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Video Games Play May Provide Learning

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Video Games Play May Provide Learning, Health,
Social Benefits, Review Finds
(http://www.apa.org/news/press/releases/2013/11/video-games.aspx)
WASHINGTON — Playing video games, including violent shooter games, may boost
children’s learning, health and social skills, according to a review of research on the
positive effects of video game play to be published by the American Psychological
Association.
The study comes out as debate continues among psychologists and other health
professionals regarding the effects of violent media on youth. An APA task force is
conducting a comprehensive review of research on violence in video games and
interactive media and will release its findings in 2014.
“Important research has already been conducted for decades on the negative effects of
gaming, including addiction, depression and aggression, and we are certainly not
suggesting that this should be ignored,” said lead author Isabela Granic, PhD, of
Radboud University Nijmegen in The Netherlands. “However, to understand the impact
of video games on children’s and adolescents’ development, a more balanced
perspective is needed.”
The article will be published in APA’s flagship journal, American Psychologist.
While one widely held view maintains playing video games is intellectually lazy, such
play actually may strengthen a range of cognitive skills such as spatial navigation,
reasoning, memory and perception, according to several studies reviewed in the article.
This is particularly true for shooter video games that are often violent, the authors said.
A 2013 meta-analysis found that playing shooter video games improved a player’s
capacity to think about objects in three dimensions, just as well as academic courses to
enhance these same skills, according to the study. “This has critical implications for
education and career development, as previous research has established the power of
spatial skills for achievement in science, technology, engineering and mathematics,”
Granic said. This enhanced thinking was not found with playing other types of video
games, such as puzzles or role-playing games.
Playing video games may also help children develop problem-solving skills, the authors
said. The more adolescents reported playing strategic video games, such as roleplaying games, the more they improved in problem solving and school grades the
following year, according to a long-term study published in 2013. Children’s creativity
was also enhanced by playing any kind of video game, including violent games, but not
when the children used other forms of technology, such as a computer or cell phone,
other research revealed.
Simple games that are easy to access and can be played quickly, such as “Angry
Birds,” can improve players’ moods, promote relaxation and ward off anxiety, the study
said. “If playing video games simply makes people happier, this seems to be a
fundamental emotional benefit to consider,” said Granic. The authors also highlighted
the possibility that video games are effective tools to learn resilience in the face of
failure. By learning to cope with ongoing failures in games, the authors suggest that
children build emotional resilience they can rely upon in their everyday lives.
Another stereotype the research challenges is the socially isolated gamer. More than 70
percent of gamers play with a friend and millions of people worldwide participate in
massive virtual worlds through video games such as “Farmville” and “World of
Warcraft,” the article noted. Multiplayer games become virtual social communities,
where decisions need to be made quickly about whom to trust or reject and how to lead
a group, the authors said. People who play video games, even if they are violent, that
encourage cooperation are more likely to be helpful to others while gaming than those
who play the same games competitively, a 2011 study found.
The article emphasized that educators are currently redesigning classroom
experiences, integrating video games that can shift the way the next generation of
teachers and students approach learning. Likewise, physicians have begun to use video
games to motivate patients to improve their health, the authors said. In the video game
“Re-Mission,” child cancer patients can control a tiny robot that shoots cancer cells,
overcomes bacterial infections and manages nausea and other barriers to adhering to
treatments. A 2008 international study in 34 medical centers found significantly greater
adherence to treatment and cancer-related knowledge among children who played “ReMission” compared to children who played a different computer game.
“It is this same kind of transformation, based on the foundational principle of play, that
we suggest has the potential to transform the field of mental health,” Granic said. “This
is especially true because engaging children and youth is one of the most challenging
tasks clinicians face.”
The authors recommended that teams of psychologists, clinicians and game designers
work together to develop approaches to mental health care that integrate video game
playing with traditional therapy.
Article: “The Benefits of Playing Video Games,” Isabela Granic, PhD, Adam Lobel,
PhD, and Rutger C.M.E. Engels, PhD, Radboud University Nijmegen; Nijmegen, The
Netherlands; American Psychologist, Vol. 69, No. 1.
