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Association between real-time strategy video game learning outcomes and pre-training brain white matter structure: preliminary study. Sci Rep 2022; 12:20741. [PMID: 36456870 PMCID: PMC9715544 DOI: 10.1038/s41598-022-25099-0] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/07/2022] [Accepted: 11/24/2022] [Indexed: 12/03/2022] Open
Abstract
In recent years the association between video games, cognition, and the brain has been actively investigated. However, it is still unclear how individual predispositions, such as brain structure characteristics, play a role in the process of acquiring new skills, such as video games. The aim of this preliminary study was to investigate whether acquisition of cognitive-motor skills from the real-time strategy video game (StarCraft II) is associated with pre-training measures of brain white matter integrity. Results show that higher white matter integrity in regions (anterior limb of internal capsule, cingulum/hippocampus) and tracts (inferior longitudinal fasciculus) related with motoric functions, set shifting and visual decision making was associated with better Star Craft II performance. The presented findings inline with previous results and suggest that structural brain predispositions of individuals are related to the video game skill acquisition. Our study highlights the importance of neuroimaging studies that focus on white matter in predicting the outcomes of intervention studies and has implications for understanding the neural basis of the skill learning process.
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Pang M, Zhao X, Lu D, Dong Y, Jiang L, Li J, Ji P. Preliminary User Evaluation of a New Dental Technology Virtual Simulation System: Development and Validation Study. JMIR Serious Games 2022; 10:e36079. [PMID: 36094803 PMCID: PMC9513693 DOI: 10.2196/36079] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/01/2022] [Revised: 05/31/2022] [Accepted: 07/21/2022] [Indexed: 11/19/2022] Open
Abstract
BACKGROUND With the advancements in the dental health care industry, the demand for dental technicians has increased. Dental technicians should be thoroughly assessed and trained in practical skills and pass professional certification examinations to ensure that they are competent to work closely with dentists. Unfortunately, such training courses and tests are in short supply worldwide. The use of virtual simulation technology can help solve these problems. OBJECTIVE This study presents a new strategic framework design for a certified dental technician practical examination called as the certified Objective Manipulative Skill Examination of Dental Technicians (OMEDT), which is based on the Objective Structured Clinical Examination (OSCE). We present the development and validation of the OMEDT system, a new virtual simulated training system, to meet the demands of the OMEDT framework. The combination of OMEDT and the OMEDT system can solve the complex problems encountered in the certified dental technician practical examination with excellent efficiency, high quality, and low cost. METHODS The OMEDT framework design was constructed according to the OSCE guide and the Chinese vocational skill standards for dental technicians. To develop the OMEDT system, we organized a new framework based on the virtual learning network platform, the haptic feedback system, and the real-time dental training and evaluation system. The effectiveness evaluation of the OMEDT system was divided into 2 phases: in the first phase, 36 students were recruited to use the test module to finish the task and their performance data were collected and analyzed; and in the second phase, a questionnaire was administered to 30 students who used the system for their studies and graduation exams. RESULTS The OMEDT and the corresponding skill training virtual simulation OMEDT system were developed, and preliminary user evaluation was performed to assess their effectiveness and usefulness. The OMEDT system was found to improve students' practical skills by training with the evaluation results. In addition, several key research topics were explored, including the effects of positive feedback of the knowledge of results on the improvement of the students' skill level and the common sense transformation of educators in the virtual simulation technology environment. CONCLUSIONS The development of OMEDT and the OMEDT system has been completed and their effectiveness has been verified.
