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| (clockwise from top left) Rockstar Games; Take -Two; Blizzard Entertainment; Activision; Electronic Arts; Blizzard Entertainment; Eli Meir Kaplan for the Wall Street Journal (cyclist) | 
Hours of Intense Play Change the Adult Brain; Better Multitasking, Decision-Making and Even Creativity
WSJ, March 6, 2012
Videogames can change a person's brain and, as researchers are finding, often 
that change is for the better. 
A growing body of university research suggests that gaming improves 
creativity, decision-making and perception. The specific benefits are wide 
ranging, from improved hand-eye coordination in surgeons to vision changes that 
boost night driving ability.
People who played action-based video and computer games made decisions 25% 
faster than others without sacrificing accuracy, according to a study. Indeed, 
the most adept gamers can make choices and act on them up to six times a 
second—four times faster than most people, other researchers found. Moreover, 
practiced game players can pay attention to more than six things at once without 
getting confused, compared with the four that someone can normally keep in mind, 
said University of Rochester researchers. The studies were conducted 
independently of the companies that sell video and computer games.
Electronic gameplay has its downside. Brain scans show that violent 
videogames can alter brain function in healthy young men after just a week of 
play, depressing activity among regions associated with emotional control, 
researchers at Indiana University recently reported. Other studies have found an 
association between compulsive gaming and being overweight, introverted and 
prone to depression. The studies didn't compare the benefits of gaming with such 
downsides.
The violent action games that often worry parents most had the strongest 
beneficial effect on the brain. "These are not the games you would think are 
mind-enhancing," said cognitive neuroscientist Daphne Bavelier, who studies the 
effect of action games at Switzerland's University of Geneva and the University 
of Rochester in New York.
Computer gaming has become a $25 billion-a year entertainment business 
behemoth since the first coin-operated commercial videogames hit the market 41 
years ago. In 2010, gaming companies sold 257 million video and computer games, 
according to figures compiled by the industry's trade group, the Entertainment 
Software Association.
For scientists, the industry unintentionally launched a mass experiment in 
the neurobiology of learning. Millions of people have immersed themselves in the 
interactive reward conditioning of electronic game play, from Tetris, Angry 
Birds, and Farmville, to shooter games and multiplayer, role-playing fantasies 
such as League of Legend, which has been played 1 billion times or so in the two 
years since it was introduced.
"Videogames change your brain," said University of Wisconsin psychologist C. 
Shawn Green, who studies how electronic games affect abilities. So does learning 
to read, playing the piano, or navigating the streets of London, which have all 
been shown to change the brain's physical structure. The powerful combination of 
concentration and rewarding surges of neurotransmitters like dopamine strengthen 
neural circuits in much the same the way that exercise builds muscles. But 
"games definitely hit the reward system in a way that not all activities do," he 
said.
"There has been a lot of attention wasted in figuring out whether these 
things turn us into killing machines," said computational analyst Joshua Lewis 
at the University of California in San Diego, who studied 2,000 computer game 
players. "Not enough attention has been paid to the unique and interesting 
features that videogames have outside of the violence."
Broadly speaking, today's average gamer is 34 years old and has been playing 
electronic games for 12 years, often up to 18 hours a week. By one analyst's 
calculation, the 11 million or so registered users of the online role-playing 
fantasy World of Warcraft collectively have spent as much time playing the game 
since its introduction in 2004 as humanity spent evolving as a species—about 50 
billion hours of game time, which adds up to about 5.9 million years.
With people playing so many hundreds, if not thousands, of different games, 
though, university researchers have been hard-pressed to pinpoint the lasting 
effects on cognition and behavior.
Blizzard Entertainment Inc. in Irvine, Calif., which sells World of Warcraft, 
StarCraft II and other popular games, did not respond to queries about whether 
the company supports gaming research or conducts its own studies. Neither did 
RiotGames Inc. in Santa Monica, which markets League of Legends.
The vast majority of the research did not directly compare gaming with hours 
of other intense, mental activities such as solving math equations. Almost any 
computer game appears to boost a child's creativity, researchers at Michigan 
State University's Children and Technology Project reported in November.
A three-year study of 491 middle school students found that the more children 
played computer games the higher their scores on a standardized test of 
creativity—regardless of race, gender, or the kind of game played. The 
researchers ranked students on a widely used measure called the Torrance Test of 
Creativity, which involves such tasks as drawing an "interesting and exciting" 
picture from a curved shape on a sheet of paper, giving the picture a title, and 
then writing a story about it. The results were ranked by seven researchers for 
originality, length, and complexity on a standardized three-point scale for each 
factor, along with detailed questionnaires. 
In contrast, using cellphones, the Internet, or computers for other purposes 
had no effect on creativity, they said.
Even so, researchers have yet to create educational software as engaging as 
most action games. Without such intense involvement, neural circuits won't 
change, they believe. "It happens that all the games that have the good learning 
effect happen to be violent. We don't know whether the violence is important or 
not," said Dr. Bavelier. "We hope not."
Until recently, most researchers studied the effects of gaming on small 
groups of volunteers, who learned to play under laboratory conditions. Some 
scientists now are turning the commercial games themselves into laboratories of 
learning.
In the largest public study of electronic gaming so far, Mark Blair at Simon 
Fraser University in Vancouver, British Columbia, is analyzing the behavior of 
150,000 people who play the popular online game called StarCraft II, pulling 
together more than 1.5 billion data points of perception, attention, movement 
and second-by-second decision-making.
By analyzing so much game play, he hopes to learn how people become experts 
in an online world. That may shed light on how new knowledge and experience can 
become second nature, integrated into the way we react to the world around 
us.

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It is so nice that I haven't totally wasted my time.
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