Probing plasticity of attention and working memory processes induced by video game play
ContributorsMishra, Jyoti; Bavelier, Daphné; Gazzaley, Adam
Published inHoffman, Robert R. (Ed); Hancock, Peter A. (Ed); Scerbo, Mark W. (Ed); Parasuraman, Raja (Ed); Szalma, James L. (Ed) (Ed.), The Cambridge handbook of applied perception research, p. 148-174
PublisherNew York, NY : Cambridge University Press
Collection
- The Cambridge handbook of applied perception research; 1
Publication date2015
Abstract
Keywords
- Action video games
- Cognitive training
- Research methods
- Attention
- Working memory
- Plasticity
Affiliation entities
Research groups
Citation (ISO format)
MISHRA, Jyoti, BAVELIER, Daphné, GAZZALEY, Adam. Probing plasticity of attention and working memory processes induced by video game play. In: The Cambridge handbook of applied perception research. Hoffman, Robert R. (Ed); Hancock, Peter A. (Ed); Scerbo, Mark W. (Ed); Parasuraman, Raja (Ed); Szalma, James L. (Ed) (Ed.). New York, NY : Cambridge University Press, 2015. p. 148–174. (The Cambridge handbook of applied perception research) doi: 10.1017/CBO9780511973017
Main files (1)
Book chapter (Published version)
Identifiers
- PID : unige:151654
- DOI : 10.1017/CBO9780511973017
Commercial URLhttp://ebooks.cambridge.org/ref/id/CBO9780511973017
ISBN978-0-511-97301-7