And now, the news that every parent dreads. Researchers are reporting
today that first-person-shooter video games — the kind that require players to
kill or maim enemies or monsters that pop out of nowhere — sharply improve
visual attention skills.
Experienced players of these games are 30 percent to 50 percent better than
non-players at taking in everything that happens around them, according to the
research, which appears today in the journal Nature. They identify objects in
their peripheral vision, perceiving numerous objects without having to count
them, switch attention rapidly and track many items at once.
Nor are players simply faster at these tasks, said Dr. Daphne Bavelier, an
associate professor of cognitive neuroscience at the University of Rochester,
who led the study. First-person action games increase the brain's capacity to
spread attention over a wide range of events. Other types of action games,
including those that focus on strategy or role playing, do not produce the same
effect.
While some researchers have suggested possible links between video games and
other abilities, this study is thought to be the first to explore their effects
on visual skills. Though the number of subjects was small, Dr. Bavelier said,
the effects were too large to be a result of chance.
"We were really surprised," Dr. Bavelier said, adding that as little as 10
hours of play substantially increased visual skills among novice players. "You
get better at a lot of things, not just the game," she said.
But Dr. Bavelier emphasized that the improved visual attention skills did not
translate to reading, writing and mathematics. Nor is it clear that they lead to
higher I.Q. scores, although visual attention and reaction time are important
components of many standardized tests.
"Please, keep doing your homework," said Dr. Bavelier, the mother of
6-year-old twins and a 2-year-old.
Dr. Jeremy Wolfe, the director of the Visual Attention Laboratory at Harvard
Medical School, who was not involved in the study, said he was intrigued at the
idea that "socially dubious games might improve something like general
intelligence."
"It might give every 14-year-old something to tell his parents," Dr. Wolfe
said. " `Hey, don't make me study. Give me another grenade.' "
Still, he noted that an increased capacity for visual attention was helpful
in tasks as diverse as flying, driving, radiology and airport screening.
Dr. Bavelier is an expert on how experience changes the brain, particularly
the effects of congenital deafness on visual skills and attention. A few years
ago, a Rochester student, Shawn Green, asked to work on a senior project in her
laboratory. They agreed that he would help design visual attention tasks for the
deaf.
But when Mr. Green tried out the tests, he found they were ridiculously easy,
Dr. Bavelier said. So did his friends, who were all devoted to video games.
The professor and her student decided to study the connection between video
game playing and visual attention. They carried out four experiments on
undergraduates, all of them male because no female shooter game fans could be
found on campus.
The first tested the ability to localize targets in a cluttered environment
and spread visual attention over a wide area — a skill that many elderly drivers
lose. Gamers performed at least 50 percent better than non-gamers, Dr. Bavelier
said.
The second involved the ability to say, instantly, how many objects were
flashed on a screen. Most people can do this with up to four objects, Dr.
Bavelier said. Above that, they start counting. Gamers could identify up to 10
items on a screen without counting.
The other two experiments tested the players' ability to process
fast-occurring visual information and to switch attention. Again, players were
far superior to non-players.
A fifth experiment trained non-players, including some women, for 10
consecutive days on one of two video games — either Medal of Honor: Allied
Assault, a first-person-shooter game that simulates World War II combat
situations, or the slower-moving puzzle game Tetris. Only the shooter game
improved visual attention, Dr. Bavelier said, and it did so in both sexes. Among
novices, the effects waned within a couple of months, but superior visual
attention skills seemed firmly rooted in game addicts.
Dr. Bavelier said the next step would be to tease the games apart to find out
what aspects promoted brain changes. Are violence and danger necessary? Does
this sort of brain plasticity change with age? Will it affect certain measures
of intelligence?
Meanwhile, she said, the military is already exploiting action games to train
special forces.
"To enter territory you've never seen and detect where your enemies are," she
went on, "you need an accurate understanding of the visual scene."