Radkins 1 Ben Radkins Professor Everhart Writing Seminar 02/04/13 Video Games: Brain Food, Junk Food, or No Food at All If there’s one thing that history has taught us it’s that new technologies often time create nearly as many problems as they solve. With nearly every major advancement made, the human race must learn to adapt to the new phenomenon, alter their life styles accordingly, or wrestle with the moral implications of utilizing the new devices. For every man, woman, and child who accepts whatever new idea that has been brought into the world, there exists someone to challenge that new thing and push back as stubbornly as the former pushes forward. The rise of video games has not evaded this long-held tradition, either, incurring a hearty amount of suspicion, scrutiny, and, at times, wrath from those who do not consider them to be anything greater than a mild distraction or a dangerous force of corruption. In light of the several recent shooting tragedies that have befallen the United States and the subsequent leveling of blame on the gaming industry, I’d like to examine further what effect electronic entertainment has on people. Do video games really breed violent tendencies? Do they stimulate the human mind? If so, to what extent are the gamers affected? Over the years, there have been numerous studies to ascertain what happens to the mind of someone who frequents video games, if anything even does happen. With so much information available to the general public, much of it contradictory, the answer is no clearer than it was twenty years ago. To make matters more confusing, when people ask if video games are harmful, no singular entity of “video games” exists in the way that they think that it does. As Radkins 2 the article “Brain of Video Games” says “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 subgenres, and they can be played on computers, consoles, handheld devices and cell phones” (Bavelier, Daphne et al, 763). Saying that video games are detrimental or beneficial is so general that the statement is too vague to be of any value. Just as the question is too broad and general, so too will the answer be of little use to anyone. However, some truth can be gleaned through the haze of facts, opinions, and supposition to construct a reasonable if simplified answer to the question “do video games affect people mentally”. The article compiles the research of six experts and discusses their findings on just how and to what extent video games alter the minds of those that play them. Baveleir and Green, two of the researchers who authored the paper, noted what may be a surprising discovery to some: “playing this type of game [“action” games] results in a wide range of behavioral benefits, including enhancements in low-level vision, visual attention, speed of processing and statistical inference, among others” (Bavelier, Daphne et al, 763). Not only does repeatedly playing video games not “rot” a person’s brain like some would believe but actually can lead to an admittedly small but nonetheless tangible improvement in several key areas of brain function. Other research not only supports Bavelier and Green’s assertion but also offers different ways interactive entertainment can improve a person’s mind. The article “Video Games and Spatial Cognition” notes several correlations between playing action (and more specifically First Person Shooter [FPS]) games and improvements in a person’s spatial awareness, coordination, and memory. In studying several groups of people playing several types of games (in addition to control groups), researchers observed that “action video games seem to have a unique advantage in improving low-level functions such as spatial selective attention (Feng et al., 2007; Green & Radkins 3 Bavelier, 2003), spatial perceptual resolution (Green & Bavelier, 2007), and contrast sensitivity (Li et al., 2009), in addition to more complex spatial skills such as mental rotation” (Spence and Feng 95). In addition, the article went into detail about the evidence that suggests that video games improve the player’s “visuomotor coordination and speed” (“visuomotor” referring to the connection between a person’s sight and motor function) by constantly assailing the participant with tasks and required inputs while more often than not under a continuous barrage of audio and visual distractions. The player must carry out these tasks while still preforming the normal functions of moving, shooting, and other mundane actions. Finally, the paper talks about how playing games can improve a person’s memory. Spence and Feng tell us that: Playing some genres of video game requires an above-average ability to manipulate items in working memory. ... Making the choice rapidly and accurately is essential for survival in the game. Visual working memory and spatial attention are closely interrelated and, given that several studies have demonstrated improvements in spatial attention as a result of playing action games. (Spence and Feng 97) In addition to the possible mental stimulation that can occur with extended playing, video games could possibly represent an entirely new avenue of psychological examination and treatment, especially among children. The article "Video Games In Psychotherapy" correlated studies on how “video games”, or as the study defined them “a game that employs electronics to create an interactive system that includes a user interface to generate a visual feedback on a video device” (Ceranoglu, 142), could be used to help treat, examine, or just understand children in need of psychological treatment. The psychiatrists used several video games, both commercially available and specifically designed for psychological uses, to bridge the gap and Radkins 4 establish a connection between themselves and the adolescent subject. According to the article “Use of video games in psychotherapy helped young patients become more cooperative and enthusiastic about treatment in the therapist’s office” (Ceranoglu, 143). While, unfortunately, video games may not be used to cure schizophrenia any time soon, it has been established that they can at least present new opportunities to frustrated therapists who have been met with little success in reaching their patents. Though it should not be ignored that all of the studies included were small in scale and there exists a lack of large-scale, long-term evidence, the article notes that “Using video games as a tool in psychotherapy of an adolescent with conduct disorder could facilitate the needed engagement in treatment that is difficult to achieve through traditional approaches” (Ceranoglu, 143). However, to the Yin must come the Yang and if interactive entertainment can positively stimulate the minds of players then