Диссертация (1099082), страница 34
Текст из файла (страница 34)
Multitasking: Switching costs [Электронный ресурс] - 2006. - URL:http://www.apa.org/research/action/multitask.aspx (дата обращения 31.05.2105)165. Appelbaum, L. G., Cain, M. S., Darling, E. F., Mitrof, S. R. Action video gameplaying is associated with improved visual sensitivity, but not alterations in visualsensory memory [Электронный ресурс] // Attention Perception & Psychophysics.- 2013. - URL:http://people.duke.edu/~mitroff/papers/13_AppelbaumCainDarlingMitroff_APP.pdf166.
Arce, E., Santisteban, C. Impulsivity: a review // Psicothema. – 2006. - №18 (2). –P. 213-220.167. Armstrong, S. J., Peterson, E. R., Rayner, S. G. Understanding and definingcognitive style and learning style: a Delphi study in the context of educationalpsychology // Educational studies. - 2012. - Vol. 38.
- № 4. - P. 449-455.168. Armstrong, S. J., Priola, V. Individual differences in cognitive style and theireffects on task and social orientations of self-managed work teams // Small groupresearch. – 2001. - Vol. 32. - P. 283-312.169. Ausburn, L., Ausburn, F. Cognitive styles: some information and inplications forinstructional design // Educational Communications and Technology Journal. 1978. - Vol. 26(4). - P. 337-354.170.
Bailey, K., West, R., Kuffel, J. What would my avatar do? Gaming, pathology, andrisky decision making [Электронный ресурс] // Frontiers in Psychology. – 2013. V.4. – Article 609. - URL:http://www.frontiersin.org/Journal/10.3389/fpsyg.2013.00609/full (датаобращения 30.05.2015)- 177 -171. Barlett, C. P., Branch, O., Rodeheffer, C., Harris, R. How long do the short-termviolent video game effects last? // Aggressive Behavior. – 2009. - № 35. - P. 225–236.172. Barlett, C. P., Vowels, C. L., Shanteau, J., Crow, J., Miller, T. The effect of violentand non-violent computer games on cognitive performance // Computers in HumanBehavior.
– 2009. – Vol. 25(1). - P. 96-102.173. Bavelier, D., Achtman, R.L., Mani, M., Föcker, J. Neural basis of selectiveattention in action video game players // Vision Research – 2012 – Vol. 61. – P.132-143.174. Bavelier, D., Green, C. Sh., Dye, M. W. G. Children, Wired: For Better and forWorse // Neuron. – 2010. - Vol. 67. - P. 692-701.175. Beullens, K., Roe, K., Bulck, J., Van der.
Video Games and Adolescents'Intentions to Take Risks in Traffic // Journal of Adolescent Health. – 2008. - Vol.43. - № 1. - P. 87-90176. Boot, W. R., Kramer, A. F., Simons, D. J., Fabiani, M., Gratton, G. The effects ofvideo game playing on attention, memory and executive control // ActaPsychologica. – 2008.
- Vol. 129. - P. 387-398.177. Bowen, H. J., Spaniol, J. Chronic exposure to violent video games is not associatedwith alterations of emotional memory // Applied Cognitive Psychology. – 2011. № 25. - P. 906–916.178. Bruner, J., Goodman, C. Value and need as organizing factors in perception[Электронный ресурс] // Journal of Abnormal and Social Psychology. - 1947. № 42. - P.
33-44. - URL: http://psychclassics.yorku.ca/Bruner/Value/ (датаобращения: 29.05.2015).179. Bryce, J., Rutter, J. Gender dynamics and the social and spatial organisaion ofcomputer gaming // Leisure Studies – 2003 – № 22(1) – P. 1-15.180. Cain, M. S., Landau, A. N., Shimamura, A. P. Action video game experiencereduces the cost of switching tasks // Attention Perception & Psychophysics. –2012. - Vol. 74 (4). - P. 641-647.- 178 -181.
Cameron, B., Dwyer, F. The effect of online gaming, cognition and feedback typein facilitating delayed achievement of different learning objectives // Journal ofInteractive Learning Research. – 2005. - Vol. 16. - № 3. - P. 243-258.182. Chelsea, R. Assessing Self-Injurious Behaviors on a College Campus[Электронный ресурс]: Senior Honor Thesis, Eastern Michigan University, 2006.- URL:http://commons.emich.edu/cgi/viewcontent.cgi?article=1058&context=honors(дата обращения: 31.05.2015)183.
Chen, S. Y., Marcredie, R. D. Cognitive styles and hypermedia navigationdevelopment in a learning model // Journal of American Society of informationscience and technology. - 2002. - Vol. 53. - № 1. - P. 3-15.184. Chen, J. Flow in games (and everything else). // Communications of the ACM. –2007. – Vol.
50(4) – P. 31-34.185. Clark, K., Fleck, M. S., Mitroff, S. R. Enhanced change detection performancereveals improved strategy use in avid action video game players // ActaPsychologica. – 2011. - Vol. 136. - P. 67-72.186. Cohen, D. S. Cathode-Ray Tube Amusement Device – The First Electronic Game[Электронный ресурс] // URL:http://classicgames.about.com/od/classicvideogames101/p/CathodeDevice.htm(дата обращения 31.05.2015)187. Collins, E., Freeman, J., Chamarro-Premuzic, T.
