Class information for: |
Basic class information |
Class id | #P | Avg. number of references |
Database coverage of references |
---|---|---|---|
21949 | 399 | 41.4 | 59% |
Hierarchy of classes |
The table includes all classes above and classes immediately below the current class. |
Cluster id | Level | Cluster label | #P |
---|---|---|---|
1 | 4 | ECONOMICS//EDUCATION & EDUCATIONAL RESEARCH//PSYCHOL | 3876184 |
334 | 3 | PHYSICAL ACTIVITY//EXERCISE//JOURNAL OF PHYSICAL ACTIVITY & HEALTH | 37689 |
1168 | 2 | VIDEO GAMES//PHYSICAL ACTIVITY//TELEVISION | 9364 |
21949 | 1 | ACTION VIDEO GAMES//VIDEO GAMES//VIDEO GAME TRAINING | 399 |
Terms with highest relevance score |
rank | Term | termType | Chi square | Shr. of publ. in class containing term |
Class's shr. of term's tot. occurrences |
#P with term in class |
---|---|---|---|---|---|---|
1 | ACTION VIDEO GAMES | authKW | 1224454 | 5% | 80% | 20 |
2 | VIDEO GAMES | authKW | 439933 | 20% | 7% | 78 |
3 | VIDEO GAME TRAINING | authKW | 318869 | 1% | 83% | 5 |
4 | SPACE FORTRESS | authKW | 172189 | 1% | 75% | 3 |
5 | ACTION VIDEO GAMING | authKW | 153058 | 1% | 100% | 2 |
6 | DRIVING GAME | authKW | 153058 | 1% | 100% | 2 |
7 | EXPERT NOVICE PERFORMANCE | authKW | 153058 | 1% | 100% | 2 |
8 | NON ACTION VIDEO GAMES | authKW | 153058 | 1% | 100% | 2 |
9 | TECHNOL AGING | address | 102037 | 1% | 67% | 2 |
10 | VIDEO GAME PLAYERS | authKW | 102037 | 1% | 67% | 2 |
Web of Science journal categories |
Rank | Term | Chi square | Shr. of publ. in class containing term |
Class's shr. of term's tot. occurrences |
#P with term in class |
---|---|---|---|---|---|
1 | Psychology, Experimental | 10113 | 35% | 0% | 138 |
2 | Ergonomics | 2520 | 8% | 0% | 30 |
3 | Psychology | 2226 | 17% | 0% | 67 |
4 | Psychology, Multidisciplinary | 2148 | 17% | 0% | 68 |
5 | Psychology, Applied | 1408 | 10% | 0% | 38 |
6 | Engineering, Industrial | 445 | 6% | 0% | 24 |
7 | Computer Science, Cybernetics | 327 | 3% | 0% | 11 |
8 | Psychology, Developmental | 322 | 5% | 0% | 21 |
9 | Behavioral Sciences | 293 | 7% | 0% | 26 |
10 | Communication | 289 | 4% | 0% | 14 |
Address terms |
Rank | Term | Chi square | Shr. of publ. in class containing term |
Class's shr. of term's tot. occurrences |
#P with term in class |
---|---|---|---|---|---|
1 | TECHNOL AGING | 102037 | 1% | 67% | 2 |
2 | VIRTUAL ENVIRONM V | 102037 | 1% | 67% | 2 |
3 | AGING NEURODEGENERAT DIS GRP | 76529 | 0% | 100% | 1 |
4 | ARMSTRONG HUMAN OURCES DIRECTORATE | 76529 | 0% | 100% | 1 |
