Video gaming may be associated with better cognitive performance in children
nida.nih.gov
nida.nih.gov
Honestly. My video game experience was instrumental to my success so far in life. This is not surprising to me.
In the end, we just followed the guide, and it worked exactly as promised. In literally a day we 10x'd our RuneScape gold to well over a million and had basically unlimited funds from running the coal trading arbitrage the guide described for as long as we played the game.
It's hard for me to put this lesson into words exactly - but it's something like if something seems like it should work explore it and find out if it does. But also something like "Don't discount something for being too obvious." This has helped me in my career where it seemed like there were obvious opportunities for something that were in front of me so I just did the obvious thing and wound up getting richly rewarded for it. This kind of idea was on my mind in most of major life decisions too.
“After all,” he thinks to himself, “if that had really been a $100 bill, someone else would have picked it up already!”
How does this translate to the efficient market hypothesis in general? Not sure, but if I were to dig down into how rational actors handle such situations, I'd expect to discover the math works out over continuous domain, and the joke is a paradox because we tend to think of money in discrete terms.
Do you want to rely on the prior actor framework, or the react to what you see framework? That decision is not rational.
In the EMH people do still trade, it's just that only those with new information trade profitably.
In the joke scenario, as a parallel, you just need the economist to model that there's a chance they are the first person to see the bill.
Then you have a game theory game, where your chance of being the first person to see the bill depends on what everyone else thinks their chance was to be the first person, and hence did or didn't pick up the bill.
Then there is some optimal mixed strategy where people try pick up the bill with a certain probability, and it all works out.
On the one hand, we do[0].
On the other, what you're describing is why I don't feel bad about the fact that, 15 years after I had the idea, I've still not learned to use MHD modelling software to experiment with an idea I've had that might make fusors a little more interesting.
[0] ok so they were 12 not 8: https://www.guinnessworldrecords.com/news/2020/10/middle-sch...
None of this is obtained from genius, but from a father who's experienced in such and most likely an engineer. And I think this is why these sort of tales never have the implied follow through. The unstated implication is '12 year old builds nuclear reactor in toy room' is 'imagine what he'll be doing in 5 years!' And, the answer? Shit posting on Twitter, getting political, and trying to make a AR/VR startup.
Not exactly the Atlas upon which the world can comfortably thrust all of their hopes and expectations upon. And nobody is. Ramanujan [1] was a once in a millennia level of genuine abnormal genius, and he dedicated his entire life to a single pursuit. Yet even that mammoth of a man could but scratch the surface of that which is out there.
One other reason we thought this wouldn't work is that it seemed to us buying in large quantity should get a discount - bulk discount, right? But that wasn't the case. It was cheaper, per unit, to buy hundreds of coal than tens of thousands.
If my childhood had more books and boredom I might have the patience to spend longer in the planning stage and less enthusiasm for the drinking coffee and pounding out a solution stage.
I rarely regret just getting things done. Excessive planning is a much larger issue. I find it's usually better to just do something twice rather than spend too much time thinking about it.
One absolutely fantastic upside for just getting it done is that even if you have to redo it from scratch, you have so much better real-world understanding of the problem space.
I'm inclined to think that this applies to majority of the things we do, but is often brought up regarding building products in the idea that one should build the first prototype quickly, just to be scrapped so the final solution can be built from clean slate, benefiting from all the knowledge the prototype helped us gather.
Most often, in my experience at least, the knowledge one gains from actually doing the thing (even badly) surpasses anything that could have been gained with excessive planning. To actually work, genuine effort including some planning is definitely needed, but I don't think that's too high a bar. At least not when compared to the skills and knowledge one would have needed to achieve the same success with "just" excessive planning up front.
What the books taught me was how to write clearly, if with a somewhat unorthodox style. Turns out that's extremely important for a software engineer.
On the other hand how to inspire people and the importance of operational doctrine has been massively important.
Also spreadsheets..
Also the value of realtime market information.
I love reading about eve, but I can't imagine ever having enough free time for it
The best skill in life
I credit RuneScape with teaching me to write Java code to write bots to do the work involved with the delayed gratification.
Then eventually created a GP selling business online.
Also led a PvP clan and ran a PHP forum for it.
The RuneScape metagame was where I acquired real-world software development skills.
Gotta credit a good chunk of career success to RuneScape as well.
But, in my life, I credit sports for everything you said.
With the added benefit of a healthy neurology and biology in general. Something video games - and the digital world, as a whole - have been demonstrated to be detrimental. I mean, by serious studies.
You get individual studies of the impact in terms of say specific reflexes or some aspect of depression for some subset of games, but you would need a comprehensive set of studies for every single context to build a holistic picture which we simply don’t have.