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Affiliation(s)
- Mengwei Pang
- College of Stomatology, Chongqing Medical University, Chongqing, China
- Chongqing Key Laboratory of Oral Diseases and Biomedical Sciences, Chongqing, China
- Chongqing Municipal Key Laboratory of Oral Biomedical Engineering of Higher Education, Chongqing, China
- Stomatological Hospital of Chongqing Medical University, Chongqing, China
| | - Xiaohan Zhao
- State Key Laboratory of Virtual Reality Technology and Systems, Beihang University, Beijing, China
| | - Daiyu Lu
- College of Stomatology, Chongqing Medical University, Chongqing, China
- Chongqing Key Laboratory of Oral Diseases and Biomedical Sciences, Chongqing, China
- Chongqing Municipal Key Laboratory of Oral Biomedical Engineering of Higher Education, Chongqing, China
- Stomatological Hospital of Chongqing Medical University, Chongqing, China
| | - Yihan Dong
- College of Stomatology, Chongqing Medical University, Chongqing, China
- Chongqing Key Laboratory of Oral Diseases and Biomedical Sciences, Chongqing, China
- Chongqing Municipal Key Laboratory of Oral Biomedical Engineering of Higher Education, Chongqing, China
- Stomatological Hospital of Chongqing Medical University, Chongqing, China
| | - Lin Jiang
- College of Stomatology, Chongqing Medical University, Chongqing, China
- Chongqing Key Laboratory of Oral Diseases and Biomedical Sciences, Chongqing, China
- Chongqing Municipal Key Laboratory of Oral Biomedical Engineering of Higher Education, Chongqing, China
- Stomatological Hospital of Chongqing Medical University, Chongqing, China
| | - Jie Li
- College of Stomatology, Chongqing Medical University, Chongqing, China
- Chongqing Key Laboratory of Oral Diseases and Biomedical Sciences, Chongqing, China
- Chongqing Municipal Key Laboratory of Oral Biomedical Engineering of Higher Education, Chongqing, China
- Stomatological Hospital of Chongqing Medical University, Chongqing, China
| | - Ping Ji
- College of Stomatology, Chongqing Medical University, Chongqing, China
- Chongqing Key Laboratory of Oral Diseases and Biomedical Sciences, Chongqing, China
- Chongqing Municipal Key Laboratory of Oral Biomedical Engineering of Higher Education, Chongqing, China
- Stomatological Hospital of Chongqing Medical University, Chongqing, China
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Prevratil MJ, Harwell KW, Boot WR, Towne TJ. Investigating the behavioral mechanisms of action video game effects in a complex transfer task. Acta Psychol (Amst) 2022; 230:103718. [PMID: 36095869 DOI: 10.1016/j.actpsy.2022.103718] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/05/2021] [Revised: 07/05/2022] [Accepted: 08/17/2022] [Indexed: 11/30/2022] Open
Abstract
Over the past few decades, researchers have argued that playing action video games can substantially improve cognitive abilities and enhance learning. However, consensus has not been reached regarding the mechanisms through which action game experience facilitates superior performance on untrained perceptually and cognitively demanding transfer tasks. We argue that analysis of behaviors engaged in during transfer task performance may provide key insights into answering this question. In the current investigation, we examined potential action game effects in the context of a complex psychomotor task, the Space Fortress (SF) game, that allows for the detailed examination of player behaviors beyond aggregate score reports. Performance (game score) was compared between action video game players (VGPs) and non-gamers (nVGPs) in two different control interface conditions (keyboard or joystick), followed by analyses of behaviors associated with superior performance. Against expectations, VGPs displayed superior performance only in the keyboard condition, suggesting that the action gamer advantage may not generalize to less-familiar control interfaces. Performance advantages were specifically associated with more efficient ship control behaviors by VGPs. Findings highlight how process-tracing approaches may provide insight into the nature of, and mechanisms producing, action gamers' advantages on learning untrained tasks.
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Affiliation(s)
- Michael J Prevratil
- Department of Psychology, Florida State University, United States of America.
| | - Kyle W Harwell
- Department of Psychology, Florida State University, United States of America
| | - Walter R Boot
- Department of Psychology, Florida State University, United States of America
| | - Tyler J Towne
- Department of Psychology, Florida State University, United States of America
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4
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Kovbasiuk A, Lewandowska P, Brzezicka A, Kowalczyk-Grębska N. Neuroanatomical predictors of complex skill acquisition during video game training. Front Neurosci 2022; 16:834954. [PMID: 35937888 PMCID: PMC9354597 DOI: 10.3389/fnins.2022.834954] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/14/2021] [Accepted: 06/27/2022] [Indexed: 11/17/2022] Open
Abstract
It is known that the outcomes of complex video game (VG) skill acquisition are correlated with individual differences in demographic and behavioral variables, such as age, intelligence and visual attention. However, empirical studies of the relationship between neuroanatomical features and success in VG training have been few and far between. The present review summarizes existing literature on gray matter (GM) and white matter correlates of complex VG skill acquisition as well as explores its relationship with neuroplasticity. In particular, since age can be an important factor in the acquisition of new cognitive skills, we present studies that compare different age groups (young and old adults). Our review reveals that GM in subcortical brain areas predicts complex VG learning outcomes in young subjects, whereas in older subjects the same is true of cortical frontal areas. This may be linked to age-related compensatory mechanisms in the frontal areas, as proposed by The Scaffolding Theory of Aging and Cognition. In the case of plasticity, there is no such relationship - in the group of younger and older adults there are changes after training in both cortical and subcortical areas. We also summarize best practices in research on predictors of VG training performance and outline promising areas of research in the study of complex video game skill acquisition.
