages = {462-466}, + note = {00000} +} + +@article{gentile2017a, + title = {Violent Video Game Effects on Salivary Cortisol, Arousal, and Aggressive Thoughts in Children}, + volume = {70}, + issn = {07475632}, + language = {en}, + journal = {Computers in Human Behavior}, + doi = {10.1016/j.chb.2016.12.045}, + author = {Gentile, Douglas A. and Bender, Patrick K. and Anderson, Craig A.}, + month = may, + year = {2017}, + pages = {39-43}, + note = {00000} +} + +@article{diamond2013, + title = {Executive {{Functions}}}, + volume = {64}, + issn = {0066-4308, 1545-2085}, + language = {en}, + number = {1}, + journal = {Annual Review of Psychology}, + doi = {10.1146/annurev-psych-113011-143750}, + author = {Diamond, Adele}, + month = jan, + year = {2013}, + pages = {135-168}, + file = {/Users/morteza/Documents/Zotero/storage/AY4F6PKA/false}, + note = {00000} +} + +@article{dye2009, + title = {Increasing {{Speed}} of {{Processing With Action Video Games}}}, + volume = {18}, + issn = {0963-7214, 1467-8721}, + language = {en}, + number = {6}, + journal = {Current Directions in Psychological Science}, + doi = {10.1111/j.1467-8721.2009.01660.x}, + author = {Dye, Matthew W.G. and Green, C. Shawn and Bavelier, Daphne}, + month = dec, + year = {2009}, + pages = {321-326}, + file = {/Users/morteza/Documents/Zotero/storage/P83QVAR3/dye2009.pdf}, + note = {00000} +} + +@article{diamond2007, + title = {{{THE EARLY YEARS}}: {{Preschool Program Improves Cognitive Control}}}, + volume = {318}, + issn = {0036-8075, 1095-9203}, + shorttitle = {{{THE EARLY YEARS}}}, + language = {en}, + number = {5855}, + journal = {Science}, + doi = {10.1126/science.1151148}, + author = {Diamond, A. and Barnett, W. S. and Thomas, J. and Munro, S.}, + month = nov, + year = {2007}, + pages = {1387-1388}, + file = {/Users/morteza/Documents/Zotero/storage/5INLXRV5/diamond2007.pdf}, + note = {00000} +} + +@article{belchior2012, + title = {Older {{Adults}}' {{Engagement With}} a {{Video Game Training Program}}}, + volume = {36}, + issn = {0192-4788, 1544-4368}, + language = {en}, + number = {4}, + journal = {Activities, Adaptation \& Aging}, + doi = {10.1080/01924788.2012.702307}, + author = {Belchior, Patr\'icia and Marsiske, Michael and Sisco, Shannon and Yam, Anna and Mann, William}, + month = oct, + year = {2012}, + pages = {269-279}, + file = {/Users/morteza/Documents/Zotero/storage/JA3II75X/belchior2012.pdf}, + note = {00000} +} + +@article{powers2013, + title = {Effects of Video-Game Play on Information Processing: {{A}} Meta-Analytic Investigation}, + volume = {20}, + issn = {1069-9384, 1531-5320}, + shorttitle = {Effects of Video-Game Play on Information Processing}, + language = {en}, + number = {6}, + journal = {Psychonomic Bulletin \& Review}, + doi = {10.3758/s13423-013-0418-z}, + author = {Powers, Kasey L. and Brooks, Patricia J. and Aldrich, Naomi J. and Palladino, Melissa A. and Alfieri, Louis}, + month = dec, + year = {2013}, + pages = {1055-1079}, + note = {00000} +} + +@incollection{powers2014, + title = {Evaluating the {{Specificity}} of {{Effects}} of {{Video Game Training}}}, + isbn = {978-0-19-989664-6}, + booktitle = {Learning by {{Playing}}}, + publisher = {{Oxford University Press}}, + author = {Powers, Kasey L. and Brooks, Patricia J.}, + editor = {Blumberg, Fran C.}, + month = may, + year = {2014}, + pages = {302-330}, + doi = {10.1093/acprof:osobl/9780199896646.003.0021}, + note = {00000} +} + +@article{melby-lervag2013, + title = {Is Working Memory Training Effective? {{A}} Meta-Analytic Review.}, + volume = {49}, + issn = {1939-0599, 0012-1649}, + shorttitle = {Is Working Memory Training Effective?}, + language = {en}, + number = {2}, + journal = {Developmental Psychology}, + doi = {10.1037/a0028228}, + author = {{Melby-Lerv\aa{}g}, Monica and Hulme, Charles}, + year = {2013}, + pages = {270-291}, + file = {/Users/morteza/Documents/Zotero/storage/W2DXRBC7/melby-lervåg2013.pdf}, + note = {01334} +} + +@article{wang2016, + title = {Action {{Video Game Training}} for {{Healthy Adults}}: {{A Meta}}-{{Analytic Study}}}, + volume = {7}, + issn = {1664-1078}, + shorttitle = {Action {{Video Game Training}} for {{Healthy Adults}}}, + journal = {Frontiers in Psychology}, + doi = {10.3389/fpsyg.2016.00907}, + author = {Wang, Ping and Liu, Han-Hui and Zhu, Xing-Ting and Meng, Tian and Li, Hui-Jie and Zuo, Xi-Nian}, + month = jun, + year = {2016}, + file = {/Users/morteza/Documents/Zotero/storage/JNA5856G/wang2016.pdf}, + note = {00032} +} + +@article{goldin2014, + title = {Far Transfer to Language and Math of a Short Software-Based Gaming Intervention}, + volume = {111}, + issn = {0027-8424, 1091-6490}, + language = {en}, + number = {17}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.1320217111}, + author = {Goldin, A. P. and Hermida, M. J. and Shalom, D. E. and Elias Costa, M. and {Lopez-Rosenfeld}, M. and Segretin, M. S. and {Fernandez-Slezak}, D. and Lipina, S. J. and Sigman, M.}, + month = apr, + year = {2014}, + pages = {6443-6448}, + file = {/Users/morteza/Documents/Zotero/storage/QCDGHXTY/goldin2014.pdf}, + note = {00086} +} + +@article{ophir2009, + title = {Cognitive Control in Media Multitaskers}, + volume = {106}, + issn = {0027-8424, 1091-6490}, + abstract = {Chronic media multitasking is quickly becoming ubiquitous, although processing multiple incoming streams of information is considered a challenge for human cognition. A series of experiments addressed whether there are systematic differences in information processing styles between chronically heavy and light media multitaskers. A trait media multitasking index was developed to identify groups of heavy and light media multitaskers. These two groups were then compared along established cognitive control dimensions. Results showed that heavy media multitaskers are more susceptible to interference from irrelevant environmental stimuli and from irrelevant representations in memory. This led to the surprising result that heavy media multitaskers performed worse on a test of task-switching ability, likely due to reduced ability to filter out interference from the irrelevant task set. These results demonstrate that media multitasking, a rapidly growing societal trend, is associated with a distinct approach to fundamental information processing.}, + language = {en}, + number = {37}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.0903620106}, + author = {Ophir, Eyal and Nass, Clifford and Wagner, Anthony D.}, + month = sep, + year = {2009}, + pages = {15583-15587}, + file = {/Users/morteza/Documents/Zotero/storage/BU8YMZVJ/ophir2009.pdf}, + note = {01405} +} + +@article{adachi2013, + title = {More {{Than Just Fun}} and {{Games}}: {{The Longitudinal Relationships Between Strategic Video Games}}, {{Self}}-{{Reported Problem Solving Skills}}, and {{Academic Grades}}}, + volume = {42}, + issn = {0047-2891, 1573-6601}, + shorttitle = {More {{Than Just Fun}} and {{Games}}}, + language = {en}, + number = {7}, + journal = {Journal of Youth and Adolescence}, + doi = {10.1007/s10964-013-9913-9}, + author = {Adachi, Paul J. C. and Willoughby, Teena}, + month = jul, + year = {2013}, + pages = {1041-1052}, + note = {00171} +} + +@article{franceschini2017, + title = {Action Video Games Improve Reading Abilities and Visual-to-Auditory Attentional Shifting in {{English}}-Speaking Children with Dyslexia}, + volume = {7}, + issn = {2045-2322}, + language = {en}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/s41598-017-05826-8}, + author = {Franceschini, Sandro and Trevisan, Piergiorgio and Ronconi, Luca and Bertoni, Sara and Colmar, Susan and Double, Kit and Facoetti, Andrea and Gori, Simone}, + month = dec, + year = {2017}, + pages = {5863}, + file = {/Users/morteza/Documents/Zotero/storage/FAPY3VYD/franceschini2017.pdf}, + note = {00030} +} + +@article{rideout2016, + title = {Measuring Time Spent with Media: The {{Common Sense}} Census of Media Use by {{US}} 8- to 18-Year-Olds}, + volume = {10}, + issn = {1748-2798, 1748-2801}, + shorttitle = {Measuring Time Spent with Media}, + language = {en}, + number = {1}, + journal = {Journal of Children and Media}, + doi = {10.1080/17482798.2016.1129808}, + author = {Rideout, Vicky}, + month = jan, + year = {2016}, + pages = {138-144}, + note = {00038} +} + +@article{thorndike1901, + title = {The Influence of Improvement in One Mental Function upon the Efficiency of Other Functions. {{II}}. {{The}} Estimation of Magnitudes.}, + volume = {8}, + issn = {0033-295X}, + language = {en}, + number = {4}, + journal = {Psychological Review}, + doi = {10.1037/h0071280}, + author = {Thorndike, Edward L. and Woodworth, R. S.}, + year = {1901}, + pages = {384-395}, + note = {00162} +} + +@article{au2015, + title = {Improving Fluid Intelligence with Training on Working Memory: A Meta-Analysis}, + volume = {22}, + issn = {1069-9384, 1531-5320}, + shorttitle = {Improving Fluid Intelligence with Training on Working Memory}, + language = {en}, + number = {2}, + journal = {Psychonomic Bulletin \& Review}, + doi = {10.3758/s13423-014-0699-x}, + author = {Au, Jacky and Sheehan, Ellen and Tsai, Nancy and Duncan, Greg J. and Buschkuehl, Martin and Jaeggi, Susanne M.}, + month = apr, + year = {2015}, + pages = {366-377}, + file = {/Users/morteza/Documents/Zotero/storage/WS47R7P7/au2015.pdf}, + note = {00385} +} + +@article{fikkers2019, + title = {Child's {{Play}}? {{Assessing}} the {{Bidirectional Longitudinal Relationship}} between {{Gaming}} and {{Intelligence}} in {{Early Childhood}}}, + volume = {69}, + issn = {0021-9916, 1460-2466}, + shorttitle = {Child's {{Play}}?}, + language = {en}, + number = {2}, + journal = {Journal of Communication}, + doi = {10.1093/joc/jqz003}, + author = {Fikkers, Karin M and Piotrowski, Jessica Taylor and Valkenburg, Patti M}, + month = apr, + year = {2019}, + pages = {124-143}, + note = {00000} +} + +@inproceedings{SeokDaCos2019ab, + title = {Video {{Games}} as a {{Literacy Tool}}: {{A Comparison}} of {{Players}}' and {{Nonplayers}}' {{Grades}}, {{Reading Test Scores}}, and {{Self}}-{{Perceived Digital Reading Ability}}}, + abstract = {Given the growing importance of digital literacy, and the continued deliberation about the academic potential of video games, this study explored if and how video game play contributes to reading performance. Specifically, the grade point level, silent contextual reading fluency, and perceived digital reading ability of South Korean video game players (N = 589) and nonplayers (N = 617) were examined. The findings revealed that nonplayers had better grades and were better readers, while players held stronger positive perceptions about their reading ability not aligned with their grade point level or silent contextual reading fluency. The study does not debate the use of video games in learning. Rather, the purpose behind this investigation was to offer further evidence in the ongoing discussion of the use of video games as a literacy tool.}, + booktitle = {Proceedings of {{Society}} for {{Information Technology}} \& {{Teacher Education International Conference}} 2019}, + publisher = {{Association for the Advancement of Computing in Education (AACE)}}, + author = {Seok, Soonhwa and DaCosta, Boaventura}, + editor = {Graziano, Kevin}, + month = mar, + year = {2019}, + pages = {777-781}, + note = {00000} +} + +@inproceedings{seok2019, + title = {Video {{Games}} as a {{Literacy Tool}}: {{A Comparison}} of {{Players}}' and {{Nonplayers}}' {{Grades}}, {{Reading Test Scores}}, and {{Self}}-{{Perceived Digital Reading Ability}}}, + isbn = {978-1-939797-37-7}, + shorttitle = {Video {{Games}} as a {{Literacy Tool}}}, + abstract = {Given the growing importance of digital literacy, and the continued deliberation about the academic potential of video games, this study explored if and how video game play contributes to reading performance. Specifically, the grade point level, silent contextual reading fluency, and perceived digital reading ability of South Korean video game players (N = 589) and nonplayers (N = 617) were examined. The findings revealed that nonplayers had better grades and were better readers, while players held stronger positive perceptions about their reading ability not aligned with their grade point ...}, + language = {en}, + booktitle = {Society for {{Information Technology}} \& {{Teacher Education International Conference}}}, + publisher = {{Association for the Advancement of Computing in Education (AACE)}}, + author = {Seok, Soonhwa and DaCosta, Boaventura}, + month = mar, + year = {2019}, + pages = {777-781}, + file = {/Users/morteza/Documents/Zotero/storage/6D2NCZIG/207731.html}, + note = {00000} +} + +@inproceedings{seok2019a, + title = {Video {{Games}} as a {{Literacy Tool}}: {{A Comparison}} of {{Players}}' and {{Nonplayers}}' {{Grades}}, {{Reading Test Scores}}, and {{Self}}-{{Perceived Digital Reading Ability}}}, + isbn = {978-1-939797-37-7}, + shorttitle = {Video {{Games}} as a {{Literacy Tool}}}, + abstract = {Given the growing importance of digital literacy, and the continued deliberation about the academic potential of video games, this study explored if and how video game play contributes to reading performance. Specifically, the grade point level, silent contextual reading fluency, and perceived digital reading ability of South Korean video game players (N = 589) and nonplayers (N = 617) were examined. The findings revealed that nonplayers had better grades and were better readers, while players held stronger positive perceptions about their reading ability not aligned with their grade point ...}, + language = {en}, + booktitle = {Society for {{Information Technology}} \& {{Teacher Education International Conference}}}, + publisher = {{Association for the Advancement of Computing in Education (AACE)}}, + author = {Seok, Soonhwa and DaCosta, Boaventura}, + year = {2019}, + pages = {777-781}, + file = {/Users/morteza/Documents/Zotero/storage/GEDLIXTP/207731.html}, + note = {00000} +} + +@techreport{waller2016, + address = {Zurich}, + title = {{{JAMES}} - {{Jeunes}}, Activit\'es, M\'edias \textendash{} Enqu\^ete {{Suisse}}}, + institution = {{Haute \'ecole des sciences appliqu\'ees de Zurich}}, + author = {Waller, Gregor and Willemse, Isabel and Genner, Sarah and Suter, Lilian and S\"uss, Daniel}, + year = {2016}, + file = {/Users/morteza/Documents/Zotero/storage/XHZWQPBW/Waller et al. - 2016 - JAMES - Jeunes, activités, médias – enquête Suisse.pdf}, + note = {00000} +} + +@article{stanhope2015, + title = {Stress {{Reduction}}: {{Casual Gaming}} versus {{Guided Relaxation}}}, + journal = {Human Factors and Applied Psychology Student Conference HFAP Conference}, + author = {Stanhope, Jenny L and Owens, Caresse and Elliott, L Jo}, + year = {2015}, + file = {/Users/morteza/Documents/Zotero/storage/7PJCD5R9/Stanhope, Owens, Elliott - 2015 - Stress Reduction Casual Gaming versus Guided Relaxation.pdf}, + note = {00000} +} + +@article{kiraly2017, + title = {Intense Video Gaming Is Not Essentially Problematic.}, + volume = {31}, + issn = {1939-1501, 0893-164X}, + language = {en}, + number = {7}, + journal = {Psychology of Addictive Behaviors}, + doi = {10.1037/adb0000316}, + author = {Kir\'aly, Orsolya and T\'oth, D\'enes and Urb\'an, R\'obert and Demetrovics, Zsolt and Maraz, Aniko}, + month = nov, + year = {2017}, + keywords = {\#nosource}, + pages = {807-817}, + note = {00000} +} + +@article{katz2018, + title = {How to Play 20 Questions with Nature and Lose: {{Reflections}} on 100 Years of Brain-Training Research}, + volume = {115}, + issn = {0027-8424, 1091-6490}, + shorttitle = {How to Play 20 Questions with Nature and Lose}, + language = {en}, + number = {40}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.1617102114}, + author = {Katz, Benjamin and Shah, Priti and Meyer, David E.}, + month = oct, + year = {2018}, + pages = {9897-9904}, + file = {/Users/morteza/Documents/Zotero/storage/QM9KK7YG/Katz et al. - 2018 - How to play 20 questions with nature and lose Ref.pdf}, + note = {00000} +} + +@article{katz2014, + title = {Differential Effect of Motivational Features on Training Improvements in School-Based Cognitive Training}, + volume = {8}, + issn = {1662-5161}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2014.00242}, + author = {Katz, Benjamin and Jaeggi, Susanne and Buschkuehl, Martin and Stegman, Alyse and Shah, Priti}, + month = apr, + year = {2014}, + file = {/Users/morteza/Documents/Zotero/storage/TYKST8IB/fnhum-08-00242.pdf}, + note = {00000} +} + +@article{gentile2017, + title = {Internet {{Gaming Disorder}} in {{Children}} and {{Adolescents}}}, + volume = {140}, + issn = {0031-4005, 1098-4275}, + language = {en}, + number = {Supplement 2}, + journal = {Pediatrics}, + doi = {10.1542/peds.2016-1758H}, + author = {Gentile, Douglas A. and Bailey, Kira and Bavelier, Daphne and Brockmyer, Jeanne Funk and Cash, Hilarie and Coyne, Sarah M. and Doan, Andrew and Grant, Donald S. and Green, C. Shawn and Griffiths, Mark and Markle, Tracy and Petry, Nancy M. and Prot, Sara and Rae, Cosette D. and Rehbein, Florian and Rich, Michael and Sullivan, Dave and Woolley, Elizabeth and Young, Kimberly}, + month = nov, + year = {2017}, + pages = {S81-S85}, + file = {/Users/morteza/Documents/Zotero/storage/4AG57Y9E/Gentile et al. - 2017 - Internet Gaming Disorder in Children and Adolescen.pdf;/Users/morteza/Documents/Zotero/storage/YZACRADD/Gentile et al. - 2017 - Internet Gaming Disorder in Children and Adolescen.pdf;/Users/morteza/Documents/Zotero/storage/ZW7ZKUAM/S81+.html}, + note = {00000} +} + +@incollection{geary2019, + title = {Introduction: {{Cognitive Foundations}} for {{Improving Mathematical Learning}}}, + isbn = {978-0-12-815952-1}, + shorttitle = {Introduction}, + language = {en}, + booktitle = {Cognitive {{Foundations}} for {{Improving Mathematical Learning}}}, + publisher = {{Elsevier}}, + author = {Geary, David C. and Berch, Daniel B. and Mann Koepke, Kathleen}, + year = {2019}, + pages = {1-36}, + doi = {10.1016/B978-0-12-815952-1.00001-3}, + note = {00000} +} + +@article{gathercole2016, + title = {How {{Common}} Are {{WM Deficits}} in {{Children}} with {{Difficulties}} in {{Reading}} and {{Mathematics}}?}, + volume = {5}, + issn = {22113681}, + language = {en}, + number = {4}, + journal = {Journal of Applied Research in Memory and Cognition}, + doi = {10.1016/j.jarmac.2016.07.013}, + author = {Gathercole, Susan E. and Woolgar, Francesca and Kievit, Rogier A. and Astle, Duncan and Manly, Tom and Holmes, Joni}, + month = dec, + year = {2016}, + pages = {384-394}, + note = {00000} +} + +@article{gathercole2005, + title = {Developmental Consequences of Poor Phonological Short-Term Memory Function in Childhood: A Longitudinal Study}, + volume = {46}, + issn = {0021-9630}, + shorttitle = {Developmental Consequences of Poor Phonological Short-Term Memory Function in Childhood}, + abstract = {BACKGROUND: A longitudinal study investigated the cognitive skills and scholastic attainments at 8 years of age of children selected on the basis of poor phonological loop skills at 5 years. +METHODS: Children with low and average performance at 5 years were tested three years later on measures of working memory, phonological awareness, vocabulary, language, reading, and number skill. +RESULTS: Two subgroups of children with poor early performance on phonological memory tests were identified. In one subgroup, the poor phonological memory skills persisted at 8 years. These children performed at comparable levels to the control group on measures of vocabulary, language and mathematics. They scored more poorly on literacy assessments, but this deficit was associated with group differences in complex memory span and phonological awareness performance. The second subgroup of children performed more highly on phonological memory tests at 8 years, but had enduring deficits in language assessments from 4 to 8 years. +CONCLUSIONS: Persistently poor phonological memory skills do not appear to significantly constrain the acquisition of language, mathematics or number skills over the early school years. More general working memory skills do, however, appear to be crucial.}, + language = {eng}, + number = {6}, + journal = {Journal of Child Psychology and Psychiatry, and Allied Disciplines}, + doi = {10.1111/j.1469-7610.2004.00379.x}, + author = {Gathercole, Susan E. and Tiffany, Claire and Briscoe, Josie and Thorn, Annabel and {ALSPAC team}}, + month = jun, + year = {2005}, + keywords = {Humans,Female,Male,Child,Memory; Short-Term,Articulation Disorders,Child; Preschool,Epidemiologic Methods,Language Development Disorders,Language Tests}, + pages = {598-611}, + pmid = {15877766}, + note = {00000} +} + +@article{gathercole2003, + title = {Working Memory Assessments at School Entry as Longitudinal Predictors of {{National Curriculum}} Attainment Levels}, + volume = {20}, + issn = {2396-8702(Electronic),0267-1611(Print)}, + abstract = {A longitudinal study of 54 children aged between 4 and 7 years of age investigated whether measures of working memory skills taken shortly after school entry served as useful predictors of children's attainment levels in National Curriculum assessments at Key Stage 1. Early working memory scores were found to be highly significant predictors of children's subsequent levels of attainment in literacy, but not in mathematics. Compared with the local education authority baseline assessments also administered at 4 years of age that are designed in large part to predict later attainments, working memory scores accounted for unique variance in children's spelling and writing scores at 7 years. These findings point to the utility of combining knowledge-based assessments with measures of fluid cognitive ability in order to obtain the best estimates of a child's chances of future academic success. (PsycINFO Database Record (c) 2016 APA, all rights reserved)}, + number = {3}, + journal = {Educational and Child Psychology}, + author = {Gathercole, Susan E. and Brown, Leanne and Pickering, Susan J.}, + year = {2003}, + keywords = {Academic Achievement,Literacy,Mathematics Achievement,Preschool Students,Short Term Memory,Standardized Tests}, + pages = {109-122}, + file = {/Users/morteza/Documents/Zotero/storage/U67273FY/2004-11157-009.html}, + note = {00000} +} + +@article{feng2007, + title = {Playing an {{Action Video Game Reduces Gender Differences}} in {{Spatial Cognition}}}, + volume = {18}, + issn = {0956-7976, 1467-9280}, + language = {en}, + number = {10}, + journal = {Psychological Science}, + doi = {10.1111/j.1467-9280.2007.01990.x}, + author = {Feng, Jing and Spence, Ian and Pratt, Jay}, + month = oct, + year = {2007}, + pages = {850-855}, + file = {/Users/morteza/Documents/Zotero/storage/W9JK4954/Feng et al. - 2007 - Playing an Action Video Game Reduces Gender Differ.pdf}, + note = {00000} +} + +@article{bull2008, + title = {Short-Term Memory, Working Memory, and Executive Functioning in Preschoolers: Longitudinal Predictors of Mathematical Achievement at Age 7 Years}, + volume = {33}, + issn = {1532-6942}, + shorttitle = {Short-Term Memory, Working Memory, and Executive Functioning in Preschoolers}, + abstract = {This study examined whether measures of short-term memory, working memory, and executive functioning in preschool children predict later proficiency in academic achievement at 7 years of age (third year of primary school). Children were tested in preschool (M age = 4 years, 6 months) on a battery of cognitive measures, and mathematics and reading outcomes (from standardized, norm-referenced school-based assessments) were taken on entry to primary school, and at the end of the first and third year of primary school. Growth curve analyses examined predictors of math and reading achievement across the duration of the study and revealed that better digit span and executive function skills provided children with an immediate head start in math and reading that they maintained throughout the first three years of primary school. Visual-spatial short-term memory span was found to be a predictor specifically of math ability. Correlational and regression analyses revealed that visual short-term and working memory were found to specifically predict math achievement at each time point, while executive function skills predicted learning in general rather than learning in one specific domain. The implications of the findings are discussed in relation to further understanding the role of cognitive skills in different mathematical tasks, and in relation to the impact of limited cognitive skills in the classroom environment.}, + language = {eng}, + number = {3}, + journal = {Developmental Neuropsychology}, + doi = {10.1080/87565640801982312}, + author = {Bull, Rebecca and Espy, Kimberly Andrews and Wiebe, Sandra A.