Personality traits associated withproblematic and non-problematic massively multiplayer online role playing gameuse // Personality and Individual Differences. - 2012. - № 52. – P. 133-138.188. Colom, R., Martínez-Molina, A., Shih, P. Ch., Santacreu, J. Intelligence, workingmemory, and multitasking performance // Intelligence. – 2010. - №38. - P. 543–551.189. Colzato, L.
S., Wildenberg, W. P. M., Van der, Zmigrod, Sh., Hommel, B. Actionvideo gaming and cognitive control: playing first person shooter games isassociated with improvement in working memory but not action inhibition //Psychological Research. – 2013. - Vol. 77. - №2. - P. 234-239.- 179 -190. Cools, E. A reflection on the future of the cognitive style field: a proposed researchagenda // Reflecting Education. – 2009. - Vol. 5.
- № 2. - P. 19-34.191. Davies, J., Graff, M. Wholistic-analytic cognitive style: A matter of reflection //Personality and Individual Differences. - 2006. - Vol. 41. - P. 989-997.192. Devinsky, O., D`Esposito, M. Neurology of Cognitive and Behavioral Disorders. Oxford University Press, 2003. – 472 c.193. Dickman, S. Functional and dysfunctional impulsivity: personality and cognitivecorrelates // Journal of Personal and Social Psychology. – 1990 - № 58 (1).
- P. 95102.194. Dixon, M., Ghezzi, P. M., Lyons, Ch., Wilson, G. (Eds). Gambling: behaviortheory? Research and application - Context press. 2006. - 260 c.195. Donohue, S. E., Woldorff, M. G., Mitroff, S. R. Video game players show moreprecise multisensory temporal processing abilities // Attention, Perception, &Psychophysics. – 2010. – Vol. 72(4). - P.
1120-1129.196. Dorval, M., Pepin, M. Effect of playing a video game on a measure of spatialvisualization // Perceptual and motor skills. – 1986. - Vol. 62. - P. 159-162.197. Dufresne, A., Turcotte, S. Cognitive style and its implications for navigationstrategies // AI-ED'97. - Kobe, Japan: IOS Press, 1997. - P. 287-293.198. Dye, M. W. G., Bavelier, D. Differential development of visual attention skills inschool-age children // Vision Research.
– 2010. - Vol. 50. - P. 452-459.199. Dye, M. W. G., Green, C. Sh., Bavelier, D. Increasing Speed of Processing WithAction Video Games // Current Directions in Psychological Science. – 2009. - №18. - P.321-326.200. Engelbrecht, P., Natzel, S.G., Cultural variations in cognitive style: fielddependence vs field independence. // School psychology international, 1997. Vol.18. P. 155-164.201. ESA. Essential facts about the computer and video game industry. [Электронныйресурс] - 2015. - URL: http://www.theesa.com/wp-content/uploads/2015/04/ESAEssential-Facts-2015.pdf (дата обращения 29.05.2015).- 180 -202.
Evenden, J. Varieties of impulsivity // Psychopharmacology – 1999 - № 146 (4) P. 348-61.203. Eysenck, S. B. G., Eysenck, H. J. Impulsiveness and venturesomeness: Theirposition in a dimensional system of personality description // PsychologicalReports – 1978. – Vol. 43(3). – P. 1247-1255.204. Eysenck, S., Pearson, P., Easting, G., Allsopp, J. Age norms for impulsiveness,venturesomeness and empathy in adults // Personality and Individual Differences.– 1985.
– Vol. 6(5). - P. 613-619.205. Faiola, A., Voiskounsky, A. E. Flow experience of MUD players: investigatingmulti-user dimension gamers from the USA // Online communities and socialcomputing. Lecture notes in computer science. – 2007. – Vol. 4564. – P. 324-333.206. Feng, J., Spence, I., Pratt, J. Playing an action video game reduces genderdifference in spatial cognition // Psychological science.
- Vol. 18. – 2007. - № 10. Р. 850-855.207. Ferguson, C. J. Media violence effects and violent crime. // Violent crime. Clinicaland social implications. / Ferguson C. J. - SAGE publications, Inc. P., 2010 – P.37-56.208. Ferguson, C. J., Garza, A., Jerabeck, J., Ramos, R., Galindo, M. Not worth the fussafter all? Cross-sectional and prospective data on violent video game influences onaggression, visuospatial cognition and mathematics ability in a sample of youth //Journal of Youth and Adolescence – 2013 – Vol. 42(1). - P.
109-122.209. Ferguson, C. J., Kilburn, J. The public health risks of media violence: A metaanalytic review // Journal of Pediatrics. – 2009. – Vol. 154 (5). - P. 759-763.210. Ferguson, C. J., Rueda, S., Cruz, A., Ferguson, D., Fritz, S., Smith, S. Violentvideo games and aggression: Causal relationship or byproduct of family violenceand intrinsic violence motivation? // Criminal Justice and Behavior – 2008 - № 35.- P. 311-332.211. Ferguson, C. J., San Miguel, C., Garza, A., Jerabeck, J. A longitudinal test of videogame violence influences on dating and aggression: A 3-year longitudinal study ofadolescents // Journal of Psychiatric Research – 2012 - № 46.
- P. 141-146.- 181 -212. Ford, N., Chen, S.Y. Individual differences, hypermedia navigation and learning:an empirical study // Journal of educational multimedia and hypermedia. – 2000. Vol. 19. - № 4. - P. 281-312.213. Furnham, A., Marks, J. Tolerance of Ambiguity: A review of Recent Literature //Psychology. – 2013. – Vol. 4(9). - P.