Do Video Games
Improve Our Cognitive Abilities?
Bagombeka Job
Institutional
Affiliation
Do Video Games Improve Our Cognitive Abilities?
Introduction
With generation advancement, video games have changed how people
enjoy themselves. Playing video games continues to influence how people enjoy
themselves, especially the young generation. They are interactive TV shows and
movies. For the last 40 years, video games have rapidly had an effect on how
people play and enjoy themselves, as well as on much of their life styles. Naturally t to popular belief, which
indicates that male children are the main targets of the gaming industry, the
average player is instead 30 years old, and the whole gaming people are greatly
divided into male and female. Ferrari and Sidak SG (2006) indicate that in
order to survive the destructive rivalry of some video games, video game
companies and developers have widely produced educative video games such as math
blaster, big brain academy which improve peoples’ cognitive abilities. Video
games once in a while help to improve cognitive abilities of mathematical
intelligence, evaluation, decision making, and memory reasoning and very many
others.
Action
games expand the brains thinking capacity
In
his research, Crandall [2003] suggests that the human brain learns and adapts.
Numerous research studies have focused on the impact of action video games on
the brain measuring cognitive abilities such as perception and reaction time.
Video games like reader rabbit and big brain academy increase the intelligence
quotient of the players in a while because of the logic which is in those
games; they sharpen the brain such that reaction activated
or inactivated.
They
induce mathematical intelligence.
Adam and smith [2008] reveal that gamers exhibit better
range of cognitive abilities including mathematical intelligence. Video games
like math blaster improve the minds of the gamers relating to ease in
calculating the day to day mathematical problems and also daily routine
financial problems. Some gamers tend to develop the feeling of becoming of some
characters in some game and so develop self esteem of doing some doings by the latter.
Teenagers usually resort to practicing of some educative things done by the
characters in some games such as fast and furious.
Video games control illness and induce recovery
Video
games have the potential of dealing with chronic conditions such as stress.
This is because are easier to understand than written documents such as books.
It is critical to note that through trends such as virtual reality in video
games, patients suffering from conditions such as post traumatic stress
disorder or even fear of heights can be treated through exposing them their
risk factors.
They
boost executive functioning
Executive
functioning refers to the potential of an individual to direct
their mental resources in a
manner that allow efficient problem solving. Almost playing video games improve
certainly 76% of someone’s reasoning capacity. For instance, the ability to
engage
in multiple tasks
simultaneously improves significantly when you start engaging in such
activities. Video games such as Pokémon fire Red have the unique
ability to boost
performance on spatial
attention.
Boost
attention and vigilance.
Video games that include fast and furious have the unique
ability to boost performance on spatial attention. As such, you
will be at a better place to locate stimulus quickly even if numerous
distracters exist. This will have a great change as it can also boost other effects such as impulsiveness.
Conclusion
In a nut shell, research made by Crandall,
squire, sidak SG, and Baddeley AD clearly indicate the positive benefits of
playing video games as it has clearly cited in the previous discussion as
presented above. For so many years since video games have been invented, it has
shortly been a struggle to researchers all over the world whether they do more
good than harm to people engaging in them. With the prevailing research made
clearly show that video games improve our cognitive abilities such as
mathematical intelligence, promoting attention and vigilance and many others as
presented in the above discussion.
References
Baddeley, A.D, & Hitch G. (1974). Working memory, psycho
learn [New York press]
Crandall, R.W, Sidak, J.G. (2006). Video games, serious business
for America’s economy, Entertainment software Association [Google scholar]
Squire K. (2006). From content to content, video games as
designed researcher, [Google scholar]
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