Occasionally it’s enough to find major downsides such as with smoking’s really negative health impacts and say it’s not worth it. But for most things, including video games, there isn’t a single overwhelming downside just some negatives and other positives.
People want a black and white world where they can say “_ is good/bad,” but in the real world meat, carbs, video games etc isn’t that simple they are good and bad at the same time. Many people would be better off by reducing meat and carb consumption but that doesn’t mean a worldwide ban on consuming them is a good idea.
Why not? What's the purpose of saying it's good for cognitive performance if cognitive performance isn't tested seriously?
Try at least two or three dimensions of it. Outside the video gaming context of course.
Otherwise just say: video gaming is good for getting better at video gaming.
That would be an honest conclusion.
Because there are simply far to many variables involved. On one dimension you have type of game, but that variety impacts everything else.
Mario Party and Call of Duty for example may impact peoples emotions differently.
Tetris and StarCraft are both test actions per minute in a different way which may mean different things for reflexes etc.
Hours per week are another dimension, someone spending a few minutes per day playing Wordle is obviously different than someone who only works a part time job to have more time for their MMO addiction.
Finances is another dimension with actual free games being well free but some people spending their life savings on loot boxes in “Free to Play” games.
Degree of socialization is again varies wildly with a surprising number of marriages starting from MMO’s but single player games obvious don’t have that.
Exercise is another with some people getting a real workout playing beat saber and others getting embolisms from sitting to long with their addiction.
Etc etc.
It's sad that an injury from a physical exercise can cause a lot of trauma indeed, but I don't think practicing it is inherently bad because of that.
An accident can happen related to anything in life. People die from coconuts or tree branches falling upon their heads. We won't say trees or coconuts are inherently bad because of that.
If you are interested in economics, you can learn a lot from it.
In an intersection with behavioral economics, you can even learn a lot of business from observing sports.
- AoE for laying the groundwork of my love of history and archeology.
- Skyrim for making me finally learn how to create 3D art, which I still do as profession today.
- All those weird Japanese games that tell you that you don't have to conform to the predefine notion of what should and shouldn't be videogames.
Of course it doesn't replace real learning. It's hilarious when some gaming-addicted argue that 'videogames made me smart! see that research!'
Hell no Bob, smart people out there spend most of their time learning and play videogames just occasionally.
Lots of other great games helped me build my English skills, most of all The Legacy of Kain series.
I remember Final Fantasy 1 on gameboy had a surprisingly open world and I could walk all over the map, and it had random monster encounters. I'd be fighting a lengthy turn based battle about every 20 steps, and it could be way above my level, and I was completely and utterly lost!
I spent so much time on that game. But I never progressed far into the quest. Playing it as an adult I realized one random NPC says there's a hidden cave to the east, and if you never read it's pretty much impossible to find.
Similarly in Pokemon, bumbling through caves in the dark until I go out the other side through sheer luck and grit. Turns out the move Flash just lights up the cave.
Later in life I also realized how 'real life' is a lot subtler than it appear. Using a weapon, being far out in the woods, crafting tools .. which are all things I did in video games but had no relation to the real life versions.
Makes me curious to try runescape though
watching eSports showed me how big difference mentality and attitude makes
H3 taught real social skills and teamwork.
The things I will say it has going for it is that it has an extremely steep learning curve and you have to grind. Though many other games also have these attributes at a sufficiently high level.
The reality is that most people who are very good at video games wouldn't be able to maintain the long-term discipline or focus to run a company, nor be able to handle the responsibility of leading a team.
Roguelikes produces explorers and risk-takers.
Anecdotally - and providing you use some discretion as to choice of game - I’ve found it absolutely fascinating to watch both the pace of development of problem-solving skills, and some of the frankly astounding leaps of logic and intuition young kids are capable of. I vividly remember one rock-moving puzzle in Breath of the Wild that had me stumped until he piped up with a proposal that turned out to be the correct solution. Fascinating stuff.
- Breath of the Wild - Animal Crossing - Stardew Valley - Minecraft - Super Mario Odyssey - Super Mario 3D World - Rayman Legends - Ratchet & Clank - It Takes Two - Slay the Spire - Journey - Spiderman and Miles Morales
My son’s favourite superhero - far and away - is Spiderman, in large part thanks to the PlayStation games. Pretty great role model. Kids find swinging through the city utterly exhilarating.
It Takes Two was such a fantastic, memorable experience for both of us - he still talks about it months later. It does require quite a lot of a kid, though - better for when they’ve got a year’s experience.
