'StarCraft' Gameplay Boosts Mental Flexibility, Says Study
blogs.wsj.com
blogs.wsj.com
The sample size seems far too small and narrow to draw any conclusions from.
A larger sample size means that a smaller average increase is required to show that it is a statistically significant deviation than a smaller sample.
I hate to rain on your parade, but sample size has everything to do with whether a result is statistically significant.
http://sph.bu.edu/otlt/MPH-Modules/BS/BS704_Power/BS704_Powe...
If you want to test whether penicillin can cure a staph infection, you can get statistically significant results with a handful of tests.
>> I hate to rain on your parade, but sample size has everything to do with whether a result is statistically significant.
> No, almost any sample size can be sufficient, as long as the effect is big enough.
Your sentence says "no", but it agrees -- sample size has everything to do with determining statistical significance. The ratio of sample size to population is critical to deciding whether a result is significant: http://classroom.synonym.com/select-statistically-significan...
> Though in psychology, larger samples are often needed, because there's generally smaller effects.
Yes, but many of those kinds of result are insignificant and instantly forgotten regardless of the circumstances, because psychologists generally aren't testing a falsifiable theory, only measuring an "interesting" effect, like whether leaning to the left makes the Eiffel Tower look shorter (the 2012 Ig Nobel Prize winner):
Title: "Leaning to the Left Makes the Eiffel Tower Seem Smaller -- Posture-Modulated Estimation"
Link: http://pss.sagepub.com/content/early/2011/11/23/095679761142...
Ig Nobel Prize announcement: http://www.improbable.com/ig/2012/
I don't think anyone on hn won't know this. Everyone is just quibbling over the wording.
Your new point is very good, and I'd expect someone has used the correlation != causation argument too.
The study makes no mention of controlling for degree programs or a variety of other factors which would affect cognitive development, combined with the incredibly small sample size, It is my opinion that any conclusions from this research need to be taken with a pinch of salt.
BUT THE DOCUMENT S1 DAYS
"Participants who reported 2 hours or less of video games per week qualified for inclusion in this study"
Week != Day
This is some bad reporting, Riva Gold.
Nothing in this surprises me. More then anything else Starcraft is a game where you learn how to use limited information better than your opponent. Think about it, it's really silly that people treat chess as this game with all these advantages for your brain and games like Starcraft are ignored. When in life do you have perfect information about a situation?
Building a company is incredibly similar to a 1:1 in starcraft. You start blank slate, you make lots of decisions based on the information you have. You invest into experiments and reconnaissance and you eventually try to build up a small advantage that you leverage into a win. Early game, mid game, and end game are totally different phases that all map well to the lifecycle of a startup.
This kind of training is incredible.
Actually, some of the recent WCS games are great examples; there's a reason why people will proxy or 6 pool. Sometimes it really does come down to luck, as in whether you scout at a specific time or not.
The difference is - in starcraft the metagame isn't stable - in a year buildorders that were very strong become almost useless (because of balance patches, better strategies discovered, and most often because the popularity of buildorders make them weaker - more people blind-counter them).
This is probably my favorite part of the game -- watching pro level players react perfectly to even the slightest tell.
So no, Starcraft is not perfect knowledge; much like poker you do a lot of reasoning and what amount to Expected Value (EV) calculations to figure out what your opponent is most likely to do. To gain information about what your opponent is doing in the game requires expending in-game resources, which is pretty much the exact opposite of perfect knowledge.
Starcraft does not have this, even with impossibly perfect scouting, so it is not a perfect knowledge game.
I would expect the purported positive effects of gaming should be way more pronounced, given the many hours many people play each day. It seems that someone who spends the same time honing a real skill (e.g. programming) would come out way ahead!
Tangentially, speaking of the "costs" of gaming:
A game like Starcraft combines
- a competitive 1 vs 1 mode, forcing a maximum effort each game
- is using a wide range of motoric and cognitive skills, requiring not only quick reactions and multitasking, but also several levels of higher level thinking (analyzing the ongoing game, analyzing build orders and metagame between matches, reading up on things on forums).
