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Common sense has led many to believe that gaming would decrease someone’s capacity to keep their attention on tasks outside the game world. The reasoning goes that the constant feed of interesting stimuli in games would numb gamers out to the slower pace of day-to-day life. Might there be truth to this?
At first glance, there seems to be. Research has found a link between gaming (1 hour or more a day) and ADHD, as well as lower school performance. The researchers hypothesize that games take away from time that should be spent on school work, as well as damaging a person’s capacity to focus on a given task. The key term here is “hypothesize”. Google couldn’t tell me if these hypotheses have been followed up on.
However, Google did tell me about some interesting research comparing the attentional skills of gamers with those of non-gamers. Gamers significantly outperform non-gamers on three tasks testing visual attention. (References here and here)
First off, gamers deal better with so-called “crowding”. Crowding is the phenomenon that an object is harder to spot when it is closely surrounded by similar objects. Think of picking out a friend in a crowd. The thicker the crowd is around your friend, the harder it gets. The faster and more accurate you remain at picking out your friend in an increasingly thick crowd, the better your “visual resolution”. That means that your brain is better able to deal with the crowding effect because it processes the visual field faster and more accurately. If you relate this to spotting enemies in the bushes of Shooter X or avoiding hurdles on the road in Racer Y, then it might not be surprising that gamers out perform non-gamers on an attentional test of crowding.
Gamers are not only better at picking out a target object from a tangle of other objects. Gamers can also keep track of more objects at the same time. One way to test this was looking at how fast the research subjects could count the amount of objects shown on the screen. There are two ways of counting objects, counting and subitizing. While counting involves going over the objects one by one and keeping an inner tally of how many you have already passed by, subitizing is instant. Imagine a card game where all the numbers in the corners of the cards are removed. The average person would still not need to count the spades on a 5 of spades card. You instantly see that there are 5 symbols. That is subitizing. The higher the amount, the harder it becomes to subitize. It all depends on how many items you can keep track of at the same time. Tying this back to gaming, the researchers found that gamers can on average subitize two items more than non-gamers can. This is reflected in their response time as a person’s transition from subitizing items to counting items shows a sharp increase in response time.
A third perk of being a gamer is apparently that your field of visual attention is wider. This means that a gamer is better at attending to visual cues that are farther removed from the center of vision. It is normal that the farther an object goes into your peripheral vision, the harder it is to attend to it. In gamers this decline in performance is significantly less than in non-gamers.
The previous three findings had to do with visual attention. When a phenomenon is not dependent on a specific sense (sight, smell, etc.) then it is called “amodal”. The ability to multitask is such an amodal attentional skill. Conscious multitasking of high level activities is not a matter of actually doing multiple things at the same time, but is about switching your attention between the different tasks so quickly that you keep them all running simultaneously. In other words, multitasking is the attentional equivalent of keeping multiple plates (tasks) spinning and not of being an attentional octopus. An important factor in multitasking is your “attentional blink”. This blink is the amount of time (in milliseconds) it takes you to respond to a second stimuli that closely follows a first. There is basically a slight downtime of milliseconds right after responding to a stimulus. Your attention “blinks”. The shorter this time is, the more efficiently you can switch between tasks and respond to a stimulus-rich environment. Gamers have a significantly shorter attentional blink than non-gamers.
All these results have a big “but”. The results only hold for regular players of action games. It has been suggested that a game needs to have four key features for the benefits to take hold. It should be fast-paced and unpredictable, contain an appropriate difficulty curve, and link visual input to motor output (like aiming at enemies). This means the one game genre that is most criticized for its (feared) negative effects on players, offers the most benefits: shooters. Not all shooters will create these effects as bug-ridden software and poor design choices can negate all positive effects. In the same way, some well-designed racing games or beat-em ups might hit all the right buttons.
Through this whole discussion the question remains if playing action games improves attentional capacity, or if people who are more focused are naturally drawn to gaming. The same researches that uncovered the perks of gaming, also tested this. They let a group of non-gamers play Medal of Honor for one hour for ten days straight and found their performance on the attention tasks improved with leaps and bounds. So games don’t weaken your attention. They sharpen it.
Yet what about the ADHD patients and low school performance among gamers mentioned earlier? First off, that research did not distinguish between playing action games or other games, so it’s impossible to draw any conclusions. However, a possible counter hypothesis might be that ADHD patients enjoy training their weaker attentional skills even more than the average Joe. Keep in mind that games give instant feedback. If you get distracted in the average shooter, you will eat bullets. Of course, many ADHD patients need more time to finish their homework, so the fact that gaming might be more rewarding to them might make it more a threat than a help to their school performance.
Considering the positive effects of action games, can’t we use them to help ADHD patients and others with attentional deficits? I am afraid that is not an exceptionally ground-breaking question as there is already a patent out there for gaming therapy for ADHD’ers. It involves some 1900-style helmet sketches to keep track of brain activity. I did not manage to find out if this ever led to a practical implementation and what the results might have been.
The same paper that pinned down the crucial attention-boosting features of video games, also hypothesizes about the possible therapeutic applications of attention-sharpening games. One group that might benefit are the elderly. One of the main reasons for people to lose their drivers license with age is that their response times and visual attention decline past the point of public safety. These are exactly the skills that action games train.
Even more spectacular would be if we could help people with brain damage recover some of their attentional faculties. On occasion a brain seizure can lead to “neglect”. A patient with visual neglect will not be able to pay attention to any visual stimuli in a certain part of their field of vision. The borders of the field of neglect are different per person, but imagine a patient with neglect of the left half of her visual field. This patient will only eat food from the right side of her plate. She will only apply makeup to the right side of her face. She will only respond to people that are in her right field of vision. Patients with neglect can see everything, yet they cannot manage to attend to certain areas in their visual field. This is caused by brain damage. The only way to rehabilitate such patients is for the damaged brain area to recover, or for another brain region to take over the lost functionality. Current therapies have little to no effect. Some people do recover, but this is almost always due to the brain healing on its own.
Now the question has arisen if action games could help neglect patients. It all depends on if the positive effects of gaming are due to strategic improvements in thinking, or if the brain itself becomes optimized at a neurological level. Hopefully, research will continue in this area.
Does the idea of shooters healing brain patients or keeping elderly citizens in the drivers seat sound outrageous to you? Then please click through to the links dotted throughout this article. And if you are young and healthy and don’t see how this is relevant to you, think of how visual attention and multitasking shape your life. Efficient multitasking is key for managers, a higher visual resolution makes skim reading so much faster, keeping track of traffic in your peripheral vision is key to being a good driver, leading groups of tourists or children both ask you to keep track of multiple ‘targets’ at the same time. I could go on, but the bottom line is, visual attention and multitasking pervade our day-to-day life. If you feel yourself lacking, try some video game training.
Reposted from my blog at www.thinkfeelplay.com
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In a similar sense, I'd think turn-based strategy games would offer the same benefits as chess. Maybe something along the lines of visualizing (future states of the game) and a certain form of analytical thinking. But again, that's just me hypothesizing.
:)
Like Claudiu, my first thought was also, "what about strategy games?" I hope that's not just because I enjoy both strategy games and shooters, but because it would be interesting and possibly helpful to see if there are differences in the kinds of thinking stimulated by both kinds of games.
Maybe there aren't. Or maybe the same effects do appear, which would suggest that something deeper is at work, that maybe playing any computer games in general is sufficient to exercise most of our mental muscles.
I suspect that's not the case. My guess is that the bit of the human brain that's optimized for the rapid perception of visual patterns is at a deeper/lower-level area than that which handles high-level strategic thinking, which would thus be stimulated by a different set of inputs. So what is strategic thinking?
My definition is that strategic thinking is concerned with arranging resources over relatively large spaces and large spans of time in order to recognizably achieve a desired end state. In other words, strategy is primarily a planning facility. A good strategy game is one that reliably rewards effective planning.
That said, planning has a couple of forms that flow from the space and time emphases. Spatial planning is concerned with identifying relationships among elements -- this is basically topological thinking. The primary capability in spatial planning is being able to build internal models of systems as networks in which the goal is to correctly identify the connections between elements. Perceiving the internal structure of a complex system is what's most important here.
