Daphne Bavelier
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Professor and cognitive neuroscientist
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Why Is Daphne Bavelier Influential?
(Suggest an Edit or Addition)According to Wikipedia, Daphné Bavelier is a French cognitive neuroscientist specialized in brain plasticity and learning. She is full Professor at the University of Geneva in the Faculty of Psychology and Educational Sciences. She heads the Brain and Learning lab at Campus Biotech in Geneva, Switzerland.
Daphne Bavelier's Published Works
Published Works
- Action video game modifies visual selective attention (2003) (2362)
- Cross-modal plasticity: where and how? (2002) (912)
- Action-Video-Game Experience Alters the Spatial Resolution of Vision (2007) (842)
- Effect of action video games on the spatial distribution of visuospatial attention. (2006) (676)
- Exercising your brain: a review of human brain plasticity and training-induced learning. (2008) (609)
- Enumeration versus multiple object tracking: the case of action video game players (2006) (562)
- Removing Brakes on Adult Brain Plasticity: From Molecular to Behavioral Interventions (2010) (527)
- Cerebral organization for language in deaf and hearing subjects: biological constraints and effects of experience. (1998) (508)
- Learning, Attentional Control, and Action Video Games (2012) (507)
- Increasing Speed of Processing With Action Video Games (2009) (464)
- Brain plasticity through the life span: learning to learn and action video games. (2012) (443)
- The development of attention skills in action video game players (2009) (438)
- Do deaf individuals see better? (2006) (437)
- Enhancing the contrast sensitivity function through action video game training (2009) (425)
- Meta-Analysis of Action Video Game Impact on Perceptual, Attentional, and Cognitive Skills (2018) (376)
- Visual Attention to the Periphery Is Enhanced in Congenitally Deaf Individuals (2000) (339)
- Improved Probabilistic Inference as a General Learning Mechanism with Action Video Games (2010) (320)
- Impact of Early Deafness and Early Exposure to Sign Language on the Cerebral Organization for Motion Processing (2001) (280)
- Changes in the Spatial Distribution of Visual Attention after Early Deafness (2002) (267)
- Brains on video games (2011) (266)
- Stereopsis and amblyopia: A mini-review (2015) (254)
- Neural bases of selective attention in action video game players (2012) (245)
- Video games as a tool to train visual skills. (2008) (237)
- The role of selective attention on academic foundations: A cognitive neuroscience perspective (2012) (223)
- Components of visual prior entry (2003) (203)
- A critical period for right hemisphere recruitment in American Sign Language processing (2002) (199)
- Differential development of visual attention skills in school-age children (2010) (196)
- Neural Basis of Superior Performance of Action Videogame Players in an Attention-Demanding Task (2011) (195)
- The effect of action video game experience on task-switching (2012) (189)
- The neural correlates of statistical learning in a word segmentation task: An fMRI study (2013) (177)
- Sentence Reading: A Functional MRI Study at 4 Tesla (1997) (175)
- Human brain plasticity: evidence from sensory deprivation and altered language experience. (2002) (175)
- Perceptual Learning During Action Video Game Playing (2010) (173)
- Children, Wired: For Better and for Worse (2010) (165)
- Multisensory spatial representations in eye-centered coordinates for reaching (2002) (164)
- Auditory lexical decision, categorical perception, and FM direction discrimination differentially engage left and right auditory cortex (2004) (160)
- Action video game play facilitates the development of better perceptual templates (2014) (155)
- Critical thinking about critical periods: Perspectives on a critical period for language acquisition. (2001) (151)
- Is Visual Selective Attention in Deaf Individuals Enhanced or Deficient? The Case of the Useful Field of View (2009) (149)
- A dichoptic custom-made action video game as a treatment for adult amblyopia (2015) (139)
- Short-term memory span: insights from sign language (2004) (138)
- Video game training to improve selective visual attention in older adults (2013) (137)
- Stretching the limits of visual attention: the case of action video games. (2011) (133)