To me this seems to lead to a complete exhaustion of the player, instead of giving a challange combined with relaxation and distraction.
I would rather recommend casual games ("let take my mind off work for a few minutes"), 3D shooters (positive stress, excitement, but resting cognitive brain functions) or "thinking games", be it chess, or a civilization style building game (giving a mental challenge that one might have missed in today's work). And avoid a super competitive environment that gives you a negative feedback if you're giving 100% all the time.
Would you agree?
Just for personal developments sake, your right, gaming is probably not the perfect activity, but its also not the worst.
There are no "correct choices" in life.
I think playing starcraft as part of an active, diverse mental life enriches is particularly complimentary as it a sport-like game that is challenging in many aspects (you need to multitask, think strategically, react quickly and control with great dexterity) and team games also open the social aspects. If it is not done in moderation then yes, you have to wonder if your best mental efforts during the day would better be directed at something more productive. Not for the sake of productivity, or for some moral reasons. Only because it might start to hurt financially/socially/healthwise etc. In the end, there are no skills particularly relevant in the grand scheme of things, we live, we have experiences, we die, universe goes on.
Isn't the point of all exercise to get tired? To bring your body and mind near the edge to push the edge little bit?
> It seems that someone who spends the same time honing a real skill (e.g. programming) would come out way ahead!
Do you know any place where you could program competitively in short amounts of time (hour or even less)?
However I think it's worth mentioning that games such as Starcraft offer the unique opportunity to taste glory (at least in Korea) at no personal risk. In the same way that Rome's gladiators had their whole lives defined and determined by the games, perhaps Starcraft players live and breathe the game and consider it their ultimate purpose? With such a mindset, analyzing costs and missed opportunities becomes irrelevant: you don't need to learn skills because you are already doing what you love.
When I play sports with friends I'm not doing it to be fit, I'm doing it for the social intercation, the friendly competition. I'll be tired and with some bruises, and will struggle to get off bed the next morning, but I feel it was worth it.
Another example, video game related. I like Dark Souls. But I kind of suck at it. During a more frustrating sessions, after some groans and curses my girlfriend naively asked me: "If the game makes you so angry and frustrated, why do you keep playing it? Why don't you play another game?". It made me think. I guess I like being challenged. And the harder and the more times I fall, the better is the feeling when I finally win. The more I shout and swear at the game, the bigger is the smile after beating a challenge (or the sigh of relief).
I think this is a somewhat overlooked aspect of gaming and its relation to one's personality in general. I've found, especially as I've aged, that I much prefer competitive, difficult games. Especially with starcraft, the combination of the skill and focus required seems to relax me in a way - even when it frustrates me, I'm still completely drawn away from every other thing I was focused on / worried about previously. I've now found that if a game isn't genuinely challenging, for the most part I don't enjoy it (and to the point, play very few games at all anymore).
Conversely, I have a friend that only enjoys casual games - I think he'd happily complete every game available on God mode, if it were an option.
http://www.newyorker.com/online/blogs/elements/2013/04/brain...
I think one of the things that makes SC2 special is not simply the gameplay, but the stress that it puts you under at the same time. Not only do you have to make the correct decision, you have to make the correct decision NOW and if you don't, you will suffer consequences. This combined with the need for precise control forces you to either develop or suffer repeated failure. As it's also - in it's highest difficulty - a competitive game, there's also social pressure to not fail. Look only to these comments to see that; one commenter states his rank, others try to discredit his position. This pecking order is something important to them.
A game like the Sims as a control, is very different. You tell a story, you might have game elements, but there's much less stress, you have much fewer decisions you need to make in a short period, and if you make an error it changes the story rather than typical cause disastrous failure. You can not develop and still enjoy yourself. The fun is in the narrative, not "win" or "lose". There is no competition.