And trying to catch all the insects and fish in Animal Crossing kicked off a passion in him for the real things, to say nothing of what it taught him about animals generally, time and seasonality.
A Nintendo Switch is probably a good place to start, although as he gets older I’m encouraging him to move more over to the PlayStation (partly because it’s so much cheaper over time!).
Switch Joycons are great for small hands, too, although most kids seem to be able to manipulate a full-size controller by age 4-5.
Enjoy!
While I love Breath of the Wild to the death, its combat is rather difficult and somewhat realistic from the start, which might be a turnoff ("scary monsters keep killing me"). It also has lots of written dialog, which may be challenging for a 4 year old. Definitively this one has to be played with an adult.
Super Mario Odyssey is a much better intro game for a 4-year old. It also has combat (complex combat, with all the "possessed enemy powers"), but it introduces all its mechanics extremely gradually (starts with one-attack button, on a safe environment, and builds up from there). The game works well without paying attention to the dialog at all. The cartoon looks is also more child-friendly. At 6 years old my son can do air tricks with Mario that I struggle to do. It is a jewel of a game.
Animal crossing is fun. I worry a bit about the "materialistic/accumulative" parts of it ("gotta have more stuff!" here's an ice-cream shop stand that does nothing) but the insect and fish collection things are great. Again it will require some reading in order to advance.
I have not played Slay the Spire myself. Isn't that too "brainy" for a 4yo?
Oh I forgot to mention: Picu-nicu is a great "my first platformer" game, definitively recommended.
Ymmv, though, this stuff is highly subjective. If you’re particularly concerned then better just to stick to Nintendo first-party stuff - their whole brand is built around keeping everything wholesome.
Or some similar setup where there's no online, no monthly charge, no pay-to-win, and instead the child gets to play a carefully crafted game, hopefully an awesome one.
I also think (offline) minecraft is great at that age.
Of course, a few months ago his "girlfriend" down the street got a Switch...
It's fun because I have fond memories of playing it on the Macintosh Classic II as a kid.
They like making custom levels for each other, just like me and my siblings used to do.
I was also happy to find an ad-free Minesweeper remake on Simon Tatham's Portable Puzzle Page. [1] They like the maps game from that page as well.
It’s not like I don’t understand, but it still feels mildly wrong.
The recent puzzle game Railbound is fun, with some very tricky puzzles.
* * *
Instead of video games though, let me highly recommend the physical logic puzzle games by the company SmartGames, most of which are excellent.
Raf Peeters, one of their puzzle designers, has a nice website with some back story about many of them, https://smartgamesandpuzzles.com
Cuphead is the game that can easily inspire people to become game developers.
Fun fact: the entire game was hand-drawn. The authors took the inspiration from the cartoons of 1930s.
though I guess they'll be better trained for when they tackle dark souls...
Once the child is a bit older, the Pajama Sam serie is also great.
As a side note, my son learned this using a fight stick, since "move the stick in that direction to make your character go to that direction" is easier for them to comprehend and associate than using a dpad. Also way easier to hold with hittle hands.
Some games we recommend (platform we played it on):
Cave Story (PC, was free on Epic)
Shovel Knight, Treasure Trove Edition (PC, Steam)
Castlevania Symphony of the Night (ios, ipad)
Minecraft (ios, ipad)
Completing shrines so she could get enough stamina to tame the horses.
She has collected all the rare ones now.
Let me guess.... The kids who were experienced in responding to visual cues on computer screens scored better (-‸ლ)
Maybe it's the kids with better cognitive performance that like videogame better. I wouldn't find that unlikely considering it's more mentally stimulating than other "real-world" activities.
Also, I personally learned to code by writing bots for an MMORPG, so I definitely owe my career to videogames.
"researchers stress that this cross-sectional study does not allow for cause-and-effect analyses, and that it could be that children who are good at these types of cognitive tasks may choose to play video games."
Your classic comment certainly stands, though. It could easily be that e.g. the large gender difference between the gamer and non-gamer groups alone can account for the difference. Many likely confounders aren't mentioned in the study at all.
But whether or not there's causation involved, this study tells us precious little about gaming and "cognitive performance" in general, since the stop-signal and n-back tasks they used have obvious connections to gaming but very little relevance to most other areas of cognitive functioning (of course kids who play video games for hours every day will probably respond quicker to which way an arrow on a computer screen is pointing).
Plus I am not sure that this is "better" cognitive performance, vs just "different". Perhaps kids who don't play video games are better at e.g. music? The article doesn't go into that.
Likewise I am not sure that video games are necessarily more stimulating that other real-world activities. Sure there are lots of boring things we make kids do, but there are also other joyful things that they really like too which are "real world" (adventure playgrounds, lego, swimming parks etc)
If you ask me, I'd better walk. But I can't.
PS
Walking releases brain-derived neurotrophic factor, playing FPS does not.
I absolutely think that it's your PoV that's correct rather than the articles.
Eventually I stared messing about more inside the framework, now I work as an SRE for a streaming service. Never pursued software development as I thought I was too stupid, and now pay would be too shite as a junior dev :)
In a sense Blizzard entertainment just happened to "save my life" (I'm certain I would have a dogshit life without this, many reasons).
I think more games should embrace modding like Blizzard games do/did with maps, workshops (while not being minecraft).
First, they don't measure general "cognitive performance," they measure something very specific, this one: https://www.cambridgecognition.com/cantab/cognitive-tests/me.... That task is very close to video gaming. I know of another study that shows that FPS gamers have a somewhat better peripheral vision. It makes sense that playing games improves reaction time and control on some tasks.
Second, the difference between gamers and non-gamers on this task is very small: 299ms vs 307ms. That's really far below any interesting effect. Effects in fMRI are not interesting: it is unknown what a larger signal in a certain area means. You cannot draw conclusions from it.
Third, the statistical logic is the classic NHST with all its problems. They even commit the error of drawing conclusions from lack of significance.
Fourth, they don't give specifics, but potential confounds were modelled with some linear modelling. It's highly unlikely that the effects of those external factors are linear, and there aren't many of them. There are however some really large difference between the groups (parental income, sex, and watching video/streaming).
Concluding, there's no reason to suppose the effect must be attributed to video gaming, and certainly not that it is positive for general cognitive performance.
Yes, of course. Musical ability is well known to be closely associated with mathematical ability. Musical achievement is not known to be closely associated with mathematical achievement; people tend to do one or the other.
But this already tells us that playing an instrument will predict better cognitive performance for reasons unrelated to the work you do to learn the instrument.
I would not assume that playing a sport predicted better cognitive performance, but I obviously would assume that playing a sport intensively predicts better athleticism -- independent of the effect of practicing sports -- than avoiding sports does.
Video games are a non-social controlled environment with obvious and predictable goals, similar to gambling. Gambling encourages a person to keep pushing themselves for a positive outcome but that alone does indicate any form of personal advancement.
Sports and music require development of skills, often with coaching by a human, and requiring long periods of independent practice without any kind of immediate feedback. In sports it takes years of investment to get good (less than excellent). If a given video game took years of investment to complete the current level almost nobody would play that game.
but with cheap phone games, maybe not. hmmm...
Also, “associated” is different from “causality”, right?
For better or worse, I'm pretty sure I wouldn't have become a coder if I'd had access to lots of games in elementary school.
The point is that we need to be careful not to take this data as implying that games cause better performance, only that it's correlated with it; guelo pointed out the study does control for BMI/IQ/etc, but I think that this is still insufficient to claim any kind of causation there*. We know nothing at all of the counterfactual world where those same kids didn't play games.
* Even if IQ tests were a message from the heavens saying THESE KIDS WERE DESTINED FOR THE EXACT SAME LEVEL OF COGNITIVE PERFORMANCE AT BIRTH we would still know nothing about causality, because there may have been something else in their lives that caused both the game-playing and the better performance.
Call me armchair “points out the obvious parts then gets pessimistic guy,” but we’ll likely never actually know if it’s a correlation in the time period that’s more consistent with like… the nutritional availability and parenting habits. Or for that matter The Osbornes going off the air?
I suspect that a lot of our policy actions must be suspiciously based on suspicions until we make a major breakthrough in neurology or statistical analysis. Do what works for now.
Seems like brains that are engaged have better outcomes than passive ones, let’s do that for now!
I spent a lot of my time outside exploring and playing games with my friends. Later in college when a lot of my peers were playing counter strike all day long I got into programming because I always wanted to learn how to do it.
in-game mysteries (is it possible to solve X or Y quest, get a certain item, and so on?), some of which persist today (probably the remaining ones can't be solved),
social interaction: you needed to trade with players for almost everything -- buying all equipment, even to use magic you were required to trade unless you could make them yourself),
in-game economy, mechanically, the game wasn't too hard, it was very well balanced; a big element was finding where you could be more efficient to sustain your own advancement through the game; trading was a major gameplay element,
making friends: for many, this was really the point of the game, just meeting people, talking for hours, finding where they came from (often distant countries I'd have no opportunity to visit); most activities greatly benefited from a group, although you could solo;
coordination: you needed a really good attention and coordination to play in certain situations; most of all, you needed to understand your capability and the requirements to make sure you didn't lose weeks or even months of progress (the death penalty was something like 10% of your total playtime!).