- Reducing backward masking through action game training. (2010) (132)
- Internet Gaming Disorder in Children and Adolescents (2017) (131)
- Improving Methodological Standards in Behavioral Interventions for Cognitive Enhancement (2019) (130)
- Changes in search rate but not in the dynamics of exogenous attention in action videogame players (2011) (127)
- Neural organization and plasticity of language (1998) (123)
- Which aspects of visual attention are changed by deafness? The case of the Attentional Network Test (2007) (123)
- Influence of reward motivation on human declarative memory (2016) (117)
- Experience-Dependent Perceptual Grouping and Object-Based Attention (2002) (114)
- Action video game training for cognitive enhancement (2015) (109)
- Memory abilities in action video game players (2014) (104)
- Repetition blindness between visually different items: the case of pictures and words (1994) (95)
- Brain training: Games to do you good (2013) (95)
- Enhancing Attentional Control: Lessons from Action Video Games (2019) (89)
- Hemispheric specialization for English and ASL: left invariance‐right variability (1998) (88)
- Attentional enhancements and deficits in deaf populations: an integrative review. (2010) (82)
- Video Games: Play That Can Do Serious Good. (2014) (82)
- Recovering stereo vision by squashing virtual bugs in a virtual reality environment (2016) (79)
- Motion velocity thresholds in deaf signers: changes in lateralization but not in overall sensitivity. (2004) (74)
- Video game play, attention, and learning: how to shape the development of attention and influence learning? (2014) (73)
- Technology consumption and cognitive control: Contrasting action video game experience with media multitasking (2015) (73)
- Dissociating neural subsystems for grammar by contrasting word order and inflection (2010) (67)
- Visual Attention in Deaf Children and Adults: Implications for Learning Environments (2008) (67)
- Visual and phonological codes in repetition blindness (1992) (66)
- Mechanisms of recovery of visual function in adult amblyopia through a tailored action video game (2015) (63)
- I see where you're hearing: how cross-modal plasticity may exploit homologous brain structures (2010) (59)
- Brain and Language a Perspective from Sign Language (1998) (58)
- Visual and phonological codes in repetition blindness. (1992) (58)
- Neural systems supporting linguistic structure, linguistic experience, and symbolic communication in sign language and gesture (2015) (57)
- Specificity and Plasticity in Neurocognitive Development in Humans (2008) (57)
- The effect of action video game playing on sensorimotor learning: Evidence from a movement tracking task. (2014) (56)
- An action video game for the treatment of amblyopia in children: A feasibility study (2018) (55)
- Neural correlates of partial lexical activation (2008) (54)
- The contribution of phonological knowledge, memory, and language background to reading comprehension in deaf populations (2015) (53)
- Ordered short-term memory differs in signers and speakers: Implications for models of short-term memory (2008) (52)
- Playing Some Video Games but Not Others Is Related to Cognitive Abilities: A Critique of Unsworth et al. (2015) (2017) (51)
- Cognitive Development: Gaming Your Way Out of Dyslexia? (2013) (47)
- Persistent Difference in Short-Term Memory Span Between Sign and Speech (2006) (44)
- Visual Skills and Cross‐Modal Plasticity in Deaf Readers (2008) (41)
- Prosodic and narrative processing in American Sign Language: An fMRI study (2010) (41)
- A new look at the cognitive neuroscience of video game play (2020) (41)
- Encoding, rehearsal, and recall in signers and speakers: shared network but differential engagement. (2008) (41)
- The cortical organization of audio-visual sentence comprehension: an fMRI study at 4 Tesla. (2004) (41)
- On the impact of new technologies on multitasking (2015) (39)
- Interplay between morphology and frequency in lexical access: The case of the base frequency effect (2011) (38)
- Positive and negative compatibility effects (2000) (37)
- Repetition blindness between words: Nature of the orthographic and phonological representations involved. (1994) (37)
- Neural bases of enhanced attentional control: Lessons from action video game players (2018) (36)
- Transient emotional events and individual affective traits affect emotion recognition in a perceptual decision-making task (2017) (34)
