Gamers deemed too fast for real-life race
uk.eurosport.yahoo.com
uk.eurosport.yahoo.com
I think that's the implication. The worry is that the claim isn't reliable. A driver who can control a vehicle at higher speeds than you will always appear "dangerous."
And similar claims were used to exclude women from the Indy 500 until years of women in F1 and NASCAR illustrated the prejudice was absurd.
It's admittedly a tough call though. On the one hand, the claim's being made by insiders with vested interests and skepticism towards outsiders. On the other hand, the cost of letting in dangerous drivers is far higher than the cost of prejudice, so there's a reason to err on the side of caution.
I am one of the people who learned in a simulator, and then bought a real car.
Simulators teach some bad stuff, the wheel is amazing and it's just like the real one, but the pedals are not and the use of mirrors is totally different from the real thing.
Also, in simulators any mistake is simply a reset away, there is no survival instinct. This is a very important point, and I think, the most crucial difference.
They are dangerous because those cars, real or virtual are driven to the limit and the most minimal difference in perception will be amplified in those conditions.
Having said that, in a real car, I can brake better, with more control and faster than people who have only driven real cars. I have never missed a shift, and I change gears in less than half a second (I drive a stick). And I have never crashed. But I have never tested a real car to the limit.
"Gamers perform too well in real-life to be considered amateurs" would have been nice.
On a more serious note, maybe taking that talent and having them move up through the ranks on lower series to get the experience to go pro is a viable option. If the talent is as good as they say, then they'll do well on smaller carts and get the experience to race professionally quicker. Nissan should just make it the "senior-class" part of their program.
My estimated likelihood that you pose questions in order to make subliminal rhetorical points and so tend to readily project that behavior onto others would have increased, but one anecdote isn't usable data.
EDIT: Also, I see I forgot the question mark, which may have caused confusion.
After a while (days? weeks?) you get used to the real car and the racing simulation muscle memory comes back.
Apart from the cost of training, where the GT players have the advantage is that failure is not as penalizing as it would be in a real car. If you crash, you can be back on the tracks in seconds for no cost and no time in traction. If you mess up a corner you can restart.
Rather than desensitizing them to danger, it allows for exploratory driving, which, especially when combined with the amount of track time available, would allow skills to be learned much faster than in the real world.
That is to say, the learning processes for someone driving a simulator and someone driving a real car are not the same, but these approaches must converge to a common end point which is the best driving style in order to be the fastest car on the track.
It's essentially like pairing astronauts who have done extensive virtual testing with people who have limited field experience. You expect the former group to outdo the latter, but obviously they will underperform against those who have done extensive field work in space.
And so on. Many programs use virtual testing as a precursor to field work. So I'm not surprised that expert gamers who have probably clocked in near 10,000 hours of virtual racing can beat comparatively greenhorn racers who know how to drive a car but don't have much actual racing experience.
Not that our meta-comments are much better.
One might suspect the same could become of other genres cough FPS cough ;)
Like America's Army?
I remember reading an anecdote about the development. Apparently the intent was a game that could be used to train real soldiers and it received millions of tax dollars of funding. However, as it was also intended to be sold to the public, the developers 'gamified' it because in playtests gamers saw it as 'boring' and even 'unrealistic' (because the basis for realism is usually Hollywood). This in turn made it too unrealistic for use as a detailed training program within the army.
It's not like they're incapable of driving slower.