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Brains on video games

Article  in  Nature Reviews Neuroscience · November 2011


DOI: 10.1038/nrn3135 · Source: PubMed

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PERSPECTIVES
Michael M. Merzenich. The potential
VIEWPOINT
benefits that can be achieved through
video-game play are, of course, a function
Brains on video games of the specific task requirements, and of the
cognitive and social demands and values
represented by the game(s) in play. Games
Daphne Bavelier, C. Shawn Green, Doug Hyun Han, Perry F. Renshaw, that require progressively more accurate and
Michael M. Merzenich and Douglas A. Gentile more challenging judgments and actions at
higher speeds, that require focused attention
Abstract | The popular press is replete with stories about the effects of video and and the suppression of progressively stronger
computer games on the brain. Sensationalist headlines claiming that video games distracting lures, that increase working
‘damage the brain’ or ‘boost brain power’ do not do justice to the complexities and memory spans, that provide pro-social
limitations of the studies involved, and create a confusing overall picture about the training contexts, and that offer increasingly
effects of gaming on the brain. Here, six experts in the field shed light on our harder cognitive challenges — among many
other possible game dimensions — can
current understanding of the positive and negative ways in which playing video
be expected to drive positive neurological
games can affect cognition and behaviour, and explain how this knowledge can be changes in the brain systems that support
harnessed for educational and rehabilitation purposes. As research in this area is these behaviours.
still in its early days, the contributors of this Viewpoint also discuss several issues There is growing direct evidence that
and challenges that should be addressed to move the field forward. intensive use of video games results in signif-
icant generalized improvements in cognitive
function. Video games are controlled train-
Does playing video or computer games demonstrated a causal link between video ing regimens delivered in highly motivating
have beneficial effects on brain and game playing and enhanced abilities. Hence, behavioural contexts. The documented gains
behaviour? If so, does the evidence point to it is not just that people who naturally choose in processing speed, attentional control,
general improvements in cognitive function? to play games have better perceptual skills. memory, and cognitive and social control
The ability to improve one’s abilities through that result from playing specific games are
Daphne Bavelier & C. Shawn Green. practice has obvious practical ramifications, expected. Because behavioural changes arise
Although the popular media has a strong ten- from rehabilitation of visual skills in individu- from brain changes, it is also no surprise that
dency to produce breathless headlines about als with amblyopia (also known as a ‘lazy eye’) performance improvements are paralleled by
the effects (or lack of effects) of video games, it to the training of surgeons. enduring physical and functional neurologi-
is worth noting that the term ‘video games’ cal remodelling.
is far from a single construct and thus, has Doug Hyun Han & Perry F. Renshaw. At the same time, it should be noted that
almost no scientific predictive power. One The extent to which playing video and on- the daily time spent playing video games in
can no more say what the effects of video line games affects the brain and behaviour is school-age children has been shown to be
games are, than one can say what the effects uncertain. It is likely that the specific beneficial inversely correlated with academic achieve-
of food are. There are millions of individual or harmful effects are determined by the char- ment, arguably because time spent playing
games, hundreds of distinct genres and sub- acteristics of both the individual and of the video games is time stolen from reading and
genres, and they can be played on computers, game. Several studies have reported that video curriculum-related academic study.
consoles, hand-held devices and cell phones. and on-line game play may improve visuo- We and others have used video-game
Simply put, if one wants to know what the spatial capacity, visual acuity, task switch- design strategies to create training exercises
effects of video games are, the devil is in ing, decision making and object tracking in that drive targeted changes in perception,
the details. healthy individuals. However, methodological cognition, and cognitive and social control
Studies that have examined perception limitations to these studies have also been more efficiently and more effectively. We
and spatial cognition (from our lab and many noted. For example, cross-sectional compari- have shown that these game-like exercises
others) have focused on one specific genre of sons of gamers and non-gamers may reflect drive positive changes in perceptual, cogni-
games — the so-called ‘action’ video games. baseline differences in cognitive abilities rather tive and action control abilities paralleled
Indeed, playing this type of game results in a than the effects of game playing. Moreover, by ‘corrective’ neurological changes in the
wide range of behavioural benefits, includ- video game training studies that involve the brains of trainees. Importantly, in these
ing enhancements in low-level vision, visual recruitment of non-gamers and that provide trained populations, intensive exercise
attention, speed of processing and statistical game experience have not generally shown results in generalized benefits and, in the
inference, among others. Furthermore, prop- that gaming enhances performance on higher case of student populations, predicts future
erly controlled training studies have repeatedly level reasoning and problem solving tasks. academic success.

