- Ø "We need to be far more nuanced when we talk about the effects of video games."Ø Multi-level, confusing results has stemmed from the fact that 20th-Century video gaming research often failed to distinguish between game genres. Studies lumped together the different brain processes involved when racing cars, shooting baddies, street fighting, and completing puzzles. But with the benefit of hindsight, researchers now recognize they hold only limited insights into the impacts of video games.Ø "The big difference was action video gamers are better at ignoring irrelevant, distracting visual information, and so made better decisions," she says.Ø Gamers and non-gamers were equally able to focus their attention on the target sequences, but the gamers performed better and had quicker reaction times.
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Useful links
Dr. Daphne Bavelier- http://liftconference.com/people/dr-daphne-bavelier Don't miss the interview! - Was there any gender bias? Dec/2012
Dr. C. Shawn Green - http://sharpbrains.com/blog/2012/05/21/dr-c-shawn-green-on-training-conditions-for-video-games-to-result-in-real-brain-based-benefits/ Find here more relevant studies. http://www.wsj.com/articles/SB10001424052970203458604577263273943183932.
Video Games and Violent Behavior-http://latestvideogamess.blogspot.com/2014/11/videogames.html
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B Douglas Gentile says . .. . .
B Douglas Gentile at Iowa State University, US, agrees. "Game research has tended to get sucked down into a black hole of people yelling at each other, saying either games are good or games are bad," says Gentile, who studies the effects of video games on physiology and behavior. "I think we are starting to move beyond this inappropriately simplistic idea to see games can be powerful teachers that we can harness.
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Drs. Bavelier and Green continued . . .
She was designing a test to probe the effects of congenital deafness on visual attention, and while trialing it a young researcher in her department, Shawn Green, and his friends repeatedly scored far higher than expected.
Eventually they realized their exceptional performance could be traced to their fondness for the action games Counter-Strike and Team Fortress.
Bavelier and Green hypothesized that this type of game had distinct effects on the brain because achieving a high score requires players to react quickly, while processing information in their peripheral vision, multi-tasking, making predictions and processing the constant player feedback
In research published in 2003, they used a series of visual puzzles to demonstrate that individuals who played action games at least four days per week for a minimum of one hour per day were better than non-gamers at rapidly processing complex information, estimating numbers of objects, controlling where their attention was focused spatially, and switching rapidly between tasks.
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