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The Effects of Video Games on Cognition and Brain Structure: Potential Implications for Neuropsychiatric Disorders
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The Effects of Video Games on Cognition and Brain Structure: Potential Implications for Neuropsychiatric Disorders (2015)The Effects of Video Games on Cognition a…A Randomized, Double-Blind Evaluation of d -Cycloserine or Alprazolam Combined With Virtual Reality Exposure Therapy for Posttraumatic Stress Disorder in Iraq and Afghanistan War Veterans (2014)A Randomized, Double-Blind Ev…The benefits of playing video games. (2013)The benefits of playing video…Real-Time Strategy Game Training: Emergence of a Cognitive Flexibility Trait (2013)Real-Time Strategy Game Train…Playing Super Mario induces structural brain plasticity: gray matter changes resulting from training with a commercial video game (2013)Playing Super Mario induces s…Enhancing Cognition with Video Games: A Multiple Game Training Study (2013)Enhancing Cognition with Vide…Brain Training Game Boosts Executive Functions, Working Memory and Processing Speed in the Young Adults: A Randomized Controlled Trial (2013)Brain Training Game Boosts Ex…Video games as a complementary therapy tool in mental disorders: PlayMancer, a European multicentre study (2012)Video games as a complementar…The impact of prolonged violent video‐gaming on adolescent sleep: an experimental study (2012)The impact of prolonged viole…Brain Training Game Improves Executive Functions and Processing Speed in the Elderly: A Randomized Controlled Trial (2012)Brain Training Game Improves …Computer-Based, Personalized Cognitive Training versus Classical Computer Games: A Randomized Double-Blind Prospective Trial of Cognitive Stimulation (2011)Computer-Based, Personalized …Video-Gaming Among High School Students: Health Correlates, Gender Differences, and Problematic Gaming (2010)Video-Gaming Among High Schoo…Differential effects of reasoning and speed training in children (2010)Differential effects of reaso…Children, Wired: For Better and for Worse (2010)Children, Wired: For Better a…The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments (2006)The Demographics, Motivations…Content and Ratings of Teen-Rated Video Games (2004)Content and Ratings of Teen-R…Breaking the Stereotype: The Case of Online Gaming (2003)Breaking the Stereotype: The …VALIDITY OF THE TRAIL MAKING TEST AS AN INDICATOR OF ORGANIC BRAIN DAMAGE (1958)The processing-speed theory of adult age differences in cognition. (1996)Wechsler Adult Intelligence Scale--Third Edition (1997)Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial (2014)Video game training enhances cognition of older adults: A meta-analytic study. (2014)Is working memory capacity task dependent? (1989)Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. (2000)Cognitive control in media multitaskers (2009)Video game training does not enhance cognitive ability: A comprehensive meta-analytic investigation. (2017)Enhancing Attentional Control: Lessons from Action Video Games (2019)Mind in Society: The Development of Higher Psychological Processes (1978)Social Learning Theory. (1978)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)A Large-Scale Test of the Goldilocks Hypothesis (2017)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. 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(1999)What Video Games Have to Teach Us about Learning and Literacy (2004)Social Interactions in Massively Multiplayer Online Role-Playing Gamers (2007)Internet Gaming Addiction: A Systematic Review of Empirical Research (2011)What Is eSports and Why Do People Watch It? (2017)Socioeconomic disadvantage and child development. (1998)Working memory, short-term memory, and general fluid intelligence: A latent-variable approach. (1999)Improving fluid intelligence with training on working memory (2008)Training the brain: Practical applications of neural plasticity from the intersection of cognitive neuroscience, developmental psychology, and prevention science. (2011)Working memory training does not improve intelligence in healthy young adults (2012)The Neuroscience of Intelligence (2016)Online computer gaming: a comparison of adolescent and adult gamers (2003)Demographic Factors and Playing Variables in Online Computer Gaming (2004)Physical Interpersonal Relationships and Social Anxiety among Online Game Players (2005)Problematic Internet use and psychosocial well-being among MMO players (2009)The development of a Clinician-Administered PTSD Scale (1995)The Mini-International Neuropsychiatric Interview (M.I.N.I.): the development and validation of a structured diagnostic psychiatric interview for DSM-IV and ICD-10 (1998)The Mini-International Neuropsychiatric Interview (M.I.N.I.): the development and validation of a structured diagnostic psychiatric interview for DSM-IV and ICD-10. (1998)Benzodiazepines for PTSD (2015)D-Cycloserine Augmentation of Exposure-Based Cognitive Behavior Therapy for Anxiety, Obsessive-Compulsive, and Posttraumatic Stress Disorders (2017)It Is Time to Address the Crisis in the Pharmacotherapy of Posttraumatic Stress Disorder: A Consensus Statement of the PTSD Psychopharmacology Working Group (2017)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)The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance (2004)Internet Gaming Disorder in the DSM-5 (2015)The Mediating Effect of Gaming Motivation Between Psychiatric Symptoms and Problematic Online Gaming: An Online Survey (2015)Treatments for Internet gaming disorder and Internet addiction: A systematic review. (2017)
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References

  • 2013The benefits of playing video games.2,456 cited
  • 2006The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments1,276 cited
  • 2003Breaking the Stereotype: The Case of Online Gaming501 cited
  • 2013Playing Super Mario induces structural brain plasticity: gray matter changes resulting from training with a commercial video game441 cited
  • 2013Enhancing Cognition with Video Games: A Multiple Game Training Study398 cited
  • 2014A Randomized, Double-Blind Evaluation of d -Cycloserine or Alprazolam Combined With Virtual Reality Exposure Therapy for Posttraumatic Stress Disorder in Iraq and Afghanistan War Veterans388 cited
  • 2010Video-Gaming Among High School Students: Health Correlates, Gender Differences, and Problematic Gaming372 cited
  • 2012Brain Training Game Improves Executive Functions and Processing Speed in the Elderly: A Randomized Controlled Trial347 cited
  • 2013Brain Training Game Boosts Executive Functions, Working Memory and Processing Speed in the Young Adults: A Randomized Controlled Trial241 cited
  • 2010Differential effects of reasoning and speed training in children231 cited
  • 2013Real-Time Strategy Game Training: Emergence of a Cognitive Flexibility Trait227 cited
  • 2011Computer-Based, Personalized Cognitive Training versus Classical Computer Games: A Randomized Double-Blind Prospective Trial of Cognitive Stimulation210 cited
  • 2012The impact of prolonged violent video‐gaming on adolescent sleep: an experimental study

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200 cited
  • 2004Content and Ratings of Teen-Rated Video Games198 cited
  • 2012Video games as a complementary therapy tool in mental disorders: PlayMancer, a European multicentre study194 cited
  • 2010Children, Wired: For Better and for Worse193 cited
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