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Douglas A. Gentile. Several lines of demonstrating a relationship between play- playing on-line games. Further, a couple who
research demonstrate that video games can ing certain types of violent video games and were immersed in an on-line game ignored
have beneficial effects. One excellent pro- increases in measures of aggressive thoughts. their 30 month old daughter to the point
gramme of research has been conducted However, the subtleties regarding the size of where she starved to death. We believe that
by Daphne Bavelier and C. Shawn Green, the effects reported in published research are there is strong evidence in support of the
examining the effects of playing what they often sorely lacking in popular treatments view that excessive internet use or game play
call ‘action’ video games — in practice, of the topic. Violent video games alone are is associated with adverse consequences on
these are usually highly violent first-person unlikely to turn a child with no other risk behaviour in some individuals.
shooting games such as Unreal Tournament. factors into a maniacal killer. However, in
Besides including violent content, action children with many risk factors, the size of
games include high speed, high perceptual the effect may be sufficient to have practical excessive internet use or
and motor load, unpredictability and an negative consequences. game play is associated with
emphasis on peripheral processing. In sev- In terms of the possibility of video games adverse consequences on
eral training studies, these games have been potentially causing ‘reduced attention’, we
found to influence various aspects of per- have yet another concept that means differ- behaviour in some individuals.
ceptual processing, including multiple object ent things to different people. If one means
tracking spatial resolution and central and the ability to rapidly and efficiently filter
peripheral attention skills. In other words, visual distractors that are quickly presented M.M.M. Intensive game-play practices have
when you constantly need to scan the screen (that is, visual attention), then clearly been shown to have several negative effects
to detect little differences (because they may playing action games greatly enhances on cognition. First, exposure to fast action
signal an enemy) and then orient attention this ability. However, if one means the games, on a play level that applies to the
to and target that area, you become better at ability to sustain focus on a slowly evolv- average regular gamer, has been shown to
those perceptual and attentional skills. These ing stream of information, such as paying contribute to an increase in ADHD-related
are probably not so much general improve- attention in class, there is recent work that behaviours, and — it has been argued — can
ments in cognitive functioning as they are suggests that total screen time, and video lead to listlessness and discontent in slower-
specific skills that can be transferred only game playing time in particular, may have paced and less stimulating academic, work
to other similar tasks (such as the percep- negative effects. or social environments.
tual skills needed by air traffic controllers). Thus, although parents and politicians Second, time spent playing such games
One recent study, for example, found that typically want to view the world as black or is time spent away from other school‑ (or
although experienced video gamers were white (and seek yes or no answers to ques- work‑) related, social or outdoor activities.
better at spatial navigation in computer- tions such as ‘Should I let my child play As noted earlier, despite the cognitive gains
mediated tasks than non-experienced play- video games?’), there is simply no getting that are potentially attributable to it, heavy
ers, they were not better at the same type of around the fact that any complex training game play, especially to a level of addiction,
navigation in a real-world environment. So, regimen is likely to produce a myriad of is inversely correlated with academic, occu-
what is learned may not be a broad, general behavioural effects. Simply put, the world pational and social success.
improvement in skill. really is grey, and the answer to the above Third, action games with anti-social
Although there are fewer studies that question is always ‘It depends’. (violent) content — which are particularly
have examined the positive effects of video addictive and provide particularly strong
gaming on social behaviour, there are now D.H.H & P.F.R. Early studies on internet motivational bases for driving positive
a couple by Tobias Greitemeyer and also by addiction (involving game playing) reported cognitive changes — have been shown to
my lab. We conducted experimental studies altered social behaviour, increased aggres- reduce empathy, to reduce stress associ-
in the US, Japan and Singapore and found a sion, loneliness, reduced attention and ated with observing or initiating anti-social
causal short-term effect, namely that play- depressed mood in patients with internet actions, and to increase confrontational
ing pro-social games led to more ‘helping’ addiction. Recent studies have also reported and disruptive behaviours in the real world.
