ArticleImaging neuroscience (Cambridge, Mass.)
Gamer in the scanner: Event-related analysis of fMRI activity during retro videogame play guided by automated annotations of game content.
Article in Imaging neuroscience (Cambridge, Mass.). The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
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1 citing paper in PubMed.
- Behavioral imitation with artificial neural networks leads to personalized models of brain dynamics during videogame play.Imaging neuroscience (Cambridge, Mass.)Article
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9 authors.
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Abstract
In recent years, videogames have gathered interest in cognitive neuroscience for their potential to study cognition in dynamical and naturalistic contexts. Yet, the complexity of game environments often challenges traditional modeling approaches, and current annotation methods-typically manual or based on modified games-remain labor-intensive and limited in scope. Here, we introduce a flexible and scalable framework using the gym-retro Python library to emulate a classic action-platformer,
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