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Affiliation(s)
- Anna Kovbasiuk
- Neurocognitive Research Center, Institute of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland
- Department of Management in Networked and Digital Societies, Kozminski University, Warsaw, Poland
| | - Paulina Lewandowska
- Neurocognitive Research Center, Institute of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland
- Institute of Psychology, Jagiellonian University, Kraków, Poland
| | - Aneta Brzezicka
- Neurocognitive Research Center, Institute of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland
| | - Natalia Kowalczyk-Grębska
- Neurocognitive Research Center, Institute of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland
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Chenot Q, Lepron E, De Boissezon X, Scannella S. Functional Connectivity Within the Fronto-Parietal Network Predicts Complex Task Performance: A fNIRS Study. FRONTIERS IN NEUROERGONOMICS 2021; 2:718176. [PMID: 38235214 PMCID: PMC10790952 DOI: 10.3389/fnrgo.2021.718176] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 05/31/2021] [Accepted: 07/14/2021] [Indexed: 01/19/2024]
Abstract
Performance in complex tasks is essential for many high risk operators. The achievement of such tasks is supported by high-level cognitive functions arguably involving functional activity and connectivity in a large ensemble of brain areas that form the fronto-parietal network. Here we aimed at determining whether the functional connectivity at rest within this network could predict performance in a complex task: the Space Fortress video game. Functional Near Infrared Spectroscopy (fNIRS) data from 32 participants were recorded during a Resting-State period, the completion of a simple version of Space Fortress (monotask) and the original version (multitask). The intrinsic functional connectivity within the fronto-parietal network (i.e., during the Resting-State) was a significant predictor of performance at Space Fortress multitask but not at its monotask version. The same pattern was observed for the functional connectivity during the task. Our overall results suggest that Resting-State functional connectivity within the fronto-parietal network could be used as an intrinsic brain marker for performance prediction of a complex task achievement, but not for simple task performance.
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Affiliation(s)
| | | | - Xavier De Boissezon
- Toulouse NeuroImaging Center (ToNIC), Université de Toulouse, INSERM, Toulouse, France
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Basak C, Qin S, O'Connell MA. Differential effects of cognitive training modules in healthy aging and mild cognitive impairment: A comprehensive meta-analysis of randomized controlled trials. Psychol Aging 2020; 35:220-249. [PMID: 32011155 DOI: 10.1037/pag0000442] [Citation(s) in RCA: 60] [Impact Index Per Article: 12.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Abstract
This meta-analysis was designed to compare the effectiveness of 2 cognitive training modules, single-component training, which targets 1 specific cognitive ability, versus multicomponent training, which trains multiple cognitive abilities, on both trained abilities (near transfer) and untrained abilities (far transfer) in older adults. The meta-analysis also assessed whether individual differences in mental status interacted with the extent of transfer. Eligible randomized controlled trials (215 training studies) examined the immediate effects of cognitive training in either healthy aging (HA) or mild cognitive impairment (MCI). Results yielded an overall net-gain effect size (g) for the cognitive training of 0.28 (p < .001). These effects were similar across mental status and training modules, and were significant for both near (g = 0.37) and far (g = 0.22) transfer. Although all training modules yielded significant near transfer, only a few yielded significant far transfer. Single-component training of executive functions was most effective on near and far transfer, with processing speed training improving everyday functioning. All modules of multicomponent training (specific and nonspecific) yielded significant near and far transfer, including everyday functioning. Training effects on cognition were moderated by educational attainment and number of cognitive outcomes, but only in HA. These findings suggest that, in older adults, all modules of multicomponent training are more effective in engendering near and far transfer, including everyday functioning, when compared with single-component training modules. (PsycINFO Database Record (c) 2020 APA, all rights reserved).