behaviour, whereas playing a violent game relatively high rates of co-morbid psychiatric These effects can be expected to increase as
led to more ‘harming’ behaviour. In a lon- illness in people with internet addiction, the images and scenarios in action games
gitudinal study, we found that children who including major depressive disorder, bipo- become more realistic. The increasingly
played more pro-social games early in a lar disorder, attention deficit hyperactivity heavy use of video games and related virtual-
school year demonstrated increased helpful disorder (ADHD) and anxiety spectrum reality simulation environments for training
behaviours later in the school year. disorders. In addition, dysfunctional fam- combat military personnel provides clear
ily structures are thought to constitute an testimony of their effectiveness for inuring
Does playing video or computer games important risk factor for internet and on-line the ‘player’ against the social challenges and
have negative effects on brain and game addiction. Tragically, several hor- stresses associated with observing or volun-
behaviour? rific cases of family collapse due to internet tarily initiating aggressive and violent behav-
addiction have been reported in Taiwan iours. Although we can appreciate the value
D.B & C.S.G. There is no question that the and Korea. For example, a mother with an of such training for soldiers, policemen or
same characteristics that make many games on-line gambling addiction throttled her emergency room technicians, there is a seri-
effective teachers of perceptual and cogni- two-year old son who had annoyed her by ous question as to whether or not intensive
tive skills can also be harnessed to produce asking for a meal. Similarly, a thirteen year- exposures to such scenarios contribute posi-
maladaptive effects on brain and behaviour. old son beat his mother to death because tively to empathy and human understanding
There is an extremely large body of research she accused him of spending too much time in the greater society.

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PERSPECTIVES

Fourth, as discussed below, games can games on the types of directed and sustained neurobiology. In other studies, internet
be addictive. Addiction generates its own attention that is needed in the classroom, but addiction has been regarded as a subtype of
special destructive class of neurological and those that exist seem to suggest that there impulse-control disorder.
social burdens. is a relationship between video gaming and Possible genetic vulnerability to on-line
attention problems in school. My current game addiction has been reported in stud-
D.A.G. There is evidence that games can interpretation is that the same attentional ies on the genes encoding the dopamine
have negative effects, which makes sense skills that are learned by playing action D2 receptor, catecholamine‑o-methyltrans-
when one considers that most of the effects games (such as a wider field of view and ferase and the serotonin transporter, and
reported are learning effects at their core. attention to the periphery) are part of the is consistent with the view that individuals
As stated by Donald Hebb in 1940, neurons problem. Although these are good skills in a with internet addiction have high novelty
that fire together wire together. Whatever computer-mediated environment, they are a seeking and exhibit high reward depend-
we practice repeatedly affects the brain, and liability in school when the child is supposed ence behaviour. Similarly, some games seem
if we practice aggressive ways of thinking, to ignore the kid fidgeting in the chair next to have much more of an addictive potential
feeling and reacting, then we will get better to him and focus on only one thing. than others.
at those. This is not to say that violent games Neuroimaging studies have documented
necessarily cause violent behaviours, because How strong is the evidence that changes in brain activity during on-line
human aggression is complex and multi- gaming can be addictive? game play. There is now evidence that
causal. But it does suggest that when we brain areas that respond to game stimuli
practice being vigilant for enemies and then D.B & C.S.G. Although the lack of firmly in patients with on-line game addiction
reacting quickly to potentially aggressive established standards has definitely hin- are similar to those that respond to drug
threats, we are rehearsing this script. In fact, dered research in this field (for example, cue-induced craving in patients with sub-
this is what has been shown in several stud- the American Medical Association does not stance dependence. These brain regions
ies: playing violent video games increases currently recognize video-game or internet include the dorsolateral prefrontal cortex,
what is called a ‘hostile attribution bias’, a addiction as a psychiatric disorder), there orbitofrontal cortex, parahippocampal
perceptual and cognitive bias to attribute does seem to be an emerging scientific gyrus, nucleus accumbens, thalamus and
hostile intentions to others’ actions. When consensus that video-game play has the caudate nucleus.