Isabela Granic can be contacted by email
, cell: 011.31.6.19.50.00.99 or work: 011.31.24.361.2142
The American Psychological Association, in Washington, D.C., is the largest scientific
and professional organization representing psychology in the United States. APA's
membership includes more than 134,000 researchers, educators, clinicians, consultants
and students. Through its divisions in 54 subfields of psychology and affiliations with 60
state, territorial and Canadian provincial associations, APA works to advance the
creation, communication and application of psychological knowledge to benefit society
and improve people's lives.
Mar. 02 2016
Time Spent Playing Video Games May Have
Positive Effects on Young Children
(https://www.mailman.columbia.edu/public-health-now/news/time-spent-playing-video-games-may-havepositive-effects-young-children
Video games are a favorite activity of children, yet its affect on their health is often
perceived to be negative. A study by researchers at Columbia University's Mailman
School of Public Health and colleagues at Paris Descartes University assessed the
association between the amount of time spent playing video games and children’s
mental health and cognitive and social skills, and found that playing video games may
have positive effects on young children. Results are published online in the
journal Social Psychiatry and Psychiatric Epidemiology.
After adjusting for child age, gender, and number of children, the researchers found that
high video game usage was associated with a 1.75 times the odds of high intellectual
functioning and 1.88 times the odds of high overall school competence. There were no
significant associations with any child self-reported or mother- or teacher-reported
mental health problems. The researchers also found that more video game playing was
associated with less relationship problems with their peers. Based on parent reporting,
one in five children played video games more than 5 hours per week.
Results were based on data from the School Children Mental Health Europe project for
children ages 6-11. Parents and teachers assessed their child’s mental health in a
questionnaire and the children themselves responded to questions through an
interactive tool. Teachers evaluated academic success. Factors associated with time
spent playing video games included being a boy, being older, and belonging to a
medium size family. Having a less educated or single mother decreased time spent
playing video games.
“Video game playing is often a collaborative leisure time activity for school-aged
children. These results indicate that children who frequently play video games may be
socially cohesive with peers and integrated into the school community. We caution
against over interpretation, however, as setting limits on screen usage remains and
important component of parental responsibility as an overall strategy for student
success," said Katherine M. Keyes, PhD, assistant professor of Epidemiology at the
Mailman School of Public Health.
Benefits of Gaming: What Research
Shows
(https://ww2.kqed.org/mindshift/2014/06/13/benefits-of-gaming-what-research-shows/)
Games and learning advocates often come up against the video game stigma. Despite the
fact that we’ve now seen decades of game play, and that a generation of gamers has
grown up without a civilization collapsing, the bad reputation persists — and it’s mostly
based around fear.
News stories abound: games make kids hyper, violent, stupid, anti-social. It’s not only
that people are generally wary of the unfamiliar, we also live in a culture of heroism and
progress that casts every innovation as a revolution. Rather than celebrating
modification and iteration, we divide the world into what’s cutting-edge and what’s
obsolete. We’re always afraid that the new school will completely displace an old school
that we’re not quite ready to abandon.
But the introduction of video games in the classroom does not need to mean the end of
books. Blended learning will not necessarily replace the lecture. Games, however, can
supplement time-tested pedagogical practices with new technological solutions to longterm problems. We can have the best of both the new and the old. Other posts in this
series have already discussed the way games can help educators answer the
ongoing assessment question, the way games can help develop kid’s metacognitive skills
and empathy, and the way they can help to break down the boundaries between
academic subjects. Still, not everyone’s convinced.
Recently, researchers have begun to look at the positive impact of games both in a
general way and for learning in particular. The data is still sparse, but there are already
some important takeaways. Here, I’ll summarize some of the general research on the
positive impact of gameplay. In a future post, I’ll look at the research specific to games
in school, education, and learning.
The recent APA (American Psychological Association) article entitled, “The Benefits of
Playing Video Games” by authors Isabela Granic, Adam Lobel, and Rutger C. M. E.
Engels surveyed the landscape of video games. They identified four types of positive
impact that video games have on the kids who play them: cognitive, motivational,
emotional, and social.
