Effects Of Game And Game Like Training On Neurocognitive Plasticity

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Effects Of Game And Game Like Training On Neurocognitive Plasticity
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Author : Guido P. H. Band
language : en
Publisher: Frontiers Media SA
Release Date : 2016-05-17
Effects Of Game And Game Like Training On Neurocognitive Plasticity written by Guido P. H. Band and has been published by Frontiers Media SA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-05-17 with Game theory categories.
Cognitive training is not always effective. This is also the case for the form of cognitive training that this Research Topic focuses on: prolonged performance on game-like cognitive tasks. The ultimate goal of this cognitive training is to improve ecologically-valid target functions. For example, cognitive training should help children with ADHD to stay focused at school, or help older adults to manage the complexity of daily life. However, so far this goal has proven too ambitious. Transfer from trained to non-trained tasks is not even guaranteed in a laboratory, so there is a strong need for understanding how, when and for how long cognitive training has effect. Which cognitive functions are amenable to game training, for whom, and how? Are there mediating factors for success, such as motivation, attention, or age? Are the improvements real, or can they be attributed to nonspecific factors, such as outcome expectancy or demand characteristics? Are there better strategies to improve cognitive functions through game training? This Research Topic of Frontiers in Human Neuroscience charts current insights in the determinants of success of game training.
Progress In Computer Gaming And Esports Neurocognitive And Motor Perspectives
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Author : Mark J. Campbell
language : en
Publisher: Frontiers Media SA
Release Date : 2021-06-16
Progress In Computer Gaming And Esports Neurocognitive And Motor Perspectives written by Mark J. Campbell and has been published by Frontiers Media SA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-06-16 with Science categories.
Training Induced Cognitive And Neural Plasticity
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Author : Julia Karbach
language : en
Publisher: Frontiers E-books
Release Date : 2013-07-08
Training Induced Cognitive And Neural Plasticity written by Julia Karbach and has been published by Frontiers E-books this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-07-08 with categories.
Throughout the entire lifespan, individuals are required to adapt to the demands of changing developmental contexts and dynamic social environments. The potential modifiability of a person's cognitive and neural processes has been referred to as plasticity. One way to assess cognitive and neural plasticity is to apply training interventions and to measure the related changes in trained and untrained situations. Over the last decade, the literature on the effects of cognitive interventions has been growing rapidly, oftentimes focusing on the magnitude, scope, and maintenance of training-related benefits and their transferability to untrained tasks and abilities. Recent studies show that plasticity is present across the lifespan, although it seems to decline in older age, and that the long-term maintenance as well as the transferability of training gains strongly depends on the type and the intensity of the intervention. The findings from behavioral cognitive training research have also been accompanied by findings from cognitive neuroscience. The related observations oftentimes point to training-induced changes in a number of cortical and subcortical regions, which may be responsible for the magnitude of training and of transfer effects. Thus, cognitive training may be a promising tool for understanding basic mechanisms of adaptive behavior on the one hand and for designing applications and interventions within different disciplines in psychology on the other hand. However, not all studies have consistently shown beneficial effects of cognitive training and some questions that are critical for our understanding of plasticity are still unanswered. What are the key processes mediating training effects on laboratory tasks and in real world situations? Which characteristics of the training process and of the trainings situations mediate transfer effects? Are training effects subject to age-related changes? How are training-induced neural changes in the brain related to improvements in cognitive performance? How effective are training interventions in patients with specific cognitive impairments? To what extent can age-related cognitive decline be compensated by means of cognitive training? The focus of this Research Topic is on training-induced cognitive and neural plasticity across the lifespan. The goal is to provide a broad scope of state-of-the art research in order to enhance our knowledge regarding the mechanisms underlying plasticity. We invite contributions applying behavioral, computational, and neuroscientific approaches, reviews, and theoretical contributions. Contributions are also welcomed if they focus on the implications of cognitive training in applied fields like educational and clinical settings as well as rehabilitation and training science.
Technologies Of Inclusive Well Being
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Author : Anthony Lewis Brooks
language : en
Publisher: Springer
Release Date : 2014-01-28
Technologies Of Inclusive Well Being written by Anthony Lewis Brooks and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-01-28 with Technology & Engineering categories.
This book is the first single volume that brings together the topics of serious games, alternative realities, and play therapy. The focus is on the use of digital media for the therapeutic benefit and well-being of a wide range of people−spanning those with special needs to the elderly to entire urban neighborhoods. This book brings together these topics to demonstrate the increasing trans/inter/multi-disciplinary initiatives apparent today in science, medicine, and academic research−interdisciplinary initiative that are already profoundly impacting society.