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Pluss MA, Bennett KJM, Novak AR, Panchuk D, Coutts AJ, Fransen J. Esports: The Chess of the 21st Century. Front Psychol 2019; 10:156. [PMID: 30761055 PMCID: PMC6363684 DOI: 10.3389/fpsyg.2019.00156] [Citation(s) in RCA: 17] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/20/2018] [Accepted: 01/16/2019] [Indexed: 11/23/2022] Open
Abstract
For many decades, researchers have explored the true potential of human achievement. The expertise field has come a long way since the early works of de Groot (1965) and Chase and Simon (1973). Since then, this inquiry has expanded into the areas of music, science, technology, sport, academia, and art. Despite the vast amount of research to date, the capability of study methodologies to truly capture the nature of expertise remains questionable. Some considerations include (i) the individual bias in the retrospective recall of developmental activities, (ii) the ability to develop ecologically valid tasks, and (iii) difficulties capturing the influence of confounding factors on expertise. This article proposes that expertise research in electronic sports (esports) presents an opportunity to overcome some of these considerations. Esports involves individuals or teams of players that compete in video game competitions via human-computer interaction. Advantages of applying the expert performance approach in esports include (i) developmental activities are objectively tracked and automatically logged online, (ii) the constraints of representative tasks correspond with the real-world environment of esports performance, and (iii) expertise has emerged without the influence of guided systematic training environments. Therefore, this article argues that esports research provides an ideal opportunity to further advance research on the development and assessment of human expertise.
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Affiliation(s)
- Matthew A. Pluss
- Human Performance Research Centre, Faculty of Health, University of Technology Sydney, Moore Park, NSW, Australia
| | - Kyle J. M. Bennett
- Human Performance Research Centre, Faculty of Health, University of Technology Sydney, Moore Park, NSW, Australia
| | - Andrew R. Novak
- High Performance Department, Rugby Australia, Moore Park, NSW, Australia
| | - Derek Panchuk
- Institute of Sport, Exercise and Active Living, Victoria University, Melbourne, VIC, Australia
- Movement Science, Australian Institute of Sport, Bruce, ACT, Australia
| | - Aaron J. Coutts
- Human Performance Research Centre, Faculty of Health, University of Technology Sydney, Moore Park, NSW, Australia
| | - Job Fransen
- Human Performance Research Centre, Faculty of Health, University of Technology Sydney, Moore Park, NSW, Australia
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8
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Looking behind the score: Skill structure explains sex differences in skilled video game performance. PLoS One 2018; 13:e0197311. [PMID: 29847565 PMCID: PMC5976164 DOI: 10.1371/journal.pone.0197311] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/20/2017] [Accepted: 04/29/2018] [Indexed: 11/19/2022] Open
Abstract
Some have explained large sex differences in visuospatial abilities by genetic adaptations to different roles in primitive hunter-gatherer societies and the interaction of innate biological differences and environmental factors. We explored the extent to which variations in behavior and acquired skills can provide alternative accounts for sex differences in the performance of a complex spatially-demanding video game (Space Fortress). Men and women with limited video game experience were given 30 hours of training, and latent curve analyses examined the development of their ship control performance and behavior. Men had significantly better control performance than women before and after training, but differences diminished substantially over the training period. An analysis of participants’ joystick behaviors revealed that initially men and women relied on different patterns of control behaviors, but changes in these behaviors over time accounted for the reduced sex differences in performance. When we controlled for these differences in behavior, sex effects after training were no longer significant. Finally, examining the development of control performance and control behaviors of men and women categorized as initially high and low performers revealed the lower-performing women may have been controlling their ship using an approach that was very different from the men and higher-performing women. The potential problems of analyzing men and women’s spatial performance as homogenous groups are discussed, as well as how these issues may account for sex differences in skilled video game performance and perhaps other domains involving spatial abilities.