}, + year = {2008}, + keywords = {Attention,Humans,Female,Male,Psychomotor Performance,Neuropsychological Tests,Reaction Time,Child,Sex Factors,Aptitude,Memory; Short-Term,Orientation,Problem Solving,Child; Preschool,Achievement,Age Factors,Color Perception,Concept Formation,Discrimination Learning,Games; Experimental,Longitudinal Studies,Mathematics,Pattern Recognition; Visual,Psychometrics,Reading}, + pages = {205-228}, + file = {/Users/morteza/Documents/Zotero/storage/LIF4IAJA/Bull et al. - 2008 - Short-term memory, working memory, and executive f.pdf}, + pmid = {18473197}, + pmcid = {PMC2729141}, + note = {00000} +} + +@article{belchior2018, + title = {Computer and {{Videogame Interventions}} for {{Older Adults}}' {{Cognitive}} and {{Everyday Functioning}}}, + issn = {2161-783X}, + abstract = {Objective: This study compared older adults' gains in cognitive and everyday functioning after a 60-session home-based videogame intervention with gains seen under formal cognitive training and usual care/no intervention.Materials and Methods: Participants were randomized to one of three groups: one group played an off-the-shelf videogame (i.e., Crazy Taxi), the second group engaged in a computerized training program focused on visual attention and processing speed (i.e., PositScience InSight), and the third group received no training. Training in the two intervention conditions consisted of 60 training sessions of 1 hour each, which were completed in 3 months (5 hours a week). Participants received a broad battery of cognitive and everyday functioning assessments immediately before (pretest), after (post-test), and 3 months after (follow-up) training.Results: Both training conditions improved on direct assessments of trained outcomes. In the InSight-trained group, we found transfer to untrained measures of visual attention and processing speed that were similar to the trained tasks, and these gains endured for up to 3 months. Participants in the videogame condition showed small additional benefits, not emerging until 3 months after intervention completion, on a measure of both attention and mood. No trained groups showed gain on visuospatial skills or memory.Conclusion: Training effects were highly specific to the target of training. Training effects to visual attention and processing speed were, as expected, larger for InSight-trained participants but were also seen for videogame participants. Given that past research has shown that videogame training leads to greater engagement than cognitive training, videogame interventions may represent a choice for more modest gains in a more engaging context.}, + journal = {Games for Health Journal}, + doi = {10.1089/g4h.2017.0092}, + author = {Belchior, Patr\'icia and Yam, Anna and Thomas, Kelsey R. and Bavelier, Daphne and Ball, Karlene K. and Mann, William C. and Marsiske, Michael}, + month = sep, + year = {2018}, + file = {/Users/morteza/Documents/Zotero/storage/LQLCQQCP/g4h.2017.html}, + note = {00000} +} + +@incollection{cardoso-leiteinpress, + address = {Boston}, + title = {Games for Enhancing Cognitive Abilities}, + booktitle = {Handbook of {{Game}}-Based {{Learning}}}, + publisher = {{MIT Press}}, + author = {{Cardoso-Leite}, P and Joessel, A and Bavelier, D}, + editor = {Plass, Jan and Mayer, Richard E. and Homer, Bruce D}, + year = {in press}, + keywords = {\#nosource}, + note = {00000} +} + +@article{braver2012, + title = {The Variable Nature of Cognitive Control: A Dual Mechanisms Framework}, + volume = {16}, + issn = {13646613}, + shorttitle = {The Variable Nature of Cognitive Control}, + language = {en}, + number = {2}, + journal = {Trends in Cognitive Sciences}, + doi = {10.1016/j.tics.2011.12.010}, + author = {Braver, Todd S.}, + month = feb, + year = {2012}, + pages = {106-113}, + file = {/Users/morteza/Documents/Zotero/storage/NY83IQL8/false}, + note = {01090} +} + +@article{jaeggi2010, + title = {The Concurrent Validity of the {{N}}-Back Task as a Working Memory Measure}, + volume = {18}, + issn = {0965-8211, 1464-0686}, + language = {en}, + number = {4}, + journal = {Memory}, + doi = {10.1080/09658211003702171}, + author = {Jaeggi, Susanne M. and Buschkuehl, Martin and Perrig, Walter J. and Meier, Beat}, + month = may, + year = {2010}, + pages = {394-412}, + note = {00483} +} + +@article{au2015a, + title = {Improving Fluid Intelligence with Training on Working Memory: A Meta-Analysis}, + volume = {22}, + issn = {1069-9384, 1531-5320}, + shorttitle = {Improving Fluid Intelligence with Training on Working Memory}, + language = {en}, + number = {2}, + journal = {Psychonomic Bulletin \& Review}, + doi = {10.3758/s13423-014-0699-x}, + author = {Au, Jacky and Sheehan, Ellen and Tsai, Nancy and Duncan, Greg J. and Buschkuehl, Martin and Jaeggi, Susanne M.}, + month = apr, + year = {2015}, + pages = {366-377}, + file = {/Users/morteza/Documents/Zotero/storage/5JQUE5BK/au2015.pdf}, + note = {00394} +} + +@article{jaeggi2008a, + title = {Improving Fluid Intelligence with Training on Working Memory}, + volume = {105}, + issn = {0027-8424, 1091-6490}, + language = {en}, + number = {19}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.0801268105}, + author = {Jaeggi, S. M. and Buschkuehl, M. and Jonides, J. and Perrig, W. J.}, + month = may, + year = {2008}, + pages = {6829-6833}, + file = {/Users/morteza/Documents/Zotero/storage/TBC8IBYU/jaeggi2008.pdf}, + note = {01950} +} + +@phdthesis{ralph2014, + address = {Troy, New York}, + type = {{{PhD Thesis}}}, + title = {Statistical Manipulation and Control Strategies of the N-Back Task.}, + school = {Rensselaer Polytechnic Institute}, + author = {Ralph, Json}, + year = {2014}, + note = {00000} +} + +@article{batou2013, + title = {Calculation of {{Lagrange Multipliers}} in the {{Construction}} of {{Maximum Entropy Distributions}} in {{High Stochastic Dimension}}}, + volume = {1}, + issn = {2166-2525}, + language = {en}, + number = {1}, + journal = {SIAM/ASA Journal on Uncertainty Quantification}, + doi = {10.1137/120901386}, + author = {Batou, A. and Soize, C.}, + month = jan, + year = {2013}, + pages = {431-451}, + file = {/Users/morteza/Documents/Zotero/storage/RKPL5AMZ/batou2013.pdf}, + note = {00014} +} + +@inproceedings{4e76dd9e5534473a95e58dfa95ab4a90, + title = {Modeling Control Strategies in the {{N}}-Back Task.}, + language = {English}, + booktitle = {Proceedings of the Eight {{International Conference}} on {{Cognitive Modeling}}}, + publisher = {{Psychology Press}}, + author = {Juvina, I and Taatgen, N.A.}, + year = {2007}, + pages = {73-78}, + note = {00030} +} + +@inproceedings{juvina2007, + title = {Modeling Control Strategies in the {{N}}-Back Task}, + language = {English}, + booktitle = {Proceedings of the Eight {{International Conference}} on {{Cognitive Modeling}}}, + publisher = {{Psychology Press}}, + author = {Juvina, I and Taatgen, N.A.}, + year = {2007}, + pages = {73-78}, + note = {00030} +} + +@article{kursa2010, + title = {Feature {{Selection}} with the {{Boruta Package}}}, + volume = {36}, + issn = {1548-7660}, + language = {en}, + number = {11}, + journal = {Journal of Statistical Software}, + doi = {10.18637/jss.v036.i11}, + author = {Kursa, Miron B. and Rudnicki, Witold R.}, + year = {2010}, + file = {/Users/morteza/Documents/Zotero/storage/XA8EWYQQ/kursa2010.pdf} +} + +@book{abelson1995, + address = {Hillsdale, NJ, US}, + series = {Statistics as Principled Argument.}, + title = {Statistics as Principled Argument.}, + abstract = {Abelson delves into the . . . problems of interpreting quantitative data and then presenting them in the context of a coherent story about one's research. [This book is] filled with . . . real-life (and real-research) examples rather than . . . recipes for analysis. [It is intended for] beginning graduate students and researchers alike. (PsycINFO Database Record (c) 2016 APA, all rights reserved)}, + publisher = {{Lawrence Erlbaum Associates, Inc}}, + author = {Abelson, Robert P}, + year = {1995}, + rating = {0}, + uri = {papers3://publication/uuid/3744008D-0698-4668-BEC3-5281D85126D5}, + note = {01023} +} + +@article{cardoso-leite2016a, + title = {Technology Consumption and Cognitive Control: {{Contrasting}} Action Video Game Experience with Media Multitasking}, + volume = {78}, + issn = {1943-3921, 1943-393X}, + shorttitle = {Technology Consumption and Cognitive Control}, + language = {en}, + number = {1}, + journal = {Attention, Perception, \& Psychophysics}, + doi = {10.3758/s13414-015-0988-0}, + author = {{Cardoso-Leite}, Pedro and Kludt, Rachel and Vignola, Gianluca and Ma, Wei Ji and Green, C. Shawn and Bavelier, Daphne}, + month = jan, + year = {2016}, + pages = {218-241}, + file = {/Users/morteza/Documents/Zotero/storage/D5P39AVB/cardoso-leite2016.pdf}, + note = {00031} +} + +@article{miller2009, + title = {Is the {{N}}-{{Back Task}} a {{Valid Neuropsychological Measure}} for {{Assessing Working Memory}}?}, + volume = {24}, + issn = {0887-6177, 1873-5843}, + language = {en}, + number = {7}, + journal = {Archives of Clinical Neuropsychology}, + doi = {10.1093/arclin/acp063}, + author = {Miller, K.M. and Price, C.C. and Okun, M.S. and Montijo, H. and Bowers, D.}, + month = nov, + year = {2009}, + pages = {711-717}, + file = {/Users/morteza/Documents/Zotero/storage/YHG882IF/miller2009.pdf}, + note = {00000} +} + +@article{mcmillan2007, + title = {Self-Paced Working Memory: {{Validation}} of Verbal Variations of the n-Back Paradigm}, + volume = {1139}, + issn = {00068993}, + shorttitle = {Self-Paced Working Memory}, + language = {en}, + journal = {Brain Research}, + doi = {10.1016/j.brainres.2006.12.058}, + author = {McMillan, Kathryn M. and Laird, Angela R. and Witt, Suzanne T. and Meyerand, M. Elizabeth}, + month = mar, + year = {2007}, + pages = {133-142}, + file = {/Users/morteza/Documents/Zotero/storage/MJ9MIXPI/mcmillan2007.pdf} +} + + diff --git a/ccn2019/ccn2019_paper/ccn.sty b/ccn2019/ccn2019_paper/ccn.sty new file mode 100644 index 0000000..4dadf4e --- /dev/null +++ b/ccn2019/ccn2019_paper/ccn.sty @@ -0,0 +1,221 @@ +%begin COGSCI.STY + + +% Modified: Niels Taatgen (taatgen@cmu.edu) 10/24/2006 + +% Place this in a file called cogsci.sty in the TeX search path. +% (Placing it in the same directory as the paper should also work.) + +% Start your LaTeX file with: +% \documentclass[10pt]{article} +% \usepackage{cogsci} + +% Modified from earlier style files published by P.F. Patel-Schneider +% and others for IJCAI-89, AAAI-90, COGSCI-91, and other conferences. +% +% Ashwin Ram, ashwin@cc.gatech.edu, 4/1/94 + +% Modified : Eli M. Silk (esilk@pitt.edu) 05/24/2005 + +% Author information can be set in various styles. For several +% authors from the same institution use: +% +% \author{Author 1 \and ... \and Author n \\ +% Address line \\ ... \\ Address line} +% +% If the names do not fit well on one line use: +% +% Author 1 \\ {\bf Author 2} \\ ... \\ {\bf Author n} \\ +% +% For authors from different institutions: +% +% \author{Author 1 \\ Address line \\ ... \\ Address line +% \And ... \And +% Author n \\ Address line \\ ... \\ Address line} +% +% To start a seperate ``row'' of authors use \AND, as in +% +% \author{Author 1 \\ Address line \\ ... \\ Address line +% \AND +% Author 2 \\ Address line \\ ... \\ Address line \And +% Author 3 \\ Address line \\ ... \\ Address line} + + +\typeout{Conference Style for CCN -- last modified October 24, 2016} + + +% Physical page layout: +% 0.75in left margin, +% 1in top margin, +% 7in textwidth, +% 9.25in textheight + +\setlength\oddsidemargin{-0.25in} +\setlength\textheight{9.25in} +\setlength\textwidth{7in} +\setlength\columnsep{0.25in} 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+ +% Title stuff, taken from deproc. +\def\maketitle{\par + \begingroup +% \def\thefootnote{\fnsymbol{footnote}} +% \def\@makefnmark{\hbox to 0pt{$^{\@thefnmark}$\hss}} + \twocolumn[\@maketitle] \@thanks + \endgroup +%\setcounter{footnote}{1} + \let\maketitle\relax \let\@maketitle\relax + \gdef\@thanks{}\gdef\@author{}\gdef\@title{}\let\thanks\relax} +\def\@maketitle% + {% + \linewidth\hsize + \centering + {\LARGE\bf \@title \par} \vskip 1em% + {\def\and{\unskip\enspace{\rm and}\enspace}% + \def\And{\end{tabular}\hss \egroup \hskip 1in plus 2fil + \hbox to 0pt\bgroup\hss \begin{tabular}[t]{c}}% + \def\AND{\end{tabular}\hss\egroup \hfil\hfil\egroup + \vskip 1em + \hbox to \linewidth\bgroup \hfil\hfil + \hbox to 0pt\bgroup\hss \begin{tabular}[t]{c}} + \hbox to \linewidth\bgroup \hfil\hfil + \hbox to 0pt\bgroup\hss \begin{tabular}[t]{c}\@author + \end{tabular}\hss\egroup + \hfil\hfil\egroup} + \vskip 2em + } + + +% Abstract +\renewenvironment{abstract} + {\centerline{\bf Abstract} + 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-0,0 +1,2700 @@ + +@article{green2017, + title = {Playing {{Some Video Games}} but {{Not Others Is Related}} to {{Cognitive Abilities}}: {{A Critique}} of {{Unsworth}} et Al. (2015)}, + volume = {28}, + issn = {0956-7976}, + shorttitle = {Playing {{Some Video Games}} but {{Not Others Is Related}} to {{Cognitive Abilities}}}, + language = {en}, + number = {5}, + journal = {Psychological Science}, + doi = {10.1177/0956797616644837}, + author = {Green, C. Shawn and Kattner, Florian and Eichenbaum, Adam and Bediou, Benoit and Adams, Deanne M. and Mayer, Richard E. and Bavelier, Daphne}, + month = may, + year = {2017}, + keywords = {Video Recording}, + pages = {679-682}, + note = {00020} +} + +@article{xiongEffectsExergamingPreschoolers2019, + title = {Effects of {{Exergaming}} on {{Preschoolers}}' {{Executive Functions}} and {{Perceived Competence}}: {{A Pilot Randomized Trial}}}, + volume = {8}, + issn = {2077-0383}, + shorttitle = {Effects of {{Exergaming}} on {{Preschoolers}}' {{Executive Functions}} and {{Perceived Competence}}}, + abstract = {Purpose: This study aimed to evaluate the effects of a child-centered exergaming program and a traditional teacher-led physical activity (PA) program on preschoolers' executive functions and perceived competence. Methods: Sixty children aged 4{$^{-}$}5 years from an urban childcare center in China completed an 8-week exergaming/traditional PA intervention. After baseline measurements of executive functions and perceived competence (i.e., perceived physical competence and social acceptance), children were randomly assigned to either an exergaming group or traditional PA group (30 children per group). Exergaming and traditional PA programs were offered 20 min/session by trained instructors for 8 weeks. Post-intervention measures were identical to baseline measures. Results: In general, children's executive functions, perceived physical competence, and perceived social acceptance were enhanced over time. Analysis of variance revealed significant time by group interaction effects for executive functions, F(1, 58) = 12.01, p = 0.01, and perceived social acceptance, F(1, 58) = 6.04, p = 0.02, indicating that the exergaming intervention group displayed significantly greater increases in executive functions and perceived social acceptance in comparison with traditional PA children. In addition, children's executive functions and perceived physical and social competence significantly improved from baseline to post-intervention. However, there was no significant difference in the increase of children's perceived physical competence across groups over time. Conclusion: The results suggested exergaming to be beneficial in enhancing young children's executive functions and perceived social acceptance compared to the traditional PA program. More diverse samples with a longer intervention duration in preschool children in urban areas are warranted.}, + language = {eng}, + number = {4}, + journal = {Journal of Clinical Medicine}, + doi = {10.3390/jcm8040469}, + author = {Xiong, Shanying and Zhang, Peng and Gao, Zan}, + month = apr, + year = {2019}, + keywords = {active video games,cognitive functions,perceived physical competence,perceived social acceptance,preschool children}, + file = {/Users/morteza/Documents/Zotero/storage/J79X78J7/Xiong et al. - 2019 - Effects of Exergaming on Preschoolers' Executive F.pdf}, + pmid = {30959860} +} + +@article{costaVirtualRealityBasedExercise2019, + title = {Virtual {{Reality}}-{{Based Exercise}} with {{Exergames}} as {{Medicine}} in {{Different Contexts}}: {{A Short Review}}}, + volume = {15}, + issn = {1745-0179}, + shorttitle = {Virtual {{Reality}}-{{Based Exercise}} with {{Exergames}} as {{Medicine}} in {{Different Contexts}}}, + language = {en}, + number = {1}, + journal = {Clinical Practice \& Epidemiology in Mental Health}, + doi = {10.2174/1745017901915010015}, + author = {Costa, Marcos T\'ulio Silva and Vieira, Lanna Pinheiro and Barbosa, Elizabete de Oliveira and Mendes Oliveira, Luciana and Maillot, Pauline and Ottero Vaghetti, C\'esar Augusto and Giovani Carta, Mauro and Machado, S\'ergio and {Gatica-Rojas}, Valeska and {Monteiro-Junior}, Renato Sobral}, + month = jan, + year = {2019}, + pages = {15-20}, + file = {/Users/morteza/Documents/Zotero/storage/MCJ4YU4Q/Costa et al. - 2019 - Virtual Reality-Based Exercise with Exergames as M.pdf} +} + +@article{mirelman2012, + title = {Executive {{Function}} and {{Falls}} in {{Older Adults}}: {{New Findings}} from a {{Five}}-{{Year Prospective Study Link Fall Risk}} to {{Cognition}}}, + volume = {7}, + issn = {1932-6203}, + shorttitle = {Executive {{Function}} and {{Falls}} in {{Older Adults}}}, + abstract = {Background +Recent findings suggest that executive function (EF) plays a critical role in the regulation of gait in older adults, especially under complex and challenging conditions, and that EF deficits may, therefore, contribute to fall risk. The objective of this study was to evaluate if reduced EF is a risk factor for future falls over the course of 5 years of follow-up. Secondary objectives were to assess whether single and dual task walking abilities, an alternative window into EF, were associated with fall risk. + +Methodology/Main Results +We longitudinally followed 256 community-living older adults (age: 76.4{$\pm$}4.5 yrs; 61\% women) who were dementia free and had good mobility upon entrance into the study. At baseline, a computerized cognitive battery generated an index of EF, attention, a closely related construct, and other cognitive domains. Gait was assessed during single and dual task conditions. Falls data were collected prospectively using monthly calendars. Negative binomial regression quantified risk ratios (RR). After adjusting for age, gender and the number of falls in the year prior to the study, only the EF index (RR: .85; CI: .74\textendash.98, p{$\mkern1mu$}={$\mkern1mu$}.021), the attention index (RR: .84; CI: .75\textendash.94, p{$\mkern1mu$}={$\mkern1mu$}.002) and dual tasking gait variability (RR: 1.11; CI: 1.01\textendash{}1.23; p{$\mkern1mu$}={$\mkern1mu$}.027) were associated with future fall risk. Other cognitive function measures were not related to falls. Survival analyses indicated that subjects with the lowest EF scores were more likely to fall sooner and more likely to experience multiple falls during the 66 months of follow-up (p{$<$}0.02). + +Conclusions/Significance +These findings demonstrate that among community-living older adults, the risk of future falls was predicted by performance on EF and attention tests conducted 5 years earlier. The present results link falls among older adults to cognition, indicating that screening EF will likely enhance fall risk assessment, and that treatment of EF may reduce fall risk.}, + number = {6}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0040297}, + author = {Mirelman, Anat and Herman, Talia and Brozgol, Marina and Dorfman, Moran and Sprecher, Elliot and Schweiger, Avraham and Giladi, Nir and Hausdorff, Jeffrey M.}, + month = jun, + year = {2012}, + file = {/Users/morteza/Documents/Zotero/storage/VGU5ZVBS/Mirelman et al. - 2012 - Executive Function and Falls in Older Adults New .pdf}, + pmid = {22768271}, + pmcid = {PMC3386974} +} + +@article{ball1993, + title = {Visual Attention Problems as a Predictor of Vehicle Crashes in Older Drivers}, + volume = {34}, + issn = {0146-0404}, + abstract = {PURPOSE: To identify visual factors that are significantly associated with increased vehicle crashes in older drivers. +METHODS: Several aspects of vision and visual information processing were assessed in 294 drivers aged 55 to 90 years. The sample was stratified with respect to age and crash frequency during the 5-year period before the test date. Variables assessed included eye health status, visual sensory function, the size of the useful field of view, and cognitive status. Crash data were obtained from state records. +RESULTS: The size of the useful field of view, a test of visual attention, had high sensitivity (89\%) and specificity (81\%) in predicting which older drivers had a history of crash problems. This level of predictability is unprecedented in research on crash risk in older drivers. Older adults with substantial shrinkage in the useful field of view were six times more likely to have incurred one or more crashes in the previous 5-year period. Eye health status, visual sensory function, cognitive status, and chronological age were significantly correlated with crashes, but were relatively poor at discriminating between crash-involved versus crash-free drivers. +CONCLUSIONS: This study suggests that policies that restrict driving privileges based solely on age or on common stereotypes of age-related declines in vision and cognition are scientifically unfounded. With the identification of a visual attention measure highly predictive of crash problems in the elderly, this study points to a way in which the suitability of licensure in the older adult population could be based on objective, performance-based criteria.}, + language = {eng}, + number = {11}, + journal = {Investigative Ophthalmology \& Visual Science}, + author = {Ball, K. and Owsley, C. and Sloane, M. E. and Roenker, D. L. and Bruni, J. R.}, + month = oct, + year = {1993}, + keywords = {Accidents; Traffic,Aged,Aged; 80 and over,Aging,Attention,Automobile Driving,Cognition Disorders,Contrast Sensitivity,Health Status,Humans,Middle Aged,Models; Statistical,Predictive Value of Tests,Vision Disorders,Visual Acuity,Visual Fields,Visual Perception}, + pages = {3110-3123}, + pmid = {8407219} +} + +@article{cardoso-leite2016, + title = {Technology Consumption and Cognitive Control: {{Contrasting}} Action Video Game Experience with Media Multitasking}, + volume = {78}, + shorttitle = {Technology Consumption and Cognitive Control}, + number = {1}, + journal = {Attention, Perception, \& Psychophysics}, + author = {{Cardoso-Leite}, Pedro and Kludt, Rachel and Vignola, Gianluca and Ma, Wei Ji and Green, C. Shawn and Bavelier, Daphne}, + year = {2016}, + pages = {218--241}, + file = {/Users/morteza/Documents/Zotero/storage/24TPU746/s1-ln2011024395844769-1939656818Hwf-1530618246IdV191325474220110243PDF_HI0001.pdf;/Users/morteza/Documents/Zotero/storage/3RXWGHPQ/Cardoso-Leite et al. - 2016 - Technology consumption and cognitive control Cont.pdf}, + note = {00029} +} + +@article{cardoso-leite2015, + title = {On the Impact of New Technologies on Multitasking}, + volume = {35}, + issn = {02732297}, + language = {en}, + journal = {Developmental Review}, + doi = {10.1016/j.dr.2014.12.001}, + author = {{Cardoso-Leite}, Pedro and Green, C. Shawn and Bavelier, Daphne}, + month = mar, + year = {2015}, + pages = {98-112}, + file = {/Users/morteza/Documents/Zotero/storage/CNKGKD72/CardosoG&B_DevReview 0214.pdf}, + note = {00025} +} + +@article{bavelier2010, + title = {Children, {{Wired}}: {{For Better}} and for {{Worse}}}, + volume = {67}, + issn = {08966273}, + shorttitle = {Children, {{Wired}}}, + language = {en}, + number = {5}, + journal = {Neuron}, + doi = {10.1016/j.neuron.2010.08.035}, + author = {Bavelier, Daphne and Green, C. Shawn and Dye, Matthew W.G.}, + month = sep, + year = {2010}, + pages = {692-701}, + file = {/Users/morteza/Documents/Zotero/storage/5I3QY2VW/BavelierGreenDye_Neuron_10.pdf}, + note = {00182} +} + +@article{bavelier2019, + title = {Rethinking Human Enhancement as Collective Welfarism}, + volume = {3}, + copyright = {2019 Springer Nature Limited}, + issn = {2397-3374}, + abstract = {Human enhancement technologies are opening tremendous opportunities but also challenges to the core of what it means to be human. We argue that the goal of human enhancement should be to enhance quality of life and well-being not only of individuals but also of the communities they inhabit.}, + language = {En}, + number = {3}, + journal = {Nature Human Behaviour}, + doi = {10.1038/s41562-019-0545-2}, + author = {Bavelier, Daphne and Savulescu, Julian and Fried, Linda P. and Friedmann, Theodore and Lathan, Corinna E. and Sch\"urle, Simone and Beard, John R.}, + month = mar, + year = {2019}, + pages = {204}, + file = {/Users/morteza/Documents/Zotero/storage/EIVG594Y/s41562-019-0545-2.html}, + note = {00000} +} + +@article{simons2016, + title = {Do "{{Brain}}-{{Training}}" {{Programs Work}}?