people with such a bias are bumped into in potential to become pathologically addic- The functional impairments observed
the hallway, they assume that it was done tive. At present, the best research uses scales in individuals with on-line game addiction
with hostile intent rather than by accident, adapted from those developed to diagnose are also thought to be similar to the impair-
and the most automatic response is to retali- pathological gambling. It is important to ments observed in other addictions. For
ate in some way. The most comprehensive note that ‘pathologically addicted’ implies example, video- or on-line game play has
meta-analysis conducted to date included more than simply spending a consider- been associated with dysfunction in five
136 papers detailing 381 independent able amount of time playing games. Being domains: academic, social, occupational,
tests of association conducted on 130,296 pathologically addicted means, among other developmental and behavioural. Subjects
research participants. The analyses found things, an actual reduction in the ability to who are typically recruited for research stud-
that violent game play led to significant function normally in society. Thus, an indi- ies engage in on-line game play for more
increases in desensitization, physiological vidual who plays video games forty hours than 4 hours per day or 30 hours per week.
arousal, aggressive cognition and aggressive per week may not meet the criteria for being These subjects reported a persistent desire
behaviour. By contrast, pro-social behaviour a pathological user, whereas others may for online gaming and unsuccessful efforts
was decreased. exhibit pathological signs despite substan- to cut down or control on-line game play-
This is not to say that there isn’t some tially less total usage. ing. School grades and work performance
disagreement about this question in the sci- A key issue for future research concerns decreased. They also showed disruption of
entific community, for example over how to the characterisation of the neural pathways their daily routines (sleeping during the day
interpret the size of the effect and whether underlying this pathological use of tech- and gaming at night, irregular meals and
it is of sufficient practical significance. nology. We know that the frontostriatal poor hygiene) and were irritable, aggres-
On which side of the debate an investiga- pathway, which strongly mediates both drug sive, and violent when family members
tor falls seems, in my opinion, to depend addiction and behavioural disorders such as asked them to stop playing. Some patients
on whether they care most about criminal pathological gambling, is also activated by borrowed enormous amounts of money
level violence or low-level aggression. The some video games. Unfortunately, relatively ($30,000 over three months) to support
evidence that playing video games induces little is known about the developmental time their on-line game play. Other patients
criminal or serious physical violence is course of the relevant neural pathways, and reported on-line game play after finishing
much weaker than the evidence that games even less about how their development is school and that this prevented them from
increase the types of aggression that hap- affected by the use of technology. obtaining a job or participating in significant
pen every day in school hallways. As a social roles.
developmental psychologist, I care deeply D.H.H & P.F.R. Several recent studies have
about this everyday aggression (verbal, suggested that internet addiction may be M.M.M. About 1 in 5 regular gamers
relational and physical), whereas critics of harmful enough to be categorized as a (4‑10% of school-age children and young
the research seem to be mostly interested in psychiatric disorder. Internet addiction is adults) seem to meet the medical crite-
criminal violence. sometimes classified as a ‘behavioural addic- ria that would define them as ‘addicted’.
With regard to attention, there are not tion’ in light of its natural course, clinical Recent studies have revealed alterations
many studies into the effect of playing video symptoms, tolerance, comorbidities and in the orbitofrontal and anterior cingulate

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PERSPECTIVES

cortices of dependent gamers that parallel and illness, among others. A larger study those developing the games were individu-
those recorded in alcoholics and individu- of 3,034 Singaporean children and adoles- als who knew a lot about the content they
als addicted to other substances of abuse. cents followed over two years gave some wanted to teach, but very little about how
It should be noted that addiction-related of the first clear evidence of whether vari- make a game compelling and fun. As more
distortions in reward systems involved in ables such as depression and poor school true game developers turn their attention to
learning processes contribute to broad- performance are predictors of or are educational and/or clinical applications, new
ranging cognitive deficits in every other predicted by pathological video gaming. fields are emerging in which educational and
studied form of addiction. Because of the large sample size, this study medical practitioners are collaborating with
Our younger-age population is strongly was able to classify gamers into four types: game designers to develop fun and attractive
attached to screen-delivered media in a vari- those who never exhibited pathological activities that will guarantee time on task
ety of forms. Most regular video-game play- behaviour over the two years, those who and at the same time have the educational or
ers are also heavy consumers of other media; became pathological gamers, those who rehabilitation impact that experts in the field
on average they are engaged with screens were pathological at the start but stopped are seeking.
for more than 10 hours per day (projecting being pathological, and those who were and
forward, over 20 years of their life by age 60). stayed pathological gamers. As in the first D.H.H & P.F.R. There have been several trials
There is thus a massive and unprecedented study with Chinese adolescents, depres- of video games in educational and rehabilita-
difference in how their brains are plastically sion became worse if adolescents became tion settings. In the rehabilitation of patients
engaged in life compared with those of aver- pathological gamers. Anxiety, social phobia with post-traumatic stress disorder following
age individuals from earlier generations, and and school performance also became worse motor vehicle accidents, the virtual-reality
there is little question that the operational in adolescents who became pathological experience (through a computer game)
characteristics of the average modern brain gamers. Interestingly, if they stopped being of driving or riding in a car may improve
substantially differ from that of our ances- pathological gamers, their depression, clinical symptoms and promote recov-
tors. A better understanding of the conse- anxiety, social phobia decreased and school ery. In addition, several games have been
quences of these differences in brain use for performance improved. These findings sug- developed for screening or rehabilitation
societal and individual brain health should gest that these variables may be outcomes of people with dementia. Furthermore, we
be high on our research agenda. of pathological technology use rather than have reported that eight weeks of internet-
predictors of it. At a minimum, they sug- game play reduced delusional thinking and
D.A.G. I began studying the issue of video- gest that these variables are co-morbid with extra-pyramidal symptoms in patients with
game ‘addiction’ because I was highly pathological gaming, such that they can schizophrenia. In addition, pro-social video
sceptical of it. I believed that people were influence each other. games have been associated with increased
misusing the expression to mean ‘spends To my knowledge, however, there haven’t empathy and decreased reported pleasure
a lot of time gaming’, because addictions been any published studies looking at the at another’s misfortune, compared with the
are not defined by how much one engages effects of gaming addiction on the brain, effects of neutral games in healthy subjects.
in an action (for example, drinking), but although there are some demonstrating that In a pilot study in adolescents with autism
by how much it damages one’s life. I began dopamine is released and that brain reward spectrum disorders, we noted increased
studying gaming from this more clinical centres are activated during video-game social behaviour and increases in fusiform
approach, using criteria adapted from those playing. gyrus activity in response to emotional
for pathological gambling. Based on this words and emoticons during a six week,
much stricter set of criteria — which assess Is there a place for using video or pro-social on-line game playing period.
dysfunction in multiple areas of life (school, computer games in education and Although existing research is limited, we
social, family, psychological and emotional rehabilitation? believe that a growing number of clinical
functioning) — about 8% of US gamers applications for video-game play will emerge
between 8 and 18 years of age could be D.B & C.S.G. Some of the recent successes over time.
