[1]
|
Ahissar, M., & Hochstein, S. (2004). The Reverse Hierarchy Theory of Visual Perceptual Learning. Trends in Cognitive Sciences, 8, 457-464. http://dx.doi.org/10.1016/j.tics.2004.08.011
|
[2]
|
Anderson, C. A. (2004). An Update on the Effects of Playing Violent Video Games. Journal of Adolescence, 27, 113-122.
http://dx.doi.org/10.1016/j.adolescence.2003.10.009
|
[3]
|
Bavelier, D., Green, C. S., Han, D. H., Renshaw, P. F., Merzenich, M. M., & Gentile, D. A. (2011). Brains on Video Games. Nature Reviews Neuroscience, 12, 763-768. http://dx.doi.org/10.1038/nrn3135
|
[4]
|
Burgess, N. (2008). Spatial Cognition and the Brain. Annals of the New York Academy of Sciences, 1124, 77-97.
http://dx.doi.org/10.1196/annals.1440.002
|
[5]
|
Canovas, R., Espinola, M., Iribarne, L., & Cimadevilla, J. M. (2008). A New Virtual Task to Evaluate Human Place Learning. Behavioural Brain Research, 190, 112-118. http://dx.doi.org/10.1016/j.bbr.2008.02.024
|
[6]
|
Dweck, C. S., & Molden, D. C. (2005). Self-Theories: Their Impact on Competence Motivation and Acquisition. Handbook of Competence and Motivation (pp. 122-140). New York, NY: Guilford Press.
|
[7]
|
Fredrickson, B. L. (2001). The Role of Positive Motivation in Positive Psychology: The Broaden-and-Build Theory of Positive Emotions. American Psychologist, 56, 218-226. http://dx.doi.org/10.1037/0003-066X.56.3.218
|
[8]
|
Gentile, D. A., Anderson, C. A., Yukawa, S., Saleem, M., K., Lim, M., & Shibuya, A. (2009). The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence from Correlational, Longitudinal, and Experimental Studies. Personality and Social Psychology Bulletin, 35, 752-763. http://dx.doi.org/10.1177/0146167209333045
|
[9]
|
Guimetti, G. W., & Markey, P. W. (2007). Violent Video Games and Anger as Predictors of Aggression. Journal of Research in Personality, 41, 1234-1243. http://dx.doi.org/10.1016/j.jrp.2007.02.005
|
[10]
|
Karni, A., & Sagi, D. (1991). Where Practice Makes Perfect in Texture Discrimination: Evidence for Primary Visual Cortex Plasticity. Proceedings of the National Academy of Sciences of the USA, 88, 4966-4970.
http://dx.doi.org/10.1073/pnas.88.11.4966
|
[11]
|
Lieberman, D. A., Chaffee, S. H., & Roberts, D. F. (1988). Computers, Mass-Media, and Schooling: Functional Equivalence in Uses of New Media. Social Science Computer Review, 224-241. http://dx.doi.org/10.1177/089443938800600204
|
[12]
|
Markey, P. M., & Sherer, K. (2009). An Examination of Psychoticism and Motion Capture Controls as Mode—Rators of the Effects of Violent Video Games. Computers in Human Behavior, 407-411. http://dx.doi.org/10.1016/j.chb.2008.10.001
|
[13]
|
Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010). A Motivational Model of Video Game Engagement. Review of General Psychology, 14, 154-166. http://dx.doi.org/10.1037/a0019440
|
[14]
|
Salich, M. Von., Oppl, C., & Kristen, A. (2006). What Attracts Children? Playing Video Games: Motives, Responses and Consequences (pp. 147-163). Hillsdale, NJ: Erlbaum.
|
[15]
|
Slater, M. D., Henry, K. L., Swaim, R. C., & Anderson, L. L. (2003). Violent Media Content and Aggressiveness in Adolescents: A Downward Spiral Model. Communication Research, 713-736. http://dx.doi.org/10.1177/0093650203258281
|