Dynamic evaluation of distribution of visual attention during playing video game

Author(s):  
Kenji Yokoi ◽  
Katsumi Watanabe ◽  
Takashi Kawai
2015 ◽  
Vol 157 ◽  
pp. 200-214 ◽  
Author(s):  
Torsten Schubert ◽  
Kathrin Finke ◽  
Petra Redel ◽  
Steffen Kluckow ◽  
Hermann Müller ◽  
...  
Keyword(s):  

1996 ◽  
Vol 32 (Supplement) ◽  
pp. 166-167
Author(s):  
Satoshi Sasayama ◽  
Shinpei Yoshida ◽  
Yu Imachi ◽  
Masando Man-i ◽  
Toshirou Ono

2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Jessica L. Peters ◽  
Sheila G. Crewther ◽  
Melanie J. Murphy ◽  
Edith L. Bavin

AbstractDynamic visual attention training using Action Video Games (AVGs) is a promising intervention for dyslexia. This study investigated the efficacy of 5 h (10 × 30 min) of AVG training in dyslexic children (aged 8–13) using ‘Fruit Ninja’, while exploring whether increasing attentional and eye movement demands enhanced AVG effectiveness. Regular (AVG-R; n = 22) and enhanced AVG training (AVG+; n = 23) were compared to a treatment-as-usual comparison group (n = 19) on reading, rapid naming, eye movements and visuo-temporal processing. Playing ‘Fruit Ninja’ for only 5 h significantly improved reading accuracy, rate, comprehension and rapid naming of both AVG groups, compared to the comparison group, though increasing attentional demands did not enhance AVG efficacy. Participants whose low contrast magnocellular-temporal processing improved most following training also showed significantly greater improvement in reading accuracy. The findings demonstrate a clear role for visual attention in reading and highlight the clinical applicability of AVGs as a fun, motivational and engaging intervention for dyslexia.


Author(s):  
Emory S. Daniel, Jr. ◽  
Gregory P. Perreault ◽  
Michael G Blight

This chapter features a game from the Shin Megami Tensei series called Persona 5. This chapter examines how the case of role playing video game Persona 5 depicts agenda setting through the use of an in-game audience-oriented polling systems and comment system in order to understand to a greater degree the ways in which games contribute to our understanding of media processes and explores the idea of fandom as integral to the agenda setting process. The case chapter addressed in this manuscript represents a unique narrative featuring a daily life simulator, a turn-based Japanese role-playing game (JRPG), and complex in-game media vehicles to drive the story.


2013 ◽  
Vol 29 (4) ◽  
pp. 1318-1324 ◽  
Author(s):  
Patrícia Belchior ◽  
Michael Marsiske ◽  
Shannon M. Sisco ◽  
Anna Yam ◽  
Daphne Bavelier ◽  
...  

1997 ◽  
Vol 33 (Supplement) ◽  
pp. 430-431
Author(s):  
Shinpei Yoshida ◽  
Satoshi Sasayama ◽  
Yu Imachi

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