}, + volume = {17}, + issn = {2160-0031}, + abstract = {In 2014, two groups of scientists published open letters on the efficacy of brain-training interventions, or "brain games," for improving cognition. The first letter, a consensus statement from an international group of more than 70 scientists, claimed that brain games do not provide a scientifically grounded way to improve cognitive functioning or to stave off cognitive decline. Several months later, an international group of 133 scientists and practitioners countered that the literature is replete with demonstrations of the benefits of brain training for a wide variety of cognitive and everyday activities. How could two teams of scientists examine the same literature and come to conflicting "consensus" views about the effectiveness of brain training?In part, the disagreement might result from different standards used when evaluating the evidence. To date, the field has lacked a comprehensive review of the brain-training literature, one that examines both the quantity and the quality of the evidence according to a well-defined set of best practices. This article provides such a review, focusing exclusively on the use of cognitive tasks or games as a means to enhance performance on other tasks. We specify and justify a set of best practices for such brain-training interventions and then use those standards to evaluate all of the published peer-reviewed intervention studies cited on the websites of leading brain-training companies listed on Cognitive Training Data (www.cognitivetrainingdata.org), the site hosting the open letter from brain-training proponents. These citations presumably represent the evidence that best supports the claims of effectiveness.Based on this examination, we find extensive evidence that brain-training interventions improve performance on the trained tasks, less evidence that such interventions improve performance on closely related tasks, and little evidence that training enhances performance on distantly related tasks or that training improves everyday cognitive performance. We also find that many of the published intervention studies had major shortcomings in design or analysis that preclude definitive conclusions about the efficacy of training, and that none of the cited studies conformed to all of the best practices we identify as essential to drawing clear conclusions about the benefits of brain training for everyday activities. We conclude with detailed recommendations for scientists, funding agencies, and policymakers that, if adopted, would lead to better evidence regarding the efficacy of brain-training interventions.}, + language = {eng}, + number = {3}, + journal = {Psychological Science in the Public Interest: A Journal of the American Psychological Society}, + doi = {10.1177/1529100616661983}, + author = {Simons, Daniel J. and Boot, Walter R. and Charness, Neil and Gathercole, Susan E. and Chabris, Christopher F. and Hambrick, David Z. and {Stine-Morrow}, Elizabeth A. L.}, + month = oct, + year = {2016}, + keywords = {Humans,brain training,Cognition,cognitive,cognitive training,learning,Learning,skill,transfer}, + pages = {103-186}, + pmid = {27697851}, + note = {00340} +} + +@article{green2010, + title = {Perceptual {{Learning During Action Video Game Playing}}}, + volume = {2}, + issn = {17568757, 17568765}, + language = {en}, + number = {2}, + journal = {Topics in Cognitive Science}, + doi = {10.1111/j.1756-8765.2009.01054.x}, + author = {Green, C. Shawn and Li, Renjie and Bavelier, Daphne}, + month = apr, + year = {2010}, + pages = {202-216}, + file = {/Users/morteza/Documents/Zotero/storage/ZB6G3GNT/Green et al. - 2010 - Perceptual Learning During Action Video Game Playi.pdf}, + note = {00147} +} + +@article{erickson2010, + title = {Striatal {{Volume Predicts Level}} of {{Video Game Skill Acquisition}}}, + volume = {20}, + issn = {1047-3211, 1460-2199}, + language = {en}, + number = {11}, + journal = {Cerebral Cortex}, + doi = {10.1093/cercor/bhp293}, + author = {Erickson, K. I. and Boot, W. R. and Basak, C. and Neider, M. B. and Prakash, R. S. and Voss, M. W. and Graybiel, A. M. and Simons, D. J. and Fabiani, M. and Gratton, G. and Kramer, A. F.}, + month = nov, + year = {2010}, + pages = {2522-2530}, + note = {00127} +} + +@incollection{gorman2017, + title = {Young {{Minds}} on {{Video Games}}}, + isbn = {978-0-12-809481-5}, + language = {en}, + booktitle = {Cognitive {{Development}} in {{Digital Contexts}}}, + publisher = {{Elsevier}}, + author = {Gorman, Thomas E. and Green, C. Shawn}, + year = {2017}, + pages = {121-143}, + doi = {10.1016/B978-0-12-809481-5.00006-7}, + note = {00000} +} + +@article{belchior2012a, + title = {Older Adults' Engagement with a Video Game Training Program}, + volume = {36}, + issn = {0192-4788}, + abstract = {Objectives +The current study investigated older adults' level of engagement with a video game training program. Engagement was measured using the concept of Flow (). + +Methods +Forty-five older adults were randomized to receive practice with an action game (Medal of Honor), a puzzle-like game (Tetris), or a gold-standard Useful Field of View (UFOV) training program. + +Results +Both Medal of Honor and Tetris participants reported significantly higher Flow ratings at the conclusion, relative to the onset of training. + +Discussion +Participants are more engaged in games that can be adjusted to their skill levels and that provide incremental levels of difficulty. This finding was consistent with the Flow theory ()}, + number = {4}, + journal = {Activities, adaptation \& aging}, + doi = {10.1080/01924788.2012.702307}, + author = {Belchior, Patr\'icia and Marsiske, Michael and Sisco, Shannon and Yam, Anna and Mann, William}, + month = dec, + year = {2012}, + pages = {269-279}, + pmid = {23504652}, + pmcid = {PMC3596832}, + note = {00026} +} + +@article{toril2014, + title = {Video Game Training Enhances Cognition of Older Adults: {{A}} Meta-Analytic Study.}, + volume = {29}, + issn = {1939-1498, 0882-7974}, + shorttitle = {Video Game Training Enhances Cognition of Older Adults}, + language = {en}, + number = {3}, + journal = {Psychology and Aging}, + doi = {10.1037/a0037507}, + author = {Toril, Pilar and Reales, Jos\'e M. and Ballesteros, Soledad}, + year = {2014}, + keywords = {\#nosource}, + pages = {706-716}, + note = {00139} +} + +@article{green2003, + title = {Action Video Game Modifies Visual Selective Attention}, + volume = {423}, + issn = {0028-0836}, + abstract = {As video-game playing has become a ubiquitous activity in today's society, it is worth considering its potential consequences on perceptual and motor skills. It is well known that exposing an organism to an altered visual environment often results in modification of the visual system of the organism. The field of perceptual learning provides many examples of training-induced increases in performance. But perceptual learning, when it occurs, tends to be specific to the trained task; that is, generalization to new tasks is rarely found. Here we show, by contrast, that action-video-game playing is capable of altering a range of visual skills. Four experiments establish changes in different aspects of visual attention in habitual video-game players as compared with non-video-game players. In a fifth experiment, non-players trained on an action video game show marked improvement from their pre-training abilities, thereby establishing the role of playing in this effect.}, + language = {eng}, + number = {6939}, + journal = {Nature}, + doi = {10.1038/nature01647}, + author = {Green, C. Shawn and Bavelier, Daphne}, + month = may, + year = {2003}, + keywords = {Attention,Humans,Learning,Video Games,Adolescent,Adult,Female,Male,Photic Stimulation,Psychomotor Performance,Space Perception}, + pages = {534-537}, + pmid = {12774121} +} + +@article{green2012, + title = {The Effect of Action Video Game Experience on Task-Switching}, + volume = {28}, + issn = {0747-5632}, + abstract = {There is now a substantial body of work demonstrating that action video game experience results in enhancements in a wide variety of perceptual skills. More recently, several groups have also demonstrated improvements in abilities that are more cognitive in nature, in particular, the ability to efficiently switch between tasks. In a series of four experiments, we add to this body of work, demonstrating that the action video game player advantage is not exclusively due to an ability to map manual responses onto arbitrary buttons, but rather generalizes to vocal responses, is not restricted to tasks that are perceptual in nature (e.g. respond to a physical dimension of the stimulus such as its color), but generalizes to more cognitive tasks (e.g. is a number odd or even), and is present whether the switch requires a goal-switch or only a motor switch. Finally, a training study establishes that the relationship between the reduction in switch cost and action game playing is causal.}, + language = {eng}, + number = {3}, + journal = {Computers in Human Behavior}, + doi = {10.1016/j.chb.2011.12.020}, + author = {Green, C. Shawn and Sugarman, Michael A. and Medford, Katherine and Klobusicky, Elizabeth and Daphne Bavelier, null}, + month = may, + year = {2012}, + pages = {984-994}, + file = {/Users/morteza/Documents/Zotero/storage/HPLPXSFH/Green et al. - 2012 - The effect of action video game experience on task.pdf}, + pmid = {22393270}, + pmcid = {PMC3292256}, + note = {00159} +} + +@article{strobach2012, + title = {Video Game Practice Optimizes Executive Control Skills in Dual-Task and Task Switching Situations}, + volume = {140}, + issn = {1873-6297}, + abstract = {We examined the relation of action video game practice and the optimization of executive control skills that are needed to coordinate two different tasks. As action video games are similar to real life situations and complex in nature, and include numerous concurrent actions, they may generate an ideal environment for practicing these skills (Green \& Bavelier, 2008). For two types of experimental paradigms, dual-task and task switching respectively; we obtained performance advantages for experienced video gamers compared to non-gamers in situations in which two different tasks were processed simultaneously or sequentially. This advantage was absent in single-task situations. These findings indicate optimized executive control skills in video gamers. Similar findings in non-gamers after 15 h of action video game practice when compared to non-gamers with practice on a puzzle game clarified the causal relation between video game practice and the optimization of executive control skills.}, + language = {eng}, + number = {1}, + journal = {Acta Psychologica}, + doi = {10.1016/j.actpsy.2012.02.001}, + author = {Strobach, Tilo and Frensch, Peter A. and Schubert, Torsten}, + month = may, + year = {2012}, + keywords = {Attention,Humans,Visual Perception,Practice (Psychology),Video Games,Adolescent,Adult,Male,Psychomotor Performance,Executive Function,Neuropsychological Tests,Reaction Time}, + pages = {13-24}, + pmid = {22426427}, + note = {00206} +} + +@article{bejjanki2014, + title = {Action Video Game Play Facilitates the Development of Better Perceptual Templates}, + volume = {111}, + issn = {0027-8424, 1091-6490}, + language = {en}, + number = {47}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.1417056111}, + author = {Bejjanki, Vikranth R. and Zhang, Ruyuan and Li, Renjie and Pouget, Alexandre and Green, C. Shawn and Lu, Zhong-Lin and Bavelier, Daphne}, + month = nov, + year = {2014}, + pages = {16961-16966}, + file = {/Users/morteza/Documents/Zotero/storage/VEIW3YCB/Bejjanki et al. - 2014 - Action video game play facilitates the development.pdf}, + note = {00108} +} + +@article{green2010a, + title = {Improved Probabilistic Inference as a General Learning Mechanism with Action Video Games}, + volume = {20}, + issn = {1879-0445}, + abstract = {Action video game play benefits performance in an array of sensory, perceptual, and attentional tasks that go well beyond the specifics of game play [1-9]. That a training regimen may induce improvements in so many different skills is notable because the majority of studies on training-induced learning report improvements on the trained task but limited transfer to other, even closely related, tasks ([10], but see also [11-13]). Here we ask whether improved probabilistic inference may explain such broad transfer. By using a visual perceptual decision making task [14, 15], the present study shows for the first time that action video game experience does indeed improve probabilistic inference. A neural model of this task [16] establishes how changing a single parameter, namely the strength of the connections between the neural layer providing the momentary evidence and the layer integrating the evidence over time, captures improvements in action-gamers behavior. These results were established in a visual, but also in a novel auditory, task, indicating generalization across modalities. Thus, improved probabilistic inference provides a general mechanism for why action video game playing enhances performance in a wide variety of tasks. In addition, this mechanism may serve as a signature of training regimens that are likely to produce transfer of learning.}, + language = {eng}, + number = {17}, + journal = {Current biology: CB}, + doi = {10.1016/j.cub.2010.07.040}, + author = {Green, C. Shawn and Pouget, Alexandre and Bavelier, Daphne}, + month = sep, + year = {2010}, + keywords = {Humans,Visual Perception,Learning,Decision Making,Probability}, + pages = {1573-1579}, + file = {/Users/morteza/Documents/Zotero/storage/QA7EM2T3/Green et al. - 2010 - Improved probabilistic inference as a general lear.pdf}, + pmid = {20833324}, + pmcid = {PMC2956114}, + note = {00275} +} + +@article{libertus2017, + title = {The {{Impact}} of {{Action Video Game Training}} on {{Mathematical Abilities}} in {{Adults}}}, + volume = {3}, + issn = {2332-8584, 2332-8584}, + language = {en}, + number = {4}, + journal = {AERA Open}, + doi = {10.1177/2332858417740857}, + author = {Libertus, Melissa E. and Liu, Allison and Pikul, Olga and Jacques, Theodore and {Cardoso-Leite}, Pedro and Halberda, Justin and Bavelier, Daphne}, + month = oct, + year = {2017}, + pages = {233285841774085}, + file = {/Users/morteza/Documents/Zotero/storage/JQZWZKGW/Libertus et al. - 2017 - The Impact of Action Video Game Training on Mathem.pdf;/Users/morteza/Documents/Zotero/storage/YU8PMLCK/Libertus et al. - 2017 - The Impact of Action Video Game Training on Mathem.pdf}, + note = {00002} +} + +@article{delisi2002, + title = {Improving Children's Mental Rotation Accuracy with Computer Game Playing}, + volume = {163}, + issn = {0022-1325}, + abstract = {The authors investigated the relation between mental rotation (MR) and computer game-playing experience. Third grade boys (n = 24) and girls (n = 23) completed a 2-dimensional MR test before and after playing computer games (during 11 separate 30-min sessions), which either involved the use of MR skills (the experimental group) or did not involve the use of MR skills (the control group). The experimental group outperformed the control group on the MR posttest but not on the pretest. Boys outperformed girls on the pretest but not on the posttest. Children whose initial MR performance was low improved after playing computer games that entailed MR skills. The findings imply that computer-based instructional activities can be used in schools to enhance children's spatial abilities.}, + language = {eng}, + number = {3}, + journal = {The Journal of Genetic Psychology}, + doi = {10.1080/00221320209598683}, + author = {De Lisi, Richard and Wolford, Jennifer L.}, + month = sep, + year = {2002}, + keywords = {Humans,Cognition,Practice (Psychology),Video Games,Female,Male,Space Perception,Analysis of Variance,Child,New Jersey,Rotation,Sex Factors}, + pages = {272-282}, + pmid = {12230149}, + note = {00386} +} + +@article{okagaki1994, + title = {Effects of Video Game Playing on Measures of Spatial Performance: {{Gender}} Effects in Late Adolescence}, + volume = {15}, + issn = {01933973}, + shorttitle = {Effects of Video Game Playing on Measures of Spatial Performance}, + language = {en}, + number = {1}, + journal = {Journal of Applied Developmental Psychology}, + doi = {10.1016/0193-3973(94)90005-1}, + author = {Okagaki, Lynn and Frensch, Peter A.}, + month = jan, + year = {1994}, + pages = {33-58}, + note = {00451} +} + +@article{sala2018, + title = {Video Game Training Does Not Enhance Cognitive Ability: {{A}} Comprehensive Meta-Analytic Investigation}, + volume = {144}, + issn = {1939-1455}, + shorttitle = {Video Game Training Does Not Enhance Cognitive Ability}, + abstract = {As a result of considerable potential scientific and societal implications, the possibility of enhancing cognitive ability by training has been one of the most influential topics of cognitive psychology in the last two decades. However, substantial research into the psychology of expertise and a recent series of meta-analytic reviews have suggested that various types of cognitive training (e.g., working memory training) benefit performance only in the trained tasks. The lack of skill generalization from one domain to different ones-that is, far transfer-has been documented in various fields of research such as working memory training, music, brain training, and chess. Video game training is another activity that has been claimed by many researchers to foster a broad range of cognitive abilities such as visual processing, attention, spatial ability, and cognitive control. We tested these claims with three random-effects meta-analytic models. The first meta-analysis (k = 310) examined the correlation between video game skill and cognitive ability. The second meta-analysis (k = 315) dealt with the differences between video game players and nonplayers in cognitive ability. The third meta-analysis (k = 359) investigated the effects of video game training on participants' cognitive ability. Small or null overall effect sizes were found in all three models. These outcomes show that overall cognitive ability and video game skill are only weakly related. Importantly, we found no evidence of a causal relationship between playing video games and enhanced cognitive ability. Video game training thus represents no exception to the general difficulty of obtaining far transfer. (PsycINFO Database Record}, + language = {eng}, + number = {2}, + journal = {Psychological Bulletin}, + doi = {10.1037/bul0000139}, + author = {Sala, Giovanni and Tatlidil, K. Semir and Gobet, Fernand}, + month = feb, + year = {2018}, + keywords = {Humans,Cognition,Practice (Psychology),Transfer (Psychology),Video Games,Aptitude}, + pages = {111-139}, + pmid = {29239631} +} + +@article{anguera2013, + title = {Video Game Training Enhances Cognitive Control in Older Adults}, + volume = {501}, + issn = {0028-0836, 1476-4687}, + number = {7465}, + journal = {Nature}, + doi = {10.1038/nature12486}, + author = {Anguera, J. A. and Boccanfuso, J. and Rintoul, J. L. and {Al-Hashimi}, O. and Faraji, F. and Janowich, J. and Kong, E. and Larraburo, Y. and Rolle, C. and Johnston, E. and Gazzaley, A.}, + month = sep, + year = {2013}, + pages = {97-101}, + file = {/Users/morteza/Documents/Zotero/storage/EMARTW6H/Anguera_Nature_2013-Video-game-training-enhances-cognitive-control-in-older-adults.pdf}, + note = {00884} +} + +@article{tidwell2014, + title = {What Counts as Evidence for Working Memory Training? {{Problems}} with Correlated Gains and Dichotomization}, + volume = {21}, + issn = {1531-5320}, + shorttitle = {What Counts as Evidence for Working Memory Training?}, + abstract = {The question of whether computerized cognitive training leads to generalized improvements of intellectual abilities has been a popular, yet contentious, topic within both the psychological and neurocognitive literatures. Evidence for the effective transfer of cognitive training to nontrained measures of cognitive abilities is mixed, with some studies showing apparent successful transfer, while others have failed to obtain this effect. At the same time, several authors have made claims about both successful and unsuccessful transfer effects on the basis of a form of responder analysis, an analysis technique that shows that those who gain the most on training show the greatest gains on transfer tasks. Through a series of Monte Carlo experiments and mathematical analyses, we demonstrate that the apparent transfer effects observed through responder analysis are illusory and are independent of the effectiveness of cognitive training. We argue that responder analysis can be used neither to support nor to refute hypotheses related to whether cognitive training is a useful intervention to obtain generalized cognitive benefits. We end by discussing several proposed alternative analysis techniques that incorporate training gain scores and argue that none of these methods are appropriate for testing hypotheses regarding the effectiveness of cognitive training.}, + language = {eng}, + number = {3}, + journal = {Psychonomic Bulletin \& Review}, + doi = {10.3758/s13423-013-0560-7}, + author = {Tidwell, Joe W. and Dougherty, Michael R. and Chrabaszcz, Jeffrey R. and Thomas, Rick P. and Mendoza, Jorge L.}, + month = jun, + year = {2014}, + keywords = {Humans,Intelligence,Transfer (Psychology),Data Interpretation; Statistical,Memory; Short-Term}, + pages = {620-628}, + pmid = {24307249}, + note = {00029} +} + +@article{dale2017, + title = {Associations {{Between Avid Action}} and {{Real}}-{{Time Strategy Game Play}} and {{Cognitive Performance}}: A {{Pilot Study}}}, + volume = {1}, + issn = {2509-3290, 2509-3304}, + shorttitle = {Associations {{Between Avid Action}} and {{Real}}-{{Time Strategy Game Play}} and {{Cognitive Performance}}}, + language = {en}, + number = {3}, + journal = {Journal of Cognitive Enhancement}, + doi = {10.1007/s41465-017-0021-8}, + author = {Dale, Gillian and Green, C. Shawn}, + month = sep, + year = {2017}, + pages = {295-317}, + note = {00005} +} + +@article{pilegard2018, + title = {Game over for {{Tetris}} as a Platform for Cognitive Skill Training}, + volume = {54}, + issn = {0361476X}, + language = {en}, + journal = {Contemporary Educational Psychology}, + doi = {10.1016/j.cedpsych.2018.04.003}, + author = {Pilegard, Celeste and Mayer, Richard E.}, + month = jul, + year = {2018}, + pages = {29-41}, + note = {00001} +} + +@article{adams2016, + title = {Evaluating the {{Cognitive Consequences}} of {{Playing}} {{{\emph{Portal}}}} for a {{Short Duration}}}, + volume = {54}, + issn = {0735-6331, 1541-4140}, + language = {en}, + number = {2}, + journal = {Journal of Educational Computing Research}, + doi = {10.1177/0735633115620431}, + author = {Adams, Deanne M. and Pilegard, Celeste and Mayer, Richard E.}, + month = apr, + year = {2016}, + pages = {173-195}, + note = {00000} +} + +@article{comstockjr1992, + title = {The Multi-Attribute Task Battery for Human Operator Workload and Strategic Behavior Research}, + author = {Comstock Jr, J. Raymond and Arnegard, Ruth J.}, + year = {1992}, + file = {/Users/morteza/Documents/Zotero/storage/QKVALB4U/Comstock Jr and Arnegard - 1992 - The multi-attribute task battery for human operato.pdf;/Users/morteza/Documents/Zotero/storage/LCWY99TW/search.html}, + note = {00350} +} + +@article{belchior2019, + title = {Computer and {{Videogame Interventions}} for {{Older Adults}}' {{Cognitive}} and {{Everyday Functioning}}}, + volume = {8}, + issn = {2161-783X, 2161-7856}, + language = {en}, + number = {2}, + journal = {Games for Health Journal}, + doi = {10.1089/g4h.2017.0092}, + author = {Belchior, Patr\'icia and Yam, Anna and Thomas, Kelsey R. and Bavelier, Daphne and Ball, Karlene K. and Mann, William C. and Marsiske, Michael}, + month = apr, + year = {2019}, + pages = {129-143}, + note = {00001} +} + +@article{basak2011, + title = {Regional Differences in Brain Volume Predict the Acquisition of Skill in a Complex Real-Time Strategy Videogame}, + volume = {76}, + issn = {02782626}, + language = {en}, + number = {3}, + journal = {Brain and Cognition}, + doi = {10.1016/j.bandc.2011.03.017}, + author = {Basak, Chandramallika and Voss, Michelle W. and Erickson, Kirk I. and Boot, Walter R. and Kramer, Arthur F.}, + month = aug, + year = {2011}, + pages = {407-414}, + file = {/Users/morteza/Documents/Zotero/storage/H46CBQP8/Basak et al. - 2011 - Regional differences in brain volume predict the a.pdf}, + note = {00071} +} + +@article{basak2008, + title = {Can Training in a Real-Time Strategy Video Game Attenuate Cognitive Decline in Older Adults?