2003
DOI: 10.3758/bf03202541
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The games psychologists play (and the data they provide)

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Cited by 57 publications
(46 citation statements)
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“…Emotional experience is also known to influence performance (Beal, Weiss, Barros, & MacDermid, 2005). According to Washburn (2003), the difference between a computer-based task, such as the Stroop task, and a computerized game is not clear-cut. The distinction might be measurable by the link between some kind of hedonic enjoyment and objective, subjective performance.…”
Section: Hypothesis Developmentmentioning
confidence: 99%
“…Emotional experience is also known to influence performance (Beal, Weiss, Barros, & MacDermid, 2005). According to Washburn (2003), the difference between a computer-based task, such as the Stroop task, and a computerized game is not clear-cut. The distinction might be measurable by the link between some kind of hedonic enjoyment and objective, subjective performance.…”
Section: Hypothesis Developmentmentioning
confidence: 99%
“…Other research has considered potentially positive social outcomes of gaming [Durkin and Barber 2002]; educational benefits of computer games for teaching [Amory et al 1999;Ju and Wagner 1997;Malone 1981]; or skill acquisition [Day et al 2001]; and the use of game design techniques to improve human-computer interfaces for other kinds of software [Johnson and Wiles 2003;Pausch et al 1994]. Research that has treated computer gaming in more neutral terms has examined demographic [Griffiths et al 2003)] or personality factors [Griffiths and Dancaster 1995;McClure and Mears 1984] as predictors of gaming behavior; the effects of gaming on perceptual, cognitive or motor functions [Castel et al 2005]; and the use of computer games as methodological tools for studying various other behavioral phenomena [Donchin 1995;Washburn 2003]. …”
Section: Introductionmentioning
confidence: 99%
“…Aside from medical applications an intriguing sphere for EEG-based BCI implementation is gaming. Game industry is able not only to gain from BCIs adaptive gameplay and new ways of interacting with 3D virtual environments (Kerous and Liarokapis, 2016), but can also offer an opportunity to better understand and improve BCIs, to stimulate basic neurophysiological research , dedicated to investigation of the brain responses (Järvelä et al, 2015) and involved neural processes and behavioral research (Washburn, 2003). For example, BCI interconnected with Virtual reality seems to be a promising approach to study specific brain responses, mental states and manipulating attention.…”
Section: Gamesmentioning
confidence: 99%