日期:
2020 年 — 2026 年
2020
2021
2022
2023
2024
2025
2026
影响因子:

Patterns of genetic admixture reveal similar rates of borrowing across diverse scenarios of language contact

基因混合模式显示,在不同的语言接触情境下,语言借用率相似。

Graff, Anna; Blasi, Damián E; Ringen, Erik J; Bajić, Vladimir; Bavelier, Daphné; Shimizu, Kentaro K; Pakendorf, Brigitte; Barbieri, Chiara; Bickel, Balthasar

Learning and Transfer: A Perspective From Action Video Game Play

学习与迁移:来自动作类电子游戏的视角

Bavelier, Daphne; Green, C Shawn

Impaired audio-visual associations in dyslexia: evidence beyond linguistic processing

阅读障碍患者的视听联想受损:语言处理之外的证据

Pasqualotto, Angela; Cochrane, Aaron; Venuti, Paola; Bavelier, Daphne; Altarelli, Irene

Unraveling the developmental dynamic of visual exploration of social interactions in autism

揭示自闭症儿童在社交互动中视觉探索的发展动态

Kojovic, Nada; Cekic, Sezen; Castañón, Santiago Herce; Franchini, Martina; Sperdin, Holger Franz; Sandini, Corrado; Jan, Reem Kais; Zöller, Daniela; Ben Hadid, Lylia; Bavelier, Daphné; Schaer, Marie

A video-game-based method to induce states of high and low flow

一种基于电子游戏的诱导高低流量状态的方法

Joessel, Freya; Pichon, Swann; Bavelier, Daphne

Evaluating the effect of action-like video game play and of casual video game play on anxiety in adolescents with elevated anxiety: protocol for a multi-center, parallel group, assessor-blind, randomized controlled trial

评估动作类电子游戏和休闲类电子游戏对焦虑程度较高的青少年焦虑的影响:一项多中心、平行组、评估者盲法、随机对照试验方案

Gradi, Naïma; Chopin, Adrien; Bavelier, Daphné; Shechner, Tomer; Pichon, Swann

Correction: Evaluating the effect of action-like video game play and of casual video game play on anxiety in adolescents with elevated anxiety: protocol for a multi-center, parallel group, assessor-blind, randomized controlled trial

更正:评估动作类电子游戏和休闲类电子游戏对焦虑程度较高的青少年焦虑的影响:一项多中心、平行组、评估者盲法、随机对照试验方案

Gradi, Naïma; Chopin, Adrien; Bavelier, Daphné; Shechner, Tomer; Pichon, Swann

Examining the synergistic effects of a cognitive control video game and a home-based, self-administered non-invasive brain stimulation on alleviating depression: the DiSCoVeR trial protocol

探讨认知控制视频游戏与居家式自我管理非侵入性脑刺激对缓解抑郁症的协同作用:DiSCoVeR试验方案

Dechantsreiter, Esther; Padberg, Frank; Morash, Alon; Kumpf, Ulrike; Nguyen, Arthur; Menestrina, Zeno; Windel, Fabienne; Burkhardt, Gerrit; Goerigk, Stephan; Morishita, Takuya; Soldini, Aldo; Ahissar, Shira; Cohen, Tamar; Pasqualotto, Angela; Rubene, Linda; Konosonoka, Liene; Keeser, Daniel; Zill, Peter; Assi, Razan; Gardier, Rémy; Viñals, Roser; Thiran, Jean-Philippe; Segman, Ronen; Benjamini, Yuval; Bonne, Omer; Hummel, Friedhelm Christoph; Bavelier, Daphne; Rancans, Elmars; Nahum, Mor

Multiple timescales of learning indicated by changes in evidence-accumulation processes during perceptual decision-making

感知决策过程中证据积累过程的变化表明存在多种学习时间尺度

Cochrane, Aaron; Sims, Chris R; Bejjanki, Vikranth R; Green, C Shawn; Bavelier, Daphne

Attentional modulation as a mechanism for enhanced facial emotion discrimination: The case of action video game players

注意力调节作为增强面部情绪识别能力的机制:以动作类电子游戏玩家为例

Ciobanu, Alina; Shibata, Kengo; Ali, Lna; Rioja, Kenneth; Andersen, Søren K; Bavelier, Daphne; Bediou, Benoit