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Book chapter
English

Probing plasticity of attention and working memory processes induced by video game play

Published inThe Cambridge handbook of applied perception research, Editors Hoffman, Robert R. (Ed); Hancock, Peter A. (Ed); Scerbo, Mark W. (Ed); Parasuraman, Raja (Ed); Szalma, James L. (Ed), p. 148-174
PublisherNew York, NY : Cambridge University Press
Collection
  • The Cambridge handbook of applied perception research; 1
Publication date2015
Abstract

The aims of this chapter are to outline the key experimental methods used by neuroscientists to evaluate the impact of game-based training strategies on attention and working memory function in humans. The chapter is organized into sections that detail methods that probe the major facets of attention followed by methods that probe working memory. Attention methods are subdivided into sections on (1) spatial attention, (2) temporal attention, (3) combined spatial and temporal attention, (4) feature-/object-based attention, (5) sustained attention, (6) interaction between top-down and bottom-up attention, and (7) attention resource allocation. Methods that assess working memory function are then presented in two major sections, (9) visual and visuospatial working memory and (10) verbal working memory. We conclude with a discussion of prospects for further research and applications.

Keywords
  • Action video games
  • Cognitive training
  • Research methods
  • Attention
  • Working memory
  • Plasticity
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. 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)
accessLevelRestricted
Identifiers
ISBN978-0-511-97301-7
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