The idea that video games rot one's brain hasn't been relevant for decades, though outliers certainly would love to argue otherwise. Setting those outliers aside for a bit, today we'd like to talk shop and discuss actual studies that can verify the benefits of video games with actual data.
Fun stuff, eh?
Depending on how familiar or unfamiliar with this topic you are, you may have already come across some of the studies we've been researching for this piece of content. Still, we believe we've got some good insight and a curious tidbit of info that you'll want to consider moving forward, especially if you're a gaming sceptic or a careful parent!
Quantifying the effects of something as flexible and nebulous as the broader notion of video game play is problematic, to say the least. Not because playing video games is an issue in and of itself, mind, but because there are very big differences between different genres of video games.
Someone who spends their time playing real-time strategy titles is experiencing something wholly different from those who enjoy first-person shooter games or straight-up adventure action games, just to pinpoint an obvious example.
With that in mind, our goal here isn't necessarily to be laser-focused on something extremely specific, but rather to discuss video game play in broad, yet sensible terms. That's precisely what you'll find in the next couple of sections!
Starting off with something that immediately springs to mind to anyone exposed to playing games - it's the fact that many games feature a multiplayer component. The game content itself isn't that relevant here, be it in reference to violent games or prosocial games, as much as the exposure to different people, outlooks, and cultures via video gaming.
This is, obviously, a huge boon to one's mental health. The emotional benefits of interaction with a wide variety of different people are hugely relevant to the discussion at hand, and they were even discussed at length in a recent Harvard Health Publishing study. Video games provide a platform for players to engage in this behaviour, and if we discount toxicity issues that spring up sometimes while gaming online, that's a good thing.
Though many play video games just to play video games, some people use them as platforms for teamplay and the practice of leadership skills. Multiplayer games such as the tactical shooter Squad, for example, rely extremely heavily on good communication and team-based progression, basically training the same skills as is the case with sports-based physical activity.
Having to rely on one's teammates means that the video games featuring these mechanics outright reward prosocial behaviour, which is a key component in real-world interactions, too. Connecting the dots here doesn't take a Harvard study, of course, but it's always good to take a look back to see the forest for its trees.
The content that people experience in video games isn't the only thing that matters, but its context is hugely important as well. For an obvious example of why this matters a great deal in video games, let's take a look at the panic surrounding the 1993 release of DOOM, wherein the game was sometimes described as demonic, even though the point of the game is - killing demons.
Setting aside the importance of player-to-player interaction in video games, it shouldn't be a huge surprise those who play games can end up with improved cognitive abilities in some cases, too.
Though the research is still somewhat shaky until further studies are conducted, data has shown that playing video games can lead to some serious improvements in the cognitive abilities of young gamers.
Referring specifically to the children's abilities to control impulsive behavior and to memorize information, a recent study discovered that "the children who reported playing video games for three or more hours per day were faster and more accurate on both cognitive tasks than those who never played."
The researchers do add here, of course, that it's worth taking these results at face value for the time being: "While we cannot say whether playing video games regularly caused superior neurocognitive performance, it is an encouraging finding, and one that we must continue to investigate in these children as they transition into adolescence and young adulthood," said Ph.D. Bader Chaarani.
Thinking about the issue from a more naturalist perspective, many video games - like the upcoming Cities: Skylines 2 - heavily emphasize problem-solving and logic-based puzzling. It's a bit of a given that the process of enjoying gameplay systems based on these features will lead to an aptitude for such matters.
Even the humble first-person shooter, simple though it may be, often calls for real-time problem-solving and lighting-fast decision-making. If we set the content of the video games aside, engaging in such activities will often lead to improved decision-making in the real-world, too. It's not a one-to-one transition, to be sure, but it's something worth considering and a feature of video games that is sure to surface as more longitudinal studies are conducted.
The notion of 'imaginative play' is crucial for the development of children, and your average video game engages in a lot of it. The vast, vast majority of video game examples call for inventiveness and creativity of some sort. Be it the building of cities or the raising of armies, video games allow children to engage in imaginative play at their own behest, making a curated video game every bit as important as physical activity for a child's advancement.
If the parent is there to shield the child from the negative effects of experiencing games inappropriate for their age, there's a wealth of real-life benefits to be reaped from video game play.
All things considered, perhaps now's finally the time to stop focusing on what's positive and what's negative about gaming, as such. People are people - individuals, each with their own social skills, cognitive skills, and creative thinking, and the vast majority of them do, in fact, game in some way, shape, or form. There are certainly pros and cons to interactive media, as it were, but looking at the given situation from an individual perspective and with an open mind is the only right way to discuss the problem at hand.
So, overall, the studies do agree that gaming isn't the devil, and - yes - your kids probably should be playing video games in a safe and controlled environment. Up to a certain age, that is. So, if you'd like to do the thing that's in your child's interest and would like them to work on their problem-solving skills and encourage cooperation along the way, playing games is a good way to promote these features.
Certainly, there are some addictive dangers in gaming, as the World Health Organization explains, but these issues are hardly the crux of the industry, as it were. Until we get more studies that are more conclusive, it's a situation of give and take that gives more than it takes.
The idea that video games rot one’s brain hasn’t been relevant for decades, though outliers certainly would love to argue otherwise. Setting those outliers aside for a bit, today we’d like to talk shop and discuss actual studies that can verify the benefits of video games with actual data. Fun stuff, eh? Depending on how […]