From "brain games" designed to enhance mental fitness, to games used to improve real-world problems, to games created purely to entertain, today's video games can have a variety of potential impacts on the brain.

This article is published today in the new issue of Policy Insights from the Behavioral and Brain Sciences, a Federation of Associations in Behavioral & Brain Sciences (FABBS) journal published by SAGE.
"The term video games refers to thousands of quite disparate types of experiences, anything from simple computerized card games to richly detailed and realistic fantasy worlds, from a purely solitary activity to an activity including hundreds of others, etc. A useful analogy is to the term food - one would never ask, 'What is the effect of eating food on the body?'
Instead, it is understood that the effects of a given type of food depend on the composition of the food such as the number of calories; the percentage of protein, fat, and carbohydrates; the vitamin and mineral content; and so on," the researchers wrote.

"Action video games have been linked to improving attention skills, brain processing, and cognitive functions including low-level vision through high-level cognitive abilities.
Many other types of games do not produce an equivalent impact on perception and cognition," the researchers commented. "Brain games typically embody few of the qualities of the commercial video games linked with cognitive improvement."
The researchers noted that while action games in particular have not been linked to problems with sustaining attention, research has shown that total amount of video game play predicts poorer attention in the classroom.

"Modern video games have evolved into sophisticated experiences that instantiate many principles known by psychologists, neuroscientists, and educators to be fundamental to altering behavior, producing learning, and promoting brain plasticity.
Video games, by their very nature, involve predominately active forms of learning (i.e., making responses and receiving immediate informative feedback), which is typically more effective than passive learning."
References:
Tthe full article: "The Impacts of Video Games on Cognition (and How the Government Can Guide the Industry)" in the new issue of Policy Insights from the Behavioral and Brain Sciences.
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