perhaps there is some credibility to the concern that violent video games can beget violent people. If the question of what effect electronic entertainment has on people is a mountain of uncertainties and contradictions, then the question of how violence factors in represents the pinnacle. As the correlation between violent video games, the complexities of people that play them, and the influence of the wider American culture is prodigious enough to warrant a hundred papers, the question “do violent video games cause violence” can only be answered in general. Despite this, though, one can still establish an adequate answer from the research and not have to write an extra ten pages. So is this true: do video games create ticking time-bombs of aggression and malice or are they just harmless distractions like movies or cable news? An article, fittingly named “Are Violent Video Games Harmful”, asks that very question and discovers some telling facts about violence, aggression, and the interactive medium. The Radkins 5 paper uses many different types and genres of games in an effort to examine just how video games may lead to violent outbursts in adolescents and young adults. Surprisingly, there may in fact be some correlation between violent video games and an increase in aggression. In studying young children as they played violent games, the article recorded that an “increased incidence of physical fights in children who played violent video games remained statistically significant even when controlling for trait hostility. Furthermore,” it went on to say, “ low trait-hostility children who played more violent video games were more likely to get into physical fights than high traithostility children who played less violent games” (Porter, Guy, and Starcevic, 423). While these findings may seem like the proverbial nail in the coffin regarding the question that has been plaguing electronic entertainment for nearly as long as video games themselves have existed, that answer is not as definitive as one might hope or fear. The human mind is a veritable Rubik’s Cube to scientists and ascertaining how and why violence is triggered in a person is even more complicated than most other aspects of psychology. To make matters even more convoluted, as no one exists in a vacuum wherein only one specific type of entertainment media reaches him or her, it is still impossible to really know with certainty to what extent one specific factor is affecting a person. The researchers make note of this problem, saying “However, participants in this study were also exposed to other forms of media violence, which is the obvious methodological limitation. Therefore, the effect from violent video game exposure alone was uncertain” (Porter, Guy, and Starcevic, 424). Though the research does establish that there is, in fact, a valid connection, however minute, between playing violent video games and increased aggression and decreased empathy, it does not prove (nor does it even hypothesize) that electronic entertainment is a direct cause of the plague of shootings that have dominated the United States in recent years. While video games may very Radkins 6 well increase aggression in participants, examinations into the extent of these effects reveal that gaming “may only facilitate the expression of the pre-existing propensity towards aggressive behaviour. Indeed, if the classical evolutionary theory that aggression is both innate and adaptive is upheld, any individual could manifest aggressive behaviour given the correct environmental stimuli” (Porter, Guy, and Starcevic, 424). What video games do not do is corrupt children into remorseless, miniature versions of the Terminator as most mainstream media would have others believe. As the average age of a gamer is thirty, even the notion that children are the ones receiving the brunt of the “assault” of violent content is not accurate. The same principle applies to the positive aspects of extended playing. Though playing certain games will increase certain abilities like situational cognizance or hand-eye coordination, even markedly if the gamer plays long enough and is receptive enough, it will not revolutionize human mental development to a point unrecognizable of that forty years ago. Just as “Violent video games alone are unlikely to turn a child with no other risk factors into a maniacal killer” (Bavelier, Daphne et al, 764), so too has it been found that the positive mental stimulation that electronic entertainment can offer is usually minute. Doug Han and Perry Renshaw, two researchers who contributed to the article “Brains on Video Games” even produced evidence contradicting what the others had found; specifically that “the recruitment of non-gamers and that provide game experience have not generally shown that gaming enhances performance on higher level reasoning and problem solving tasks” (Bavelier, Daphne et al, 763). However, it should be noted that both Han and Renshaw also recorded success using video games to treat mental ailments like dementia and autism. So do video games actually alter the minds of those that play them? Like most answers to history’s timeless, bitterly disputed questions, the answer is a resounding “yes and no”. It has, in Radkins 7 fact, been proven that video games can stimulate the human mind and increase perception and reflexes. However, these effects are minimal and still uncertain as there is still so much of the human mind to be explored. In addition, violent video games do lead to an increase in aggressive behavior, though they do not breed dangerous sociopaths, despite whatever the baseless, panicked squawkings of network television news may say. Video games can help develop the mind of a person, but this is merely a side effect of delving into a new art form designed for experiencing immersion, fun, catharsis, and emotion in a way that only electronic interactive entertainment can deliver. In short, when I boot up my copy of Mass Effect, I will do so with the reassuring knowledge that, though I will not be rendered unrecognizably different in any way, I will leave just a little more responsive and aware of my surroundings. Radkins 8 Bavelier, Daphne, et al. "Brains on Video Games." Nature Reviews.Neuroscience 12.12 (2011): 763-8. ProQuest Psychology Journals. Web. 29 Jan. 2013. Ceranoglu, T. Atilla. "Video Games In Psychotherapy." Review Of General Psychology 14.2 (2010): 141-146. PsycARTICLES. Web. 31 Jan. 2013. Porter, Guy, and Vladan Starcevic. "Are Violent Video Games Harmful?." Australasian Psychiatry 15.5 (2007): 422-426. Academic Search Elite. Web. 31 Jan. 2013. Spence, Ian, and Jing Feng. "Video Games And Spatial Cognition." Review Of General Psychology 14.2 (2010): 92-104. PsycARTICLES. Web. 31 Jan. 2013.