considered pathological or ‘addicted’. There using off-the-shelf games (which were
are now scores of studies showing that the designed with no particular outcome in M.M.M. Video games per se don’t have a
pattern of problems that pathological gam- mind, other than being a fun game) in the special role to play in these arenas. Video
ers face are very similar to the problems that rehabilitation of, for instance, amblyopia, games exploit well-established principles
people with substance or gambling addic- are certainly a cause for optimism. However, of motivation and learning that have been
tions have. Thus, the problem seems to have although the idea of using video games in established by experimental psychology and
some construct validity. educational and rehabilitative settings has neuroscience research. Those same princi-
There are only two published lon- been around for decades, as a field we’re ples have also been applied by us and by oth-
gitudinal studies on this topic to date. probably still only in the very early stages ers in designing ‘brain training’ exercises to
One focused on 881 Chinese adolescents of learning how to effectively harness the drive targeted, positively empowering and, if
between 13 and 16, using Young’s 20‑item power of video games while simultane- necessary, ‘corrective’ behavioural and neu-
Internet Addiction Scale. Adolescents ously attempting to produce a desired rological changes in the brains of children
were surveyed twice, nine months apart. outcome. For instance, many of the earliest and adults who are in need of help. These
Pathological internet use predicted educational video games were little more forms of game-like training have already
increased risk of depression (but not general than slightly dressed up flashcards — full strengthened or recovered the abilities and
anxiety) nine months later, after control- of sounds and interesting looking graph- improved the prospects and quality of life of
ling for several potential confounding fac- ics, but lacking most of the characteristics millions of individuals. There is, of course,
tors such as sex, age, family dissatisfaction that truly define a video game. Too often a convergence in the design of successful

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video games and effective plasticity-based learner; they require learning to be active, real time. A handful of pilot training schools
brain training exercises, because enthusiastic with immediate feedback and sufficient are already exploring this type of highly per-
engagement by a gamer or trainee is a key practice to the point of mastery; practice sonalized tutoring.
goal in both arenas. However, because edu- on a game continues until much of what is
cation- or rehabilitation-directed training is learned becomes automatic; mastery of a
necessarily designed to address neurological game is reinforced extrinsically, by points Studies of educational
impairments that apply to specific learning and levels, and intrinsically, by a feeling of
problems or for specific clinical indications, accomplishment and social status; levels
software demonstrate that
there are inevitably practical constraints of progress are well-sequenced, such that children do learn from playing
on such exercise designs. It should also success at later levels is contingent upon educational games.
be noted that the educational and medi- mastering earlier levels; games encourage
cal applications of brain training are most distributed practice across time; and games
effectively deployed by using internet-based enable the gamer to practice the same con- D.H.H & P.F.R. First of all, objective diag-
strategies, so that trainee compliance and cepts in different contexts, therefore encour- nostic criteria for gaming addiction should
progress can be monitored, and by applying aging transfer of skills. Unfortunately, be established. In addition, we need to better
internet-delivered assessment tools to assure games have yet to find a way to live up to understand the differences between pure
that generalized, targeted benefits are being their promise. Authors such as James Gee on-line gaming addiction and on-line gam-
achieved. Video games do not implement have documented the theoretical value ing addiction that is co-morbid with other
these monitoring and outcome-assessment of games for education. Studies of educa- psychiatric disorders. This is important as
methods. tional software demonstrate that children some investigators have argued that inter-
These game-like computer-based train- do learn from playing educational games. net addiction does not exist but is merely
ing programmes represent the first wave in Nonetheless, the amount of money spent on a symptom of psychiatric illnesses such
an impending revolution for brain training educational games is a tiny fraction of the as major depressive disorder or ADHD.
in schools, medicine and in the broader amount spent on a commercial entertain- Second, the vulnerabilities to on-line
society. In the future, such computer-guided ment game. Therefore, most educational gaming addiction, including genetic and
brain training may be employed to substan- games aren’t as interesting, fun or good as cognitive factors, need to be more clearly
tially improve the performance of almost even a mediocre commercial game. defined. Third, standard and effective treat-
every child in school. In parallel, using this ments need to be developed and validated.
