作者
Benoit Bediou, Deanne M Adams, Richard E Mayer, Elizabeth Tipton, C Shawn Green, Daphne Bavelier
发表日期
2018/1
来源
Psychological bulletin
卷号
144
期号
1
页码范围
77
出版商
American Psychological Association
简介
[Correction Notice: An Erratum for this article was reported in Vol 144 (9) of Psychological Bulletin (see record 2018-42071-005). In the article, there is a number of issues related to clustering in cases of partial overlap between participants were identified following publication. This document clarifies these issues and extends the original results by adding additional sensitivity analyses. Please see the erratum for the full correction.] The ubiquity of video games in today’s society has led to significant interest in their impact on the brain and behavior and in the possibility of harnessing games for good. The present meta-analyses focus on one specific game genre that has been of particular interest to the scientific community—action video games, and cover the period 2000–2015. To assess the long-lasting impact of action video game play on various domains of cognition, we first consider cross-sectional studies that …
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