Just how expert are "expert" video-game players? Assessing the experience and expertise of video-game players across "action" video-game genres.

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Just how expert are "expert" video-game players? Assessing the experience and expertise of video-game players across "action" video-game genres.

Other Title
Authors
Latham, Andrew J.
Patston, Lucy
Tippett, L.J.
Author ORCID Profiles (clickable)
Degree
Grantor
Date
2013-12-16
Supervisors
Type
Journal Article
Ngā Upoko Tukutuku (Māori subject headings)
Keyword
videogames
expertise
cognitive training
transfer of training
perceptual learning
ANZSRC Field of Research Code (2020)
Citation
Latham, A.J., Patston, L.L.M., and Tippett, L.J. (2013). Just how expert are "expert" video-game players? Assessing the experience and expertise of video-game players across "action" video-game genres. Frontiers in Cognition, 4, pp.941.
Abstract
Video-game play (particularly “action” video-games) holds exciting promise as an activity that may provide generalized enhancement to a wide range of perceptual and cognitive abilities (for review see Latham et al., 2013a). However, in this article we make the case that to assess accurately the effects of video-game play researchers must better characterize video-game experience and expertise. This requires a more precise and objective assessment of an individual’s video-game history and skill level, and making finer distinctions between video-games that fall under the umbrella of “action” games. Failure to consider these factors may partly be responsible for mixed findings (see Boot et al., 2011).
Publisher
Frontiers Editorial Office
Link to ePress publication
DOI
doi: 10.3389/fpsyg.2013.00941
Copyright holder
Frontiers Editorial Office
Copyright notice
All rights reserved
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