If engaging in a very strategic game for a couple of hours each week wouldnt lead to any positive mental improvements, i would be suprised. Human ability is based upon experience, training and talent in almost any field.
[1] http://www.wate.com/story/3684503/study-video-games-help-qui...
In SC2, there's a spectrum of usefulness to information. Finding a proxy pylon is hard, but screams intention. Scouting early double gas is easy, perhaps, but is more clouded. In chess, all the positions of the pieces are obvious (no concept of scouting), but all the information is clouded beneath layers of moves-after-moves. A very powerful attack can be hidden in plain sight.
In this more general context of iterative gathering & analyzing of information in pursuit of a victory condition, I can see how it applies. The fact that the general mechanism (however it works, exactly) can be exercised through a specific game is still intriguing.
I think the part that helps in other contexts is keeping complex structure and rules to modify it in memory, trying to predict how it will change with time and to direct that change to your benefit. Just like chess or math, but more fuzzy and in real-time.
Italicization is obviously not possible in plain text, so their style manual would prescribe that the title of the work is set in quotes.
I found myself better at a lot of games after being so intense in SCII. Co-ordination, decision making, a better understanding of strategy, all improved. I got better at Chess, was able to pick things up quicker.
Great experience but I'm too burnt out to keep going in SC2. It got so hard you had to treat it like a job.
The thing about SCII competitive is, once you seriously get competitive, every single game you play is such an absolute mental drain. I used to have to do pushups / run a few KM before a few games. I had to mentally prepare myself for every single game.
Once you play at top competitive tier in SC2, every other game is honestly a joke (videogames, not boardgames). What other games REQUIRE you to have 300APM? None, that's how many.
sort of tangential point here, but this usage of 'require' is exactly why I dropped starcraft 2 and possibly will never come back. When a game stops being a game and starts being a... work, it loses all the fun.
Back in the days of WoL I toyed with the idea of playing with less APM and winning with more strategy, like pincer-attacks or enclosure; it worked up till Diamonds but when I found myself training for some micro, I knew it was time to give it up.
I'm still looking forward for the LoV, but probably will only play the single campaign and quit.
EDIT: I still fancy a competitive games against my friends, but that's a completely different story.
Then again, I'm in Gold and happy to stay there. The ladder system seems to do a good job of putting me up against reasonable opponents.
Unless your only aspiration was to play professionally, this isn't a reason to stop you, and even the professionals don't need 300 apm (and many don't have it). I was pretty comfortable playing Terran in Diamond league in North America (I stopped playing about 6 months ago) with 90-100 apm, and I never specifically worked on increasing my apm.
For example, spent a few weeks trying to defeat the 30 level terran baneling micro map. I got to a point where I was able to get to the near end every single time I played. Then I tried working it into real games. It took a bit of practice but now I have near perfect marine splitting micro which puts me ahead of a lot of players.
Then dropship/heal micro. Worker fighting micro and tricks.
SC2 is so much more than just strategy, so many tiny little unit tricks to do. If you nail the mechanics and you're also decent in strategy you will make it so far.
>when I found myself training for some micro, I knew it was time to give it up.
What why? It's just another facet of the game. 50% mechanics 50% strategy.
At the upper echelons of SC2 it's less about builds and micro, but more of knowing who you are playing. I play the same people over and over again for the past 4 years. I know what works with some players, I know what doesn't with others. Strategy migrates into pure mind game play.
I often think about SC problems and apply a lot of these thoughts in real world work problems. For example imagine you have all the ladder data from the servers like all build orders or replays of the games ever. How would you estimate if the game is balanced between the races? Thinking about problems like this gave me enough experience to tackle some jobs that used to be way outside my field.
I do agree with the rest of your points though. I never got much into SC2 (became #1 in my Diamond league within the first month of the game being out) as it lacks several playability characteristics that the first SC had. I played BW for about 8 years and went to several tournaments and was B or better in a few early WGTour seasons.