- Visual constructive and visual-motor skills in deaf native signers. (2007) (33)
- Altering perception: the case of action video gaming. (2019) (33)
- Neural Correlates of Enhanced Visual Attentional Control in Action Video Game Players: An Event-Related Potential Study (2019) (32)
- The Brain-Boosting Power of Video Games. (2016) (32)
- Action game play as a tool to enhance perception, attention and cognition. (2011) (31)
- Reproducing American Sign Language sentences: cognitive scaffolding in working memory (2014) (31)
- Deafness and visual enumeration: Not all aspects of attention are modified by deafness (2007) (29)
- Playing video games enhances visual attention in children (2004) (29)
- Play, attention, and learning: How do play and timing shape the development of attention and influence classroom learning? (2013) (28)
- How to Assess Gaming-Induced Benefits on Attention and Working Memory. (2012) (25)
- Visual Attention in Deaf Humans: A Neuroplasticity Perspective (2013) (25)
- Computer and Videogame Interventions for Older Adults' Cognitive and Everyday Functioning. (2019) (24)
- Reflexive gaze orienting induces the line-motion illusion (2002) (23)
- Repetition blindness between words : Nature of the orthographic and phonological representations involved BAVELIER (23)
- Short-term memory stages in sign vs. speech: The source of the serial span discrepancy (2011) (21)
- Working Memory, Deafness, and Sign Language (2010) (21)
- Routes to short-term memory indexing: Lessons from deaf native users of American Sign Language (2012) (20)
- Expertise and generalization: lessons from action video games (2018) (20)
- Action Video-Game Training and Its Effects on Perception and Attentional Control (2016) (19)
- Internet use in old age predicts smaller cognitive decline only in men (2020) (18)
- Cognitive abilities of action video game and role-playing video game players: Data from a massive open online course. (2020) (18)
- Methods to test visual attention online. (2015) (18)
- The prevalence and diagnosis of ‘stereoblindness’ in adults less than 60 years of age: a best evidence synthesis (2019) (18)
- American sign language - Sentence reproduction test: Development & implications (2006) (16)
- Binocular non-stereoscopic cues can deceive clinical tests of stereopsis (2019) (15)
- The absolute disparity anomaly and the mechanism of relative disparities (2016) (15)
- Response from Corina, Neville and Bavelier (1998) (14)
- A Dynamical Model of Priming and Repetition Blindness (1992) (14)
- Video games as rich environments to foster brain plasticity. (2020) (14)
- Action video game play facilitates “learning to learn” (2021) (12)
- Paying Attention to Neurons with Discriminating Taste (2007) (12)
- Neural networks mediating sentence reading in the deaf (2014) (12)
- Cognitive and Behavioral Correlates of Achievement in a Complex Multi-Player Video Game (2019) (11)
- Effects of video game playing on visual functions (2004) (10)
- Effects of auditory and visual deprivation on human brain development (2001) (10)
- The Impact of Action Video Game Training on Mathematical Abilities in Adults (2017) (10)
- Visual Function and Cortical Organization in Carriers of Blue Cone Monochromacy (2010) (9)
- Speed-accuracy tradeoffs in cognitive tasks in action game players (2010) (9)
- Enhancing reading skills through a video game mixing action mechanics and cognitive training (2022) (9)
- Emotion perception in habitual players of action video games. (2020) (8)
- Temporal resolution of visual processing in action video game players (2010) (8)
- Sentence reading: an fmri study at 4t (1996) (7)
- Dressmakers show enhanced stereoscopic vision (2017) (7)
- Does action video game play really enhance the number of items that can be simultaneously attended (2004) (6)
- Phonological repetition blindness. (1992) (6)
- A mouse model for too much TV? (2012) (6)
- Rethinking human enhancement as collective welfarism (2019) (6)
- Altering the rate of visual search through experience: The case of action video game players (2010) (6)
- Video Games as a Tool to Train Cognitive Skills (2006) (6)
- Action Video Games (2020) (6)
- Comparing dichoptic action video game play to patching in adults with amblyopia. (2014) (5)
- Assessing the Impact of Expectations in Cognitive Training and Beyond (2021) (5)