Temporal planning is more concerned with ordering elements across time. Where spatial planning looks for "connected-to" relationships among resources, temporal planning is about perceiving "comes-before" and "comes-after" relationships. In other words, temporal planning is about figuring out the order of actions that produces the most efficient or most powerful outcome.
(David Keirsey notes this distinction between the "connected-to" and "before-after" planning styles in his analysis of the Rational temperament. He refers to the former as the Engineer style, and to the latter as the Coordinator style.)
These are just some thoughts for what someone could look for in trying to decide whether playing strategy games might help in keeping that part of our mind agile. It's definitely speculative -- I'd be interested in seeing whether there's any research in this area, in addition to the studies using shooters.
I really appreciate the fact that you have been pointing to the benefits of gaming. However, we should not deny the possible and likely downsides of playing games. There are some ways in which games have been detrimental to my life (just as with books, TV etc.) and we should be honest in discussing these possibilities. Many games have a tendency towards being timesinks which reduce time for exercise, socialisation etc. Also, we should be careful in what we are comparing games to when we say that they have a given effect. In the study of Medal of Honor players increasing their attention span, what were the control group doing? Sitting around twiddling their thumbs? Watching MTV? Playing a sport? We might find that MTV reduced attention span and physical sports increased it more than gaming. If that were the case then you could not say to someone that computer games increase attention span when their alternative activity would be to play a physical sport. And obviously, the sport would provide the added benefit of excercise. One way in which computer games tend to beat sports is they often tend to focus more on personal enjoyment and exploration than winning as the be all and end all and are therefore more welcoming. In some cultures there is probably too much of a play-to-win attitude in sport that drives away non-competitive types. Sports can also be played for the feeling of self-improvement and personal excellence or just for sheer fun.
I'm very glad that you are wary of the results of the observational study. As you say, it might just be that the more focused people were drawn to or stuck with gaming. Observational studies are *completely* useless for proving causation, and are routinely abused in science. They are only good for generating hypotheses, not testing them. Randomised interventional studies with control groups are the only thing worth doing really to check if something is true.
Now for the positive: I've been very interested in the concepts of attention and awareness in general recently. I feel that personally a great part of the pleasure of gaming comes from the mental absorption in the game world and rules. I find that they are great at focusing my attention on the current moment. This might be described as a type of "mindfulness" or "flow". I think this state comes along more easily when there are smooth, responsive controls and the gameplay isn't interrupted too often. This is part of the reason I have problems with excessive cutscenes taking away player control.
I think games of all kinds (sports, computer games etc.) can be a great way of learning certain mind skills in a low risk environment and getting enjoyment at the same time. I read something a while ago about some new sports that were being introduced in schools that are cooperative rather than adverserial. Sort of like a physical PvE... Perhaps there are other ways in which physical sports can take cues from computer games.
I have trouble agreeing with you own the downsides of gaming though. In my writing I leave it implicit that gaming should always be part of a healthy lifestyle, because I think this is true of any hobby/passion. You can't blame gaming for it "wasting" your time. It is time you chose to spend on a particular hobby. I don't think there is anything intrinsically wrong with gaming. Of course it can be abused (like racist games) or be overused (as with gaming addictions). In the case of abuse, it is not gaming as a medium that is bad, but the content. In the case of gaming addictions I'm not sure yet. I want to look into this topic more deeply and read up on the research. Yet as long as you are a healthy individual, in control of your gaming time, then I don't see how you can blame gaming for any of the wrongs in your life.
Again, as I said, I'm not referring to gaming addicts on this point. I'm not sure what the exact situation is there.
Concerning the control group in the research, feel free to click through the links provided. All the research is there. I can't remember there being anything suspicious in their implementation of a control group :) And I'm always very wary of correlational studies. "Correlation is not Causation".
Apart from that, I really enjoyed reading your comment. I'm a huge supporter of sports as play and not as competition. It's so much more fun and inclusive :)
Also, I've heard more people referring to gaming as a "zen-like" experience. I think flow definitely plays a central rule in this.