It's hard to overstate how much growth it afforded me and by brother -- the lessons are too numerous to cite, from interacting with people to managing risk on everything you do. We did recognize, even at the time though, that it could get us 'hooked' in a bad way -- and that the game was ultimately limited and there was a life outside (other activities) with a greater horizon. My brother just quit completely one day to never return; I always kept visiting the world out of curiosity and nostalgia. It really felt like having a wild virtual childhood. I still think about people I've met in that world some 20 years later.
Unfortunately, some of the aspects that enabled this experience have been degraded significantly. The greatest loss was probably due to cheating and bots. Cheating was already possible, maybe right from the beginning, but it took a long time to develop and become widespread. At one point though, almost every serious player was cheating, and a significant portion using bots to automatically achieve high levels with low risk (or just amass fortunes and transfer to "clean" characters). Seeing no great alternative, the developer (Cipsoft) started to understandably introduce the various cheating systems (automatic aiming and item usage, etc.) into the game itself, reduce death penalties, and so on. It also copied other games that have automated markets and so on, and for a while bots almost ruined the game (only much later they got a deal with BattleEye that significantly improved the situation -- but the game was already changed). The game now is much less wild and much more like a single player experience.
One very interesting aspect of the game is how much this wilderness is important but still very troublesome. The risk is what teaches risk management; but it also enables other player abuse. The possibility to kill and get killed was very scary (of course, maybe not as scary as many IRL risks), but it also built serious trust, when you had to trust your friend wouldn't turn against you for personal gain, find who to trust, etc.. It really showed what's ugly about humans at the same time as what's really amazingly beautiful -- some of the most kind and selfless people I've met were playing that game (and also a handful keen to set you back a long time just for pleasure). I think one way or another everyone that played it learned the value of cooperation in some way. I thought it was my yardstick of civilization to see if people would kill for fun when "it's just a game" (with serious in-game consequences for your victim) or act cooperatively -- I thought the ideal game was not one where you can't kill one another, but one you can, but almost no one does (I never subscribe to the notion that in game killing was "a fun part of the game" -- although I did see the allure of the loot; after all, not killing was also part of the game; in any case, you could always stop playing or opt for non-pvp servers, which most of my IRL friends did -- but I refused).
A very interesting experiment just in life, is the least I can say.
Note: There is a spiritual successor of the classic game going on in https://medivia.online/ Be warned -- this kind of game is as much of a time sink (and perhaps as addictive) as it sounds; but if you feel ready for this sort of experience, it seems still possible; I haven't ever played Medivia.
The gender difference is huge though, the nongaming cohort had 288 males and 840 females while the gaming cohort had 372 males and 307 females.
Also, I'm a bit confused why they just dumped anyone with between one and three hours of videogame playing a day.
Maybe you saw it in the text but, "This threshold was selected as it exceeds the American Academy of Pediatrics screen time guidelines, which recommend that videogaming time be limited to one to two hours per day for older children."
The thought process I can sort of imagine is that the tests are fairly costly and the hypothesis they're testing is that more play than the official recommended limit should decidedly give detectable impairments to cognition. (Seems they could have rejected that, if they'd had comparable groups in the first place. Now I'm not sure what it says)
Screen Time Survey
This threshold was selected because it exceeds the American Academy of Pediatrics screen time guidelines, which recommends that video-gaming time be limited to 1 to 2 hours per day for older children.
https://jamanetwork.com/journals/jamanetworkopen/fullarticle...
Given infinite money I think many of those parents would send the kid with nanny if needed or whatever to organized sports, piano classes, etc.
Source on that? Video games (console or pc) is very expensive and not something low income folks can generally afford for their kids.
Of course, without video games either, kids will find a way to have fun regardless. My grim apartment complex still had kids kicking around a soccer ball or riding bikes in the parking lot.
Video games are the cheapest form of paid entertainment for the amount of time that a single purchase occupies.
Despite their audience being extremely price sensitive (which has nothing to do with socioeconomics, just consumer expectations), all stakeholders recognize this and extract value in other ways.
Just some anec-data. I did not have any consoles growing up simply because we could not afford them. Eventually we got a single very old very slow machine that was shared among the family. I know a few other people in the same situation (usually 1st/2nd generation immigrants). Thus in my mind, video games are luxury products, which are not affordable to low income households.
It thought me that if you work on something, you will get better at it, and you will be rewarded. This is not the case for a lot of other things in the life of a teenager. If you work hard at school you aren’t really rewarded, you just have to pass (binary outcome) and if you do an extra project it’s not like you get extra points. If you take a student job, you don’t get a raise when do a good job, you just get more work. If it wasn’t for video games the lessons I would have learned was that you should do the bare minimum not to fail/get fired. Which is a really sad attitude to have.