}, + volume = {23}, + issn = {0882-7974}, + abstract = {Declines in various cognitive abilities, particularly executive control functions, are observed in older adults. An important goal of cognitive training is to slow or reverse these age-related declines. However, opinion is divided in the literature regarding whether cognitive training can engender transfer to a variety of cognitive skills in older adults. In the current study, the authors trained older adults in a real-time strategy video game for 23.5 hr in an effort to improve their executive functions. A battery of cognitive tasks, including tasks of executive control and visuospatial skills, were assessed before, during, and after video-game training. The trainees improved significantly in the measures of game performance. They also improved significantly more than the control participants in executive control functions, such as task switching, working memory, visual short-term memory, and reasoning. Individual differences in changes in game performance were correlated with improvements in task switching. The study has implications for the enhancement of executive control processes of older adults.}, + language = {eng}, + number = {4}, + journal = {Psychology and Aging}, + doi = {10.1037/a0013494}, + author = {Basak, Chandramallika and Boot, Walter R. and Voss, Michelle W. and Kramer, Arthur F.}, + month = dec, + year = {2008}, + keywords = {Aged,Aged; 80 and over,Cognition Disorders,Humans,Practice (Psychology),Transfer (Psychology),Video Games,Female,Male,Psychomotor Performance,Neuropsychological Tests,Memory; Short-Term,Computer Systems,Mental Recall,Orientation,Problem Solving}, + pages = {765-777}, + file = {/Users/morteza/Documents/Zotero/storage/TDRV77PL/Basak et al. - 2008 - Can training in a real-time strategy video game at.pdf}, + pmid = {19140648}, + pmcid = {PMC4041116}, + note = {00793} +} + +@article{palaus2017, + title = {Neural {{Basis}} of {{Video Gaming}}: {{A Systematic Review}}}, + volume = {11}, + issn = {1662-5161}, + shorttitle = {Neural {{Basis}} of {{Video Gaming}}}, + abstract = {Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games. Objectives: We aim to understand the relationship between the use of video games and their neural correlates, taking into account the whole variety of cognitive factors that they encompass. Methods: A systematic review was conducted using standardized search operators that included the presence of video games and neuro-imaging techniques or references to structural or functional brain changes. Separate categories were made for studies featuring Internet Gaming Disorder and studies focused on the violent content of video games. Results: A total of 116 articles were considered for the final selection. One hundred provided functional data and 22 measured structural brain changes. One-third of the studies covered video game addiction, and 14\% focused on video game related violence. Conclusions: Despite the innate heterogeneity of the field of study, it has been possible to establish a series of links between the neural and cognitive aspects, particularly regarding attention, cognitive control, visuospatial skills, cognitive workload, and reward processing. However, many aspects could be improved. The lack of standardization in the different aspects of video game related research, such as the participants' characteristics, the features of each video game genre and the diverse study goals could contribute to discrepancies in many related studies.}, + language = {eng}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2017.00248}, + author = {Palaus, Marc and Marron, Elena M. and {Viejo-Sobera}, Raquel and {Redolar-Ripoll}, Diego}, + year = {2017}, + keywords = {addiction,cognitive improvement,functional changes,internet gaming disorder,neural correlates,neuroimaging,structural changes,video games}, + pages = {248}, + file = {/Users/morteza/Documents/Zotero/storage/VLNQ6S7M/palaus2017.pdf;/Users/morteza/Documents/Zotero/storage/XW9X6BD2/Palaus et al. - 2017 - Neural Basis of Video Gaming A Systematic Review.pdf}, + pmid = {28588464}, + pmcid = {PMC5438999}, + note = {00025} +} + +@article{strenziok2014, + title = {Neurocognitive Enhancement in Older Adults: Comparison of Three Cognitive Training Tasks to Test a Hypothesis of Training Transfer in Brain Connectivity}, + volume = {85 Pt 3}, + issn = {1095-9572}, + shorttitle = {Neurocognitive Enhancement in Older Adults}, + abstract = {The ultimate goal of cognitive enhancement as an intervention for age-related cognitive decline is transfer to everyday cognitive functioning. Development of training methods that transfer broadly to untrained cognitive tasks (far transfer) requires understanding of the neural bases of training and far transfer effects. We used cognitive training to test the hypothesis that far transfer is associated with altered attentional control demands mediated by the dorsal attention network and trained sensory cortex. In an exploratory study, we randomly assigned 42 healthy older adults to six weeks of training on Brain Fitness (BF-auditory perception), Space Fortress (SF-visuomotor/working memory), or Rise of Nations (RON-strategic reasoning). Before and after training, cognitive performance, diffusion-derived white matter integrity, and functional connectivity of the superior parietal cortex (SPC) were assessed. We found the strongest effects from BF training, which transferred to everyday problem solving and reasoning and selectively changed integrity of occipito-temporal white matter associated with improvement on untrained everyday problem solving. These results show that cognitive gain from auditory perception training depends on heightened white matter integrity in the ventral attention network. In BF and SF (which also transferred positively), a decrease in functional connectivity between SPC and inferior temporal lobe (ITL) was observed compared to RON-which did not transfer to untrained cognitive function. These findings highlight the importance for cognitive training of top-down control of sensory processing by the dorsal attention network. Altered brain connectivity - observed in the two training tasks that showed far transfer effects - may be a marker for training success.}, + language = {eng}, + journal = {NeuroImage}, + doi = {10.1016/j.neuroimage.2013.07.069}, + author = {Strenziok, Maren and Parasuraman, Raja and Clarke, Ellen and Cisler, Dean S. and Thompson, James C. and Greenwood, Pamela M.}, + month = jan, + year = {2014}, + keywords = {Aged,Aging,Attention,Humans,Cognition,Brain,Transfer (Psychology),Female,Male,Biomedical Enhancement,Brain Mapping,Cognitive training,Diffusion Tensor Imaging,Far transfer,Functional connectivity,Image Processing; Computer-Assisted,Neural Pathways,Superior parietal cortex,White matter integrity}, + pages = {1027-1039}, + pmid = {23933474}, + note = {00082} +} + +@article{glass2013, + title = {Real-{{Time Strategy Game Training}}: {{Emergence}} of a {{Cognitive Flexibility Trait}}}, + volume = {8}, + issn = {1932-6203}, + shorttitle = {Real-{{Time Strategy Game Training}}}, + language = {en}, + number = {8}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0070350}, + author = {Glass, Brian D. and Maddox, W. Todd and Love, Bradley C.}, + editor = {Wenderoth, Nicole}, + month = aug, + year = {2013}, + pages = {e70350}, + file = {/Users/morteza/Documents/Zotero/storage/629S47H3/Glass et al. - 2013 - Real-Time Strategy Game Training Emergence of a C.pdf}, + note = {00124} +} + +@article{gong2017, + title = {Action {{Video Game Experience Related}} to {{Altered Large}}-{{Scale White Matter Networks}}}, + volume = {2017}, + language = {English}, + journal = {Neural Plasticity}, + doi = {10.1155/2017/7543686}, + author = {Gong, Diankun and Ma, Weiyi and Gong, Jinnan and He, Hui and Dong, Li and Zhang, Dan and Li, Jianfu and Luo, Cheng and Yao, Dezhong}, + year = {2017}, + keywords = {WM,AVGP}, + pages = {1--7}, + file = {/Users/morteza/Documents/Zotero/storage/SKEWRJGG/gong2017.pdf}, + note = {00002} +} + +@article{west2015, + title = {Habitual Action Video Game Playing Is Associated with Caudate Nucleus-Dependent Navigational Strategies}, + volume = {282}, + language = {English}, + number = {1808}, + journal = {Proceedings of the Royal Society B: Biological Sciences}, + doi = {10.1098/rspb.2014.2952}, + author = {West, G L and Drisdelle, B L and Konishi, K and Jackson, J and Jolicoeur, P and Bohbot, V D}, + month = may, + year = {2015}, + pages = {20142952--20142952} +} + +@article{gong2015, + title = {Enhanced Functional Connectivity and Increased Gray Matter Volume of Insula Related to Action Video Game Playing}, + volume = {5}, + issn = {2045-2322}, + language = {en}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/srep09763}, + author = {Gong, Diankun and He, Hui and Liu, Dongbo and Ma, Weiyi and Dong, Li and Luo, Cheng and Yao, Dezhong}, + month = sep, + year = {2015}, + pages = {9763}, + file = {/Users/morteza/Documents/Zotero/storage/A57TJY5F/gong2015.pdf} +} + +@article{bavelier2012, + title = {Neural Bases of Selective Attention in Action Video Game Players}, + volume = {61}, + abstract = {Vision Research, 61 (2012) 132-143. doi:10.1016/j.visres.2011.08.007}, + number = {C}, + journal = {Vision Research}, + doi = {10.1016/j.visres.2011.08.007}, + author = {Bavelier, D and Achtman, R L and Mani, M and F\"ocker, J}, + month = may, + year = {2012}, + pages = {132--143}, + file = {/Users/morteza/Documents/Zotero/storage/Z47WV36Z/bavelier2012.pdf} +} + +@article{zhang2015, + title = {Higher Integrity of the Motor and Visual Pathways in Long-Term Video Game Players}, + volume = {9}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2015.00098}, + author = {Zhang, Yang and Du, Guijin and Yang, Yongxin and Qin, Wen and Li, Xiaodong and Zhang, Quan}, + month = mar, + year = {2015}, + pages = {695}, + file = {/Users/morteza/Documents/Zotero/storage/UIVDFKF2/zhang2015.pdf}, + note = {00014} +} + +@article{bressler2010, + title = {Large-Scale Brain Networks in Cognition: Emerging Methods and Principles}, + volume = {14}, + issn = {13646613}, + shorttitle = {Large-Scale Brain Networks in Cognition}, + language = {en}, + number = {6}, + journal = {Trends in Cognitive Sciences}, + doi = {10.1016/j.tics.2010.04.004}, + author = {Bressler, Steven L. and Menon, Vinod}, + month = jun, + year = {2010}, + pages = {277-290}, + note = {01342} +} + +@article{takeuchi2011, + title = {Working {{Memory Training Using Mental Calculation Impacts Regional Gray Matter}} of the {{Frontal}} and {{Parietal Regions}}}, + volume = {6}, + issn = {1932-6203}, + language = {en}, + number = {8}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0023175}, + author = {Takeuchi, Hikaru and Taki, Yasuyuki and Sassa, Yuko and Hashizume, Hiroshi and Sekiguchi, Atsushi and Fukushima, Ai and Kawashima, Ryuta}, + editor = {Chapouthier, Georges}, + month = aug, + year = {2011}, + pages = {e23175}, + file = {/Users/morteza/Documents/Zotero/storage/8J2JWTUN/takeuchi2011.pdf}, + note = {00127} +} + +@article{gorbet2018, + title = {Move Faster, Think Later: {{Women}} Who Play Action Video Games Have Quicker Visually- Guided Responses with Later Onset Visuomotor-Related Brain Activity}, + volume = {13}, + abstract = {A history of action video game (AVG) playing is associated with improvements in several visuospatial and attention-related skills and these improvements may be transferable to unrelated tasks. These facts make video games a potential medium for skill-training and rehabilitation. However, examinations of the neural correlates underlying these observations are almost non-existent in the visuomotor system. Further, the vast majority of studies on the effects of a history of AVG play have been done using almost exclusively male participants. Therefore, to begin to fill these gaps in the literature, we present findings from two experiments. In the first, we use functional MRI to examine brain activity in experienced, female AVG players during visually-guided reaching. In the second, we examine the kinematics of visually-guided reaching in this population. Imaging data demonstrate that relative to women who do not play, AVG players have less motor-related preparatory activity in the cuneus, middle occipital gyrus, and cerebellum. This decrease is correlated with estimates of time spent playing. Further, these correlations are strongest during the performance of a visuomotor mapping that spatially dissociates eye and arm movements. However, further examinations of the full time-course of visuomotor-related activity in the AVG players revealed that the decreased activity during motor preparation likely results from a later onset of activity in AVG players, which occurs closer to beginning motor execution relative to the non-playing group. Further, the data presented here suggest that this later onset of preparatory activity represents greater neural efficiency that is associated with faster visually-guided responses.}, + language = {English}, + number = {1}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0189110}, + author = {Gorbet, Diana J and Sergio, Lauren E}, + month = jan, + year = {2018}, + pages = {e0189110}, + pmid = {29364891}, + pmcid = {PMC5783344}, + note = {00005} +} + +@article{fox2006, + title = {Spontaneous Neuronal Activity Distinguishes Human Dorsal and Ventral Attention Systems}, + volume = {103}, + issn = {0027-8424, 1091-6490}, + language = {en}, + number = {26}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.0604187103}, + author = {Fox, M. D. and Corbetta, M. and Snyder, A. Z. and Vincent, J. L. and Raichle, M. E.}, + month = jun, + year = {2006}, + pages = {10046-10051}, + file = {/Users/morteza/Documents/Zotero/storage/2PZH83RJ/fox2006.pdf}, + note = {01468} +} + +@article{buschkuehl2012, + title = {Neuronal Effects Following Working Memory Training.}, + volume = {2 Suppl 1}, + abstract = {There is accumulating evidence that training working memory (WM) leads to beneficial effects in tasks that were not trained, but the mechanisms underlying this transfer remain elusive. Brain imaging can be a valuable method to gain insights into such mechanisms. Here, we discuss the impact of cognitive training on neural correlates with an emphasis on studies that implemented a WM intervention. We focus on changes in activation patterns, changes in resting state connectivity, changes in brain structure, and changes in the dopaminergic system. Our analysis of the existing literature reveals that there is currently no clear pattern of results that would single out a specific neural mechanism underlying training and transfer. We conclude that although brain imaging has provided us with information about the mechanisms of WM training, more research is needed to understand its neural impact.}, + language = {English}, + journal = {Developmental cognitive neuroscience}, + doi = {10.1016/j.dcn.2011.10.001}, + author = {Buschkuehl, Martin and Jaeggi, Susanne M and Jonides, John}, + month = feb, + year = {2012}, + pages = {S167--79}, + pmid = {22682905}, + note = {00168} +} + +@article{gong2016, + title = {Functional {{Integration}} between {{Salience}} and {{Central Executive Networks}}: {{A Role}} for {{Action Video Game Experience}}}, + volume = {2016}, + language = {English}, + number = {4}, + journal = {Neural Plasticity}, + doi = {10.1155/2016/9803165}, + author = {Gong, Diankun and He, Hui and Ma, Weiyi and Liu, Dongbo and Huang, Mengting and Dong, Li and Gong, Jinnan and Li, Jianfu and Luo, Cheng and Yao, Dezhong}, + year = {2016}, + pages = {1--9}, + note = {00026} +} + +@article{green2008, + title = {Exercising Your Brain: A Review of Human Brain Plasticity and Training-Induced Learning}, + volume = {23}, + issn = {0882-7974}, + shorttitle = {Exercising Your Brain}, + abstract = {Human beings have an amazing capacity to learn new skills and adapt to new environments. However, several obstacles remain to be overcome in designing paradigms to broadly improve quality of life. Arguably, the most notable impediment to this goal is that learning tends to be quite specific to the trained regimen and does not transfer to even qualitatively similar tasks. This severely limits the potential benefits of learning to daily life. This review discusses training regimens that lead to the acquisition of new knowledge and strategies that can be used flexibly across a range of tasks and contexts. Possible characteristics of training regimens are proposed that may be responsible for augmented learning, including the manner in which task difficulty is progressed, the motivational state of the learner, and the type of feedback the training provides. When maximally implemented in rehabilitative paradigms, these characteristics may greatly increase the efficacy of training.}, + language = {eng}, + number = {4}, + journal = {Psychology and Aging}, + doi = {10.1037/a0014345}, + author = {Green, C. S. and Bavelier, D.}, + month = dec, + year = {2008}, + keywords = {Aged,Aging,Attention,Humans,Arousal,Brain,Feedback; Psychological,Intelligence,Motivation,Music,Neuronal Plasticity,Practice (Psychology),Sports,Transfer (Psychology),Video Games}, + pages = {692-701}, + pmid = {19140641}, + pmcid = {PMC2896818}, + note = {00552} +} + +@article{katsyri2013, + title = {Just Watching the Game Ain't Enough: Striatal {{fMRI}} Reward Responses to Successes and Failures in a Video Game during Active and Vicarious Playing}, + volume = {7}, + issn = {1662-5161}, + shorttitle = {Just Watching the Game Ain't Enough}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2013.00278}, + author = {K\"atsyri, Jari and Hari, Riitta and Ravaja, Niklas and Nummenmaa, Lauri}, + year = {2013}, + file = {/Users/morteza/Documents/Zotero/storage/XJE9DMTU/kätsyri2013.pdf}, + note = {00046} +} + +@article{koepp1998, + title = {Evidence for Striatal Dopamine Release during a Video Game}, + volume = {393}, + issn = {0028-0836, 1476-4687}, + language = {en}, + number = {6682}, + journal = {Nature}, + doi = {10.1038/30498}, + author = {Koepp, M. J. and Gunn, R. N. and Lawrence, A. D. and Cunningham, V. J. and Dagher, A. and Jones, T. and Brooks, D. J. and Bench, C. J. and Grasby, P. M.}, + month = may, + year = {1998}, + pages = {266-268}, + note = {01314} +} + +@article{focker2019, + title = {Neural {{Correlates}} of {{Enhanced Visual Attentional Control}} in {{Action Video Game Players}}: {{An Event}}-{{Related Potential Study}}}, + volume = {31}, + issn = {0898-929X, 1530-8898}, + shorttitle = {Neural {{Correlates}} of {{Enhanced Visual Attentional Control}} in {{Action Video Game Players}}}, + language = {en}, + number = {3}, + journal = {Journal of Cognitive Neuroscience}, + doi = {10.1162/jocn_a_01230}, + author = {F\"ocker, Julia and Mortazavi, Matin and Khoe, Wayne and Hillyard, Steven A. and Bavelier, Daphne}, + month = mar, + year = {2019}, + pages = {377-389}, + note = {00005} +} + +@incollection{menon2015, + title = {Salience {{Network}}}, + isbn = {978-0-12-397316-0}, + language = {en}, + booktitle = {Brain {{Mapping}}}, + publisher = {{Elsevier}}, + author = {Menon, V.}, + year = {2015}, + pages = {597-611}, + doi = {10.1016/B978-0-12-397025-1.00052-X}, + note = {00308} +} + +@article{kuhn2014, + title = {Playing {{Super Mario}} Induces Structural Brain Plasticity: Gray Matter Changes Resulting from Training with a Commercial Video Game}, + volume = {19}, + issn = {1359-4184, 1476-5578}, + shorttitle = {Playing {{Super Mario}} Induces Structural Brain Plasticity}, + language = {en}, + number = {2}, + journal = {Molecular Psychiatry}, + doi = {10.1038/mp.2013.120}, + author = {K\"uhn, S and Gleich, T and Lorenz, R C and Lindenberger, U and Gallinat, J}, + month = feb, + year = {2014}, + pages = {265-271} +} + +@article{kuhn2011, + title = {The Neural Basis of Video Gaming}, + volume = {1}, + issn = {2158-3188}, + language = {en}, + number = {11}, + journal = {Translational Psychiatry}, + doi = {10.1038/tp.2011.53}, + author = {K\"uhn, S and Romanowski, A and Schilling, C and Lorenz, R and M\"orsen, C and Seiferth, N and Banaschewski, T and Barbot, A and Barker, G J and B\"uchel, C and Conrod, P J and Dalley, J W and Flor, H and Garavan, H and Ittermann, B and Mann, K and Martinot, J-L and Paus, T and Rietschel, M and Smolka, M N and Str\"ohle, A and Walaszek, B and Schumann, G and Heinz, A and Gallinat, J}, + month = nov, + year = {2011}, + pages = {e53-e53}, + note = {00163} +} + +@article{kuhn2014a, + title = {Positive {{Association}} of {{Video Game Playing}} with {{Left Frontal Cortical Thickness}} in {{Adolescents}}}, + volume = {9}, + issn = {1932-6203}, + language = {en}, + number = {3}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0091506}, + author = {K\"uhn, Simone and Lorenz, Robert and Banaschewski, Tobias and Barker, Gareth J. and B\"uchel, Christian and Conrod, Patricia J. and Flor, Herta and Garavan, Hugh and Ittermann, Bernd and Loth, Eva and Mann, Karl and Nees, Frauke and Artiges, Eric and Paus, Tomas and Rietschel, Marcella and Smolka, Michael N. and Str\"ohle, Andreas and Walaszek, Bernadetta and Schumann, Gunter and Heinz, Andreas and Gallinat, J\"urgen and {The IMAGEN Consortium}}, + editor = {Krueger, Frank}, + month = mar, + year = {2014}, + pages = {e91506}, + file = {/Users/morteza/Documents/Zotero/storage/VHNP8RTR/kühn2014.pdf}, + note = {00069} +} + +@article{eichenbaum2017, + title = {The Role of the Hippocampus in Navigation Is Memory}, + volume = {117}, + issn = {0022-3077, 1522-1598}, + language = {en}, + number = {4}, + journal = {Journal of Neurophysiology}, + doi = {10.1152/jn.00005.2017}, + author = {Eichenbaum, Howard}, + month = apr, + year = {2017}, + pages = {1785-1796}, + note = {00038} +} + +@article{lisman2017, + title = {Viewpoints: How the Hippocampus Contributes to Memory, Navigation and Cognition}, + volume = {20}, + issn = {1097-6256, 1546-1726}, + shorttitle = {Viewpoints}, + language = {en}, + number = {11}, + journal = {Nature Neuroscience}, + doi = {10.1038/nn.4661}, + author = {Lisman, John and Buzs\'aki, Gy\"orgy and Eichenbaum, Howard and Nadel, Lynn and Ranganath, Charan and Redish, A David}, + month = nov, + year = {2017}, + pages = {1434-1447}, + note = {00028} +} + +@article{bird2008, + title = {The Hippocampus and Memory: Insights from Spatial Processing}, + volume = {9}, + issn = {1471-003X, 1471-0048}, + shorttitle = {The Hippocampus and Memory}, + language = {en}, + number = {3}, + journal = {Nature Reviews Neuroscience}, + doi = {10.1038/nrn2335}, + author = {Bird, Chris M. and Burgess, Neil}, + month = mar, + year = {2008}, + pages = {182-194}, + note = {00746} +} + +@article{siniatchkin2017, + title = {Anodal {{tDCS}} over the Left {{DLPFC}} Improved Working Memory and Reduces Symptoms in Children with {{ADHD}}}, + volume = {10}, + issn = {1935861X}, + language = {en}, + number = {2}, + journal = {Brain Stimulation}, + doi = {10.1016/j.brs.2017.01.509}, + author = {Siniatchkin, M.}, + month = mar, + year = {2017}, + pages = {517}, + note = {00000} +} + +@article{wang2018, + title = {Transcranial Direct Current Stimulation over the Right {{DLPFC}} Selectively Modulates Subprocesses in Working Memory}, + volume = {6}, + issn = {2167-8359}, + abstract = {Background + Working memory, as a complex system, consists of two independent components: manipulation and maintenance process, which are defined as executive control and storage process. Previous studies mainly focused on the overall effect of transcranial direct current stimulation (tDCS) on working memory. However, little has been known about the segregative effects of tDCS on the sub-processes within working memory. + + + Method + + Transcranial direct current stimulation, as one of the non-invasive brain stimulation techniques, is being widely used to modulate the cortical activation of local brain areas. This study modified a spatial + n + -back experiment with anodal and cathodal tDCS exertion on the right dorsolateral prefrontal cortex (DLPFC), aiming to investigate the effects of tDCS on the two sub-processes of working memory: manipulation (updating) and maintenance. Meanwhile, considering the separability of tDCS effects, we further reconfirmed the causal relationship between the right DLPFC and the sub-processes of working memory with different tDCS conditions. + + + + Results + The present study showed that cathodal tDCS on the right DLPFC selectively improved the performance of the modified 2-back task in the difficult condition, whereas anodal tDCS significantly reduced the performance of subjects and showed an speeding-up tendency of response time. More precisely, the results of discriminability index and criterion showed that only cathodal tDCS enhanced the performance of maintenance in the difficult condition. Neither of the two tDCS conditions affected the performance of manipulation (updating). + + + Conclusion + These findings provide evidence that cathodal tDCS of the right DLPFC selectively affects maintenance capacity. Besides, cathodal tDCS also serves as an interference suppressor to reduce the irrelevant interference, thereby indirectly improving the working memory capacity. Moreover, the right DLPFC is not the unique brain regions for working memory manipulation (updating).