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Video Games and Spatial Cognition
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Video Games and Spatial Cognition (2010)Video Games and Spatial CognitionEngineering Psychology and Human Performance (2015)Engineering Psychology and Hu…Fundamentals of game design (2010)Fundamentals of game designA Motivational Model of Video Game Engagement (2010)A Motivational Model of Video…Women's underrepresentation in science: Sociocultural and biological considerations. (2009)Women's underrepresentation i…Spatial ability for STEM domains: Aligning over 50 years of cumulative psychological knowledge solidifies its importance. (2009)Spatial ability for STEM doma…Who plays, how much, and why? Debunking the stereotypical gamer profile (2008)Who plays, how much, and why?…Exercising your brain: A review of human brain plasticity and training-induced learning. (2008)Exercising your brain: A revi…Playing an Action Video Game Reduces Gender Differences in Spatial Cognition (2007)Playing an Action Video Game …The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…Spatial abilities at different scales: Individual differences in aptitude-test performance and spatial-layout learning (2005)Spatial abilities at differen…Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. (2000)Video games and aggressive th…Self-Efficacy: The Exercise of Control (1999)Self-Efficacy: The Exercise o…Self-efficacy: the exercise of control (1997)Self-efficacy: the exercise o…The Psychology of Sex Differences (1974)The Psychology of Sex Differe…Primary Mental Abilities (1973)Primary Mental AbilitiesPrimary Mental Abilities. (1938)Primary Mental Abilities.Willingness to Pay (1994)Defining Game Mechanics (2008)Handbook of Research on Effective Electronic Gaming in Education (2009)The Design, Play, and Experience Framework (2009)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Gamification. using game-design elements in non-gaming contexts (2011)The benefits of playing video games. (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Computing diagrams for the tetrachoric correlation coefficient (1933)The vectors of mind. (1934)Comparison of Two Factorial Analyses (1938)The Varimax Criterion for Analytic Rotation in Factor Analysis (1958)The Scree Test For The Number Of Factors (1966)To Parcel or Not to Parcel: Exploring the Question, Weighing the Merits (2002)"General Intelligence," Objectively Determined and Measured (1904)Handbook of Industrial and Organizational Psychology. (1977)The World Is Flat: A Brief History of the Twenty-First Century (2005)The malleability of spatial skills: A meta-analysis of training studies. (2012)The Ability Model of Emotional Intelligence: Principles and Updates (2016)Why are some STEM fields more gender balanced than others? (2016)Aggression: A Social Learning Analysis (1973)The Aggression Questionnaire. (1992)A review and reformulation of social information-processing mechanisms in children's social adjustment. (1994)Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature (2001)Human Aggression (2002)Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. (2010)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Basic psychological need theory: Advancements, critical themes, and future directions (2020)Toward a Theory of Situation Awareness in Dynamic Systems (1995)Humans and Automation: Use, Misuse, Disuse, Abuse (1997)A model for types and levels of human interaction with automation (2000)The Emerging Field of Emotion Regulation: An Integrative Review (1998)Social Cognitive Theory: An Agentic Perspective (2001)Sex-Related Differences in Mathematics Achievement, Spatial Visualization and Affective Factors (1977)Peer Models and Children's Behavioral Change (1987)Gender and motivation (2006)Expectancy–Value Theory of Achievement Motivation (2000)Building a practically useful theory of goal setting and task motivation: A 35-year odyssey. (2002)
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References

  • 1999Self-Efficacy: The Exercise of Control46,836 cited
  • 1997Self-efficacy: the exercise of control24,447 cited
  • 2015Engineering Psychology and Human Performance4,985 cited
  • 2006The Motivational Pull of Video Games: A Self-Determination Theory Approach3,386 cited
  • 1973Primary Mental Abilities2,123 cited
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  • 2009Spatial ability for STEM domains: Aligning over 50 years of cumulative psychological knowledge solidifies its importance.1,885 cited
  • 2010A Motivational Model of Video Game Engagement1,419 cited
  • 1974The Psychology of Sex Differences1,301 cited
  • 2010Fundamentals of game design1,230 cited
  • 2007Playing an Action Video Game Reduces Gender Differences in Spatial Cognition1,149 cited
  • 2009Women's underrepresentation in science: Sociocultural and biological considerations.969 cited
  • 2005Spatial abilities at different scales: Individual differences in aptitude-test performance and spatial-layout learning820 cited
  • 1938Primary Mental Abilities.727 cited
  • 2008Who plays, how much, and why? Debunking the stereotypical gamer profile

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706 cited
  • 2008Exercising your brain: A review of human brain plasticity and training-induced learning.704 cited
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