5 | ASSOC INNOVAT ALZHEIMER | 76529 | 0% | 100% | 1 |
6 | ELSC BRAIN | 76529 | 0% | 100% | 1 |
7 | ELSC BRAIN SCI | 76529 | 0% | 100% | 1 |
8 | ESPE ALSACE | 76529 | 0% | 100% | 1 |
9 | FRONTIER INTERDISCPLINAIY SCI ERIS | 76529 | 0% | 100% | 1 |
10 | GAME SYST INTERACT | 76529 | 0% | 100% | 1 |
Journals |
Rank | Term | Chi square | Shr. of publ. in class containing term |
Class's shr. of term's tot. occurrences |
#P with term in class |
---|---|---|---|---|---|
1 | ACTA PSYCHOLOGICA | 22577 | 7% | 1% | 28 |
2 | HUMAN FACTORS | 16455 | 6% | 1% | 22 |
3 | GAMES AND CULTURE | 14800 | 2% | 3% | 6 |
4 | ATTENTION PERCEPTION & PSYCHOPHYSICS | 9959 | 4% | 1% | 14 |
5 | COMPUTERS IN HUMAN BEHAVIOR | 9698 | 6% | 1% | 24 |
6 | GAMES FOR HEALTH JOURNAL | 7493 | 1% | 2% | 5 |
7 | JOURNAL OF EXPERIMENTAL PSYCHOLOGY-APPLIED | 6767 | 2% | 1% | 7 |
8 | CHILD DEVELOPMENT PERSPECTIVES | 2894 | 1% | 1% | 4 |
9 | FRONTIERS IN PSYCHOLOGY | 2791 | 4% | 0% | 16 |
10 | BEHAVIOR RESEARCH METHODS INSTRUMENTS & COMPUTERS | 2740 | 2% | 0% | 8 |
Author Key Words |
Rank | Term | Chi square | Shr. of publ. in class containing term |
Class's shr. of term's tot. occurrences |
#P with term in class |
LCSH search | Wikipedia search |
---|---|---|---|---|---|---|---|
1 | ACTION VIDEO GAMES | 1224454 | 5% | 80% | 20 | Search ACTION+VIDEO+GAMES | Search ACTION+VIDEO+GAMES |
2 | VIDEO GAMES | 439933 | 20% | 7% | 78 | Search VIDEO+GAMES | Search VIDEO+GAMES |
3 | VIDEO GAME TRAINING | 318869 | 1% | 83% | 5 | Search VIDEO+GAME+TRAINING | Search VIDEO+GAME+TRAINING |
4 | SPACE FORTRESS | 172189 | 1% | 75% | 3 | Search SPACE+FORTRESS | Search SPACE+FORTRESS |
5 | ACTION VIDEO GAMING | 153058 | 1% | 100% | 2 | Search ACTION+VIDEO+GAMING | Search ACTION+VIDEO+GAMING |
6 | DRIVING GAME | 153058 | 1% | 100% | 2 | Search DRIVING+GAME | Search DRIVING+GAME |
7 | EXPERT NOVICE PERFORMANCE | 153058 | 1% | 100% | 2 | Search EXPERT+NOVICE+PERFORMANCE | Search EXPERT+NOVICE+PERFORMANCE |
8 | NON ACTION VIDEO GAMES | 153058 | 1% | 100% | 2 | Search NON+ACTION+VIDEO+GAMES | Search NON+ACTION+VIDEO+GAMES |
9 | VIDEO GAME PLAYERS | 102037 | 1% | 67% | 2 | Search VIDEO+GAME+PLAYERS | Search VIDEO+GAME+PLAYERS |
10 | ACTION GAMING | 76529 | 0% | 100% | 1 | Search ACTION+GAMING | Search ACTION+GAMING |
Core articles |
The table includes core articles in the class. The following variables is taken into account for the relevance score of an article in a cluster c: (1) Number of references referring to publications in the class. (2) Share of total number of active references referring to publications in the class. (3) Age of the article. New articles get higher score than old articles. (4) Citation rate, normalized to year. |