Gameplay has cognitive benefit because games have been shown to improve attention,
focus, and reaction time. Games have motivational benefit because they encourage
an incremental, rather than an entitytheory of intelligence. Games have emotional
benefit because they induce positive mood states; in addition, there is speculative
evidence that games may help kids develop adaptive emotion regulation. Games have
social benefit because gamers are able to translate the prosocial skills that they learn
from co-playing or multiplayer gameplay to “peer and family relations outside the
gaming environment.”
Thinking about cognitive, motivational, emotional, and social skills reminds us that
educators are not just responsible for the transmission of content and facts. Of course,
this is one of the reasons that there is so much controversy over testing. Standardized
tests measure only quantifiable outcomes. Educators, however, are also responsible for
the non-quantifiable well-being of our students. Some of these skills are taken into
account in some schools when folks talk about “character education.” But mostly, there
is little curricular systematization in these areas. Still, teachers are accountable for
conflict resolution and other interpersonal skills. Video games can help.
A survey done in Ireland, Online Gaming and Youth Cultural Perceptions by Killian
Forde and Catherine Kenny, suggests that kids who play multi-player games online are
more likely to have a positive attitude toward people from another country: 62 percent
of online gamers hold a favorable view of people from different cultures compared to 50
percent of non-gamers. Unlike school, where the diversity of the institution is rarely
reflected by individuals’ peer groups, interactive online gaming correlates with a more
diverse group of friends. Might the same principle be applied to the classroom? Could
multi-player learning games help eliminate bullying and build camaraderie among
classmates?
Studies like these are generally held at face value, but critics of games are quick to point
out that the violent ones are morally reprehensible. Though I’m not a fan of violent
video games, studies have shown that there are even positive benefits from playing these
types of games. One study, published in Nature, showed that playing fast-paced “action
based” video games improves “attentional processing” and also “induces long-lasting
improvements in contrast sensitivity, a basic visual function that commonly deteriorates
with age.” Of course, the violent narrative content is not likely responsible for these
benefits. It seems more likely that it has something to do with the fast pace which
demands quick reflexes.
The most convincing neurological research shows that video games contribute to neural
plasticity because games provide “a multitude of complex motor and cognitive
demands.” In this study, players played platformers such as Super Mario Brothers for at
least 30 minutes a day for 2 months. They showed “significant gray matter (GM)
increase in right hippocampal formation (HC), right dorsolateral prefrontal cortex
(DLPFC) and bilateral cerebellum.” These are the areas of the brain “crucial for spatial
navigation, strategic planning, working memory and motor performance.”
DIFFERENT GAMES FOR DIFFERENT GOALS
But it’s a little disingenuous to say that games are “good for kids.” Games are not like
vegetables. Don’t imagine them as if they were packed with vitamins and nutrients that
help kids grow into healthy adults. Like all forms of media, it depends on the particular
games and how they are used.
“One can no more say what the effects of video games are, than one can say what the
effects of food are. There are millions of individual games, hundreds of distinct genres
and sub-genres, and they can be played on computers, consoles, hand-held devices and
cell phones. Simply put, if one wants to know what the effects of video games are, the
devil is in the details.” Say Daphne Bavelier & C. Shawn Green, in Nature Reviews
Neuroscience.
The details include, among other things, the narrative content: the story of the game.
Games with very similar mechanics could have drastically different stories. For example,
replace PacMan and the Space-Ghosts with Theseus and the Minotaur and it is a very
different game. I can imagine a game called Steve the Fracker that might look very
similar to Minecraft, but the implications are altogether different. Understanding how
shifting the narrative can change the game gives developers a clue about how they might
build learning games and also helps teachers imagine how they might use existing
commercial games to reinforce learning outcomes.
Imagine if we could build learning games that provided the same kinds of complex
motor and cognitive demands as fast paced action games while featuring narrative
content that was curricularly relevant. Games all feature stories laid atop interactive
mechanics. One approach to learning games might be to build narratives that reinforce
educational content while employing the same familiar game mechanics. Teachers could
also have students imagine how existing commercial game narratives might be retold to
be relevant to class content.
The studies summarized here identify some of the ways that games, considered in a
general way, can have positive impact on the people that play them. To get the most out
of games, however, the facilitation and mentoring that adults can provide children is
absolutely essential. Teachers should design curriculum that not only uses game-based
instruction, but also makes kids aware of the way games are designed. Parents should
play games with their kids at home.
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