Video Games
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Author : Nicholas David Bowman
language : en
Publisher: Routledge
Release Date : 2018-07-16
Video Games written by Nicholas David Bowman and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-07-16 with Language Arts & Disciplines categories.
This entry in the BEA Electronic Media Research Series, born out of the April 2017 BEA Research Symposium, takes a look at video games, outlining the characteristics of them as cognitive, emotional, physical, and social demanding technologies, and introduces readers to current research on video games. The diverse array of contributors in this volume offer bleeding-edge perspectives on both current and emerging scholarship. The chapters here contain radical approaches that add to the literature on electronic media studies generally and video game studies specifically. By taking such a forward-looking approach, this volume aims to collect foundational writings for the future of gaming studies.
Video Games As Tools To Achieve Insight Into Cognitive Processes
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Author : Walter R. Boot
language : en
Publisher: Frontiers Media SA
Release Date : 2015-06-04
Video Games As Tools To Achieve Insight Into Cognitive Processes written by Walter R. Boot and has been published by Frontiers Media SA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-06-04 with Cognition categories.
Though traditionally designed for entertainment, video games are being used more and more by psychologists to understand topics such as skill acquisition, cognitive capacity and plasticity, aging, individual differences, and development. The appeal of using video games over simpler laboratory paradigms partly comes from their ability to present rich and complex cognitive challenges more representative of the demands of the complex everyday tasks we perform outside of the laboratory. However, this complexity also presents a host of methodological and analytic challenges. This Research Topic brings together research using games to explore cognitive processes, with a special focus on the challenges of this approach. Challenges are in terms of design, implementation, or data analysis.
Learning By Playing
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Author : Fran Blumberg
language : en
Publisher: OUP Us
Release Date : 2014
Learning By Playing written by Fran Blumberg and has been published by OUP Us this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014 with Education categories.
There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. In Learning By Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning.
Assessing The Therapeutic Uses And Effectiveness Of Virtual Reality Augmented Reality And Video Games For Emotion Regulation And Stress Management
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Author : Federica Pallavicini
language : en
Publisher: Frontiers Media SA
Release Date : 2020-01-17
Assessing The Therapeutic Uses And Effectiveness Of Virtual Reality Augmented Reality And Video Games For Emotion Regulation And Stress Management written by Federica Pallavicini and has been published by Frontiers Media SA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-01-17 with categories.
Brain Computer Interfaces
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Author :
language : en
Publisher: Elsevier
Release Date : 2020-03-10
Brain Computer Interfaces written by and has been published by Elsevier this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-03-10 with Medical categories.
Brain-Computer Interfacing, Volume 168, not only gives readers a clear understanding of what BCI science is currently offering, but also describes future expectations for restoring lost brain function in patients. In-depth technological chapters are aimed at those interested in BCI technologies and the nature of brain signals, while more comprehensive summaries are provided in the more applied chapters. Readers will be able to grasp BCI concepts, understand what needs the technologies can meet, and provide an informed opinion on BCI science. - Explores how many different causes of disability have similar functional consequences (loss of mobility, communication etc.) - Addresses how BCI can be of use - Presents a multidisciplinary review of BCI technologies and the opportunities they provide for people in need of a new kind of prosthetic - Offers a comprehensive, multidisciplinary review of BCI for researchers in neuroscience and traumatic brain injury that is also ideal for clinicians in neurology and neurosurgery
Serious Games
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Author : David R. Michael
language : en
Publisher: Course Technology
Release Date : 2006
Serious Games written by David R. Michael and has been published by Course Technology this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006 with Computers categories.
Learn how to take the skills and knowledge you use to make games for entertainment to make serious games: games for education, training, healing, and more. "Serious Games: Games That Educate, Train, and Inform" teaches game developers how to tap into the rapidly expanding market of serious games. Explore the numerous possibilities that serious games represent such as the ability to teach military training in a non-lethal environment and the ability to convey a particular political viewpoint through a game's storyline. You'll get a detailed overview of all of the major markets for serious games, including the military, educators, government agencies, corporations, hospitals, non-profit organizations, religious groups, and activist groups. Discover the goals of each market, the types of games on which they focus, and market-specific issues you need to consider. Case studies of how professionals in these various markets utilize games provide ideas and inspiration as well as credibility for serious games. "Serious Games" shows you how to apply your game development skills to a new and growing area and also teaches you techniques to make even entertainment-based games richer and more meaningful.