Rank | Reference | # ref. in cl. |
Shr. of ref. in cl. |
Citations |
---|---|---|---|---|
1 | POWERS, KL , BROOKS, PJ , ALDRICH, NJ , PALLADINO, MA , ALFIERI, L , (2013) EFFECTS OF VIDEO-GAME PLAY ON INFORMATION PROCESSING: A META-ANALYTIC INVESTIGATION.PSYCHONOMIC BULLETIN & REVIEW. VOL. 20. ISSUE 6. P. 1055-1079 | 55 | 47% | 34 |
2 | LATHAM, AJ , PATSTON, LLM , TIPPETT, LJ , (2013) THE VIRTUAL BRAIN: 30 YEARS OF VIDEO-GAME PLAY AND COGNITIVE ABILITIES.FRONTIERS IN PSYCHOLOGY. VOL. 4. ISSUE . P. - | 38 | 73% | 11 |
3 | CARDOSO-LEITE, P , KLUDT, R , VIGNOLA, G , MA, WJ , GREEN, CS , BAVELIER, D , (2016) TECHNOLOGY CONSUMPTION AND COGNITIVE CONTROL: CONTRASTING ACTION VIDEO GAME EXPERIENCE WITH MEDIA MULTITASKING.ATTENTION PERCEPTION & PSYCHOPHYSICS. VOL. 78. ISSUE 1. P. 218 -241 | 41 | 58% | 1 |
4 | MACK, DJ , WIESMANN, H , ILG, UJ , (2016) VIDEO GAME PLAYERS SHOW HIGHER PERFORMANCE BUT NO DIFFERENCE IN SPEED OF ATTENTION SHIFTS.ACTA PSYCHOLOGICA. VOL. 169. ISSUE . P. 11 -19 | 35 | 63% | 2 |
5 | CHISHOLM, JD , KINGSTONE, A , (2015) ACTION VIDEO GAMES AND IMPROVED ATTENTIONAL CONTROL: DISENTANGLING SELECTION- AND RESPONSE-BASED PROCESSES.PSYCHONOMIC BULLETIN & REVIEW. VOL. 22. ISSUE 5. P. 1430 -1436 | 30 | 77% | 2 |
6 | BOOT, WR , BLAKELY, DP , SIMONS, DJ , (2011) DO ACTION VIDEO GAMES IMPROVE PERCEPTION AND COGNITION?.FRONTIERS IN PSYCHOLOGY. VOL. 2. ISSUE . P. - | 23 | 79% | 121 |
7 | APPELBAUM, LG , CAIN, MS , DARLING, EF , MITROFF, SR , (2013) ACTION VIDEO GAME PLAYING IS ASSOCIATED WITH IMPROVED VISUAL SENSITIVITY, BUT NOT ALTERATIONS IN VISUAL SENSORY MEMORY.ATTENTION PERCEPTION & PSYCHOPHYSICS. VOL. 75. ISSUE 6. P. 1161-1167 | 32 | 67% | 11 |
8 | DOBROWOLSKI, P , HANUSZ, K , SOBCZYK, B , SKORKO, M , WIATROW, A , (2015) COGNITIVE ENHANCEMENT IN VIDEO GAME PLAYERS: THE ROLE OF VIDEO GAME GENRE.COMPUTERS IN HUMAN BEHAVIOR. VOL. 44. ISSUE . P. 59 -63 | 22 | 79% | 12 |
9 | SOBCZYK, B , DOBROWOLSKI, P , SKORKO, M , MICHALAK, J , BRZEZICKA, A , (2015) ISSUES AND ADVANCES IN RESEARCH METHODS ON VIDEO GAMES AND COGNITIVE ABILITIES.FRONTIERS IN PSYCHOLOGY. VOL. 6. ISSUE . P. - | 25 | 83% | 0 |
10 | WANG, P , LIU, HH , ZHU, XT , MENG, T , LI, HJ , ZUO, XN , (2016) ACTION VIDEO GAME TRAINING FOR HEALTHY ADULTS: A META-ANALYTIC STUDY.FRONTIERS IN PSYCHOLOGY. VOL. 7. ISSUE . P. - | 42 | 48% | 0 |
Classes with closest relation at Level 1 |