2018
DOI: 10.1016/j.cognition.2018.01.006
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Do enhanced states exist? Boosting cognitive capacities through an action video-game

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Cited by 34 publications
(68 citation statements)
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References 63 publications
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“…Engelhardt et al (2015) found that high task difficulty (where a video game intervention is experienced as overly difficult) was associated with worse executive attention. Kozhevnikov et al (2018) found attention enhancements for those in an optimally challenged condition, with no improvements for under-and overchallenged groups. This was the only study to examine these effects in relation to the flow state.…”
Section: Cognitive Challenge and Attentionmentioning
confidence: 86%
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“…Engelhardt et al (2015) found that high task difficulty (where a video game intervention is experienced as overly difficult) was associated with worse executive attention. Kozhevnikov et al (2018) found attention enhancements for those in an optimally challenged condition, with no improvements for under-and overchallenged groups. This was the only study to examine these effects in relation to the flow state.…”
Section: Cognitive Challenge and Attentionmentioning
confidence: 86%
“…Video games are by far the most popular, widely available interactive technology and thus have received the most attention concerning the effects on cognition. Two of the studies modified the content of the video games to produce different levels of experienced difficulty (Engelhardt et al, 2015;Kozhevnikov et al, 2018). One study purposefully included or excluded a story narrative at the beginning of the game to change participant's level of engagement (Hwang and Lu, 2018).…”
Section: Technology Intervention Characteristicsmentioning
confidence: 99%
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