approach to drive strengthening, ameliora- What are the challenges and future Several pilot studies have suggested that
tive or corrective changes that increase resil- directions for neuroscience research in the antidepressant drugs citalopram and
ience in people who are at risk for certain this field? bupropion may be effective for the treatment
illnesses, or to treat patients whose brain of on-line gaming addiction. Similarly, cog-
function is impaired by illness, is rapidly D.B & C.S.G. The mechanisms by which nitive behavioural therapy (CBT) has been
emerging as an important new dimension of video-game play triggers such widespread reported to be effective for reducing internet
psychiatric and neurological medicine. brain plasticity remain to be elucidated. And use time and improving daily life patterns
We must remember that the application because behavioural and non-invasive brain and family coherence. However, future stud-
of this technology in humans has a poten- imaging methods can only take us so far ies on on-line gaming addiction treatment
tially destructive side. It is easy to impair towards this goal, pharmacological studies in will require larger populations and longer
human abilities by training, even while humans and complementary studies in ani- follow-up periods. In addition, the relation-
other abilities are being improved or refined. mal models (yes, rats playing Call of Duty — ship between clinical symptoms and changes
Furthermore, video games shall continue to or at least the animal equivalent) may move in brain activity needs to be more clearly
evolve in forms that are increasingly addic- the field forward. Beyond the clear theoreti- defined. Finally, studies of internet-game
tive. Time spent on screen-delivered media cal interest, findings from such studies will play are currently somewhat polarized and
can be expected to steal more time away be of great practical benefit when attempting this area of research is likely to be improved
from real life. Video game attraction strate- to design games that result in transferable if investigators acknowledged both the
gies that have been empirically developed to learning, be it for rehabilitation purposes, potential beneficial and harmful effects of
capture the hearts and minds of the player education or training. video games.
are already being more extensively applied One of the remaining challenges is to
by the persuaders than by the educators or better understand which game components M.M.M. Scientists and technologists have
the medical practitioners. The Genie (neuro- are crucial for promoting a given skill in a now developed practical strategies that
science-guided brain plasticity) is out of the particular individual. Although our current strongly engage a large proportion of
bottle, for good and — if we let it loose with- knowledge is at the group level — for exam- people from all over the world (especially
out more guidance and restraint — almost ple, some overarching game components, those of younger ages) at a level of positive
certainly, for ill. such as the need to constantly predict when motivation that can progress to addiction
and where events of interest may occur, are in many of them. Modern societies have
D.A.G. Games offer significant promise for crucial in training attention and executive come to be massively media-engaged and
education. They use many of the techniques functions — the most efficient learning media-dependent, over an incredibly short
that a truly exceptional teacher uses. For regimens are unlikely to be one-size fits-all. time-span in our history. The application of
example, they have clear objectives that Games in the future will have the ability to motivationally-powerful strategies to help
are set at multiple difficulty levels to adapt gather data about the player while simulta- children and adults change their behaviours
to the prior knowledge and pace of each neously building the exact game needed in (and brains) for the better has already begun

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in earnest. Because of their great didactic account it is often possible to explain how gaming improves visual attention skills,
efficiencies, and because brain plasticity- research findings that initially seem to be including the ability to acquire three-dimen-
based exercises can improve the perfor- contradictory are actually congruent. sional information from flat screens. Playing
mance characteristics of the brain of almost The amount of time that people spend on games that require those skills has also been
every child, these new game-like tools shall recreational games can have effects on them, shown to improve mental rotation skills.
be at the core of a schooling revolution. They regardless of specific game features. Some Finally, the mechanics dimension refers
might also be widely deployed to treat the studies have demonstrated that the amount to what can be learned from playing a game
specific neurological problems that charac- of time spent playing games predicts poorer with different types of game controllers.
terize psychiatric and neurological illnesses, school performance. This effect is likely to Depending on the type of controller, differ-
and the normal ageing process. be due to displacement of other academically ent fine and gross motor skills and balance
How can we intelligently control this beneficial activities. Other studies have dem- skills can be improved and these effects
development? First, we should work to onstrated a relationship between the amount could be harnessed for therapeutic purposes.
further integrate cognitive neuroscience of sedentary gaming and obesity, repetitive The intersection of structure and mechanics
with educational science and clinical medi- strain disorders and video-game addiction. is the continuous feedback loop that is often
cine. Our understanding of the differences Most of the research on video game referred to as ‘hand–eye coordination’.
