After a metastary, improve and accelerate computer games the cognitive processing of visual information
Computer player do not just make a pastime, they often train their cognitive feelings during hours, probably by the scan of certain capacities in training other less well-formed. This does not distinguish computer games from other games and at all of learned activities. Looking at action games, then it is clear that they require rapid processing of sensory information in order to quickly make strategic decisions and act accordingly — depending on the interface with more or less coarse motor use.
Computer games require a permanent attention and reaction rate, which in the density probably exceed the everyday behavior of most people, if they do not have to react like athletes or soldiers in extreme situations. If you zug in computer games too long, then the effects are difficult for the game, for example the virtual death or a defeat,. Players who not only win, but also want to train a virtuosity, rely on further acceleration of reactions and are also looking for games that offer new challenges.
Although it is generally amed that playing certain cognitive processes improves and accelerates the question, however, is whether trained players against non-players in general in other situations respond faster to their environment and whether this short-time reaction time means that they also make more mistakes or more impulsive act. Often enough, an increase in speed brings an increase in the mistakes.
Kognition scientist of the university of rochester therefore wanted to find out if "computer game experts" just faster, but risanger decide (trigger happy) or whether you improve the reaction time for other tasks that are not associated with computer games, without being inaccurate. In her metastary, which was published in the magazine current directions in psychological science, they point out that there is numerous investigations that the reaction time of computer players is short than that of non-players.
Of course, after reviewing the research literature, it also seems that the faster response time learned through action computer games does not just extend to play, but the virtuoso players can also loose other tasks faster and thus evaporate information faster. Oberdies must also train players here also a certain attention, which is completely in contrast to the frequently postulated thesis that computer games demands the dispersion. The non-players are usually not more precisely in the solution of tasks.
However, many tasks are cognitive processes that are very similar than those in computer games, so if, for example, something should be recognized, which is only present briefly and requires relatively simple decisions. For a long time, computer players have long been a better hand-eyed coordination, better processing of visual stimuli in the periphery, a better ability to turn things in the performance of things, a better visual space of interpretation and better split attention, so simultaneously track multiple objects or observe parts of a room attributed. For the visual attention, action computer games seem to be a good workout, so also suitable for all jager and observer activities. Action computer games alternate about military achievements, which is actually close, because they often play enough in a warish world, by hand on the weapon.
The scientists, of course, go from a positive effect of acts accelerated in computer games per unit of time with regard to aging. Namely, the reaction and processing times were generally slowed down. That’s why computer games could improve the cognitive performance of old people and patients with a brain dream. So far, however, the visual processing was explored whether computer games other cognitive processes also demand (or displace) is not known. Likewise, one will know if action computer games also accelerate the solution of more complex tasks. You can only speculate, but suspect that the improvement of visual attention is at the expense of concentrated attention, in which it does not go for quick decisions in the room, but for solutions of more complex problems, the thinking, ie a retardation, demand. In contrast to the world of soldier at the front, this is the problems that are scientifically, technically, socially and personal most important.