Thank you for saying this. The point itself is something I knew and concluded on my own, but the way you phrased it made me realize that, as a parent, it will be my job to provide a structure on top of school, that rewards my kids somewhat proportionally to effort. As opposed to parents giving near-binary (5+ is good, 4 is meh, 3 sucks, 2 or below and the belt is out) rewards otherwise uncorrelated with effort, which was my experience as a kid, as well as others in my cohort I talked about this with.
Compare this to watching tiktok?
Games changed a lot over the past two decades and I am not quite sure they preserve the same sense of challenge, opting for quick rewards and addictive mechanics.
You may still be right about games not impacting cognition the same, as the complexity has shifted from mastering and creatively utilizing simple mechanics into learning convoluted ones. Also, older games were much less likely to have "easy mode" and there were no online guides, you had to figure out everything yourself. But even some modern games are like this (except for the "no online" part): "retro" and "indie" games like Slay the Spire and Celeste.
Games these days definitely have the same sense of challenge (if not more, looking at you Soulslikes), even if losing still gets you a loot box.
There was an interesting study done on children that talks about rewarding them for activities they like [1], and how it makes them start to dislike them which. It’s old (1973) but I’ve noticed some of the fatigue myself in the MMOs I play.
[1]: https://www.researchgate.net/publication/281453299_Undermini...
Nothing wrong with that, but if games have changed i think its in the other direction, or at least the ecosystem has fragmented more into different types.
Btw, what does "associated with better outcomes" really mean? It means that in a large sample of lab rats, 10% demonstrated a sudden spike of activity, 40% didn't react and 50% slided into depression. The study gave each outcome a score and found that the average score is slightly positive, so readers are encouraged to think that all the lab rats had this outcome. After the study got completed, those 10% of the rats got suicidal and died within a week, but studying that was outside the scope of the study.
Some games are shallow but lots of games have far more depth than chess.
Part of the whole Hans Neimann cheating scandal is that he played too close to optimal as measures by his correlation to a computer. So no, it seems mostly to be about drilling positions with solvers and playing faithfully to that.
I played chess competitively as a kid, before chess programs were very strong or widely available. We memorized maybe 4 moves in and that's it. After that it was all strategy, creativity, etc... Nowadays they're doing far more work with solvers and it's pretty much taken the strategy out of it. Which is why Go is increasing in popularity. Competitive gaming probably as well.
Each game was a set of unfamiliar rules that I'd have to learn quickly and optimize decently well against. Once I got good enough to reach the upper echelons of a game, I'd get bored and do the same with a new one. Repeat with dozens of different games, and it's very similar to the feeling of all the new unfamiliar things one has to learn in building a company.
Plus, the game that generates the closest feeling to building a startup as a whole has been Civilization :-)
And, it turns out ideas from games can be useful in products too: https://parsnip.substack.com/p/tech-trees
So what happened to the 50% of total children that were somewhere between 0 and 3 hours per days of games? Were they discarded or rounded into one those two groups, because that leaves a huge gap in the middle?
Video games might improve cognitive abilities, but they also cheat the reward centers of your brain and offer the feeling of success while achieving none.
A Stanford professor was teaching a seminar on engagement (engagement is a euphemism for addiction). He has a pretty choice quote: "You will play my game thinking you're getting better and better, but you will just be playing longer and longer."
Games can be a force for good, but the average game company is not optimizing for cognitive performance, they are optimizing for engagement (or loot boxes), the lack of alignment coupled with capitalist investment into games seems hazardous to the positive qualities they can have.
For me, the golden era of games was SNES to PS2 as feels like the best mix of budget creativity and computing power. The industry was still figuring itself out back then.
Games like Hollow Knight aspire to that older era too.
That said, I recently picked up Overwatch 2 and I'm impressed at how high the skill ceiling is, the spatial and strategic reasoning to play that game semi-pro is definitely nontrivial and Blizzard are definitely a part of Big Gaming.
>Games can be a force for good, but the average game company is not optimizing for cognitive performance
Unsure if you have games like Factorio in mind or Nintendo brain games but games that are mechanically rich (eg Souls or Elder Scrolls) can give plenty for someone to reason about if they are already so inclined.
I spent a lot of time thinking how to min/max from a very young age and it's a similar mindset to at least QA but also coding.
If you're in the market for more gems of games to play, Deep Rock Galactic is quite fantastic.
Isn't that all games & sports? If you were achieving something they would call it a "job" not a "game".
