Sensationalist headlines claiming that video games 'damage the brain' or 'boost Daphne Bavelier, C. Shawn Green, Doug Hyun Han, Perry F. Renshaw. Daphne Bavelier: Your Brains on Action Games. screenshot from video featuring Daphne Bavelier. Professor of Brain and Cognitive Sciences Daphne Bavelier. Does playing video or computer games have beneficial effects on brain and behaviour? If so, does the Daphne Bavelier & C. Shawn Green.


Author: Justus Runte
Country: Zambia
Language: English
Genre: Education
Published: 8 August 2015
Pages: 174
PDF File Size: 37.93 Mb
ePub File Size: 30.7 Mb
ISBN: 229-8-95783-675-3
Downloads: 28134
Price: Free
Uploader: Justus Runte


A key issue for future research concerns the characterisation daphne bavelier video games the neural pathways underlying this pathological use of technology. We know that the frontostriatal pathway, which strongly mediates both drug addiction and behavioural disorders such as pathological gambling, is also activated by some video games.

Unfortunately, relatively little is known about the developmental time course of the relevant neural pathways, and even less about how their development is affected by the use daphne bavelier video games technology.

Daphne Bavelier: Your brain on video games | TED Summaries

R Several recent studies have suggested that internet addiction may be harmful enough to be categorized as a psychiatric disorder. In other studies, internet addiction has been regarded as a subtype daphne bavelier video games impulse-control disorder. Possible genetic vulnerability to on-line game addiction has been reported in studies on the genes encoding daphne bavelier video games dopamine D2 receptor, catecholamine-o-methyltransferase and the serotonin transporter, and is consistent with the view that individuals with internet addiction have high novelty seeking and exhibit high reward dependence behaviour.


Similarly, some games seem to have much more of an addictive potential than others. Neuroimaging studies have documented changes in brain activity during on-line game play. There is now daphne bavelier video games that brain areas that respond to game stimuli in patients with on-line game addiction are similar to those that respond to drug cue-induced craving in patients with substance dependence.


These brain regions include the dorsolateral prefrontal cortex, orbitofrontal cortex, parahippocampal gyrus, nucleus accumbens, thalamus and caudate nucleus. The functional impairments observed in individuals with on-line game addiction are also thought to be similar to the impairments daphne bavelier video games in other addictions.

For example, video- or on-line game play has been associated with dysfunction daphne bavelier video games five domains: Subjects who are typically recruited for research studies engage in on-line game play for more than 4 hours per day or 30 hours per week.

These subjects reported a persistent desire for online gaming and unsuccessful efforts to cut down or control on-line game playing. School grades and work performance decreased.

Increasing Speed of Processing With Action Video Games

They also showed disruption of their daily routines sleeping during the day and gaming at night, irregular meals and poor hygiene daphne bavelier video games were irritable, aggressive, and violent when family members asked them to stop playing.

Other patients reported on-line game play after finishing school and that this prevented them from obtaining a job or participating in significant social roles.

Recent studies have revealed alterations in the orbitofrontal and anterior cingulate cortices of dependent gamers that parallel those recorded in alcoholics and individuals addicted to other substances of abuse.

It should be noted that addiction-related distortions in reward systems involved in learning processes contribute to broad-ranging cognitive deficits in every other studied form daphne bavelier video games addiction.

Increasing Speed of Processing With Action Video Games

Our younger-age population is strongly attached to screen-delivered media in a variety of forms. Most regular video-game players are also heavy consumers of other media; on average they are engaged with screens for more than 10 hours per day projecting forward, over 20 years of their life by age There is thus a massive and unprecedented difference in how their brains are plastically engaged in life compared with daphne bavelier video games of average individuals from earlier generations, and there is little question that the operational characteristics of the average modern brain substantially differ from that of our ancestors.

A better understanding of the consequences of these differences in brain use for societal and individual brain health daphne bavelier video games be high on our research agenda. I began studying gaming from this more clinical approach, using criteria adapted from those for pathological gambling.

There are now scores of studies showing that the pattern of problems that pathological gamers face are very similar to the problems that people with substance or gambling addictions have. Thus, the problem seems to have some construct validity.

There are only two published longitudinal studies on this topic to date.

Brains on video games

Adolescents were surveyed twice, nine months apart. Pathological internet use predicted increased risk of depression but not general anxiety nine months later, after controlling for several potential confounding factors such as sex, age, family dissatisfaction and illness, among others.

A larger study of 3, Singaporean children and adolescents followed over two years gave some of the first clear evidence of daphne bavelier video games variables such as depression and poor school performance are predictors of or are predicted by pathological video gaming.

Because of the large sample size, this study was able to classify gamers into four types: As in the first study with Chinese adolescents, depression became daphne bavelier video games if adolescents became pathological gamers.

Anxiety, social phobia and school performance also became worse in adolescents who became pathological gamers.

Other Posts: