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The Impacts of Video Games on Cognition (2015) [pdf]

greenlab.psych.wisc.edu

51–60 of 87 posts

Re: The Impacts of Video Games on Cognition (2015) [pdf]

#51

Earlier quoted context omitted.

I don't doubt your integrity and passion, but I couldn't resist mentioning that your comment parallels that of people who work in other industries that produce addictive products. Specifically I was reminded by a quote of an owner of a mid-size tobacco farm. For the record, I also did not doubt the farmer's integrity and passion. It's as if a non-addictive personality, or complete abstinence of the industry's product…

I upvoted your comment because I find it genuinely interesting and I do see where you come from, though I didn't see that kind of aspect to it myself when writing my comment. I simply see myself as a gamer who happens to be lucky enough to get to work with something I love. The addictive nature of games and the tendency of games to be designed to deliberately get you hooked is a very common topic of conversation at w…

I feel like there's less of a spectrum with tobacco: you either smoke enough to get physically addicted or you don't. Some people never do, I guess, but it's not like the tobacco industry is generating cultural and artistic expressions, social commentary, and/or a competitive arena where the most skilled players can rise to the top and even make a career out of their success. In that context I don't really see how games are different from any of the other things that fill those roles besides being displayed on a video screen.

Re: The Impacts of Video Games on Cognition (2015) [pdf]

#52
post #44
post #2

Having only read the abstract and key points: The question is if video games have a better positive impact on cognitive abilities than other things you could do in the meantime that may also improve other abilities as well. I write this because I quit video games almost entirely a year ago. I played probably 500-700 hours of video games in 2015. I played occasionally simple games on my phone in 2016. The major downsi…

I think it's worth reading the "Declaration of Conflicting Interests" as that gives you a good insight into the angle this article is coming from and the message of which they want to purvey/push. Based on the abstract, the key points, the conclusion and the Declaration of Conflicting Interests, I feel I have read enough to discard this as some kind of propaganda. They seem to think that gaming is pervasive without g…

So the paper is literally a classic overview of opportunity cost? Zzz

Re: The Impacts of Video Games on Cognition (2015) [pdf]

#53
post #38

Earlier quoted context omitted.

Hell, it's in the winning too. MOBAs are a great example of a game i hate to win or lose, but (not currently) play purely for the rush, teamfights, depth in meta, etc. No game has made me hate winning more than DoTA. It's quite astounding, really. I can fully not-enjoy a match and turn right around and want to play another to hopefully get a good match. Not one i win, specifically, but one that is enjoyable, even if…

Have you looked at Battlerite before? I was in the same place as you, except with League of Legends. Loved playing teamfights, tolerated a 15 minute lane phase. But with queue times getting beyond 5 minutes and dodges becoming more common a game could take upwards of an hour from start to finish. Battlerite fixes these issues (and adds a few of course), but the biggest win for me is that the iteration cycle is extrem…

Yup, i actually own it, it's great! Granted, there is still a fair bit of meta, heroes to learn, etc - something i've been avoiding because i've been busy working on side projects.

These days with very limited time i've been focusing to co-op friendly time, so my wife and i can play together. Even though i enjoy Battlerite/Dota/etc, i need something that gives me my game enjoyment (whatever i want at the time), and also builds relationships with my wife/etc.

That was another bad thing about DoTA, she's not big into PvP games and DoTA is the king of those bad-manner gamers haha. Well, maybe Xbod + CoD holds that record... but imo, DoTA players hurt you more, hah.

Anyway, these days we stick to offline co-op games. Astroneer, Divinity Original Sin, and Pit People. All three are excellent for their respective genres (though, 2 of them are in early access and short on content).

Re: The Impacts of Video Games on Cognition (2015) [pdf]

#54

I was a severe world of warcraft addict and I'm pretty sure it had a permanent effect on my cognition, whether that effect was 'bad' is an open question but there's no doubt in my mind that video games have an enormous effect on your way of thinking.

Your comment needs elaboration. Claims of "permanent cognitive effects" and "enormous effect on way of thinking" surely can be supported with examples.

If you can't describe those enormous effects, there's a good chance you simply missed out on social occasions and a bunch of things happening around you outside in your community while you played games, and that void of reality is enough to warrant claims of "enormous effects". In other words, lifestyle disruption and reality substitution. Just a theory I'm putting out there!

Re: The Impacts of Video Games on Cognition (2015) [pdf]

#55
post #29

Using Visual Studio is kind of like a simple video game. Make the red underlined errors go away! Pew! Pew! Select the right intellisense on the fly to complete the puzzle! Deploy the right code snippet for the situation! Pretty sure it's enhancing my cognitive abilities too.

Hah! Yes, and there's a lot to be said for actual games which require problem solving in order to progress. And even more those which result in something unique being created as the outcome.

