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dc.contributor.authorLatham, Andrew J.
dc.contributor.authorPatston, Lucy
dc.contributor.authorTippett, L.J.
dc.date.accessioned2015-03-18T20:46:43Z
dc.date.available2015-03-18T20:46:43Z
dc.date.issued2013-09-13
dc.identifier.urihttps://hdl.handle.net/10652/2661
dc.description.abstractForty years have passed since video-games were first made widely available to the public and subsequently playing games has become a favorite past-time for many. Players continuously engage with dynamic visual displays with success contingent on the time-pressured deployment, and flexible allocation, of attention as well as precise bimanual movements. Evidence to date suggests that both brief and extensive exposure to video-game play can result in a broad range of enhancements to various cognitive faculties that generalize beyond the original context. Despite promise, video-game research is host to a number of methodological issues that require addressing before progress can be made in this area. Here an effort is made to consolidate the past 30 years of literature examining the effects of video-game play on cognitive faculties and, more recently, neural systems. Future work is required to identify the mechanism that allows the act of video-game play to generate such a broad range of generalized enhancements.en_NZ
dc.language.isoenen_NZ
dc.publisherFrontiers Editorial Officeen_NZ
dc.rightsCopyright © 2013 Latham, Patston and Tippett. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.en_NZ
dc.subjectvideo gamesen_NZ
dc.subjectexpertiseen_NZ
dc.subjectcognitive trainingen_NZ
dc.subjecttransfer of trainingen_NZ
dc.subjectperceptual learningen_NZ
dc.titleThe virtual brain: 30 years of video-game play and cognitive abilitiesen_NZ
dc.typeJournal Articleen_NZ
dc.rights.holderThe Authorsen_NZ
dc.identifier.doiDOI:10.3389/fpsyg.2013.00629.en_NZ
dc.subject.marsden110603 Motor Controlen_NZ
dc.subject.marsden1109 Neurosciencesen_NZ
dc.identifier.bibliographicCitationLatham, A.J., Patston, L.L.M., and Tippett, L.J. (2013). The virtual brain: 30 years of video-game play and cognitive abilities. Frontiers in Cognitive Science, 4 (629), pp.1-10.en_NZ
unitec.institutionUniversity of Sydneyen_NZ
unitec.institutionUnitec Institute of Technologyen_NZ
unitec.institutionUniversity of Aucklanden_NZ
unitec.publication.spage1en_NZ
unitec.publication.lpage10en_NZ
unitec.publication.volume4 (629)en_NZ
unitec.publication.titleFrontiers in Cognitionen_NZ
unitec.peerreviewedyesen_NZ
unitec.identifier.roms54930en_NZ


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