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Action video game study: a successful first-person shooter?

Action video game study: a successful first-person shooter?

IWhen video games are suspected of being relatively unrefreshing as a cultural asset, advocates who distrust the brand themselves point to studies that have shown games to have a positive effect on video players’ cognitive abilities and learning performance. Even if these cases were arguments about some kind of indirect profitability, which was thought to be overcome in the discussion about video games, performance and opportunities for its increase, it is now the most popular currency – compared, for example, to the acquisition of knowledge.

One Like this study Now appearing in the journal Nature Science. Eight researchers led by study leader Ru-Yuan Zhang (Shanghai Jiao Tong University) and Adrien Chopin (University of Geneva) attempt to show that kinesthetic video games have a positive effect on ‘learning to learn’. So learning learning occurs when the information or skills that people acquire during a task leads to the ability of those people to learn and deal with the demands of new tasks more quickly.

45 hours of playing video games in ten weeks

In two intervening studies, scientists divided subjects tested in the past year and the previous year had had no more than one hour per week of first- or third-person shooting as well as sports and simulation, in the past year no more than three hours in week, and they spent no more than five hours a week playing other types of video games in the previous year, in two groups. One group played first-person shooter games such as “Call of Duty: Black Ops” (parts 1 and 2) and “Half Life 2”. The other group played simulation games like Sims 3, Zoo Tycoon 2013 and Viva Piñata. Test participants had to work out 45 hours of playing video games over ten weeks, playing a minimum of three hours and a maximum of eight hours per week.

Before and after the game phase, participants were tested on the basis of certain tasks. They had to understand the direction of movement of the moving patterns, remember the shapes, and sort the smileys correctly while changing the faces according to their initial stage. Based on an evaluation of the two rounds with 25 (University of Rochester) and 52 (University of Geneva), Zhang and colleagues found that the motion game group was able to perform lower-level cognitive tasks and perform better on more demanding cognitive tasks (higher-level cognitive tasks) than the group that did. I dealt with a life simulation. What do we learn from this now? So, if shooters have positive learning effects, there’s still one thing to keep in mind: There should be enough time to learn sideways.