Posts tagged video games

Posts tagged video games
Autistic Children’s Love For Video Games Could Lead To New Treatment Options
Kids and teenagers suffering from autism spectrum disorder (ASD) are more likely to use television and video games and less likely to spend time on social media than their normally-developing counterparts, claims new research set for publication in a future issue of the Journal of Autism and Developmental Disorders.
Micah Mazurek, an assistant professor of health psychology and a clinical child psychologist at the University of Missouri, recruited 202 children and adolescents with ASD and 179 of their typically developing siblings for the study.
Those with ASD spent more time playing video games and watching TV than spending time on physical or pro-social activities (including spending time on websites like Facebook or Twitter). The opposite was also true: typically-developing children spent more time on non-screen-related activities than they did watching shows or playing on the PS3 or the Xbox 360, according to the soon-to-be-published study.
“Many parents and clinicians have noticed that children with ASD are fascinated with technology, and the results of our recent studies certainly support this idea,” Mazurek said in a statement. “We found that children with ASD spent much more time playing video games than typically developing children, and they are much more likely to develop problematic or addictive patterns of video game play.”
In a separate study of 169 boys with ASD, excessive video game use had been linked to oppositional behaviors, such as refusal to follow directions or getting into arguments with others. Mazurek said that the issues will need to be further examined in future, closely-controlled research.
“Because these studies were cross-sectional, it is not clear if there is a causal relationship between video game use and problem behaviors,” she said. “Children with ASD may be attracted to video games because they can be rewarding, visually engaging and do not require face-to-face communication or social interaction. Parents need to be aware that, although video games are especially reinforcing for children with ASD, children with ASD may have problems disengaging from these games.”
Despite those issues, Mazurek also believes that autistic children’s love for video games and television could be used for beneficial purposes. The professor believes that discovering what makes these screen-related pastimes so attractive to kids with ASD could help researchers and medical experts develop new treatment options.
“Using screen-based technologies, communication and social skills could be taught and reinforced right away,” Mazurek explained. “However, more research is needed to determine whether the skills children with ASD might learn in virtual reality environments would translate into actual social interactions.”

Enhancing Cognition with Video Games: A Multiple Game Training Study
Background
Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands.
Methodology/Principal Findings
We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch) for one hour a day/five days a week over four weeks (20 hours). Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training.
Conclusion/Significance
Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to cognition may be attributed to near-transfer effects.

Action video games boost reading skills
Much to the chagrin of parents who think their kids should spend less time playing video games and more time studying, time spent playing action video games can actually make dyslexic children read better. In fact, 12 hours of video game play did more for reading skills than is normally achieved with a year of spontaneous reading development or demanding traditional reading treatments.
The evidence, appearing in the Cell Press journal Current Biology on February 28, follows from earlier work by the same team linking dyslexia to early problems with visual attention rather than language skills.
"Action video games enhance many aspects of visual attention, mainly improving the extraction of information from the environment," said Andrea Facoetti of the University of Padua and the Scientific Institute Medea of Bosisio Parini in Italy. "Dyslexic children learned to orient and focus their attention more efficiently to extract the relevant information of a written word more rapidly."
The findings come as further support for the notion that visual attention deficits are at the root of dyslexia, a condition that makes reading extremely difficult for one out of every ten children, Facoetti added. He emphasized that there is, as of now, no approved treatment for dyslexia that includes video games.
Facoetti’s team, including Sandro Franceschini, Simone Gori, Milena Ruffino, Simona Viola, and Massimo Molteni, tested the reading, phonological, and attentional skills of two groups of children with dyslexia before and after they played action or non-action video games for nine 80-minute sessions. The action video gamers were able to read faster without losing accuracy. They also showed gains in other tests of attention.
"These results are very important in order to understand the brain mechanisms underlying dyslexia, but they don’t put us in a position to recommend playing video games without any control or supervision," Facoetti said.
Still, there is great hope for early interventions that could be applied in low-resource settings. “Our study paves the way for new remediation programs, based on scientific results, that can reduce the dyslexia symptoms and even prevent dyslexia when applied to children at risk for dyslexia before they learn to read.”
And, guess what? Those kids will also be having fun.
Biofeedback-augmented video game helps children curb their anger
Often, when people talk about children and the psychological effects of playing video games, it’s nothing good – there are certainly plenty of individuals who maintain that if a child spends too much time blowing away virtual enemies, they will become more aggressive, antisocial people in the real world. A new game developed at Boston Children’s Hospital, however, is intended to do just the opposite. It helps children with anger problems to control their temper, so they’ll get along better with other people.
The game, appropriately called RAGE Control, requires the young player to shoot at enemy spaceships while sparing friendly ones. The child’s heart rate is monitored and displayed on the screen, via a sensor attached to one of their fingers. As long as they keep calm and their heart rate stays below a certain threshold, they can keep blasting at the spaceships. If they lose control and their heart rate goes too high, however, they lose the ability to shoot – the only way to regain that ability is to calm back down and lower their heart rate.
“The connections between the brain’s executive control centers and emotional centers are weak in people with severe anger problems,” said Dr. Joseph Gonzalez-Heydrich, co-creator of the game and senior investigator on the study. “However, to succeed at RAGE Control, players have to learn to use these centers at the same time to score points.”
Can Videogaming Benefit Young People with Autism Spectrum Disorder?
Individuals with ASD have difficulty with communication and social interaction, but they often have particularly good visual perceptual skills and respond well to visual stimuli. Videogames offer opportunities for successful learning, motivation to improve skills such as planning, organization, and self-monitoring, and reinforcement of desired behaviors without the need for direct human-to-human interaction.
Autism is a growing area of interest for the gamification community, and Games for Health Journal continues to explore various aspects of how videogame technology can be beneficial in treating this complex spectrum of disorders.

Video games can be good for your health
Dr. Penelope McNulty, a neurophysiologist at Neuroscience Research Australia, will present new data that shows the Wii is an effective rehabilitation tool at an international conference of the Society of Electrophysiology and Kinesiology in Brisbane on 20 July.
Dr. McNulty’s data shows that an intensive, two-week training program based on the Wii can result in significant improvements in the way stroke patients are able to use their limbs, even for people that had a stroke many years ago.
“It was previously thought that the movement and function stroke patients had at the time they left hospital was the only recovery they would make,” says Dr. McNulty.
“But we have worked with people who have had strokes one month to 21 years ago, and excitingly, they all improve,” she added.
There are over 60,000 strokes in Australia each year and there is a crucial need to improve rehabilitation methods because this is the only method known to restore movement in stroke-affected limbs.
“The Wii is inexpensive, easy to use and, very importantly, fun. This type of rehabilitation motivates participants to actually complete their therapy, which is essential for maximum recovery,” Dr. McNulty says.
“Everyone notices improvements not just using the Wii, but in activities they do every day, such as opening a door or using a fork,” Dr. McNulty concluded.