}, + language = {en}, + journal = {PeerJ}, + doi = {10.7717/peerj.4906}, + author = {Wang, Jiarui and Tian, Jinhua and Hao, Renning and Tian, Lili and Liu, Qiang}, + month = may, + year = {2018}, + pages = {e4906}, + note = {00001} +} + +@article{lefebvre2005, + title = {Assessment of Working Memory Abilities Using an Event-Related Brain Potential ({{ERP}})-Compatible Digit Span Backward Task}, + volume = {116}, + issn = {13882457}, + language = {en}, + number = {7}, + journal = {Clinical Neurophysiology}, + doi = {10.1016/j.clinph.2005.03.015}, + author = {Lefebvre, Celeste D. and Marchand, Yannick and Eskes, Gail A. and Connolly, John F.}, + month = jul, + year = {2005}, + pages = {1665-1680}, + note = {00087} +} + +@article{finnigan2011, + title = {{{ERP}} Measures Indicate Both Attention and Working Memory Encoding Decrements in Aging: {{Age}} Effects on Attention and Memory Encoding {{ERPs}}}, + volume = {48}, + issn = {00485772}, + shorttitle = {{{ERP}} Measures Indicate Both Attention and Working Memory Encoding Decrements in Aging}, + language = {en}, + number = {5}, + journal = {Psychophysiology}, + doi = {10.1111/j.1469-8986.2010.01128.x}, + author = {Finnigan, Simon and O'Connell, Redmond G. and Cummins, Tarrant D. R. and Broughton, Megan and Robertson, Ian H.}, + month = may, + year = {2011}, + pages = {601-611}, + note = {00000} +} + +@article{looi2016, + title = {Combining Brain Stimulation and Video Game to Promote Long-Term Transfer of Learning and Cognitive Enhancement}, + volume = {6}, + issn = {2045-2322}, + language = {en}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/srep22003}, + author = {Looi, Chung Yen and Duta, Mihaela and Brem, Anna-Katharine and Huber, Stefan and Nuerk, Hans-Christoph and Cohen Kadosh, Roi}, + month = apr, + year = {2016}, + pages = {22003}, + file = {/Users/morteza/Documents/Zotero/storage/NU964ZWA/looi2016.pdf}, + note = {00041} +} + +@article{winkler2010, + title = {Cortical {{Thickness}} or {{Grey Matter Volume}}? {{The Importance}} of {{Selecting}} the {{Phenotype}} for {{Imaging Genetics Studies}}}, + volume = {53}, + issn = {1053-8119}, + shorttitle = {Cortical {{Thickness}} or {{Grey Matter Volume}}?}, + abstract = {Choosing the appropriate neuroimaging phenotype is critical to successfully identify genes that influence brain structure or function. While neuroimaging methods provide numerous potential phenotypes, their role for imaging genetics studies are unclear. Here we examine the relationship between brain volume, grey matter volume, cortical thickness and surface area, from a genetic standpoint. Four hundred and eighty-six individuals from randomly ascertained extended pedigrees with high-quality T1-weighted neuroanatomic MRI images participated in the study. Surface-based and voxel-based representations of brain structure were derived, using automated methods, and these measurements were analysed using a variance-components method to identify the heritability of these traits and their genetic correlations. All neuroanatomic traits were significantly influenced by genetic factors. Cortical thickness and surface area measurements were found to be genetically and phenotypically independent. While both thickness and area influenced volume measurements of cortical grey matter, volume was more closely related to surface area than cortical thickness. This trend was observed for both the volume-based and surface-based techniques. The results suggest that surface area and cortical thickness measurements should be considered separately and preferred over gray matter volumes for imaging genetic studies.}, + number = {3}, + journal = {NeuroImage}, + doi = {10.1016/j.neuroimage.2009.12.028}, + author = {Winkler, Anderson M. and Kochunov, Peter and Blangero, John and Almasy, Laura and Zilles, Karl and Fox, Peter T. and Duggirala, Ravindranath and Glahn, David C.}, + month = nov, + year = {2010}, + pages = {1135-1146}, + file = {/Users/morteza/Documents/Zotero/storage/V4P9UUCA/Winkler et al. - 2010 - Cortical Thickness or Grey Matter Volume The Impo.pdf}, + pmid = {20006715}, + pmcid = {PMC2891595}, + note = {00000} +} + +@article{engelhard2010, + title = {The Impact of Taxing Working Memory on Negative and Positive Memories}, + volume = {1}, + issn = {2000-8066}, + abstract = {BACKGROUND: Earlier studies have shown that horizontal eye movement (EM) during retrieval of a negative memory reduces its vividness and emotionality. This may be due to both tasks competing for working memory (WM) resources. This study examined whether playing the computer game "Tetris" also blurs memory. +METHOD: PARTICIPANTS RECALLED NEGATIVE AND POSITIVE MEMORIES IN THREE CONDITIONS: recall only, recall with concurrent EM, and recall with playing Tetris. Before and after these conditions, vividness, emotionality, and physiological startle responses during recall were measured. +RESULTS: A reaction time task showed that EM and Tetris draw on WM, compared to no dual-task. Compared to recall only, EM and Tetris both decreased reported emotionality and startle responses. +CONCLUSIONS: The effects of EM and Tetris did not differ, even though the tasks differed in the degree of taxing WM. This suggests that taxing WM and its effects on emotional memories may not be linearly related. Potential clinical implications are discussed.}, + language = {eng}, + journal = {European Journal of Psychotraumatology}, + doi = {10.3402/ejpt.v1i0.5623}, + author = {Engelhard, Iris M. and {van Uijen}, Sophie L. and {van den Hout}, Marcel A.}, + year = {2010}, + keywords = {EMDR,Intrusive memory,PTSD,working memory}, + file = {/Users/morteza/Documents/Zotero/storage/LBBTJU8D/Engelhard et al. - 2010 - The impact of taxing working memory on negative an.pdf}, + pmid = {22893797}, + pmcid = {PMC3402003}, + note = {00000} +} + +@article{iyadurai2018, + title = {Preventing Intrusive Memories after Trauma via a Brief Intervention Involving {{Tetris}} Computer Game Play in the Emergency Department: A Proof-of-Concept Randomized Controlled Trial}, + volume = {23}, + copyright = {2017 Nature Publishing Group}, + issn = {1476-5578}, + shorttitle = {Preventing Intrusive Memories after Trauma via a Brief Intervention Involving {{Tetris}} Computer Game Play in the Emergency Department}, + abstract = {After psychological trauma, recurrent intrusive visual memories may be distressing and disruptive. Preventive interventions post trauma are lacking. Here we test a behavioural intervention after real-life trauma derived from cognitive neuroscience. We hypothesized that intrusive memories would be significantly reduced in number by an intervention involving a computer game with high visuospatial demands (Tetris), via disrupting consolidation of sensory elements of trauma memory. The Tetris-based intervention (trauma memory reminder cue plus c. 20 min game play) vs attention-placebo control (written activity log for same duration) were both delivered in an emergency department within 6 h of a motor vehicle accident. The randomized controlled trial compared the impact on the number of intrusive trauma memories in the subsequent week (primary outcome). Results vindicated the efficacy of the Tetris-based intervention compared with the control condition: there were fewer intrusive memories overall, and time-series analyses showed that intrusion incidence declined more quickly. There were convergent findings on a measure of clinical post-trauma intrusion symptoms at 1 week, but not on other symptom clusters or at 1 month. Results of this proof-of-concept study suggest that a larger trial, powered to detect differences at 1 month, is warranted. Participants found the intervention easy, helpful and minimally distressing. By translating emerging neuroscientific insights and experimental research into the real world, we offer a promising new low-intensity psychiatric intervention that could prevent debilitating intrusive memories following trauma.}, + language = {en}, + number = {3}, + journal = {Molecular Psychiatry}, + doi = {10.1038/mp.2017.23}, + author = {Iyadurai, L. and Blackwell, S. E. and {Meiser-Stedman}, R. and Watson, P. C. and Bonsall, M. B. and Geddes, J. R. and Nobre, A. C. and Holmes, E. A.}, + month = mar, + year = {2018}, + pages = {674-682}, + file = {/Users/morteza/Documents/Zotero/storage/ZZCIFX7G/Iyadurai et al. - 2018 - Preventing intrusive memories after trauma via a b.pdf;/Users/morteza/Documents/Zotero/storage/PPL3CDGF/mp201723.html}, + note = {00000} +} + +@article{skorka-brown2015, + title = {Playing {{Tetris}} Decreases Drug and Other Cravings in Real World Settings}, + volume = {51}, + issn = {1873-6327}, + abstract = {Most research on cognitive processes in craving has been carried out in the laboratory and focuses on food craving. This study extends laboratory findings to real world settings and cravings for drugs or activities as well as food. Previous laboratory research has found that playing Tetris reduces craving strength. The present study used an ecological momentary assessment protocol in which 31 undergraduate participants carried iPods for a week and were prompted 7 times each day, by SMS message, to use their iPod to report craving. Participants reported craving target and strength (0-100), whether they indulged their previous craving (yes/no), and whether they were under the influence of alcohol (yes/no). Those randomly assigned to the intervention condition (n=15) then played Tetris for 3min and reported their craving again. Those in the monitoring-only control condition (n=16) provided baseline craving data to test if Tetris reduced the incidence and strength of spontaneous cravings across the week. Playing Tetris decreased craving strength for drugs (alcohol, nicotine, caffeine), food and drink, and activities (sex, exercise, gaming), with a mean reduction of 13.9 percentage points, effect size f(2)=0.11. This effect was consistent across the week. This is the first demonstration that visual cognitive interference can be used in the field to reduce cravings for substances and activities other than eating.}, + language = {eng}, + journal = {Addictive Behaviors}, + doi = {10.1016/j.addbeh.2015.07.020}, + author = {{Skorka-Brown}, Jessica and Andrade, Jackie and Whalley, Ben and May, Jon}, + month = dec, + year = {2015}, + keywords = {Humans,Video Games,Adolescent,Adult,Female,Male,Addiction,Behavior; Addictive,Behavioural research,Cognitive theory,Craving,Desire,Elaborated Intrusion theory,Multilevel models,Students,Substance-Related Disorders,Technology,Young Adult}, + pages = {165-170}, + file = {/Users/morteza/Documents/Zotero/storage/NDASC6YX/Skorka-Brown et al. - 2015 - Playing Tetris decreases drug and other cravings i.pdf}, + pmid = {26275843}, + note = {00000} +} + +@article{palaus2017a, + title = {Cognitive Enhancement by Means of {{TMS}} and Video Game Training: Preliminary Analysis}, + author = {Palaus, Marc and {Redolar-Ripoll}, Diego and {Viejo-Sobera}, Raquel and {Mu\~noz-Marr\'on}, Elena}, + month = jun, + year = {2017}, + note = {00000 +cites: unknown} +} + +@article{boot2008, + title = {The Effects of Video Game Playing on Attention, Memory, and Executive Control}, + volume = {129}, + issn = {00016918}, + language = {en}, + number = {3}, + journal = {Acta Psychologica}, + doi = {10.1016/j.actpsy.2008.09.005}, + author = {Boot, Walter R. and Kramer, Arthur F. and Simons, Daniel J. and Fabiani, Monica and Gratton, Gabriele}, + month = nov, + year = {2008}, + pages = {387-398}, + note = {00000} +} + +@article{moreau2013, + title = {Differentiating Two- from Three-Dimensional Mental Rotation Training Effects}, + volume = {66}, + issn = {1747-0226}, + abstract = {Block videogame training has consistently demonstrated transfer effects to mental rotation tasks, yet how variations in training influence performance with different stimuli remains unclear. In this study, participants took mental rotation assessments before and after a 3-week training programme based on 2D or 3D block videogames. Assessments varied in terms of dimensionality (2D or 3D) and stimulus type (polygon or body). Increases in videogame scores throughout training were correlated with mental rotation improvements. In particular, 2D training led to improvements in 2D tasks, whereas 3D training led to improvements in both 2D and 3D tasks. This effect did not depend on stimulus type, demonstrating that training can transfer to different stimuli of identical dimensionality. Interestingly, traditional gender differences in 3D mental rotation tasks vanished after 3D videogame training, highlighting the malleability of mental rotation ability given adequate training. These findings emphasize the influence of dimensionality in transfer effects and offer promising perspectives to reduce differences in mental rotation via designed training programmes.}, + language = {eng}, + number = {7}, + journal = {Quarterly Journal of Experimental Psychology (2006)}, + doi = {10.1080/17470218.2012.744761}, + author = {Moreau, David}, + year = {2013}, + keywords = {Video Recording,Humans,Transfer (Psychology),Adolescent,Female,Male,Space Perception,Neuropsychological Tests,Reaction Time,Analysis of Variance,Rotation,Young Adult,Mental Processes,Statistics as Topic,Teaching}, + pages = {1399-1413}, + pmid = {23163833}, + note = {00000} +} + +@article{belchior2013, + title = {Video Game Training to Improve Selective Visual Attention in Older Adults}, + volume = {29}, + issn = {0747-5632}, + abstract = {The current study investigated the effect of video game training on older adult's useful field of view performance (the UFOV\textregistered{} test). Fifty-eight older adult participants were randomized to receive practice with the target action game (Medal of Honor), a placebo control arcade game (Tetris), a clinically validated UFOV training program, or into a no contact control group. Examining pretest-posttest change in selective visual attention, the UFOV improved significantly more than the game groups; all three intervention groups improved significantly more than no-contact controls. There was a lack of difference between the two game conditions, differing from findings with younger adults. Discussion considers whether games posing less challenge might still be effective interventions for elders, and whether optimal training dosages should be higher.}, + language = {eng}, + number = {4}, + journal = {Computers in Human Behavior}, + author = {Belchior, Patr\'icia and Marsiske, Michael and Sisco, Shannon M. and Yam, Anna and Bavelier, Daphne and Ball, Karlene and Mann, William C.}, + month = jul, + year = {2013}, + keywords = {Aging,Older adults,Training,Videogames,Visual attention}, + pages = {1318-1324}, + pmid = {24003265}, + pmcid = {PMC3758751}, + note = {00000} +} + +@article{astle2015, + title = {Cognitive {{Training Enhances Intrinsic Brain Connectivity}} in {{Childhood}}}, + volume = {35}, + number = {16}, + journal = {Journal of Neuroscience}, + author = {Astle, D E and Barnes, J J and Baker, K and Colclough, G L and Woolrich, M W}, + month = apr, + year = {2015}, + pages = {6277-6283}, + note = {00000} +} + +@article{terlecki2008, + title = {Durable and Generalized Effects of Spatial Experience on Mental Rotation: Gender Differences in Growth Patterns}, + volume = {22}, + copyright = {Copyright \textcopyright{} 2007 John Wiley \& Sons, Ltd.}, + issn = {1099-0720}, + shorttitle = {Durable and Generalized Effects of Spatial Experience on Mental Rotation}, + abstract = {This study addressed questions about improvement in mental rotation skills: (1) whether growth trajectories differ for men and women with higher or lower spatial experience, (2) whether videogame training has effects on performance and leads to transfer, (3) whether effects of repeated testing or training effects are durable and (4) whether transfer is durable. Undergraduates participated in repeated testing on the MRT or played the videogame Tetris. Analyses showed large improvements in mental rotation with both repeated testing and training; these gains were maintained several months later. MRT scores of men and women did not converge, but men showed faster initial growth and women showed more improvement later. Videogame training showed greater initial growth than repeated testing alone, but final performance did not differ. Effects of videogame training transferred to other spatial tasks exceeding the effects of repeated testing, and this transfer advantage was still evident after several months. Copyright \textcopyright{} 2007 John Wiley \& Sons, Ltd.}, + language = {en}, + number = {7}, + journal = {Applied Cognitive Psychology}, + doi = {10.1002/acp.1420}, + author = {Terlecki, Melissa S. and Newcombe, Nora S. and Little, Michelle}, + year = {2008}, + pages = {996-1013}, + file = {/Users/morteza/Documents/Zotero/storage/XU7HEU2M/acp.html}, + note = {00000} +} + +@article{draganski2008, + title = {Training-Induced Structural Changes in the Adult Human Brain}, + volume = {192}, + number = {1}, + journal = {Behavioural brain research}, + author = {Draganski, B and May, A}, + month = sep, + year = {2008}, + pages = {137-142}, + note = {00000} +} + +@article{oei2014, + title = {Playing a Puzzle Video Game with Changing Requirements Improves Executive Functions}, + volume = {37}, + issn = {07475632}, + language = {en}, + journal = {Computers in Human Behavior}, + doi = {10.1016/j.chb.2014.04.046}, + author = {Oei, Adam C. and Patterson, Michael D.}, + month = aug, + year = {2014}, + pages = {216-228}, + note = {00042} +} + +@article{oei2013, + title = {Enhancing {{Cognition}} with {{Video Games}}: {{A Multiple Game Training Study}}}, + volume = {8}, + issn = {1932-6203}, + shorttitle = {Enhancing {{Cognition}} with {{Video Games}}}, + language = {en}, + number = {3}, + journal = {PLoS ONE}, + doi = {10.1371/journal.pone.0058546}, + author = {Oei, Adam C. and Patterson, Michael D.}, + editor = {Geng, Joy J.}, + month = mar, + year = {2013}, + pages = {e58546}, + file = {/Users/morteza/Documents/Zotero/storage/VVFATBLU/Oei and Patterson - 2013 - Enhancing Cognition with Video Games A Multiple G.pdf}, + note = {00200} +} + +@article{li2016, + title = {Playing {{Action Video Games Improves Visuomotor Control}}}, + volume = {27}, + issn = {0956-7976, 1467-9280}, + language = {en}, + number = {8}, + journal = {Psychological Science}, + doi = {10.1177/0956797616650300}, + author = {Li, Li and Chen, Rongrong and Chen, Jing}, + month = aug, + year = {2016}, + pages = {1092-1108}, + note = {00013} +} + +@article{cherney2014, + title = {Training {{Spatial Skills}} in {{Men}} and {{Women}}}, + volume = {119}, + issn = {0031-5125, 1558-688X}, + language = {en}, + number = {1}, + journal = {Perceptual and Motor Skills}, + doi = {10.2466/23.25.PMS.119c12z0}, + author = {Cherney, Isabelle D. and Bersted, Kyle and Smetter, Joseph}, + month = aug, + year = {2014}, + pages = {82-99}, + note = {00020} +} + +@article{wu2013, + title = {Playing Shooter and Driving Videogames Improves Top-down Guidance in Visual Search}, + volume = {75}, + issn = {1943-3921, 1943-393X}, + language = {en}, + number = {4}, + journal = {Attention, Perception, \& Psychophysics}, + doi = {10.3758/s13414-013-0440-2}, + author = {Wu, Sijing and Spence, Ian}, + month = may, + year = {2013}, + pages = {673-686}, + file = {/Users/morteza/Documents/Zotero/storage/B6YQLSCB/Wu and Spence - 2013 - Playing shooter and driving videogames improves to.pdf}, + note = {00072} +} + +@article{cherney2008, + title = {Mom, {{Let Me Play More Computer Games}}: {{They Improve My Mental Rotation Skills}}}, + volume = {59}, + issn = {0360-0025, 1573-2762}, + shorttitle = {Mom, {{Let Me Play More Computer Games}}}, + language = {en}, + number = {11-12}, + journal = {Sex Roles}, + doi = {10.1007/s11199-008-9498-z}, + author = {Cherney, Isabelle D.}, + month = dec, + year = {2008}, + pages = {776-786}, + note = {00187} +} + +@article{sims2002, + title = {Domain Specificity of Spatial Expertise: The Case of Video Game Players}, + volume = {16}, + issn = {08884080, 10990720}, + shorttitle = {Domain Specificity of Spatial Expertise}, + language = {en}, + number = {1}, + journal = {Applied Cognitive Psychology}, + doi = {10.1002/acp.759}, + author = {Sims, Valerie K. and Mayer, Richard E.}, + month = jan, + year = {2002}, + pages = {97-115}, + note = {00000} +} + +@article{kuhn2014b, + title = {Amount of Lifetime Video Gaming Is Positively Associated with Entorhinal, Hippocampal and Occipital Volume}, + volume = {19}, + issn = {1359-4184, 1476-5578}, + language = {en}, + number = {7}, + journal = {Molecular Psychiatry}, + doi = {10.1038/mp.2013.100}, + author = {K\"uhn, S and Gallinat, J}, + month = jul, + year = {2014}, + pages = {842-847}, + note = {00083} +} + +@article{hopf2000, + title = {Neural Sources of Focused Attention in Visual Search}, + volume = {10}, + issn = {1047-3211}, + abstract = {Previous studies of visual search in humans using event-related potentials (ERPs) have revealed an ERP component called 'N2pc' (180-280 ms) that reflects the focusing of attention onto potential target items in the search array. The present study was designed to localize the neuroanatomical sources of this component by means of magnetoencephalographic (MEG) recordings, which provide greater spatial precision than ERP recordings. MEG recordings were obtained with an array of 148 magnetometers from six normal adult subjects, one of whom was tested in multiple sessions so that both single-subject and group analyses could be performed. Source localization procedures revealed that the N2pc is composed of two distinct neural responses, an early parietal source (180-200 ms) and a later occipito-temporal source (220-240 ms). These findings are consistent with the proposal that parietal areas are used to initiate a shift of attention within a visual search array and that the focusing of attention is implemented by extrastriate areas of the occipital and inferior temporal cortex.}, + language = {eng}, + number = {12}, + journal = {Cerebral Cortex (New York, N.Y.: 1991)}, + author = {Hopf, J. M. and Luck, S. J. and Girelli, M. and Hagner, T. and Mangun, G. R. and Scheich, H. and Heinze, H. J.}, + month = dec, + year = {2000}, + keywords = {Attention,Humans,Brain,Adult,Female,Male,Space Perception,Reaction Time,Evoked Potentials,Magnetoencephalography,Occipital Lobe,Parietal Lobe,Temporal Lobe}, + pages = {1233-1241}, + pmid = {11073872}, + note = {00392} +} + +@article{holmes2009, + title = {Can {{Playing}} the {{Computer Game}} ``{{Tetris}}'' {{Reduce}} the {{Build}}-{{Up}} of {{Flashbacks}} for {{Trauma}}? {{A Proposal}} from {{Cognitive Science}}}, + volume = {4}, + issn = {1932-6203}, + shorttitle = {Can {{Playing}} the {{Computer Game}} ``{{Tetris}}'' {{Reduce}} the {{Build}}-{{Up}} of {{Flashbacks}} for {{Trauma}}?}, + abstract = {Background Flashbacks are the hallmark symptom of Posttraumatic Stress Disorder (PTSD). Although we have successful treatments for full-blown PTSD, early interventions are lacking. We propose the utility of developing a `cognitive vaccine' to prevent PTSD flashback development following exposure to trauma. Our theory is based on two key findings: 1) Cognitive science suggests that the brain has selective resources with limited capacity; 2) The neurobiology of memory suggests a 6-hr window to disrupt memory consolidation. The rationale for a `cognitive vaccine' approach is as follows: Trauma flashbacks are sensory-perceptual, visuospatial mental images. Visuospatial cognitive tasks selectively compete for resources required to generate mental images. Thus, a visuospatial computer game (e.g. ``Tetris'') will interfere with flashbacks. Visuospatial tasks post-trauma, performed within the time window for memory consolidation, will reduce subsequent flashbacks. We predicted that playing ``Tetris'' half an hour after viewing trauma would reduce flashback frequency over 1-week. Methodology/Principal Findings The Trauma Film paradigm was used as a well-established experimental analog for Post-traumatic Stress. All participants viewed a traumatic film consisting of scenes of real injury and death followed by a 30-min structured break. Participants were then randomly allocated to either a no-task or visuospatial (``Tetris'') condition which they undertook for 10-min. Flashbacks were monitored for 1-week. Results indicated that compared to the no-task condition, the ``Tetris'' condition produced a significant reduction in flashback frequency over 1-week. Convergent results were found on a clinical measure of PTSD symptomatology at 1-week. Recognition memory between groups did not differ significantly. Conclusions/Significance Playing ``Tetris'' after viewing traumatic material reduces unwanted, involuntary memory flashbacks to that traumatic film, leaving deliberate memory recall of the event intact. Pathological aspects of human memory in the aftermath of trauma may be malleable using non-invasive, cognitive interventions. This has implications for a novel avenue of preventative treatment development, much-needed as a crisis intervention for the aftermath of traumatic events.