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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Authors

Latham, Andrew J.
Patston, Lucy
Tippett, L.J.

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Grantor

Date

2013-12-16

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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

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All rights reserved

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