I generally agree that we can achieve and get value out of all sorts of things, including video games. Even spending an hour sitting quietly meditating is an achievement for many people. Life is what we make of it; value and beauty can be anywhere
MMOs are also a problem even if they have no IAPs.
There's a nasty feedback loop here. Non gamer parent won't pay upfront for a non predatory game for the kids. Kids will install free to play crap. Parent will think all the games are like that.
You mean raw nicotine (as in e.g. anti-smoking gums and patches), or tobacco?
This made intuitive sense to me given that there is some overlap between manipulating objects in a 2D or 3D space and visualizing a math problem whether numeric or geometric.
I find it hard to believe that typical video game puzzles can help increase cognitive performance, but plausible that training spatial recognition might help train the same regions of the brain we use for math.
Even the basic mechanics: teaching math to my kids when they were young was purely a visual exercise of moving groups of things (coins, Cheerios, M&M's) around.
I am not sure she is wrong. I played a lot of games as a kid and I probably could have done better things with my time. Not that I got any guidance as to what those better things would have been, but still.
At the same time, it seems like a lot of dads are bonding with their boys by playing games, and I wonder if I am missing out.
I just don't know what to think.
I honestly laughed at this. This is like limiting movie time to 5 minutes per day.
The way we do it in our house... the kids have an hour of tablet time doing whatever they want. Games, tv shows, movies, whatever. When the hour is up, its up.
Beyond that, we do have a nintendo switch, but that's for family video game time. I don't mind the singular switch/tv we have as much as the tablets, because since we have only 1 it requires 3 kids 7 & under to negotiate with eachother. But if you only have 1 kid that can change the game.
Someday I do plan to get them all desktop PCs. I have friends with similarly aged kids and they have family Minecraft and Valheim servers. Sounds like a lot of fun to me. My nephew recently went to college and he keeps in touch with his high school friends in part via a minecraft server he runs.
Come on this is ridiculous! 10 minutes is nothing!.
Maybe 2 or 3 hours, but 10 minutes? It will take him a full year to finish the first part of a game!, and will never allow him to discover games with depth and stories(my favorites), so he is going to play quick mobile games, which IMO are the worst.
> I am not sure she is wrong. I played a lot of games as a kid and I probably could have done better things with my time. Not that I got any guidance as to what those better things would have been, but still.
Games in my experience are a gateway to most of tech, for example my first interaction with networks and servers was when trying to create a Minecraft server to play with my friends.
Like everything, doing it moderation is the best, I think 2 or 3 hours would be fitting(not that I had them personally),
But please make sure there is actually something else for him to do, because otherwise he is going to spend the whole day waiting for these three hours.
> At the same time, it seems like a lot of dads are bonding with their boys by playing games, and I wonder if I am missing out.
Probably, your kid is also missing out on playing with his friends online.
To this day gaming is one of the biggest ways to keep in touch with remote people for me.
But that's just my own opinion.
I absolutely got addicted to games and I still struggle with functioning in daily life without trying to go back and play 1-2 hours of games each night for the dopamine hit.
More importantly, I missed out on actual real life experiences throughout my childhood all the way till I was 28.
I let me kids play games now, but as long as it doesn't overtake more useful activities (reading, going out, playground, socializing with friends, swimming, biking)
Video games are always good in moderation and there are definitely some great games for kids, exploring with him when searching for a new game will teach you a lot about about why he’s drawn to such and such game and this way you may be able to find other hobbies outside of gaming which are related to his interests.
- Far Cry - Assassin's Creed
*exceptions ( Fortnite )
What kind of games do you recommend that can extend his critical thinking while increasing his focus?
Lastly, is there a WYSIWYG game creation platform that is high-quality/fidelity? not Minecraft/Roblox. I see him making stuff in the game industry one day.
p.s. HUGE props to Elon's edu platform: https://synthesis.is/ it's been worth every damn penny.
As for extending critical thinking, I feel puzzle based games are great at this like Captain Toad Tracker. But also strategy games like Mario Rabbids are great because there's basic math mixed in with probability and action.
Also games like Brother: A tale of two sons (which you can play with him) can go a long way to developing more complex feelings of empathy which might help him in the long run in regards to games that are just mindlessly super bloody violent. Psychonaut 2 is another great one, lots to talk about there and there's some action but it's never bloody.
if he can get into them, i think tekken and soulcalibur are potentially great for both while also having enough action and cool factor to hold his interest. sc might be more approachable for a kid (i was his age when i started playing sc2).
1- https://struckd.com/ mobile only
2 - Google's Game Builder https://www.blog.google/technology/area-120/create-3d-games-... sadly discontinued.