- Brain Plasticity: Paradoxical Case of a Neurodegenerative Disease? (2012) (5)
- Action video game playing alters early visual processing (2007) (5)
- Unraveling the Developmental Dynamic of Visual Exploration of Social Interactions in Autism (2020) (4)
- Action video games playing improves learning to learn in perceptual learning (2012) (4)
- Evidence for action video game induced ‘learning to learn’ in a perceptual decision-making task (2012) (4)
- Reward-enhanced encoding improves relearning of forgotten associations (2018) (4)
- Recovery of stereopsis in adults through training in a virtual reality task (2012) (4)
- Video Game Design for Learning to Learn (2022) (3)
- Learning to see in stereo (2009) (3)
- Neuron Perspective Children , Wired : For Better and for Worse (2010) (3)
- Digital Game Features and Play Contexts (2016) (3)
- Action Video Games as a Treatment of Amblyopia in Children: A Pilot Study of a novel, child-friendly action game (2014) (3)
- Playing action video games leads to better perceptual templates (2010) (2)
- “Learning to learn” as a new path for learning generalization in working memory: the case of action video game play (2020) (2)
- Action videogame playing improves Bayesian inference for perceptual decision-making (2010) (2)
- Fundamental Questions Surrounding Efforts to Improve Cognitive Function Through Video Game Training (2019) (2)
- Prior Reward Conditioning Dampens Hippocampal and Striatal Responses during an Associative Memory Task (2020) (2)
- A mixture of generative models strategy helps humans generalize across tasks (2021) (2)
- Media use, attention, mental health and academic performance among 8 to 12 year old children (2020) (2)
- Components of visual prior entry q (2003) (2)
- Functional Magnetic Resonance Imaging (2005) (2)
- Training of Number Sense Transfers Broadly (2013) (2)
- Neuroscience: Browsing and the brain (2011) (2)
- Action Video Games in the Spotlight: The Case of Attentional Control (2015) (2)
- Erratum to: Technology consumption and cognitive control: Contrasting action video game experience with media multitasking (2015) (2)
- Effects of Age of Acquisition on Cortical Organization for American Sign Language: an fMRI Study. (1998) (2)
- The Indirect Role of Executive Functions on the Relationship between Cardiorespiratory Fitness and School Grades (2021) (2)
- Technology consumption and cognitive control: Contrasting action video game experience with media multitasking (2015) (2)
- Enhanced Attentional Control of Binocular Rivalry in Action Video Game Players (2012) (2)
- Recovering stereo vision by squashing virtual bugs in a VR environment. (2016) (2)
- Author Correction: Action video game play facilitates “learning to learn” (2021) (2)
- The effect of action video game playing on the useful field of view (2004) (1)
- Effects of action video game play on cognitive skills: A meta-analysis. (2023) (1)
- Video game based learning: there is more than meets the eye (2009) (1)
- A Novel Active Game Therapy For Visual Recovery in Adult Amblyopia (2012) (1)
- Dressmakers show enhanced stereoscopic vision (2017) (1)
- Speeding up Learning: Action Video Games and Perceptual Learning (2013) (1)
- The link between competitive personality, aggressive and altruistic behaviors in action video game players (2019) (1)
- Correction: Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills [Psychological Bulletin, 144, 1, (2018), (77-110)] Doi: 10.1037/bul0000130 (2018) (1)
- Digital media and cognitive development (2020) (1)
- Attentional modulation as a mechanism for enhanced facial emotion discrimination: The case of action video game players (2023) (1)
- Corrigendum to “Enumeration versus object tracking: Insights from video game players.” [Cognition 101 (2006) 217–245] (2020) (1)
- UPDATE-Comment-Response-What's right about the neural organization of sign language? A perspective on recent neuroimaging results (1998) (0)
- Acknowledgment of Reviewers 2013 (2013) (0)
- Processing of American sign language and English in native deaf signers: An fMRI study at 4T (1996) (0)
- Acknowledgement of Reviewers (2003) (0)
- Chapter 2 Play Based Learning In Early Childhood Education (2021) (0)
- Individual differences in the acquisition of non-linguistic audio-visual associations in 5 year-olds. (2019) (0)
- Acknowledgment (2009) (0)
- Reward-enhanced encoding improves relearning of forgotten associations (2018) (0)