In fact, your comment has made me thought of an educational type game which when completed results in a 3D model file produced, which when printed, can be manipulated a certain way to provide access to the next stage in the game.

Right.. I'm gonna think some more about this. Meanwhile, someone else reading this can steal the idea, it's all good, I'll probably never do it anyway 'cos I'm too busy playing games every single day.

Re: The Impacts of Video Games on Cognition (2015) [pdf]

#56
post #23

Earlier quoted context omitted.

Quitting games was probably the best thing that ever happened to me (without exaggeration) - my only regret is not having done it sooner.

* Was it because you were addicted? * What games did you play? * What was missing, what did you end up doing instead? * Was the gaming you did social or not, challenging or not? That you made the right choice for yourself is great, but without any context, no one else can understand why it was good for you. It is likely not a universal truth.

Great point, which hits on the problem of trying to extrapolate from anecdote. In retrospect, I should have clarified more so others can see if their circumstances approximated my own, and if they could then draw similar conclusions (full well recognizing the reliance upon anecdotal evidence to begin with).

Re: The Impacts of Video Games on Cognition (2015) [pdf]

#58

Earlier quoted context omitted.

> Having only read the abstract and key points: The question is if video games have a better positive impact on cognitive abilities than other things you could do in the meantime that may also improve other abilities as well. You're right that this is a good question. My guess is that compared to other common activities and hobbies, the answer is yes. Most people aren't spending the bulk of their free time solving ma…

I would def. disagree with your analysis on the mental challenges involved with free time activities, other than video games. There's a huge mental part of sports in re: to strategy and team playing. Even solitary sports requires a huge mental effort under duress. Think about a rock climb - or trying to PR in a foot race - your brain is firing nonstop to analysis your surroundings to not fall/go as fast as possible.…

> There's a huge mental part of sports in re: to strategy and team playing.

I've played sports competitively too, while you're right there's a large mental component, it's nevertheless smaller than video games, since physicality/muscle memory tends to be the dominant factor. It doesn't matter if you're a strategic genius and your opponent is a moron in tennis if their core skills are flat out superior to yours or you're terribly out of shape.

> Other people like to take things apart and put them together again, like a car, or a motorcycle.

> Other people write fiction - are you saying that weaving a complicated plot isn't a mental challenge?

These hobbies aren't exactly rare, but they're not really competitors to gaming, either, in terms of time consumed. Gaming is unusual in that it's mentally demanding and also super popular and widespread. Yeah learning languages or musical instruments undoubtedly improves cognitive function as well, but collectively people don't spend nearly as much time on those things as video games.

Re: The Impacts of Video Games on Cognition (2015) [pdf]

#59
post #2

Having only read the abstract and key points: The question is if video games have a better positive impact on cognitive abilities than other things you could do in the meantime that may also improve other abilities as well. I write this because I quit video games almost entirely a year ago. I played probably 500-700 hours of video games in 2015. I played occasionally simple games on my phone in 2016. The major downsi…

Are there ANY games which improve real-life skills? Games are often said to improve you in some way, to up-skill you, but I'm not sure I've ever seen evidence.

I think you could make the case for multiple online games to have the ability to improve a few skills.

Mainly games where you are teamed with random players (especially MOBAs) and must communicate and use teamwork. Games like Scrabble might improve your vocabulary.

Communication is just as much a skill as any and useful in the real world. That's not to say that it's going to help if nobody has the mechanical skills or if your characters/items are inferior but dealing with defeat could help strengthen your coping skills or you can go back and analyze it and find more efficient plays (analytical skills).

Not saying that even a small fraction of people do any of this. Most people probably play games (especially mobile) for just a little break in the monotony of life and put them down when they are done.

Re: The Impacts of Video Games on Cognition (2015) [pdf]

#60
post #6

Earlier quoted context omitted.

I had a few hours of single player games. The advantage is that they're over and get boring after a while. At least in story mode. I played Super Mario on iOS. It's a neat game and indeed, it got boring after I got all green coins and all characters. Games getting boring is a good thing! But the real good ones keep you engaged forever. That's the problem ;)

I'll pinch my two cents into JetSpiegel's bowl when s/he suggests that "maybe you are paying the wrong kind of games? [...] other single player games are comparable artforms and only nominally 'pointless wastes if time'" . Here are some games I enjoyed in 2016: #1. The Witness, The Talos Principle, Her Story, Inside, Firewatch, Near Death, Event[0]. #2. Alien Isolation, SOMA, Grow Up. #3. Furi, Thumper, DOOM 2016. Wh…

Seconding the suggestion for The Witness. Going through that now (almost got to the first ending but not quite), and it's really a game about learning how to see things differently in the world around you, and learning how to solve problems, which is primarily what programmers do anyway. It was definitely not a waste of time.

The Witness is also having a huge influence on how I approach design, since pretty much everything communicated in the game is nonverbal.

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