I have kept in touch with some of the other top players from my time and it is interesting to see a lot of us have moved onto things where skills we gained from playing BW definitely translate. Finance, poker and programming seem to be a common theme among most of us.
It's like how when we see a piano player playing at like 500 APM. She can just hit the chords and it will still sound beautiful. That's not the point though. While you can still execute strategy at a lower APM, that extra APM helps to execute it on a new level.
Am I making any sense? I feel like I'm not lol.
Maximizing APM is more like agility drills in football: a basic foundational skill whose lack will prevent you from executing even if you have a great meta game.
It's usually very gimmicky strategy - for example building your barracks near enemy base at the start of the game and pumping army instead of workers, or attacking with your soldiers AND workers before opponent has army to defend.
Most players look down on cheese, cause it's much easier than to play a regular ("macro") game - you only need to learn a few first minutes of game and then either you won or you lost, you don't need to react to enemy, and you don't need to multitask much (you have few units and only one base at the beginning of the game).
On the other hand people say that cheese keeps others "honest" - people often play greedy (skip scouting and defense to get economy faster) and cheese punish that.
In tournaments when players play each other a few times choosing to cheese or not is another level of metagame.
If you defend against it, you pretty much win as they sunk all their resources into early low tier army, instead of economic balanced expansion.
For example, one race of Starcraft has early access to a building that can fire upon enemies. If they can build these building strategically near an enemy's base without the enemy noticing, they can effectively box an enemy in, preventing them from expanding or attack until they commit a large enough force to destroy those buildings.
The same race in Starcraft can build permanently cloaked units that can only be detected with an "observer" class unit/building. If you can obtain the requirements for building said cloaked units without your opponent noticing and then build a few, you can send in these invisible units to damage your opponent until they have the proper response.
Basically, it's a strategy that can be overwhelming if it works, but it has a few tells and being discovered committing one of these strategies early enough is basically a loss.
They attempt to rank across regions - not familiar enough with their ( / SC2's) ranking system to know how reasonable it is.
You could say this about top-level play for a lot of games. You just happen to prefer SC2.
I play competitive Counterstrike:GO. People often think that FPS games are simple, just a bunch of people running around trying to shoot each other in the face. That's like saying a game like SC2 is about gathering resources, building bases, and raising armies. It isn't entirely inaccurate, but it's definitely an oversimplification.
There is actually quite a bit of strategic depth to games like Counterstrike, and being able to shoot accurately is less important than knowing what you are supposed to do in any specific situation.
I think you hit the nail on the head though: SC2 is of course a strategy game, but the real-time aspect of it makes the speed with which a player can chain together commands and movements much more important than the overall strategy. A well executed yet poorly chosen strategy will often defeat a poorly executed yet well chosen strategy.
The absolute BANE of my early SC2 Days. Kept questioning and getting discouraged by strategy until I realized my problem was literally just mechanics.
There are plenty of other highly competitive games that are just as difficult as Starcraft, but in different ways.
Dota 2 and Counter-strike are highly team-focused games. You need a crazy amount of teamwork and strategy to compete at high levels.
Quake is a game that requires a godly amount of spatial awareness and ultra-precise twitch precision. Most shots made in the game are faster than the limits of human reaction time to visual stimulus. They are possible because they are responding not only to visual stimulus, but to intuition. Cues like footstep sounds, knowledge of the map, thinking in the mind of your opponent, are all enough information to deduce where exactly to shoot your gun.
Imagine being given 50 milliseconds to click exactly on a single flashing pixel on your screen. People make those type of shots all the time in top-level Quake matches.
Here is a video of a compilation of clips of the two best Bulgarian Quake CPMA players fighting other players, and each other, in 1vs1 matches: http://www.youtube.com/watch?v=q76UNcuKSVY
Most of the shots are made before the enemy is even visible on the screen! And the railgun shots at 1:10 and 3:12 are examples of those one-pixel hits. Not to mention their mastery of the difficult movement system gives them added speed and agility.