}, + language = {en}, + number = {1}, + journal = {PLOS ONE}, + doi = {10.1371/journal.pone.0004153}, + author = {Holmes, Emily A. and James, Ella L. and {Coode-Bate}, Thomas and Deeprose, Catherine}, + month = jan, + year = {2009}, + keywords = {Cognition,Computer games,Memory,Memory consolidation,Post-traumatic stress disorder,Recall (memory),Vision,Working memory}, + pages = {e4153}, + note = {00293} +} + +@article{holmes2009a, + title = {Can {{Playing}} the {{Computer Game}} ``{{Tetris}}'' {{Reduce}} the {{Build}}-{{Up}} of {{Flashbacks}} for {{Trauma}}? {{A Proposal}} from {{Cognitive Science}}}, + volume = {4}, + issn = {1932-6203}, + shorttitle = {Can {{Playing}} the {{Computer Game}} ``{{Tetris}}'' {{Reduce}} the {{Build}}-{{Up}} of {{Flashbacks}} for {{Trauma}}?}, + abstract = {Background Flashbacks are the hallmark symptom of Posttraumatic Stress Disorder (PTSD). Although we have successful treatments for full-blown PTSD, early interventions are lacking. We propose the utility of developing a `cognitive vaccine' to prevent PTSD flashback development following exposure to trauma. Our theory is based on two key findings: 1) Cognitive science suggests that the brain has selective resources with limited capacity; 2) The neurobiology of memory suggests a 6-hr window to disrupt memory consolidation. The rationale for a `cognitive vaccine' approach is as follows: Trauma flashbacks are sensory-perceptual, visuospatial mental images. Visuospatial cognitive tasks selectively compete for resources required to generate mental images. Thus, a visuospatial computer game (e.g. ``Tetris'') will interfere with flashbacks. Visuospatial tasks post-trauma, performed within the time window for memory consolidation, will reduce subsequent flashbacks. We predicted that playing ``Tetris'' half an hour after viewing trauma would reduce flashback frequency over 1-week. Methodology/Principal Findings The Trauma Film paradigm was used as a well-established experimental analog for Post-traumatic Stress. All participants viewed a traumatic film consisting of scenes of real injury and death followed by a 30-min structured break. Participants were then randomly allocated to either a no-task or visuospatial (``Tetris'') condition which they undertook for 10-min. Flashbacks were monitored for 1-week. Results indicated that compared to the no-task condition, the ``Tetris'' condition produced a significant reduction in flashback frequency over 1-week. Convergent results were found on a clinical measure of PTSD symptomatology at 1-week. Recognition memory between groups did not differ significantly. Conclusions/Significance Playing ``Tetris'' after viewing traumatic material reduces unwanted, involuntary memory flashbacks to that traumatic film, leaving deliberate memory recall of the event intact. Pathological aspects of human memory in the aftermath of trauma may be malleable using non-invasive, cognitive interventions. This has implications for a novel avenue of preventative treatment development, much-needed as a crisis intervention for the aftermath of traumatic events.}, + language = {en}, + number = {1}, + journal = {PLOS ONE}, + doi = {10.1371/journal.pone.0004153}, + author = {Holmes, Emily A. and James, Ella L. and {Coode-Bate}, Thomas and Deeprose, Catherine}, + month = jan, + year = {2009}, + keywords = {Cognition,Computer games,Memory,Memory consolidation,Post-traumatic stress disorder,Recall (memory),Vision,Working memory}, + pages = {e4153}, + note = {00293} +} + +@article{stafford2014, + title = {Tracing the {{Trajectory}} of {{Skill Learning With}} a {{Very Large Sample}} of {{Online Game Players}}}, + volume = {25}, + issn = {0956-7976, 1467-9280}, + language = {en}, + number = {2}, + journal = {Psychological Science}, + doi = {10.1177/0956797613511466}, + author = {Stafford, T. and Dewar, M.}, + month = feb, + year = {2014}, + pages = {511-518}, + file = {/Users/morteza/Documents/Zotero/storage/4ITDWQA3/Stafford and Dewar - 2014 - Tracing the Trajectory of Skill Learning With a Ve.pdf;/Users/morteza/Documents/Zotero/storage/8BDIF8GU/Psychological Science-2013-Stafford-0956797613511466.pdf}, + note = {00071} +} + +@article{bediou2018, + title = {Meta-Analysis of Action Video Game Impact on Perceptual, Attentional, and Cognitive Skills.}, + volume = {144}, + issn = {1939-1455, 0033-2909}, + language = {en}, + number = {1}, + journal = {Psychological Bulletin}, + doi = {10.1037/bul0000130}, + author = {Bediou, Benoit and Adams, Deanne M. and Mayer, Richard E. and Tipton, Elizabeth and Green, C. Shawn and Bavelier, Daphne}, + month = jan, + year = {2018}, + keywords = {Attention,Cognition,Computer Games,Perception}, + pages = {77-110}, + file = {/Users/morteza/Documents/Zotero/storage/NXMBXG88/Bediou et al. - 2018 - Meta-analysis of action video game impact on perce.pdf;/Users/morteza/Documents/Zotero/storage/T3VU72KY/Bediou et al. - 2018 - Meta-analysis of action video game impact on perce.pdf;/Users/morteza/Documents/Zotero/storage/3DMINK4G/2017-52625-001.html}, + note = {00063} +} + +@article{boot2013, + title = {Video {{Games}} as a {{Means}} to {{Reduce Age}}-{{Related Cognitive Decline}}: {{Attitudes}}, {{Compliance}}, and {{Effectiveness}}}, + volume = {4}, + issn = {1664-1078}, + shorttitle = {Video {{Games}} as a {{Means}} to {{Reduce Age}}-{{Related Cognitive Decline}}}, + abstract = {Recent research has demonstrated broad benefits of video game play to perceptual and cognitive abilities. These broad improvements suggest that video game-based cognitive interventions may be ideal to combat the many perceptual and cognitive declines associated with advancing age. Furthermore, game interventions have the potential to induce higher rates of intervention compliance compared to other cognitive interventions as they are assumed to be inherently enjoyable and motivating. We explored these issues in an intervention that tested the ability of an action game and a ``brain fitness'' game to improve a variety of abilities. Cognitive abilities did not significantly improve, suggesting caution when recommending video game interventions as a means to reduce the effects of cognitive aging. However, the game expected to produce the largest benefit based on previous literature (an action game) induced the lowest intervention compliance. We explain this low compliance by participants' ratings of the action game as less enjoyable and by their prediction that training would have few meaningful benefits. Despite null cognitive results, data provide valuable insights into the types of video games older adults are willing to play and why.}, + journal = {Frontiers in Psychology}, + doi = {10.3389/fpsyg.2013.00031}, + author = {Boot, Walter R. and Champion, Michael and Blakely, Daniel P. and Wright, Timothy and Souders, Dustin J. and Charness, Neil}, + month = feb, + year = {2013}, + pmid = {23378841}, + pmcid = {PMC3561600}, + note = {00102} +} + +@article{luniewska2018, + title = {Neither Action nor Phonological Video Games Make Dyslexic Children Read Better}, + volume = {8}, + issn = {2045-2322}, + language = {en}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/s41598-017-18878-7}, + author = {\L{}uniewska, Magdalena and Chyl, Katarzyna and D\k{e}bska, Agnieszka and Kacprzak, Agnieszka and Plewko, Joanna and Szczerbi\'nski, Marcin and Szewczyk, Jakub and Grabowska, Anna and Jednor\'og, Katarzyna}, + month = dec, + year = {2018}, + pages = {549}, + file = {/Users/morteza/Documents/Zotero/storage/75NVU8M7/Łuniewska et al. - 2018 - Neither action nor phonological video games make d.pdf}, + note = {00007} +} + +@misc{zotero-246, + title = {Neither Action nor Phonological Video Games Make Dyslexic Children Read Better | {{Scientific Reports}}}, + howpublished = {https://www.nature.com/articles/s41598-017-18878-7}, + file = {/Users/morteza/Documents/Zotero/storage/LK4INZBV/s41598-017-18878-7.html}, + note = {00007} +} + +@article{antzaka2017, + title = {Enhancing Reading Performance through Action Video Games: The Role of Visual Attention Span}, + volume = {7}, + copyright = {2017 The Author(s)}, + issn = {2045-2322}, + shorttitle = {Enhancing Reading Performance through Action Video Games}, + abstract = {Recent studies reported that Action Video Game-AVG training improves not only certain attentional components, but also reading fluency in children with dyslexia. We aimed to investigate the shared attentional components of AVG playing and reading, by studying whether the Visual Attention (VA) span, a component of visual attention that has previously been linked to both reading development and dyslexia, is improved in frequent players of AVGs. Thirty-six French fluent adult readers, matched on chronological age and text reading proficiency, composed two groups: frequent AVG players and non-players. Participants performed behavioural tasks measuring the VA span, and a challenging reading task (reading of briefly presented pseudo-words). AVG players performed better on both tasks and performance on these tasks was correlated. These results further support the transfer of the attentional benefits of playing AVGs to reading, and indicate that the VA span could be a core component mediating this transfer. The correlation between VA span and pseudo-word reading also supports the involvement of VA span even in adult reading. Future studies could combine VA span training with defining features of AVGs, in order to build a new generation of remediation software.}, + language = {En}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/s41598-017-15119-9}, + author = {Antzaka, A. and Lallier, M. and Meyer, S. and Diard, J. and Carreiras, M. and Valdois, S.}, + month = nov, + year = {2017}, + pages = {14563}, + file = {/Users/morteza/Documents/Zotero/storage/3IG7EWHI/Antzaka et al. - 2017 - Enhancing reading performance through action video.pdf;/Users/morteza/Documents/Zotero/storage/KSVSRCMT/s41598-017-15119-9.html}, + note = {00010} +} + +@article{chopin2019, + title = {Altering Perception: The Case of Action Video Gaming}, + volume = {29}, + issn = {2352-2518}, + shorttitle = {Altering Perception}, + abstract = {The view that better perceptual skills can open the door to greater cognitive fitness calls for identifying interventions that enhance perception. We review here the impact of action video game play on perception. Cross-sectional studies indicate that action video game players outperform non-players by about \textthreequarters{} of a standard deviation across all perceptual skills. More specifically, tasks relying on the dorsal system and peripheral vision appear most enhanced in action video game players. Despite their crucial role for establishing a causal role of action video game play on perception, the paucity of intervention studies limits interpretation. Yet, the existing dose-response curve already calls for at least 20\,hours of play for significant effects to emerge. When considering the mechanisms at play, we propose that attentional control may mediate the noted perceptual benefits by increasing the quality of the perceptual information gathered, facilitating in turn the development of better perceptual templates.}, + language = {eng}, + journal = {Current Opinion in Psychology}, + doi = {10.1016/j.copsyc.2019.03.004}, + author = {Chopin, Adrien and Bediou, Benoit and Bavelier, Daphne}, + month = mar, + year = {2019}, + pages = {168-173}, + pmid = {30978639}, + note = {00002} +} + +@article{corbetta2002, + title = {Control of Goal-Directed and Stimulus-Driven Attention in the Brain}, + volume = {3}, + issn = {1471-003X, 1471-0048}, + language = {en}, + number = {3}, + journal = {Nature Reviews Neuroscience}, + doi = {10.1038/nrn755}, + author = {Corbetta, Maurizio and Shulman, Gordon L.}, + month = mar, + year = {2002}, + pages = {201-215}, + note = {09044} +} + +@article{sparrow2011, + title = {Google Effects on Memory: Cognitive Consequences of Having Information at Our Fingertips}, + volume = {333}, + issn = {1095-9203}, + shorttitle = {Google Effects on Memory}, + abstract = {The advent of the Internet, with sophisticated algorithmic search engines, has made accessing information as easy as lifting a finger. No longer do we have to make costly efforts to find the things we want. We can "Google" the old classmate, find articles online, or look up the actor who was on the tip of our tongue. The results of four studies suggest that when faced with difficult questions, people are primed to think about computers and that when people expect to have future access to information, they have lower rates of recall of the information itself and enhanced recall instead for where to access it. The Internet has become a primary form of external or transactive memory, where information is stored collectively outside ourselves.}, + language = {eng}, + number = {6043}, + journal = {Science (New York, N.Y.)}, + doi = {10.1126/science.1207745}, + author = {Sparrow, Betsy and Liu, Jenny and Wegner, Daniel M.}, + month = aug, + year = {2011}, + keywords = {Humans,Cognition,Female,Male,Reaction Time,Mental Recall,Memory,Computers,Cues,Information Storage and Retrieval,Internet,Search Engine,Stroop Test}, + pages = {776-778}, + pmid = {21764755}, + note = {00952} +} + +@article{yung2015, + title = {Methods to {{Test Visual Attention Online}}}, + issn = {1940-087X}, + language = {en}, + number = {96}, + journal = {Journal of Visualized Experiments}, + doi = {10.3791/52470}, + author = {Yung, Amanda and {Cardoso-Leite}, Pedro and Dale, Gillian and Bavelier, Daphne and Green, C. Shawn}, + month = feb, + year = {2015}, + file = {/Users/morteza/Documents/Zotero/storage/PI5ED9M6/Yung et al. - 2015 - Methods to Test Visual Attention Online.pdf}, + note = {00007} +} + +@article{chuang2007, + title = {Effect of {{Digital Games}} on {{Children}}'s {{Cognitive Achievement}}.}, + volume = {2}, + number = {5}, + journal = {Journal of Multimedia}, + author = {Chuang, Tsung-Yen and Chen, Wei-Fan}, + year = {2007}, + file = {/Users/morteza/Documents/Zotero/storage/2LVZY9GX/Chuang and Chen - 2007 - Effect of Digital Games on Children's Cognitive Ac.pdf}, + note = {00034} +} + +@article{baniqued2013, + title = {Selling Points: {{What}} Cognitive Abilities Are Tapped by Casual Video Games?}, + volume = {142}, + issn = {00016918}, + shorttitle = {Selling Points}, + language = {en}, + number = {1}, + journal = {Acta Psychologica}, + doi = {10.1016/j.actpsy.2012.11.009}, + author = {Baniqued, Pauline L. and Lee, Hyunkyu and Voss, Michelle W. and Basak, Chandramallika and Cosman, Joshua D. and DeSouza, Shanna and Severson, Joan and Salthouse, Timothy A. and Kramer, Arthur F.}, + month = jan, + year = {2013}, + pages = {74-86}, + file = {/Users/morteza/Documents/Zotero/storage/5BF3PBBV/Selling points- What cognitive abilities are tapped by casual video games (Baniqued, Voss, Krammer et al 2013).pdf}, + note = {00092} +} + +@article{baniqued2014, + title = {Cognitive Training with Casual Video Games: Points to Consider}, + volume = {4}, + issn = {1664-1078}, + shorttitle = {Cognitive Training with Casual Video Games}, + journal = {Frontiers in Psychology}, + doi = {10.3389/fpsyg.2013.01010}, + author = {Baniqued, Pauline L. and Kranz, Michael B. and Voss, Michelle W. and Lee, Hyunkyu and Cosman, Joshua D. and Severson, Joan and Kramer, Arthur F.}, + year = {2014}, + file = {/Users/morteza/Documents/Zotero/storage/G7YMT9VP/fpsyg-04-01010.pdf}, + note = {00075} +} + +@article{owen2010, + title = {Putting Brain Training to the Test}, + volume = {465}, + issn = {0028-0836, 1476-4687}, + number = {7299}, + journal = {Nature}, + doi = {10.1038/nature09042}, + author = {Owen, Adrian M. and Hampshire, Adam and Grahn, Jessica A. and Stenton, Robert and Dajani, Said and Burns, Alistair S. and Howard, Robert J. and Ballard, Clive G.}, + month = jun, + year = {2010}, + keywords = {Attention,Humans,Cognition,Brain,Memory,Computers,Exercise,Task Performance and Analysis,Thinking,Time Factors}, + pages = {775-778}, + file = {/Users/morteza/Documents/Zotero/storage/B4CSWUX9/Owen et al. - 2010 - Putting brain training to the test.pdf;/Users/morteza/Documents/Zotero/storage/DY4XWQIP/nature09042-s1.pdf}, + note = {00965} +} + +@article{whitbourne2013, + title = {Reasons for {{Playing Casual Video Games}} and {{Perceived Benefits Among Adults}} 18 to 80 {{Years Old}}}, + volume = {16}, + issn = {2152-2715, 2152-2723}, + language = {en}, + number = {12}, + journal = {Cyberpsychology, Behavior, and Social Networking}, + doi = {10.1089/cyber.2012.0705}, + author = {Whitbourne, Susan Krauss and Ellenberg, Stacy and Akimoto, Kyoko}, + month = dec, + year = {2013}, + pages = {892-897}, + note = {00027} +} + +@article{jaeggi2008, + title = {Improving Fluid Intelligence with Training on Working Memory}, + volume = {105}, + number = {19}, + journal = {Proceedings of the National Academy of Sciences}, + author = {Jaeggi, Susanne M. and Buschkuehl, Martin and Jonides, John and Perrig, Walter J.}, + year = {2008}, + pages = {6829--6833}, + file = {/Users/morteza/Documents/Zotero/storage/7GBP8MTA/PNAS-2008-Jaeggi-6829-33.pdf;/Users/morteza/Documents/Zotero/storage/M47F7L7F/Jaeggi et al. - 2008 - Improving fluid intelligence with training on work.pdf}, + note = {01918} +} + +@article{kim2015, + title = {Real-{{Time Strategy Video Game Experience}} and {{Visual Perceptual Learning}}}, + volume = {35}, + issn = {0270-6474, 1529-2401}, + language = {en}, + number = {29}, + journal = {Journal of Neuroscience}, + doi = {10.1523/JNEUROSCI.3340-14.2015}, + author = {Kim, Y.-H. and Kang, D.-W. and Kim, D. and Kim, H.-J. and Sasaki, Y. and Watanabe, T.}, + month = jul, + year = {2015}, + pages = {10485-10492}, + note = {00027} +} + +@article{kowalczyk2018, + title = {Real-Time Strategy Video Game Experience and Structural Connectivity - {{A}} Diffusion Tensor Imaging Study}, + volume = {39}, + issn = {10659471}, + language = {en}, + number = {9}, + journal = {Human Brain Mapping}, + doi = {10.1002/hbm.24208}, + author = {Kowalczyk, Natalia and Shi, Feng and Magnuski, Mikolaj and Skorko, Maciek and Dobrowolski, Pawel and Kossowski, Bartosz and Marchewka, Artur and Bielecki, Maksymilian and Kossut, Malgorzata and Brzezicka, Aneta}, + month = sep, + year = {2018}, + pages = {3742-3758}, + note = {00000} +} + +@article{pavan2019, + title = {Visual Short-Term Memory for Coherent Motion in Video Game Players: Evidence from a Memory-Masking Paradigm}, + volume = {9}, + copyright = {2019 The Author(s)}, + issn = {2045-2322}, + shorttitle = {Visual Short-Term Memory for Coherent Motion in Video Game Players}, + abstract = {In this study, we investigated visual short-term memory for coherent motion in action video game players (AVGPs), non-action video game players (NAVGPs), and non-gamers (control group: CONs). Participants performed a visual memory-masking paradigm previously used with macaque monkeys and humans. In particular, we tested whether video game players form a more robust visual short-term memory trace for coherent moving stimuli during the encoding phase, and whether such memory traces are less affected by an intervening masking stimulus presented 0.2\,s after the offset of the to-be-remembered sample. The results showed that task performance of all groups was affected by the masking stimulus, but video game players were affected to a lesser extent than controls. Modelling of performance values and reaction times revealed that video game players have a lower guessing rate than CONs, and higher drift rates than CONs, indicative of more efficient perceptual decisions. These results suggest that video game players exhibit a more robust VSTM trace for moving objects and this trace is less prone to external interference.}, + language = {En}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/s41598-019-42593-0}, + author = {Pavan, Andrea and Hobaek, Martine and Blurton, Steven P. and Contillo, Adriano and Ghin, Filippo and Greenlee, Mark W.}, + month = apr, + year = {2019}, + pages = {6027}, + file = {/Users/morteza/Documents/Zotero/storage/CYN3ZUZU/Pavan et al. - 2019 - Visual short-term memory for coherent motion in vi.pdf;/Users/morteza/Documents/Zotero/storage/WMIH8V55/s41598-019-42593-0.html}, + note = {00000} +} + +@inproceedings{chuang2007b, + address = {Jhongli City}, + title = {Effect of {{Computer}}-{{Based Video Games}} on {{Children}}: {{An Experimental Study}}}, + isbn = {978-0-7695-2801-4}, + shorttitle = {Effect of {{Computer}}-{{Based Video Games}} on {{Children}}}, + booktitle = {2007 {{First IEEE International Workshop}} on {{Digital Game}} and {{Intelligent Toy Enhanced Learning}} ({{DIGITEL}}'07)}, + publisher = {{IEEE}}, + doi = {10.1109/DIGITEL.2007.24}, + author = {Chuang, Tsung-Yen and Chen, Wei-Fan}, + month = mar, + year = {2007}, + pages = {114-118}, + note = {00000} +} + +@article{nau2018, + title = {How the {{Brain}}'s {{Navigation System Shapes Our Visual Experience}}}, + volume = {22}, + issn = {13646613}, + language = {en}, + number = {9}, + journal = {Trends in Cognitive Sciences}, + doi = {10.1016/j.tics.2018.06.008}, + author = {Nau, Matthias and Julian, Joshua B. and Doeller, Christian F.}, + month = sep, + year = {2018}, + pages = {810-825} +} + +@article{west2018, + title = {Impact of Video Games on Plasticity of the Hippocampus}, + volume = {23}, + issn = {1359-4184, 1476-5578}, + language = {en}, + number = {7}, + journal = {Molecular Psychiatry}, + doi = {10.1038/mp.2017.155}, + author = {West, G L and Konishi, K and Diarra, M and {Benady-Chorney}, J and Drisdelle, B L and Dahmani, L and Sodums, D J and Lepore, F and Jolicoeur, P and Bohbot, V D}, + month = jul, + year = {2018}, + pages = {1566-1574}, + note = {00000} +} + +@article{nava2019, + title = {Children Can Optimally Integrate Multisensory Information after a Short Action-like Mini Game Training}, + issn = {1363-755X, 1467-7687}, + language = {en}, + journal = {Developmental Science}, + doi = {10.1111/desc.12840}, + author = {Nava, Elena and F\"ocker, Julia and Gori, Monica}, + month = apr, + year = {2019}, + pages = {e12840}, + note = {00000} +} + +@article{green2012a, + title = {Learning, {{Attentional Control}}, and {{Action Video Games}}}, + volume = {22}, + issn = {09609822}, + language = {en}, + number = {6}, + journal = {Current Biology}, + doi = {10.1016/j.cub.2012.02.012}, + author = {Green, C.S. and Bavelier, D.}, + month = mar, + year = {2012}, + pages = {R197-R206}, + note = {00405} +} + +@article{mishra2011, + title = {Neural {{Basis}} of {{Superior Performance}} of {{Action Videogame Players}} in an {{Attention}}-{{Demanding Task}}}, + volume = {31}, + issn = {0270-6474, 1529-2401}, + language = {en}, + number = {3}, + journal = {Journal of Neuroscience}, + doi = {10.1523/JNEUROSCI.4834-10.2011}, + author = {Mishra, J. and Zinni, M. and Bavelier, D. and Hillyard, S. A.}, + month = jan, + year = {2011}, + pages = {992-998}, + file = {/Users/morteza/Documents/Zotero/storage/GK6QJIEI/mishra2011.pdf}, + note = {00177} +} + +@article{karimpur2015, + title = {The {{Future}} of {{Action Video Games}} in {{Psychological Research}} and {{Application}}}, + volume = {6}, + issn = {1664-1078}, + journal = {Frontiers in Psychology}, + doi = {10.3389/fpsyg.2015.01747}, + author = {Karimpur, Harun and Hamburger, Kai}, + month = nov, + year = {2015}, + file = {/Users/morteza/Documents/Zotero/storage/E6A52HS2/Karimpur and Hamburger - 2015 - The Future of Action Video Games in Psychological .pdf}, + note = {00006} +} + +@article{krishnan2013, + title = {Neural {{Strategies}} for {{Selective Attention Distinguish Fast}}-{{Action Video Game Players}}}, + volume = {26}, + issn = {0896-0267, 1573-6792}, + language = {en}, + number = {1}, + journal = {Brain Topography}, + doi = {10.1007/s10548-012-0232-3}, + author = {Krishnan, Lavanya and Kang, Albert and Sperling, George and Srinivasan, Ramesh}, + month = jan, + year = {2013}, + pages = {83-97}, + file = {/Users/morteza/Documents/Zotero/storage/J4D9VMX4/krishnan2013.pdf}, + note = {00049} +} + +@article{wu2012, + title = {Playing a {{First}}-Person {{Shooter Video Game Induces Neuroplastic Change}}}, + volume = {24}, + issn = {0898-929X, 1530-8898}, + language = {en}, + number = {6}, + journal = {Journal of Cognitive Neuroscience}, + doi = {10.1162/jocn_a_00192}, + author = {Wu, Sijing and Cheng, Cho Kin and Feng, Jing and D'Angelo, Lisa and Alain, Claude and Spence, Ian}, + month = jun, + year = {2012}, + pages = {1286-1293}, + note = {00000} +} + +@article{kok2001, + title = {On the Utility of {{P3}} Amplitude as a Measure of Processing Capacity}, + volume = {38}, + issn = {0048-5772}, + abstract = {The present review focuses on the utility of the amplitude of P3 of as a measure of processing capacity and mental workload. The paper starts with a brief outline of the conceptual framework underlying the relationship between P3 amplitude and task demands, and the cognitive task manipulations that determine demands on capacity. P3 amplitude results are then discussed on the basis of an extensive review of the relevant literature. It is concluded that although it has often been assumed that P3 amplitude depends on the capacity for processing task relevant stimuli, the utility of P3 amplitude as a sensitive and diagnostic measure of processing capacity remains limited. The major factor that prompts this conclusion is that the two principal task variables that have been used to manipulate capacity allocation, namely task difficulty and task emphasis, have opposite effects on the amplitude of P3. I suggest that this is because, in many tasks, an increase in difficulty transforms the structure or actual content of the flow of information in the processing systems, thereby interfering with the very processes that underlie P3 generation. Finally, in an attempt to theoretically integrate the results of the reviewed studies, it is proposed that P3 amplitude reflects activation of elements in a event-categorization network that is controlled by the joint operation of attention and working memory.