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Virtual reality video game improves high-fidelity memory in older adults
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Virtual reality video game improves high-fidelity memory in older adults (2021)Virtual reality video game improves high-…Quantifying the Difference Between Active and Passive Control Groups in Cognitive Interventions Using Two Meta-analytical Approaches (2020)Quantifying the Difference Be…Enhancing Attentional Control: Lessons from Action Video Games (2019)Enhancing Attentional Control…Video Games for Neuro-Cognitive Optimization (2016)Video Games for Neuro-Cogniti…Do “Brain-Training” Programs Work? (2016)Do “Brain-Training” Programs …Older Adults' Reasons for Using Technology while Aging in Place (2015)Older Adults' Reasons for Usi…Person-specific Theory of Mind in Medial pFC (2014)Person-specific Theory of Min…Video game training enhances cognitive control in older adults (2013)Video game training enhances …The influence of normal aging and Alzheimer's disease in autobiographical memory highly related to the self. (2012)The influence of normal aging…Introduction (2008)IntroductionTEST REVIEW: Dean C. Delis, Edith Kaplan & Joel H. Kramer, Delis Kaplan Executive Function System (D-KEFS), The Psychological Corporation, San Antonio, TX, 2001. $415.00 (complete kit) (2006)TEST REVIEW: Dean C. Delis, E…Development and validation of a geriatric depression screening scale: A preliminary report (1982)Development and validation of…Manual for the Wechsler Adult Intelligence Scale. (1955)Manual for the Wechsler Adult…A Bibliometric Analysis Exploring the Acceptance of Virtual Reality among Older Adults: A Review (2024)A Bibliometric Analysis Explo…Leveraging technology to personalize cognitive enhancement methods in aging (2022)Leveraging technology to pers…Statistical Methods for Meta-Analysis (1988)The MOS 36-item short-form health survey (SF-36). I. Conceptual framework and item selection. 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(2011)Cognitive control and reward/loss processing in Internet gaming disorder: Results from a comparison with recreational Internet game-users (2017)Personalized machine learning of depressed mood using wearables (2021)Enhancing reading skills through a video game mixing action mechanics and cognitive training (2022)The Principles of Psychology (1891)The role of deliberate practice in the acquisition of expert performance. (1993)Power failure: why small sample size undermines the reliability of neuroscience (2013)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)Computer Games in Education (2018)Wise interventions: Psychological remedies for social and personal problems. (2018)Varieties of attention (1984)Digital game-based learning: Towards an experiential gaming model (2005)Commercial video games and cognitive functions: video game genres and modulating factors of cognitive enhancement (2020)A Review of Evidence on the Role of Digital Technology in Shaping Attention and Cognitive Control in Children (2021)Action Video Games Enhance Attentional Control and Phonological Decoding in Children with Developmental Dyslexia (2021)Bias in meta-analysis detected by a simple, graphical test (1997)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)Working memory updating training promotes plasticity & behavioural gains: A systematic review & meta-analysis (2020)A Game a Day Keeps Cognitive Decline Away? 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References

  • 2015Older Adults' Reasons for Using Technology while Aging in Place19,694 cited
  • 1982Development and validation of a geriatric depression screening scale: A preliminary report15,029 cited
  • 1955Manual for the Wechsler Adult Intelligence Scale.4,941 cited
  • 2013Video game training enhances cognitive control in older adults1,665 cited
  • 2006TEST REVIEW: Dean C. Delis, Edith Kaplan & Joel H. Kramer, Delis Kaplan Executive Function System (D-KEFS), The Psychological Corporation, San Antonio, TX, 2001. $415.00 (complete kit)1,523 cited
  • 2016Do “Brain-Training” Programs Work?1,173 cited
  • 2019Enhancing Attentional Control: Lessons from Action Video Games263 cited
  • 2016Video Games for Neuro-Cognitive Optimization163 cited
  • 2012The influence of normal aging and Alzheimer's disease in autobiographical memory highly related to the self.135 cited
  • 2020Quantifying the Difference Between Active and Passive Control Groups in Cognitive Interventions Using Two Meta-analytical Approaches92 cited
  • 2014Person-specific Theory of Mind in Medial pFC80 cited
  • 2008Introduction38 cited

Cited by

  • 2022Leveraging technology to personalize cognitive enhancement methods in aging50 cited
  • 2024A Bibliometric Analysis Exploring the Acceptance of Virtual Reality among Older Adults: A Review

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11 cited