Video Games Improve Attention

When we want to engage, believe me, we can. And not only will we then make fewer mistakes of perception, but we will become the types of focused, observant people that we may have thought we were incapable of becoming. Even children who have been diagnosed with ADHD can find themselves able to focus on certain things that grab them, that activate and engage their minds. Like video games. Time after time, video games have proven able to bring out the attentional resources in people that they never suspected they had. And what’s more, the kind of sustained attention and newfound appreciation of detail that emerges from the process of engagement can then transfer to other domains, beyond the screen. Cognitive neuroscientists Daphné Bavelier and C. Shawn Green, for instance, have found repeatedly that socalled “action” video games—games characterized by high speed, high perceptual and motor load, upredictability, and the need for peripheral processing—enhance visual attention, low-level vision, processing speed, attentional, cognitive, and social control, and a number of other faculties across domains as varied as the piloting of unmanned drones and laparoscopic surgery. The brain can actually change and learn to sustain attention in a more prolonged fashion—and all because of moments of engagement in something that actually mattered.

Notes:

And that attentional improvement rolls over into other areas of life.

Folksonomies: attention video games

Taxonomies:
/health and fitness/disorders/mental disorder/a.d.d. (0.575191)
/hobbies and interests/games/video and computer games (0.478671)
/style and fashion/jewelry/rings (0.426487)

Keywords:
video games (0.948370 (positive:0.502772)), Games Improve Attention (0.854421 (positive:0.502772)), attentional improvement rolls (0.748291 (positive:0.502772)), screen. Cognitive neuroscientists (0.702829 (neutral:0.000000)), C. Shawn Green (0.660886 (positive:0.232427)), fewer mistakes (0.477755 (negative:-0.593817)), unmanned drones (0.444780 (negative:-0.612762)), attentional resources (0.421285 (neutral:0.000000)), peripheral processing—enhance (0.418856 (negative:-0.582223)), low-level vision (0.413036 (negative:-0.350579)), motor load (0.405239 (negative:-0.297201)), video games—games (0.394209 (neutral:0.000000)), high speed (0.393272 (negative:-0.216743)), engagement (0.260410 (positive:0.504308)), domains (0.238108 (neutral:0.000000)), people (0.217313 (negative:-0.300315))

Entities:
ADHD:HealthCondition (0.788161 (negative:-0.470630)), C. Shawn Green:Person (0.726658 (positive:0.232427)), upredictability:Person (0.656690 (neutral:0.000000)), Bavelier:Person (0.639744 (positive:0.232427))

Concepts:
Mind (0.959334): dbpedia | freebase | opencyc
Psychology (0.930615): dbpedia | freebase | opencyc
Cognition (0.865276): dbpedia | freebase | opencyc
Attention (0.682922): dbpedia | freebase
Brain (0.639533): dbpedia | freebase | opencyc
Perception (0.619964): dbpedia | freebase | opencyc
Surgery (0.508695): dbpedia | freebase | opencyc
Sense (0.475343): dbpedia | freebase

 Mastermind: How to Think Like Sherlock Holmes
Books, Brochures, and Chapters>Book:  Konnikova , Maria (2013-01-03), Mastermind: How to Think Like Sherlock Holmes, Viking Adult, Retrieved on 2013-03-21
  • Source Material [books.google.com]
  • Folksonomies: psychology mindfulness


    Triples

    04 JUN 2016

     FLOW

    The FLOW State > Example/Illustration > Video Games Improve Attention
     
    Folksonomies: attention
    Folksonomies: attention


    Schemas

    14 JUN 2011

     Raising Well-Adjusted Children

    Memes on parenting and activities to encourage intelligence and good behavior in children.
    Folksonomies: parenting child rearing
    Folksonomies: parenting child rearing
     19  
    05 JUN 2016

     Attention and Flow

    Important for success.
    Folksonomies: education attention
    Folksonomies: education attention
     8