}, + language = {eng}, + number = {3}, + journal = {Psychophysiology}, + author = {Kok, A.}, + month = may, + year = {2001}, + keywords = {Electroencephalography,Evoked Potentials,Humans,Mental Processes,Psychomotor Performance}, + pages = {557-577}, + pmid = {11352145}, + note = {00000} +} + +@article{spence2010, + title = {Video {{Games}} and {{Spatial Cognition}}}, + volume = {14}, + issn = {1089-2680, 1939-1552}, + language = {en}, + number = {2}, + journal = {Review of General Psychology}, + doi = {10.1037/a0019491}, + author = {Spence, Ian and Feng, Jing}, + month = jun, + year = {2010}, + pages = {92-104}, + note = {00000} +} + +@article{sungur2012, + title = {Action Video Game Players Form More Detailed Representation of Objects}, + volume = {139}, + issn = {00016918}, + language = {en}, + number = {2}, + journal = {Acta Psychologica}, + doi = {10.1016/j.actpsy.2011.12.002}, + author = {Sungur, Hande and Boduroglu, Aysecan}, + month = feb, + year = {2012}, + pages = {327-334}, + note = {00000} +} + +@article{chesham2017, + title = {What {{Older People Like}} to {{Play}}: {{Genre Preferences}} and {{Acceptance}} of {{Casual Games}}}, + volume = {5}, + issn = {2291-9279}, + shorttitle = {What {{Older People Like}} to {{Play}}}, + language = {en}, + number = {2}, + journal = {JMIR Serious Games}, + doi = {10.2196/games.7025}, + author = {Chesham, Alvin and Wyss, Patric and M\"uri, Ren\'e Martin and Mosimann, Urs Peter and Nef, Tobias}, + month = apr, + year = {2017}, + pages = {e8}, + file = {/Users/morteza/Documents/Zotero/storage/EWMKXRI7/chesham2017.pdf}, + note = {00000} +} + +@article{pujol2016, + title = {Video Gaming in School Children: {{How}} Much Is Enough?: {{Video Gaming}}}, + volume = {80}, + issn = {03645134}, + shorttitle = {Video Gaming in School Children}, + language = {en}, + number = {3}, + journal = {Annals of Neurology}, + doi = {10.1002/ana.24745}, + author = {Pujol, Jesus and Fenoll, Raquel and Forns, Joan and Harrison, Ben J. and {Mart\'inez-Vilavella}, Gerard and Maci\`a, D\'idac and {Alvarez-Pedrerol}, Mar and {Blanco-Hinojo}, Laura and {Gonz\'alez-Ortiz}, Sof\'ia and Deus, Joan and Sunyer, Jordi}, + month = sep, + year = {2016}, + pages = {424-433}, + note = {00000} +} + +@article{gong2019, + title = {A {{Reduction}} in {{Video Gaming Time Produced}} a {{Decrease}} in {{Brain Activity}}}, + volume = {13}, + issn = {1662-5161}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2019.00134}, + author = {Gong, Diankun and Yao, Yutong and Gan, Xianyang and Peng, Yurui and Ma, Weiyi and Yao, Dezhong}, + month = apr, + year = {2019}, + pages = {134}, + file = {/Users/morteza/Documents/Zotero/storage/ZINBBDPR/gong2019.pdf}, + note = {00000} +} + +@article{focker2018, + title = {Neural Bases of Enhanced Attentional Control: {{Lessons}} from Action Video Game Players}, + volume = {8}, + issn = {21623279}, + shorttitle = {Neural Bases of Enhanced Attentional Control}, + language = {en}, + number = {7}, + journal = {Brain and Behavior}, + doi = {10.1002/brb3.1019}, + author = {F\"ocker, Julia and Cole, Daniel and Beer, Anton L. and Bavelier, Daphne}, + month = jul, + year = {2018}, + pages = {e01019}, + file = {/Users/morteza/Documents/Zotero/storage/E3B7RYAD/föcker2018.pdf}, + note = {00000} +} + +@article{petersen2012, + title = {The {{Attention System}} of the {{Human Brain}}: 20 {{Years After}}}, + volume = {35}, + issn = {0147-006X, 1545-4126}, + shorttitle = {The {{Attention System}} of the {{Human Brain}}}, + language = {en}, + number = {1}, + journal = {Annual Review of Neuroscience}, + doi = {10.1146/annurev-neuro-062111-150525}, + author = {Petersen, Steven E. and Posner, Michael I.}, + month = jul, + year = {2012}, + pages = {73-89}, + file = {/Users/morteza/Documents/Zotero/storage/BL2BHIFY/petersen2012.pdf}, + note = {00000} +} + +@article{kovess-masfety2016, + title = {Is Time Spent Playing Video Games Associated with Mental Health, Cognitive and Social Skills in Young Children?}, + volume = {51}, + issn = {0933-7954, 1433-9285}, + language = {en}, + number = {3}, + journal = {Social Psychiatry and Psychiatric Epidemiology}, + doi = {10.1007/s00127-016-1179-6}, + author = {{Kovess-Masfety}, Viviane and Keyes, Katherine and Hamilton, Ava and Hanson, Gregory and Bitfoi, Adina and Golitz, Dietmar and Ko{\c c}, Ceren and Kuijpers, Rowella and Lesinskiene, Sigita and Mihova, Zlatka and Otten, Roy and Fermanian, Christophe and Pez, Ondine}, + month = mar, + year = {2016}, + pages = {349-357}, + file = {/Users/morteza/Documents/Zotero/storage/FSRSHE5F/kovess-masfety2016.pdf}, + note = {00000} +} + +@article{gathercole2004, + title = {Working Memory Skills and Educational Attainment: Evidence from National Curriculum Assessments at 7 and 14 Years of Age}, + volume = {18}, + issn = {0888-4080, 1099-0720}, + shorttitle = {Working Memory Skills and Educational Attainment}, + language = {en}, + number = {1}, + journal = {Applied Cognitive Psychology}, + doi = {10.1002/acp.934}, + author = {Gathercole, Susan E. and Pickering, Susan J. and Knight, Camilla and Stegmann, Zoe}, + month = jan, + year = {2004}, + pages = {1-16}, + note = {00000} +} + +@article{franceschini2013, + title = {Action {{Video Games Make Dyslexic Children Read Better}}}, + volume = {23}, + issn = {09609822}, + language = {en}, + number = {6}, + journal = {Current Biology}, + doi = {10.1016/j.cub.2013.01.044}, + author = {Franceschini, Sandro and Gori, Simone and Ruffino, Milena and Viola, Simona and Molteni, Massimo and Facoetti, Andrea}, + month = mar, + year = {2013}, + pages = {462-466}, + note = {00000} +} + +@article{gentile2017a, + title = {Violent Video Game Effects on Salivary Cortisol, Arousal, and Aggressive Thoughts in Children}, + volume = {70}, + issn = {07475632}, + language = {en}, + journal = {Computers in Human Behavior}, + doi = {10.1016/j.chb.2016.12.045}, + author = {Gentile, Douglas A. and Bender, Patrick K. and Anderson, Craig A.}, + month = may, + year = {2017}, + pages = {39-43}, + note = {00000} +} + +@article{diamond2013, + title = {Executive {{Functions}}}, + volume = {64}, + issn = {0066-4308, 1545-2085}, + language = {en}, + number = {1}, + journal = {Annual Review of Psychology}, + doi = {10.1146/annurev-psych-113011-143750}, + author = {Diamond, Adele}, + month = jan, + year = {2013}, + pages = {135-168}, + file = {/Users/morteza/Documents/Zotero/storage/AY4F6PKA/false}, + note = {00000} +} + +@article{dye2009, + title = {Increasing {{Speed}} of {{Processing With Action Video Games}}}, + volume = {18}, + issn = {0963-7214, 1467-8721}, + language = {en}, + number = {6}, + journal = {Current Directions in Psychological Science}, + doi = {10.1111/j.1467-8721.2009.01660.x}, + author = {Dye, Matthew W.G. and Green, C. Shawn and Bavelier, Daphne}, + month = dec, + year = {2009}, + pages = {321-326}, + file = {/Users/morteza/Documents/Zotero/storage/P83QVAR3/dye2009.pdf}, + note = {00000} +} + +@article{diamond2007, + title = {{{THE EARLY YEARS}}: {{Preschool Program Improves Cognitive Control}}}, + volume = {318}, + issn = {0036-8075, 1095-9203}, + shorttitle = {{{THE EARLY YEARS}}}, + language = {en}, + number = {5855}, + journal = {Science}, + doi = {10.1126/science.1151148}, + author = {Diamond, A. and Barnett, W. S. and Thomas, J. and Munro, S.}, + month = nov, + year = {2007}, + pages = {1387-1388}, + file = {/Users/morteza/Documents/Zotero/storage/5INLXRV5/diamond2007.pdf}, + note = {00000} +} + +@article{belchior2012, + title = {Older {{Adults}}' {{Engagement With}} a {{Video Game Training Program}}}, + volume = {36}, + issn = {0192-4788, 1544-4368}, + language = {en}, + number = {4}, + journal = {Activities, Adaptation \& Aging}, + doi = {10.1080/01924788.2012.702307}, + author = {Belchior, Patr\'icia and Marsiske, Michael and Sisco, Shannon and Yam, Anna and Mann, William}, + month = oct, + year = {2012}, + pages = {269-279}, + file = {/Users/morteza/Documents/Zotero/storage/JA3II75X/belchior2012.pdf}, + note = {00000} +} + +@article{powers2013, + title = {Effects of Video-Game Play on Information Processing: {{A}} Meta-Analytic Investigation}, + volume = {20}, + issn = {1069-9384, 1531-5320}, + shorttitle = {Effects of Video-Game Play on Information Processing}, + language = {en}, + number = {6}, + journal = {Psychonomic Bulletin \& Review}, + doi = {10.3758/s13423-013-0418-z}, + author = {Powers, Kasey L. and Brooks, Patricia J. and Aldrich, Naomi J. and Palladino, Melissa A. and Alfieri, Louis}, + month = dec, + year = {2013}, + pages = {1055-1079}, + note = {00000} +} + +@incollection{powers2014, + title = {Evaluating the {{Specificity}} of {{Effects}} of {{Video Game Training}}}, + isbn = {978-0-19-989664-6}, + booktitle = {Learning by {{Playing}}}, + publisher = {{Oxford University Press}}, + author = {Powers, Kasey L. and Brooks, Patricia J.}, + editor = {Blumberg, Fran C.}, + month = may, + year = {2014}, + pages = {302-330}, + doi = {10.1093/acprof:osobl/9780199896646.003.0021}, + note = {00000} +} + +@article{melby-lervag2013, + title = {Is Working Memory Training Effective? {{A}} Meta-Analytic Review.}, + volume = {49}, + issn = {1939-0599, 0012-1649}, + shorttitle = {Is Working Memory Training Effective?}, + language = {en}, + number = {2}, + journal = {Developmental Psychology}, + doi = {10.1037/a0028228}, + author = {{Melby-Lerv\aa{}g}, Monica and Hulme, Charles}, + year = {2013}, + pages = {270-291}, + file = {/Users/morteza/Documents/Zotero/storage/W2DXRBC7/melby-lervåg2013.pdf}, + note = {01334} +} + +@article{wang2016, + title = {Action {{Video Game Training}} for {{Healthy Adults}}: {{A Meta}}-{{Analytic Study}}}, + volume = {7}, + issn = {1664-1078}, + shorttitle = {Action {{Video Game Training}} for {{Healthy Adults}}}, + journal = {Frontiers in Psychology}, + doi = {10.3389/fpsyg.2016.00907}, + author = {Wang, Ping and Liu, Han-Hui and Zhu, Xing-Ting and Meng, Tian and Li, Hui-Jie and Zuo, Xi-Nian}, + month = jun, + year = {2016}, + file = {/Users/morteza/Documents/Zotero/storage/JNA5856G/wang2016.pdf}, + note = {00032} +} + +@article{goldin2014, + title = {Far Transfer to Language and Math of a Short Software-Based Gaming Intervention}, + volume = {111}, + issn = {0027-8424, 1091-6490}, + language = {en}, + number = {17}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.1320217111}, + author = {Goldin, A. P. and Hermida, M. J. and Shalom, D. E. and Elias Costa, M. and {Lopez-Rosenfeld}, M. and Segretin, M. S. and {Fernandez-Slezak}, D. and Lipina, S. J. and Sigman, M.}, + month = apr, + year = {2014}, + pages = {6443-6448}, + file = {/Users/morteza/Documents/Zotero/storage/QCDGHXTY/goldin2014.pdf}, + note = {00086} +} + +@article{ophir2009, + title = {Cognitive Control in Media Multitaskers}, + volume = {106}, + issn = {0027-8424, 1091-6490}, + abstract = {Chronic media multitasking is quickly becoming ubiquitous, although processing multiple incoming streams of information is considered a challenge for human cognition. A series of experiments addressed whether there are systematic differences in information processing styles between chronically heavy and light media multitaskers. A trait media multitasking index was developed to identify groups of heavy and light media multitaskers. These two groups were then compared along established cognitive control dimensions. Results showed that heavy media multitaskers are more susceptible to interference from irrelevant environmental stimuli and from irrelevant representations in memory. This led to the surprising result that heavy media multitaskers performed worse on a test of task-switching ability, likely due to reduced ability to filter out interference from the irrelevant task set. These results demonstrate that media multitasking, a rapidly growing societal trend, is associated with a distinct approach to fundamental information processing.}, + language = {en}, + number = {37}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.0903620106}, + author = {Ophir, Eyal and Nass, Clifford and Wagner, Anthony D.}, + month = sep, + year = {2009}, + pages = {15583-15587}, + file = {/Users/morteza/Documents/Zotero/storage/BU8YMZVJ/ophir2009.pdf}, + note = {01405} +} + +@article{adachi2013, + title = {More {{Than Just Fun}} and {{Games}}: {{The Longitudinal Relationships Between Strategic Video Games}}, {{Self}}-{{Reported Problem Solving Skills}}, and {{Academic Grades}}}, + volume = {42}, + issn = {0047-2891, 1573-6601}, + shorttitle = {More {{Than Just Fun}} and {{Games}}}, + language = {en}, + number = {7}, + journal = {Journal of Youth and Adolescence}, + doi = {10.1007/s10964-013-9913-9}, + author = {Adachi, Paul J. C. and Willoughby, Teena}, + month = jul, + year = {2013}, + pages = {1041-1052}, + note = {00171} +} + +@article{franceschini2017, + title = {Action Video Games Improve Reading Abilities and Visual-to-Auditory Attentional Shifting in {{English}}-Speaking Children with Dyslexia}, + volume = {7}, + issn = {2045-2322}, + language = {en}, + number = {1}, + journal = {Scientific Reports}, + doi = {10.1038/s41598-017-05826-8}, + author = {Franceschini, Sandro and Trevisan, Piergiorgio and Ronconi, Luca and Bertoni, Sara and Colmar, Susan and Double, Kit and Facoetti, Andrea and Gori, Simone}, + month = dec, + year = {2017}, + pages = {5863}, + file = {/Users/morteza/Documents/Zotero/storage/FAPY3VYD/franceschini2017.pdf}, + note = {00030} +} + +@article{rideout2016, + title = {Measuring Time Spent with Media: The {{Common Sense}} Census of Media Use by {{US}} 8- to 18-Year-Olds}, + volume = {10}, + issn = {1748-2798, 1748-2801}, + shorttitle = {Measuring Time Spent with Media}, + language = {en}, + number = {1}, + journal = {Journal of Children and Media}, + doi = {10.1080/17482798.2016.1129808}, + author = {Rideout, Vicky}, + month = jan, + year = {2016}, + pages = {138-144}, + note = {00038} +} + +@article{thorndike1901, + title = {The Influence of Improvement in One Mental Function upon the Efficiency of Other Functions. {{II}}. {{The}} Estimation of Magnitudes.}, + volume = {8}, + issn = {0033-295X}, + language = {en}, + number = {4}, + journal = {Psychological Review}, + doi = {10.1037/h0071280}, + author = {Thorndike, Edward L. and Woodworth, R. S.}, + year = {1901}, + pages = {384-395}, + note = {00162} +} + +@article{au2015, + title = {Improving Fluid Intelligence with Training on Working Memory: A Meta-Analysis}, + volume = {22}, + issn = {1069-9384, 1531-5320}, + shorttitle = {Improving Fluid Intelligence with Training on Working Memory}, + language = {en}, + number = {2}, + journal = {Psychonomic Bulletin \& Review}, + doi = {10.3758/s13423-014-0699-x}, + author = {Au, Jacky and Sheehan, Ellen and Tsai, Nancy and Duncan, Greg J. and Buschkuehl, Martin and Jaeggi, Susanne M.}, + month = apr, + year = {2015}, + pages = {366-377}, + file = {/Users/morteza/Documents/Zotero/storage/WS47R7P7/au2015.pdf}, + note = {00385} +} + +@article{fikkers2019, + title = {Child's {{Play}}? {{Assessing}} the {{Bidirectional Longitudinal Relationship}} between {{Gaming}} and {{Intelligence}} in {{Early Childhood}}}, + volume = {69}, + issn = {0021-9916, 1460-2466}, + shorttitle = {Child's {{Play}}?}, + language = {en}, + number = {2}, + journal = {Journal of Communication}, + doi = {10.1093/joc/jqz003}, + author = {Fikkers, Karin M and Piotrowski, Jessica Taylor and Valkenburg, Patti M}, + month = apr, + year = {2019}, + pages = {124-143}, + note = {00000} +} + +@inproceedings{SeokDaCos2019ab, + title = {Video {{Games}} as a {{Literacy Tool}}: {{A Comparison}} of {{Players}}' and {{Nonplayers}}' {{Grades}}, {{Reading Test Scores}}, and {{Self}}-{{Perceived Digital Reading Ability}}}, + abstract = {Given the growing importance of digital literacy, and the continued deliberation about the academic potential of video games, this study explored if and how video game play contributes to reading performance. Specifically, the grade point level, silent contextual reading fluency, and perceived digital reading ability of South Korean video game players (N = 589) and nonplayers (N = 617) were examined. The findings revealed that nonplayers had better grades and were better readers, while players held stronger positive perceptions about their reading ability not aligned with their grade point level or silent contextual reading fluency. The study does not debate the use of video games in learning. Rather, the purpose behind this investigation was to offer further evidence in the ongoing discussion of the use of video games as a literacy tool.}, + booktitle = {Proceedings of {{Society}} for {{Information Technology}} \& {{Teacher Education International Conference}} 2019}, + publisher = {{Association for the Advancement of Computing in Education (AACE)}}, + author = {Seok, Soonhwa and DaCosta, Boaventura}, + editor = {Graziano, Kevin}, + month = mar, + year = {2019}, + pages = {777-781}, + note = {00000} +} + +@inproceedings{seok2019, + title = {Video {{Games}} as a {{Literacy Tool}}: {{A Comparison}} of {{Players}}' and {{Nonplayers}}' {{Grades}}, {{Reading Test Scores}}, and {{Self}}-{{Perceived Digital Reading Ability}}}, + isbn = {978-1-939797-37-7}, + shorttitle = {Video {{Games}} as a {{Literacy Tool}}}, + abstract = {Given the growing importance of digital literacy, and the continued deliberation about the academic potential of video games, this study explored if and how video game play contributes to reading performance. Specifically, the grade point level, silent contextual reading fluency, and perceived digital reading ability of South Korean video game players (N = 589) and nonplayers (N = 617) were examined. The findings revealed that nonplayers had better grades and were better readers, while players held stronger positive perceptions about their reading ability not aligned with their grade point ...}, + language = {en}, + booktitle = {Society for {{Information Technology}} \& {{Teacher Education International Conference}}}, + publisher = {{Association for the Advancement of Computing in Education (AACE)}}, + author = {Seok, Soonhwa and DaCosta, Boaventura}, + month = mar, + year = {2019}, + pages = {777-781}, + file = {/Users/morteza/Documents/Zotero/storage/6D2NCZIG/207731.html}, + note = {00000} +} + +@inproceedings{seok2019a, + title = {Video {{Games}} as a {{Literacy Tool}}: {{A Comparison}} of {{Players}}' and {{Nonplayers}}' {{Grades}}, {{Reading Test Scores}}, and {{Self}}-{{Perceived Digital Reading Ability}}}, + isbn = {978-1-939797-37-7}, + shorttitle = {Video {{Games}} as a {{Literacy Tool}}}, + abstract = {Given the growing importance of digital literacy, and the continued deliberation about the academic potential of video games, this study explored if and how video game play contributes to reading performance. Specifically, the grade point level, silent contextual reading fluency, and perceived digital reading ability of South Korean video game players (N = 589) and nonplayers (N = 617) were examined. The findings revealed that nonplayers had better grades and were better readers, while players held stronger positive perceptions about their reading ability not aligned with their grade point ...}, + language = {en}, + booktitle = {Society for {{Information Technology}} \& {{Teacher Education International Conference}}}, + publisher = {{Association for the Advancement of Computing in Education (AACE)}}, + author = {Seok, Soonhwa and DaCosta, Boaventura}, + year = {2019}, + pages = {777-781}, + file = {/Users/morteza/Documents/Zotero/storage/GEDLIXTP/207731.html}, + note = {00000} +} + +@techreport{waller2016, + address = {Zurich}, + title = {{{JAMES}} - {{Jeunes}}, Activit\'es, M\'edias \textendash{} Enqu\^ete {{Suisse}}}, + institution = {{Haute \'ecole des sciences appliqu\'ees de Zurich}}, + author = {Waller, Gregor and Willemse, Isabel and Genner, Sarah and Suter, Lilian and S\"uss, Daniel}, + year = {2016}, + file = {/Users/morteza/Documents/Zotero/storage/XHZWQPBW/Waller et al. - 2016 - JAMES - Jeunes, activités, médias – enquête Suisse.pdf}, + note = {00000} +} + +@article{stanhope2015, + title = {Stress {{Reduction}}: {{Casual Gaming}} versus {{Guided Relaxation}}}, + journal = {Human Factors and Applied Psychology Student Conference HFAP Conference}, + author = {Stanhope, Jenny L and Owens, Caresse and Elliott, L Jo}, + year = {2015}, + file = {/Users/morteza/Documents/Zotero/storage/7PJCD5R9/Stanhope, Owens, Elliott - 2015 - Stress Reduction Casual Gaming versus Guided Relaxation.pdf}, + note = {00000} +} + +@article{kiraly2017, + title = {Intense Video Gaming Is Not Essentially Problematic.}, + volume = {31}, + issn = {1939-1501, 0893-164X}, + language = {en}, + number = {7}, + journal = {Psychology of Addictive Behaviors}, + doi = {10.1037/adb0000316}, + author = {Kir\'aly, Orsolya and T\'oth, D\'enes and Urb\'an, R\'obert and Demetrovics, Zsolt and Maraz, Aniko}, + month = nov, + year = {2017}, + keywords = {\#nosource}, + pages = {807-817}, + note = {00000} +} + +@article{katz2018, + title = {How to Play 20 Questions with Nature and Lose: {{Reflections}} on 100 Years of Brain-Training Research}, + volume = {115}, + issn = {0027-8424, 1091-6490}, + shorttitle = {How to Play 20 Questions with Nature and Lose}, + language = {en}, + number = {40}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.1617102114}, + author = {Katz, Benjamin and Shah, Priti and Meyer, David E.}, + month = oct, + year = {2018}, + pages = {9897-9904}, + file = {/Users/morteza/Documents/Zotero/storage/QM9KK7YG/Katz et al. - 2018 - How to play 20 questions with nature and lose Ref.pdf}, + note = {00000} +} + +@article{katz2014, + title = {Differential Effect of Motivational Features on Training Improvements in School-Based Cognitive Training}, + volume = {8}, + issn = {1662-5161}, + journal = {Frontiers in Human Neuroscience}, + doi = {10.3389/fnhum.2014.00242}, + author = {Katz, Benjamin and Jaeggi, Susanne and Buschkuehl, Martin and Stegman, Alyse and Shah, Priti}, + month = apr, + year = {2014}, + file = {/Users/morteza/Documents/Zotero/storage/TYKST8IB/fnhum-08-00242.pdf}, + note = {00000} +} + +@article{gentile2017, + title = {Internet {{Gaming Disorder}} in {{Children}} and {{Adolescents}}}, + volume = {140}, + issn = {0031-4005, 1098-4275}, + language = {en}, + number = {Supplement 2}, + journal = {Pediatrics}, + doi = {10.1542/peds.2016-1758H}, + author = {Gentile, Douglas A. and Bailey, Kira and Bavelier, Daphne and Brockmyer, Jeanne Funk and Cash, Hilarie and Coyne, Sarah M. and Doan, Andrew and Grant, Donald S. and Green, C. Shawn and Griffiths, Mark and Markle, Tracy and Petry, Nancy M. and Prot, Sara and Rae, Cosette D. and Rehbein, Florian and Rich, Michael and Sullivan, Dave and Woolley, Elizabeth and Young, Kimberly}, + month = nov, + year = {2017}, + pages = {S81-S85}, + file = {/Users/morteza/Documents/Zotero/storage/4AG57Y9E/Gentile et al. - 2017 - Internet Gaming Disorder in Children and Adolescen.pdf;/Users/morteza/Documents/Zotero/storage/YZACRADD/Gentile et al. - 2017 - Internet Gaming Disorder in Children and Adolescen.pdf;/Users/morteza/Documents/Zotero/storage/ZW7ZKUAM/S81+.html}, + note = {00000} +} + +@incollection{geary2019, + title = {Introduction: {{Cognitive Foundations}} for {{Improving Mathematical Learning}}}, + isbn = {978-0-12-815952-1}, + shorttitle = {Introduction}, + language = {en}, + booktitle = {Cognitive {{Foundations}} for {{Improving Mathematical Learning}}}, + publisher = {{Elsevier}}, + author = {Geary, David C. and Berch, Daniel B. and Mann Koepke, Kathleen}, + year = {2019}, + pages = {1-36}, + doi = {10.1016/B978-0-12-815952-1.00001-3}, + note = {00000} +} + +@article{gathercole2016, + title = {How {{Common}} Are {{WM Deficits}} in {{Children}} with {{Difficulties}} in {{Reading}} and {{Mathematics}}?