3 - https://www.sandbox.game/en/create/game-maker/ *but it has a complex crypto component I dont like.
All have the high-fidelity UX I've been looking for.
any others? any others?
The issue is exacerbated by the fact that more gaming companies are embracing loot boxes, pay-to-win schemes, and other parlor tricks to not only keep the players addicted but to also extract as much cash as possible from its captive audience. When hearing the stories of people whose lives were ruined by video games, it's hard not to draw the similarities with gambling addicts who poured their entire life savings into casinos. Except the casinos now exist in the pockets of 14 year olds, accessible at all times.
I'm a long time gamer and a hobby game dev myself. I very much dislike the tendency for media to overstate the harms of gaming, but the reality is that gaming in its current form can be a very dangerous thing to become addicted to.
My wife and I decided our kids won't have video games at home. We'll see how it goes.
I think you kid would feel excluded in school, when everyone is playing together online and talking about the latest games.
Or indeed kids whose parents share their interests and play with them.
[1] Video Games and the Future of Education: https://www.youtube.com/watch?v=qWFScmtiC44
also of note:
Further, the researchers stress that this cross-sectional study does not allow for cause-and-effect analyses, and that it could be that children who are good at these types of cognitive tasks may choose to play video games.
Also surely the type of video game plays a huge role. I can't imagine hours spent killing bots in Unreal Tournament did me much good. But I did learn words like "critical" and "paralysis" from playing Pokemon Yellow.One thing I do credit to video games - and I'm sure is similar with a large number of HN'ers - is my current career in software engineering. Installing cracks, mods, skins, etc. You learn about the file system, how to edit files, anti-virus software (to check the cracks you downloaded), and how to reinstall Windows XP when the crack turned out to be a virus.
It's secretly pleasing to think gaming might have made me smart as a kid, but I suspect as with so many things in education its socio-economic status.
They looked at kids able to spend "3 or more hours a day" gaming. That requires a pretty stable homelife on top of the budget for the games etc etc - something I was lucky enough to have growing up, but not true of everyone.
I played games competitively as a kid. I did well cognitively. If I could go back and get the time back I would.
I also read a ton of books.
I am not sure if this was all great or not. But I guess it gave me some sort of benefit overall.
"This makes me smart"
Wow, you don't say ...
Game makers have access to extreme resources, psychology, graphics, music and coding frameworks that enables them to push entertainment as any illegal drug - except **mostly** without the bad side effects.
Gamers also have access to these resources when consuming this content.
Generally, multiplayer (competitive) games are exciting as we get the adrenaline rush from out smarting our opponent. But there's always a point where you feel the repetitiveness and lack of purpose as you get to the average level but not enough dedication to compete with professional atheletes.
I have definitely seen video games that have difficult puzzles or complex game loops focus my kids on problem solving and how to use tools like notepad or something at their disposal. However as they are on the internet more and more, I think they are getting lazy and just getting the answers from youtube.
But seriously, the thing that's interesting is if you could challenge a child's spatial intelligence more in a VR or game universe than in our limited gravity enabled world. Curious indeed.
Can't say it overwhelms my fear of screen time but it's a thing.
https://jamanetwork.com/journals/jamanetworkopen/fullarticle...
leisure/casual gaming is no better than browsing TikTok.
I was in master league when I played Starcraft competitively, so I don't discount the real lessons you can learn from intense focus towards a clear goal, and the acceleration provided by competitive arena.
But there are plenty of people who cheat or buy their way toward "success" in games, because they are chasing the "status" they get from a silly little virtual badge. I know a handful of these folks in real life. They have many other problems, but are very "successful." I know a World of Warcraft Gladiator (rank 1 arena champion for a season) who botted honor at the expense of other players (in-game currency to attain higher quality gear) and in real life juiced his company's image by purchasing online accounts and controlling conversation in forums. I've shared a meal with a current professional gamer who nonchalantly engages in crypto fraud.
Winning is absolutely not everything. Some of the greatest things we can attain in this life will require mass cooperation of humans, and those experiences require dedicated folks with faith in humanity--people who aren't always looking for every crack in the law to screw over their fellow man to get rank 1.
I've seen lots of heartwarming content on TikTok, and left most Counter-Strike and Call of Duty lobbies feeling very dispirited.
Maxis and older Blizzard games were probably the best.
Even in older folks, 3 hours a day isn't really playing competitively nor does it mean you aren't drinking. We used to spend many hours getting drunk and high and playing games. It was great fun, and still is from time to time.
Something tells me they'll not be able to replicate this.
I suppose if this study can be replicated then we can all be thankful that excessive video game playing has made kids dumber at a lesser rate than they already would be.