- Unraveling the link between media multitasking and attention across three samples. (2023) (0)
- Psychology of Popular Media Culture Cognitive Abilities of Action Video Game and Role-Playing Video Game Players : Data From a Massive Open Online Course (0)
- Drift diffusion models of perceptual learning indicate long-term improvements in sensitivity and short-term fluctuations in caution. (2022) (0)
- Emotion perception in habitual players of action video games (2018) (0)
- Contents of Volume 107, August–December 2010 (2010) (0)
- What’s Feedback Got To Do With It? Examining Learning Rate and Generalization in Cross-scene Statistical Learning With and Without Feedback (2013) (0)
- NEURAL CORRELATES OF LANGUAGE LEARNING IN EXCEPTIONAL CIRCUMSTANCES: AN EVENT-RELATED POTENTIAL STUDY (2013) (0)
- Effects of video game playing on visual processing across space (2005) (0)
- Brain and Language: Minireview a Perspective from Sign Language (1998) (0)
- Training cognition with video games (2021) (0)
- Thanks to our guest reviewers (1991) (0)
- Playing action video games enhance visual sensitivity (2010) (0)
- 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 (2022) (0)
- An Evaluation of the Effects of a Novel Game Therapy and Conventional Patching Treatment for Adult Amblyopia: A Preliminary Report (2013) (0)
- Assessing the Impact of Expectations in Cognitive Training and Beyond (2021) (0)
- Cognitive Development : Gaming Your video games can be justified as an Way Out of Dyslexia ? (2013) (0)
- When video game playing expands your mind's eye (2010) (0)
- Phonological and episodic buffer contribution to short-term memory in deaf signers (2009) (0)
- Exogenous cueing and visual latency: attention, response bias or sensory facilitation? (2010) (0)
- Leveraging video games to promote brain plasticity and learning ” (2019) (0)
- The eRDS v6 Stereotest and the Vivid Vision Stereo Test: Two New Tests of Stereoscopic Vision (2023) (0)
- The Cambridge Handbook of Applied Perception Research: Probing Plasticity of Attention and Working Memory Processes Induced by Video Game Play (2017) (0)
- Action Video Game Training and Its Effects on Perception and Attentional Control (2020) (0)
- The DiSCoVeR trial – first look at patient training and their expectations regarding a new, innovative treatment (2022) (0)
- Processing Incomprehensible Linguistic Stimuli: Does Your Brain Care ?, You Bet ! (1998) (0)
- Perceptual Templates Improvement through Action Video Game Playing and Comparison to Perceptual Learning (2011) (0)
- Acknowledgment of Reviewers, 2019 (2019) (0)
- A dichoptic action videogame improves the resolution of the amblyopic eye during binocular game play. (2014) (0)
- The prevalence and diagnosis of “stereoblindness”: A best evidence synthesis (2019) (0)
- Author Correction: Enhancing reading skills through a video game mixing action mechanics and cognitive training (2022) (0)
- Computer vision based algorithm to support correct electrode placement for home-based non-invasive electric brain stimulation (2023) (0)
- Reducing task switch cost with action video games (2011) (0)
- Ever Wondered What Playing Video Games Does to Your Brain? (2013) (0)
- Erratum to: Technology consumption and cognitive control: Contrasting action video game experience with media multitasking (2015) (0)
- Children , wired : for better and for worse BAVELIER , Daphné , GREEN , (2018) (0)
- Enhancing reading skills through a video game mixing action mechanics and cognitive training (2022) (0)
- Evidence of target enhancement and distractor suppression in early visual areas (2023) (0)
- Stereoscopic depth from absolute and relative disparities (2014) (0)
- Internet use in old age predicts smaller cognitive decline only in men (2020) (0)
- Distraction and media use: not all media usage is created equal (2012) (0)
- Binocular non-stereoscopic cues can deceive clinical tests of stereopsis (2019) (0)
- Video Games and Higher Cognition (2021) (0)
- Reviewer List for 2007 (2007) (0)
- Ability to task-switch in action video game players (2010) (0)
- Improving Methodological Standards in Behavioral Interventions for Cognitive Enhancement (2019) (0)
- Author Correction: Enhancing reading skills through a video game mixing action mechanics and cognitive training (2022) (0)
- Rethinking human enhancement as collective welfarism (2019) (0)
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