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Howes A. Games for Psychological Science. Top Cogn Sci 2017; 9:533-536. [PMID: 28452202 DOI: 10.1111/tops.12266] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/29/2017] [Accepted: 02/03/2017] [Indexed: 12/01/2022]
Abstract
How does the cognitive system, as a whole, act to generate behaviour? A crucial requirement for science aimed at answering this question is that any empirical paradigm is developed hand in hand with robust theoretical models that explain the emergence of behavioural strategies. Complex games have the potential to be one such paradigm.
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Affiliation(s)
- Andrew Howes
- School of Computer Science, University of Birmingham
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10
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Chabris CF. Six Suggestions for Research on Games in Cognitive Science. Top Cogn Sci 2017; 9:497-509. [PMID: 28452201 DOI: 10.1111/tops.12267] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.1] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/05/2017] [Accepted: 02/07/2017] [Indexed: 11/29/2022]
Abstract
Games are more varied and occupy more of daily life than ever before. At the same time, the tools available to study game play and players are more powerful than ever, especially massive data sets from online platforms and computational engines that can accurately evaluate human decisions. This essay offers six suggestions for future cognitive science research on games: (1) Don't forget about chess, (2) Look beyond action games and chess, (3) Use (near)-optimal play to understand human play and players, (4) Investigate social phenomena, (5) Raise the standards for studies of games as treatments, (6) Talk to real experts.
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Affiliation(s)
- Christopher F Chabris
- Geisinger Health System.,Department of Psychology, Union College.,Institute for Advanced Study in Toulouse
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Charness N. What Has the Study of Digital Games Contributed to the Science of Expert Behavior? Top Cogn Sci 2017; 9:510-521. [PMID: 28176450 PMCID: PMC5409862 DOI: 10.1111/tops.12259] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.1] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/04/2016] [Revised: 01/05/2017] [Accepted: 12/09/2016] [Indexed: 11/30/2022]
Abstract
I review the historical context for modeling skilled performance in games. Using Newell's (1990) concept of time bands for explaining cognitive behavior, I categorize the current papers in terms of time scales, type of data, and analysis methodologies. I discuss strengths and weaknesses of these approaches for describing skill acquisition and why the study of digital games can address the challenges of replication and generalizability. Cognitive science needs to pay closer attention to population representativeness to enhance generalizability of findings, and to the social band of explanation, in order to explain why so few individuals reach expert levels of performance.
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Gobet F. Allen Newell's Program of Research: The Video-Game Test. Top Cogn Sci 2017; 9:522-532. [PMID: 28318146 DOI: 10.1111/tops.12265] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/05/2017] [Accepted: 02/02/2017] [Indexed: 11/26/2022]
Abstract
Newell (1973) argued that progress in psychology was slow because research focused on experiments trying to answer binary questions, such as serial versus parallel processing. In addition, not enough attention was paid to the strategies used by participants, and there was a lack of theories implemented as computer models offering sufficient precision for being tested rigorously. He proposed a three-headed research program: to develop computational models able to carry out the task they aimed to explain; to study one complex task in detail, such as chess; and to build computational models that can account for multiple tasks. This article assesses the extent to which the papers in this issue advance Newell's program. While half of the papers devote much attention to strategies, several papers still average across them, a capital sin according to Newell. The three courses of action he proposed were not popular in these papers: Only two papers used computational models, with no model being both able to carry out the task and to account for human data; there was no systematic analysis of a specific video game; and no paper proposed a computational model accounting for human data in several tasks. It is concluded that, while they use sophisticated methods of analysis and discuss interesting results, overall these papers contribute only little to Newell's program of research. In this respect, they reflect the current state of psychology and cognitive science. This is a shame, as Newell's ideas might help address the current crisis of lack of replication and fraud in psychology.
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Affiliation(s)
- Fernand Gobet
- Department of Psychological Sciences, University of Liverpool
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Gray WD. Game‐XP: Action Games as Experimental Paradigms for Cognitive Science. Top Cogn Sci 2017; 9:289-307. [DOI: 10.1111/tops.12260] [Citation(s) in RCA: 21] [Impact Index Per Article: 2.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/28/2022]
Affiliation(s)
- Wayne D. Gray
- Cognitive Science Department Rensselaer Polytechnic Institute
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