between the operational brains of normal effects has focused on the content dimension. Considering these different dimensions
versus developmentally, neurologically In short, people learn the content of what- when analysing the effects of video games
or psychiatrically impaired individuals is ever games they play. If they play educational should, hopefully, reduce dichotomous
rapidly increasing, as is our understanding games, they learn the educational content thinking in the field. Playing video games
of the neural bases of human intelligence and can apply it in school; if they play games is neither good nor bad — existing research
and ability. This knowledge will provide the designed to teach health content, they learn shows that they are powerful teaching tools
foundation for both designing and confirm- those concepts and apply them to their lives; if and therefore we need to harness that poten-
ing the effectiveness of targeted training they play violent games, they learn the violent tial, aiming to maximize the benefits while
tools. Second, the entry of new game-like content and may apply it to their lives. minimizing the potential harms.
training programmes into schools and The context of game play may produce Daphne Bavelier is at the Brain & Vision Lab,
clinics must be based on controlled, high- differential effects, and this is the least Department of Brain & Cognitive Sciences, University
standard trials. The scientific community researched dimension at this time. Context of Rochester, Rochester, New York 14627, USA.
and the public should insist that any medical can be defined within the game or outside of C. Shawn Green is at the Center for Cognitive Science,
claims about training programmes are based the game. One type of within-game context Department of Psychology, University of Minnesota,
on formal review processes (by the US Food can be seen in violent games that allow for Minneapolis, Minnesota 55455, USA.
and Drug Administration or equivalent). either team-based or ‘free-for-all’ modes of Doug Hyun Han is at the Department of Psychiatry,
Third, the public would benefit from stand- play. Both may be equally violent, but play- School of Medicine, Chung Ang University,
224‑1 HeukSeok-Dong, Dong Jack-Gu, Seoul, Korea
ards organizations that objectively quantify ing in an ‘everyone-for-oneself mode’ might
156‑755.
the positive and negative consequences of lead to more aggressive thoughts, lower
the intensive use of specific video games. empathy and greater desensitization. If the Perry F. Renshaw is at the Department of Psychiatry
and the Brain Institute, University of Utah,
Finally, we should intensify our efforts to in-game context requires players to cooper- Salt Lake City, Utah 84108, USA.
determine how our growing screen depend- ate to achieve goals, this might also teach
Michael M Merzenich is at the W.M. Keck Foundation
ence in our everyday lives is changing us in teamwork and social coordination skills.
Center for Integrative Neuroscience, University of
ways that both strengthen and weaken us, as Furthermore, the social context outside of California San Francisco, California 94143, USA.
individuals and as a society. the game may matter. Playing a violent game
Douglas A. Gentile is at the Media Research Lab,
in a room (virtual or real) with other indi- Department of Psychology, Iowa State University,
D.A.G. Perhaps the greatest challenge facing viduals might increase the effects on aggres- Ames, Iowa 50011, USA.
us right now is the trap of biased and dichot- sion because players are giving each other e‑mails: daphne@cvs.rochester.edu; csgreen@umn.
omous thinking. Most people (including social support for aggression. However, it edu; hduk@yahoo.com; Perry.Renshaw@hsc.utah.edu;
many scientists) are either critics or propo- might actually reduce these effect if one’s merz@phy.ucsf.edu; dgentile@iastate.edu
nents of games and gaming research. This has motivations are pro-social (that is, to help doi:10.1038/nrn3135
a detrimental effect on the field, and serves your friends in the game). No studies have Acknowledgements
to increase rhetoric and to limit research. yet tested these hypotheses. D.H.H. thanks the Korean Game Culture Foundation for data
and technical support.
I have proposed that there are at least five The way in which the game is structured
dimensions along which video games can and displayed on the screen can also have Competing interests statement
The authors declare no competing financial interests.
have effects on brain and behaviour — the effects. Screen structure provides informa-
content, context, structure and mechanics tion that is learned, similar to how we learn FURTHER INFORMATION
Douglas A. Gentile’s homepage: www.douglasgentile.com
of games, and the time spent game playing. to perceive visual information in general.
ALL LINKS ARE ACTIVE IN THE ONLINE PDF
When all these dimensions are taken into Some studies have demonstrated that

768 | DECEMBER 2011 | VOLUME 12 www.nature.com/reviews/neuro

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