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Playing video games can change the human brain to improve creativity

Penulis : Unknown on Friday 23 August 2013 | 09:37




The researchers found that video games can change the human brain, and often positive change.

More and more university study found that playing video games can enhance creativity, decision-making power and perception.
Specific benefits very much, from improving the surgeon's hand-eye coordination to enhance the driver's ability to drive at night, and so forth. a study shows, action video game player's decision-making speed 25% faster than others, but no less accurate. A number of other studies have also found that the most skilled gamers can make six decisions per second, the fastest and put into action, the speed four times faster than most people.

In addition, the University of Rochester (University of Rochester),

 



Researchers also said that skilled gamers can also concerned over six things and it is not confused, but generally people are only concerned about four things at the same time. These studies are independent of the issue of video games and computer games business expanded. Researchers also found that women gamers (in the video game players in the ratio of approximately 42%) have a higher mental manipulating 3D objects, and this skill is often more good men.

Most such research is targeted at adults rather than children. However, video games also has its downside. Indiana University (Indiana University), researchers recently released a report, the brain scans showed that in just a week of playing violent video games, the healthy young men will change brain function and brain regions associated with emotional control activities will be suppression. Other studies have also found that playing games addiction and overweight, introverted and depressive tendencies association. These studies do not play games will compare the pros and cons. often so that parents are most concerned about violent action games on the brain was able to produce the most beneficial effects. University of Geneva in Switzerland (University of Geneva) and the New York University of Rochester study action games affect cognitive neuroscientist Daphne Buff Montpellier (Daphne Bavelier) said, "People often think that they do not belong to the intelligence of the game can be enhanced . " Since the first coin-operated arcade game in the market since 41 years ago, video games in the United States has become an annual turnover of $ 25 billion in the entertainment industry.

According to the industry trade organization Entertainment Software Association


(Entertainment Software Association) compiled data show that gaming company in 2010 sold a total of 257 million copies of video games. For scientists, the game industry inadvertently launched a large scale on the learning ability of neurobiology. From the "Tetris" (Tetris), "angry bird" (Angry Birds), "farm town" (Farmville) to the shooter and the like "Heroes Union" (League of Legend) this multiplayer role-playing fantasy games , tens of millions of players indulge in these interactive experience can bring an electronic game. Among them, since the "Heroes Union" since it was launched two years ago, played the game which has reached 1 billion or so people. University of Wisconsin (University of Wisconsin) on various aspects of video games ability to influence the psychologist C. Shawn Green (C. Shawn Green) said, "Video games will change your brain . "literacy, playing the piano or walking in the streets of London can also play the same role, studies show that these behaviors will also change the brain structure of matter. Concentration of attention, together with neurotransmitters (such as dopamine) beneficial surge, this powerful combination can enhance neural circuits, largely as exercise can tone muscles in general. But Green noted that "all activities are clearly not the game that way on the brain reward system irritation."


 UCSD (University of California in San Diego)

computing analyst Joshua Lewis (Joshua Lewis) on 2,000 video game players have been studied, he noted that a lot of energy is wasted in the study whether these games will bring us into a killing machine, rather than violent video games in addition to the unique interesting characteristics did not receive sufficient attention.

Overall, today the average age of gamers is 34 years old, playing video games for 12 years time, often 18 hours a week playing games. According to an analyst's calculations, online fantasy role-playing game "World of Warcraft" (World of Warcraft) since its inception in 2004, its 11 million registered users around the game a long history of human evolution totals and fairly. In other words, these players total game length is about 50 billion hours, equivalent to about 590 million years. players are playing all kinds of games if not thousands, at least there are hundreds of different kinds, but researchers at the University Games has been difficult to determine the long-term cognitive and behavioral effects. "World of Warcraft", "StarCraft II" (StarCraft II) as well as other popular games publisher, located in Irvine, California (Irvine) Blizzard Entertainment (Blizzard Entertainment Inc.) Did not return to the game should be whether the company funded research or to conduct their own studies. "Heroes Union" publishers, Santa Monica, California (Santa Monica) of RiotGames company has not responded. Most studies do not play games with the solution of the mathematical equations like the other high-intensity direct comparison of mental activity.

Michigan State University (Michigan State University) 


 "Children and technological research projects" (Children and Technology Project) researchers released a report in November last year that it seems almost all computer games can improve children's creativity. one for 491 students, a three-year study found that both race and gender of students what is, and regardless of what kind of games they play, computer game play, the more they a standard test of creativity on the score. Researchers testing methods based on the widely used Torrance Creativity Test (Torrance Test of Creativity) a rating for these students. This test covers the start from a curve drawn on paper a "fun and exciting," the painting, as well as the painting Title create a story like this picture. Seven researchers were based on the standard three-point system for originality, length and complexity of these elements rating rating factors also included detailed questionnaire. In contrast, the researchers said that using a mobile phone, a computer network or engaged (outside of the game) had no effect on other uses for creativity. psychologist Linda Jackson (Linda Jackson) is the federally funded, involving Michigan 20 491 male and female high school students study leaders, she said, "I was very surprise, whether you play the offensive game or sports games, they do not make any difference. " Even so, researchers have not yet developed an action game with the most education have the same attraction software.

They believe that if there is no input is so strong, neural circuits does not change. Buff Duvalier, "said Dr. case that has a good effect on learning ability happens all the games are violent games, we know that violence is an important and non-important factor and we hope it is not." Until recently, most researchers study just play games on a small group study under laboratory conditions and the impact of volunteers to play the game. Today, a number of researchers are changing the game itself will be commercial laboratory for the study of learning. Vancouver, British Columbia, Canada Simon Fraser University (Simon Fraser University) Mark Blair (Mark Blair) participated in a video game by far the largest public research. He collected more than 15 million copies on perception, attention, movement and decision time accurate to the second data point, in order for the 150,000 most popular online game "StarCraft II" analyze the behavior of the players. through a vast number of games for these data were analyzed, Blair hopes to learn how to become a player in the online world professionals. This may make people understand the new knowledge and new experiences is what transformed into our own habits, into our surroundings among ways of responding.
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