}, + volume = {5}, + issn = {22113681}, + language = {en}, + number = {4}, + journal = {Journal of Applied Research in Memory and Cognition}, + doi = {10.1016/j.jarmac.2016.07.013}, + author = {Gathercole, Susan E. and Woolgar, Francesca and Kievit, Rogier A. and Astle, Duncan and Manly, Tom and Holmes, Joni}, + month = dec, + year = {2016}, + pages = {384-394}, + note = {00000} +} + +@article{gathercole2005, + title = {Developmental Consequences of Poor Phonological Short-Term Memory Function in Childhood: A Longitudinal Study}, + volume = {46}, + issn = {0021-9630}, + shorttitle = {Developmental Consequences of Poor Phonological Short-Term Memory Function in Childhood}, + abstract = {BACKGROUND: A longitudinal study investigated the cognitive skills and scholastic attainments at 8 years of age of children selected on the basis of poor phonological loop skills at 5 years. +METHODS: Children with low and average performance at 5 years were tested three years later on measures of working memory, phonological awareness, vocabulary, language, reading, and number skill. +RESULTS: Two subgroups of children with poor early performance on phonological memory tests were identified. In one subgroup, the poor phonological memory skills persisted at 8 years. These children performed at comparable levels to the control group on measures of vocabulary, language and mathematics. They scored more poorly on literacy assessments, but this deficit was associated with group differences in complex memory span and phonological awareness performance. The second subgroup of children performed more highly on phonological memory tests at 8 years, but had enduring deficits in language assessments from 4 to 8 years. +CONCLUSIONS: Persistently poor phonological memory skills do not appear to significantly constrain the acquisition of language, mathematics or number skills over the early school years. More general working memory skills do, however, appear to be crucial.}, + language = {eng}, + number = {6}, + journal = {Journal of Child Psychology and Psychiatry, and Allied Disciplines}, + doi = {10.1111/j.1469-7610.2004.00379.x}, + author = {Gathercole, Susan E. and Tiffany, Claire and Briscoe, Josie and Thorn, Annabel and {ALSPAC team}}, + month = jun, + year = {2005}, + keywords = {Humans,Female,Male,Child,Memory; Short-Term,Articulation Disorders,Child; Preschool,Epidemiologic Methods,Language Development Disorders,Language Tests}, + pages = {598-611}, + pmid = {15877766}, + note = {00000} +} + +@article{gathercole2003, + title = {Working Memory Assessments at School Entry as Longitudinal Predictors of {{National Curriculum}} Attainment Levels}, + volume = {20}, + issn = {2396-8702(Electronic),0267-1611(Print)}, + abstract = {A longitudinal study of 54 children aged between 4 and 7 years of age investigated whether measures of working memory skills taken shortly after school entry served as useful predictors of children's attainment levels in National Curriculum assessments at Key Stage 1. Early working memory scores were found to be highly significant predictors of children's subsequent levels of attainment in literacy, but not in mathematics. Compared with the local education authority baseline assessments also administered at 4 years of age that are designed in large part to predict later attainments, working memory scores accounted for unique variance in children's spelling and writing scores at 7 years. These findings point to the utility of combining knowledge-based assessments with measures of fluid cognitive ability in order to obtain the best estimates of a child's chances of future academic success. (PsycINFO Database Record (c) 2016 APA, all rights reserved)}, + number = {3}, + journal = {Educational and Child Psychology}, + author = {Gathercole, Susan E. and Brown, Leanne and Pickering, Susan J.}, + year = {2003}, + keywords = {Academic Achievement,Literacy,Mathematics Achievement,Preschool Students,Short Term Memory,Standardized Tests}, + pages = {109-122}, + file = {/Users/morteza/Documents/Zotero/storage/U67273FY/2004-11157-009.html}, + note = {00000} +} + +@article{feng2007, + title = {Playing an {{Action Video Game Reduces Gender Differences}} in {{Spatial Cognition}}}, + volume = {18}, + issn = {0956-7976, 1467-9280}, + language = {en}, + number = {10}, + journal = {Psychological Science}, + doi = {10.1111/j.1467-9280.2007.01990.x}, + author = {Feng, Jing and Spence, Ian and Pratt, Jay}, + month = oct, + year = {2007}, + pages = {850-855}, + file = {/Users/morteza/Documents/Zotero/storage/W9JK4954/Feng et al. - 2007 - Playing an Action Video Game Reduces Gender Differ.pdf}, + note = {00000} +} + +@article{bull2008, + title = {Short-Term Memory, Working Memory, and Executive Functioning in Preschoolers: Longitudinal Predictors of Mathematical Achievement at Age 7 Years}, + volume = {33}, + issn = {1532-6942}, + shorttitle = {Short-Term Memory, Working Memory, and Executive Functioning in Preschoolers}, + abstract = {This study examined whether measures of short-term memory, working memory, and executive functioning in preschool children predict later proficiency in academic achievement at 7 years of age (third year of primary school). Children were tested in preschool (M age = 4 years, 6 months) on a battery of cognitive measures, and mathematics and reading outcomes (from standardized, norm-referenced school-based assessments) were taken on entry to primary school, and at the end of the first and third year of primary school. Growth curve analyses examined predictors of math and reading achievement across the duration of the study and revealed that better digit span and executive function skills provided children with an immediate head start in math and reading that they maintained throughout the first three years of primary school. Visual-spatial short-term memory span was found to be a predictor specifically of math ability. Correlational and regression analyses revealed that visual short-term and working memory were found to specifically predict math achievement at each time point, while executive function skills predicted learning in general rather than learning in one specific domain. The implications of the findings are discussed in relation to further understanding the role of cognitive skills in different mathematical tasks, and in relation to the impact of limited cognitive skills in the classroom environment.}, + language = {eng}, + number = {3}, + journal = {Developmental Neuropsychology}, + doi = {10.1080/87565640801982312}, + author = {Bull, Rebecca and Espy, Kimberly Andrews and Wiebe, Sandra A.}, + year = {2008}, + keywords = {Attention,Humans,Female,Male,Psychomotor Performance,Neuropsychological Tests,Reaction Time,Child,Sex Factors,Aptitude,Memory; Short-Term,Orientation,Problem Solving,Child; Preschool,Achievement,Age Factors,Color Perception,Concept Formation,Discrimination Learning,Games; Experimental,Longitudinal Studies,Mathematics,Pattern Recognition; Visual,Psychometrics,Reading}, + pages = {205-228}, + file = {/Users/morteza/Documents/Zotero/storage/LIF4IAJA/Bull et al. - 2008 - Short-term memory, working memory, and executive f.pdf}, + pmid = {18473197}, + pmcid = {PMC2729141}, + note = {00000} +} + +@article{belchior2018, + title = {Computer and {{Videogame Interventions}} for {{Older Adults}}' {{Cognitive}} and {{Everyday Functioning}}}, + issn = {2161-783X}, + abstract = {Objective: This study compared older adults' gains in cognitive and everyday functioning after a 60-session home-based videogame intervention with gains seen under formal cognitive training and usual care/no intervention.Materials and Methods: Participants were randomized to one of three groups: one group played an off-the-shelf videogame (i.e., Crazy Taxi), the second group engaged in a computerized training program focused on visual attention and processing speed (i.e., PositScience InSight), and the third group received no training. Training in the two intervention conditions consisted of 60 training sessions of 1 hour each, which were completed in 3 months (5 hours a week). Participants received a broad battery of cognitive and everyday functioning assessments immediately before (pretest), after (post-test), and 3 months after (follow-up) training.Results: Both training conditions improved on direct assessments of trained outcomes. In the InSight-trained group, we found transfer to untrained measures of visual attention and processing speed that were similar to the trained tasks, and these gains endured for up to 3 months. Participants in the videogame condition showed small additional benefits, not emerging until 3 months after intervention completion, on a measure of both attention and mood. No trained groups showed gain on visuospatial skills or memory.Conclusion: Training effects were highly specific to the target of training. Training effects to visual attention and processing speed were, as expected, larger for InSight-trained participants but were also seen for videogame participants. Given that past research has shown that videogame training leads to greater engagement than cognitive training, videogame interventions may represent a choice for more modest gains in a more engaging context.}, + journal = {Games for Health Journal}, + doi = {10.1089/g4h.2017.0092}, + author = {Belchior, Patr\'icia and Yam, Anna and Thomas, Kelsey R. and Bavelier, Daphne and Ball, Karlene K. and Mann, William C. and Marsiske, Michael}, + month = sep, + year = {2018}, + file = {/Users/morteza/Documents/Zotero/storage/LQLCQQCP/g4h.2017.html}, + note = {00000} +} + +@incollection{cardoso-leiteinpress, + address = {Boston}, + title = {Games for Enhancing Cognitive Abilities}, + booktitle = {Handbook of {{Game}}-Based {{Learning}}}, + publisher = {{MIT Press}}, + author = {{Cardoso-Leite}, P and Joessel, A and Bavelier, D}, + editor = {Plass, Jan and Mayer, Richard E. and Homer, Bruce D}, + year = {in press}, + keywords = {\#nosource}, + note = {00000} +} + +@article{braver2012, + title = {The Variable Nature of Cognitive Control: A Dual Mechanisms Framework}, + volume = {16}, + issn = {13646613}, + shorttitle = {The Variable Nature of Cognitive Control}, + language = {en}, + number = {2}, + journal = {Trends in Cognitive Sciences}, + doi = {10.1016/j.tics.2011.12.010}, + author = {Braver, Todd S.}, + month = feb, + year = {2012}, + pages = {106-113}, + file = {/Users/morteza/Documents/Zotero/storage/NY83IQL8/false}, + note = {01090} +} + +@article{jaeggi2010, + title = {The Concurrent Validity of the {{N}}-Back Task as a Working Memory Measure}, + volume = {18}, + issn = {0965-8211, 1464-0686}, + language = {en}, + number = {4}, + journal = {Memory}, + doi = {10.1080/09658211003702171}, + author = {Jaeggi, Susanne M. and Buschkuehl, Martin and Perrig, Walter J. and Meier, Beat}, + month = may, + year = {2010}, + pages = {394-412}, + note = {00483} +} + +@article{au2015a, + title = {Improving Fluid Intelligence with Training on Working Memory: A Meta-Analysis}, + volume = {22}, + issn = {1069-9384, 1531-5320}, + shorttitle = {Improving Fluid Intelligence with Training on Working Memory}, + language = {en}, + number = {2}, + journal = {Psychonomic Bulletin \& Review}, + doi = {10.3758/s13423-014-0699-x}, + author = {Au, Jacky and Sheehan, Ellen and Tsai, Nancy and Duncan, Greg J. and Buschkuehl, Martin and Jaeggi, Susanne M.}, + month = apr, + year = {2015}, + pages = {366-377}, + file = {/Users/morteza/Documents/Zotero/storage/5JQUE5BK/au2015.pdf}, + note = {00394} +} + +@article{jaeggi2008a, + title = {Improving Fluid Intelligence with Training on Working Memory}, + volume = {105}, + issn = {0027-8424, 1091-6490}, + language = {en}, + number = {19}, + journal = {Proceedings of the National Academy of Sciences}, + doi = {10.1073/pnas.0801268105}, + author = {Jaeggi, S. M. and Buschkuehl, M. and Jonides, J. and Perrig, W. J.}, + month = may, + year = {2008}, + pages = {6829-6833}, + file = {/Users/morteza/Documents/Zotero/storage/TBC8IBYU/jaeggi2008.pdf}, + note = {01950} +} + +@phdthesis{ralph2014, + address = {Troy, New York}, + type = {{{PhD Thesis}}}, + title = {Statistical Manipulation and Control Strategies of the N-Back Task.}, + school = {Rensselaer Polytechnic Institute}, + author = {Ralph, Json}, + year = {2014}, + note = {00000} +} + +@article{batou2013, + title = {Calculation of {{Lagrange Multipliers}} in the {{Construction}} of {{Maximum Entropy Distributions}} in {{High Stochastic Dimension}}}, + volume = {1}, + issn = {2166-2525}, + language = {en}, + number = {1}, + journal = {SIAM/ASA Journal on Uncertainty Quantification}, + doi = {10.1137/120901386}, + author = {Batou, A. and Soize, C.}, + month = jan, + year = {2013}, + pages = {431-451}, + file = {/Users/morteza/Documents/Zotero/storage/RKPL5AMZ/batou2013.pdf}, + note = {00014} +} + +@inproceedings{4e76dd9e5534473a95e58dfa95ab4a90, + title = {Modeling Control Strategies in the {{N}}-Back Task.}, + language = {English}, + booktitle = {Proceedings of the Eight {{International Conference}} on {{Cognitive Modeling}}}, + publisher = {{Psychology Press}}, + author = {Juvina, I and Taatgen, N.A.}, + year = {2007}, + pages = {73-78}, + note = {00030} +} + +@inproceedings{juvina2007, + title = {Modeling Control Strategies in the {{N}}-Back Task}, + language = {English}, + booktitle = {Proceedings of the Eight {{International Conference}} on {{Cognitive Modeling}}}, + publisher = {{Psychology Press}}, + author = {Juvina, I and Taatgen, N.A.}, + year = {2007}, + pages = {73-78}, + note = {00030} +} + +@article{kursa2010, + title = {Feature {{Selection}} with the {{Boruta Package}}}, + volume = {36}, + issn = {1548-7660}, + language = {en}, + number = {11}, + journal = {Journal of Statistical Software}, + doi = {10.18637/jss.v036.i11}, + author = {Kursa, Miron B. and Rudnicki, Witold R.}, + year = {2010}, + file = {/Users/morteza/Documents/Zotero/storage/XA8EWYQQ/kursa2010.pdf} +} + +@book{abelson1995, + address = {Hillsdale, NJ, US}, + series = {Statistics as Principled Argument.}, + title = {Statistics as Principled Argument.}, + abstract = {Abelson delves into the . . . problems of interpreting quantitative data and then presenting them in the context of a coherent story about one's research. [This book is] filled with . . . real-life (and real-research) examples rather than . . . recipes for analysis. [It is intended for] beginning graduate students and researchers alike. (PsycINFO Database Record (c) 2016 APA, all rights reserved)}, + publisher = {{Lawrence Erlbaum Associates, Inc}}, + author = {Abelson, Robert P}, + year = {1995}, + rating = {0}, + uri = {papers3://publication/uuid/3744008D-0698-4668-BEC3-5281D85126D5}, + note = {01023} +} + +@article{cardoso-leite2016a, + title = {Technology Consumption and Cognitive Control: {{Contrasting}} Action Video Game Experience with Media Multitasking}, + volume = {78}, + issn = {1943-3921, 1943-393X}, + shorttitle = {Technology Consumption and Cognitive Control}, + language = {en}, + number = {1}, + journal = {Attention, Perception, \& Psychophysics}, + doi = {10.3758/s13414-015-0988-0}, + author = {{Cardoso-Leite}, Pedro and Kludt, Rachel and Vignola, Gianluca and Ma, Wei Ji and Green, C. Shawn and Bavelier, Daphne}, + month = jan, + year = {2016}, + pages = {218-241}, + file = {/Users/morteza/Documents/Zotero/storage/D5P39AVB/cardoso-leite2016.pdf}, + note = {00031} +} + +@article{miller2009, + title = {Is the {{N}}-{{Back Task}} a {{Valid Neuropsychological Measure}} for {{Assessing Working Memory}}?}, + volume = {24}, + issn = {0887-6177, 1873-5843}, + language = {en}, + number = {7}, + journal = {Archives of Clinical Neuropsychology}, + doi = {10.1093/arclin/acp063}, + author = {Miller, K.M. and Price, C.C. and Okun, M.S. and Montijo, H. and Bowers, D.}, + month = nov, + year = {2009}, + pages = {711-717}, + file = {/Users/morteza/Documents/Zotero/storage/YHG882IF/miller2009.pdf}, + note = {00000} +} + +@article{mcmillan2007, + title = {Self-Paced Working Memory: {{Validation}} of Verbal Variations of the n-Back Paradigm}, + volume = {1139}, + issn = {00068993}, + shorttitle = {Self-Paced Working Memory}, + language = {en}, + journal = {Brain Research}, + doi = {10.1016/j.brainres.2006.12.058}, + author = {McMillan, Kathryn M. and Laird, Angela R. and Witt, Suzanne T. and Meyerand, M. Elizabeth}, + month = mar, + year = {2007}, + pages = {133-142}, + file = {/Users/morteza/Documents/Zotero/storage/MJ9MIXPI/mcmillan2007.pdf} +} + + diff --git a/ccn2019/ccn2019_paper/ccn.sty b/ccn2019/ccn2019_paper/ccn.sty new file mode 100644 index 0000000..4dadf4e --- /dev/null +++ b/ccn2019/ccn2019_paper/ccn.sty @@ -0,0 +1,221 @@ +%begin COGSCI.STY + + +% Modified: Niels Taatgen (taatgen@cmu.edu) 10/24/2006 + +% Place this in a file called cogsci.sty in the TeX search path. +% (Placing it in the same directory as the paper should also work.) + +% Start your LaTeX file with: +% \documentclass[10pt]{article} +% \usepackage{cogsci} + +% Modified from earlier style files published by P.F. Patel-Schneider +% and others for IJCAI-89, AAAI-90, COGSCI-91, and other conferences. +% +% Ashwin Ram, ashwin@cc.gatech.edu, 4/1/94 + +% Modified : Eli M. Silk (esilk@pitt.edu) 05/24/2005 + +% Author information can be set in various styles. For several +% authors from the same institution use: +% +% \author{Author 1 \and ... \and Author n \\ +% Address line \\ ... \\ Address line} +% +% If the names do not fit well on one line use: +% +% Author 1 \\ {\bf Author 2} \\ ... \\ {\bf Author n} \\ +% +% For authors from different institutions: +% +% \author{Author 1 \\ Address line \\ ... \\ Address line +% \And ... \And +% Author n \\ Address line \\ ... \\ Address line} +% +% To start a seperate ``row'' of authors use \AND, as in +% +% \author{Author 1 \\ Address line \\ ... \\ Address line +% \AND +% Author 2 \\ Address line \\ ... \\ Address line \And +% Author 3 \\ Address line \\ ... \\ Address line} + + +\typeout{Conference Style for CCN -- last modified October 24, 2016} + + +% Physical page layout: +% 0.75in left margin, +% 1in top margin, +% 7in textwidth, +% 9.25in textheight + +\setlength\oddsidemargin{-0.25in} +\setlength\textheight{9.25in} +\setlength\textwidth{7in} +\setlength\columnsep{0.25in} +\setlength\headheight{0pt} +\setlength\headsep{0pt} + + +\ifx\pdfoutput\@undefined +\setlength\topmargin{0.75in} +\else +\setlength\topmargin{0in} +\setlength\pdfpagewidth{8.5in} +\setlength\pdfpageheight{11in} +\fi + + + +% Now we want page numbers + +\setlength\footskip{0pt} +%\setlength\footheight{0pt} + +\thispagestyle{empty} +\pagestyle{empty} +% \pagestyle{plain} + +\flushbottom +\twocolumn +\sloppy + + + +% Set the starting page +\newcommand{\startpage}[1]{% + \setcounter{page}{#1}} + + +%%% MEF: A couple of customizations that used to be in the sample document +%%% have been moved here: +% Have to do it like this or it won't be in effect in the document +\AtBeginDocument{\setlength\baselineskip{12pt}} + + +% Use Times fonts by default +%%\RequirePackage{pslatex} +\usepackage{helvet} +\renewcommand{\familydefault}{\sfdefault} + + +% We're never going to need a table of contents, so just flush it to +% save space --- suggested by drstrip@sandia-2 +\def\addcontentsline#1#2#3{} + + +% Title stuff, taken from deproc. +\def\maketitle{\par + \begingroup +% \def\thefootnote{\fnsymbol{footnote}} +% \def\@makefnmark{\hbox to 0pt{$^{\@thefnmark}$\hss}} + \twocolumn[\@maketitle] \@thanks + \endgroup +%\setcounter{footnote}{1} + \let\maketitle\relax \let\@maketitle\relax + \gdef\@thanks{}\gdef\@author{}\gdef\@title{}\let\thanks\relax} +\def\@maketitle% + {% + \linewidth\hsize + \centering + {\LARGE\bf \@title \par} \vskip 1em% + {\def\and{\unskip\enspace{\rm and}\enspace}% + \def\And{\end{tabular}\hss \egroup \hskip 1in plus 2fil + \hbox to 0pt\bgroup\hss \begin{tabular}[t]{c}}% + \def\AND{\end{tabular}\hss\egroup \hfil\hfil\egroup + \vskip 1em + \hbox to \linewidth\bgroup \hfil\hfil + \hbox to 0pt\bgroup\hss \begin{tabular}[t]{c}} + \hbox to \linewidth\bgroup \hfil\hfil + \hbox to 0pt\bgroup\hss \begin{tabular}[t]{c}\@author + \end{tabular}\hss\egroup + \hfil\hfil\egroup} + \vskip 2em + } + + +% Abstract +\renewenvironment{abstract} + {\centerline{\bf Abstract} + \begin{quote} + \small} + {\par + \end{quote}} + + +% Sections with less space +\def\section{\@startsection {section}{1}{\z@}{-1.5ex plus + -0.25ex minus -.2ex}{3pt plus 2pt minus 1pt}{\Large\bf\centering}} +\def\subsection{\@startsection{subsection}{2}{\z@}{-1.5ex plus + -0.25ex minus -.2ex}{3pt plus 2pt minus 1pt}{\large\bf\raggedright}} +\def\subsubsection{\@startsection{subparagraph}{3}{\z@}{-6pt plus + 2pt minus 1pt}{-1em}{\normalsize\bf}} +\setcounter{secnumdepth}{0} + + +% Footnotes +\footnotesep 6.65pt % +\skip\footins 9pt plus 4pt minus 2pt +\def\footnoterule{\kern-3pt \hrule width 5pc \kern 2.6pt } +\setcounter{footnote}{0} + + +% Lists and paragraphs +\parindent 10pt +\topsep 4pt plus 1pt minus 2pt +\partopsep 1pt plus 0.5pt minus 0.5pt +\itemsep 1pt plus 1pt minus 0.5pt +\parsep 1pt plus 1pt minus 0.5pt + + +\leftmargin 10pt +\leftmargini\leftmargin +\leftmarginii 10pt +\leftmarginiii 5pt +\leftmarginiv 5pt +\leftmarginv 5pt +\leftmarginvi 5pt +\labelwidth\leftmargini\advance\labelwidth-\labelsep \labelsep 5pt + + +\def\@listi{\leftmargin\leftmargini} +\def\@listii{\leftmargin\leftmarginii + \labelwidth\leftmarginii\advance\labelwidth-\labelsep + \topsep 2pt plus 1pt minus 0.5pt + \parsep 1pt plus 0.5pt minus 0.5pt + \itemsep \parsep} +\def\@listiii{\leftmargin\leftmarginiii + \labelwidth\leftmarginiii\advance\labelwidth-\labelsep + \topsep 1pt plus 0.5pt minus 0.5pt + \parsep \z@ \partopsep 0.5pt plus 0pt minus 0.5pt + \itemsep \topsep} +\def\@listiv{\leftmargin\leftmarginiv + \labelwidth\leftmarginiv\advance\labelwidth-\labelsep} +\def\@listv{\leftmargin\leftmarginv + \labelwidth\leftmarginv\advance\labelwidth-\labelsep} +\def\@listvi{\leftmargin\leftmarginvi + \labelwidth\leftmarginvi\advance\labelwidth-\labelsep} + + +\abovedisplayskip 7pt plus2pt minus5pt% +\belowdisplayskip \abovedisplayskip +\abovedisplayshortskip 0pt plus3pt% +\belowdisplayshortskip 4pt plus3pt minus3pt% + + +% Less leading in most fonts (due to the narrow columns) +% The choices were between 1-pt and 1.5-pt leading +\def\@normalsize{\@setsize\normalsize{10pt}\xpt\@xpt} +\def\small{\@setsize\small{9pt}\ixpt\@ixpt} +\def\footnotesize{\@setsize\footnotesize{9pt}\ixpt\@ixpt} +\def\scriptsize{\@setsize\scriptsize{7pt}\viipt\@viipt} +\def\tiny{\@setsize\tiny{6pt}\vipt\@vipt} +\def\large{\@setsize\large{13pt}\xipt\@xipt} +\def\Large{\@setsize\Large{15pt}\xiipt\@xiipt} +\def\LARGE{\@setsize\LARGE{17pt}\xivpt\@xivpt} +\def\huge{\@setsize\huge{20pt}\xviipt\@xviipt} +\def\Huge{\@setsize\Huge{23pt}\xxpt\@xxpt} + + +%end CCN.STY diff --git a/ccn2019/ccn2019_paper/fig1.png b/ccn2019/ccn2019_paper/fig1.png new file mode 100644 index 0000000..fc9510f --- /dev/null +++ b/ccn2019/ccn2019_paper/fig1.png Binary files differ diff --git a/ccn2019/ccn2019_paper/fig2.pdf b/ccn2019/ccn2019_paper/fig2.pdf new file mode 100644 index 0000000..6cd3c81 --- /dev/null +++ b/ccn2019/ccn2019_paper/fig2.pdf Binary files differ diff --git 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recommender systems from different sources. -#%% matrix factorization +#%% Matrix Factorization in Torch +# link to tutorial: https://www.ethanrosenthal.com/2017/06/20/matrix-factorization-in-pytorch/ +import torch +from scipy.sparse import rand +import numpy as np +tasks = ['A','B','C','D','N-back'] +constructs = ['A1','A2','A3','A4','C5','C6'] +n_latent_vars = 2 -#%% collaborative filtering - implicit versus explicit rating +# generate random hits +hits = rand(len(tasks), len(constructs), density=0.1, format='csr') +hits.data = (np.random.randint(1, 100, size=hits.nnz).astype(np.float64)) +hits = hits.toarray() -#%% item-based CF vs. user-based CF +class MatrixFactorization(torch.nn.Module): + def __init__(self,n_tasks, n_constructs, n_factors): + super().__init__() + self.task_factors = torch.nn.Embedding(n_tasks, n_factors, sparse=True) + self.construct_factors = torch.nn.Embedding(n_constructs, n_factors, sparse=True) + self.task_biases = torch.nn.Embedding(n_tasks, 1, sparse=True) + self.construct_biases = torch.nn.Embedding(n_constructs, 1, sparse=True) -#%% SVD \ No newline at end of file + def forward(self, task, construct): + pred = self.task_biases(task) + self.construct_biases(construct) + pred += (self.task_factors(task) * self.construct_factors(construct)).sum(dim=1, keepdim=True) + return pred.squeeze() + +model = MatrixFactorization(len(tasks), len(constructs), n_latent_vars) + +loss_func = torch.nn.MSELoss() + +optimizer = torch.optim.SGD(model.parameters(), lr=1e-5) + +# shuffle data +_tasks, _constructs = hits.nonzero() +p = np.random.permutation(len(_tasks)) +_tasks, _constructs = _tasks[p], _constructs[p] + +for t, c in zip(*(_tasks, _constructs)): + hit = torch.FloatTensor([hits[t, c]]) + t = torch.LongTensor([t]) + c = torch.LongTensor([c]) + + prediction = model(t, c) + loss = loss_func(prediction, hit) + loss.backward() + optimizer.step() + +display(model) +#%% TODO collaborative filtering - implicit versus explicit rating + +#%% TODO item-based CF vs. user-based CF + +#%% TODO matrix factorization with SVD \ No newline at end of file