Atestat 2012
Atestat 2012
Atestat 2012
Profesori coordonatori,
Candidat,
Diana Popa
Adam Vlad-tefan
2016
CONTENTS
Introduction..Page 1
Chapter I How Video-Games can improve our brain?......Page 2
I.1. Brain development................................Page 2
I.2. Do people make the right decisions faster .Page 3
I.3. Evolving reading speed/Sports..................................................Page 4
I.4.Interactive workout/ Coordonation......................................................Page 5
Chapter II How Video-Games improve mechanical skills?..............Page 6
II.1. Evolving eye and hand coordonationPage 6
II.2.Burn victims form their pain/Medicine ...............................Page 7
II.3. Evolve as a person ..Page 8
ConclusionPage 10
Bibliography
Introduction
The term "video game" has evolved over the decades from a purely technical definition to a
general concept defining a new class of interactive entertainment. Technically, for a product to
be a video game, there must be a video signal transmitted to a cathode ray tube (CRT) that
creates a rasterized image on a screen. This definition would preclude early computer games
that outputted results to a printer or teletype rather than a display, any game rendered on
a vector-scan monitor, any game played on a modern high definition display, and most
handheld game systems.] From a technical standpoint, these would more properly be called
"electronic games" or "computer games."
Today, however, the term "video game" has completely shed its purely technical definition
and encompasses a wider range of technology. While still rather ill-defined, the term "video
game" now generally encompasses any game played on hardware built with electronic logic
circuits that incorporates an element of interactivity bonus and outputs the results of the
player's actions to a display. Going by this broader definition, the first video games appeared
in the early 1950s and were tied largely to research projects at universities and large
corporations.
Computer games are a form of entertainment. They can be divided into different genres, like
action, strategy and sports. You can choose to play on your own, together with your friends or
against people on the Internet.
In the next chapters I will talk about how can we develop as individuals and how video games
cand improve our brain and mechanical skills.
Not only that, but they also act as a conduit for our
human instinct to play. As with all forms of play,
video games are initiated by the players and have a
set of rules that everyone agrees on. Whether
solitary or collaborative, gaming involves the mind
in an active way.
Some researchers say that specialized video games might one day be able to boost mental
abilities of people from all walks of life and ages. Specifically designed video games could
benefit children with attention deficit disorder, people with post-traumatic stress disorder or
brain injury and older adults with depression or dementias.
The researchers tested dozens of 18- to 25-year-olds who were not ordinarily video game
players. They split the subjects into two groups. One group played 50 hours of the fast-paced
action video games "Call of Duty Infinite Warfare " and "Unreal Tournament 4" and the other
group played 50 hours of the slow-moving strategy game " The Sims 4."
After this training period, all of the subjects were asked to make quick decisions in several
tasks designed by the researchers. In the tasks, the participants had to look at a screen, analyze
what was going on, and answer a simple question about the action in as little time as possible
(i.e. whether a clump of erratically moving dots was migrating right or left across the screen
on average). In order to make sure the effect wasn't limited to just visual perception, the
participants were also asked to complete an analogous task that was purely auditory.The
action game players were up to 25 percent faster at coming to a conclusion and answered just
as many questions correctly as their strategy game playing peers.
It's not the case that the action game players are trigger-happy and less accurate: They are just
as accurate and also faster, researchers say. Action game players make more correct decisions
per unit time. If you are a surgeon or you are in the middle of a battlefield, that can make all
the difference."
Their neural simulations shed light on why action gamers have augmented decision making
capabilities. People make decisions based on probabilities that they are constantly calculating
and refining in their heads. The process is called probabilistic inference. The brain
continuously accumulates small pieces of visual or auditory information as a person surveys a
scene, eventually gathering enough for the person to make what they perceive to be an
accurate decision.
The brain is always computing probabilities. As you drive, for instance, you may see a
movement on your right, estimate whether you are on a collision course, and based on that
probability make a binary decision: brake or don't brake.
Action video game players' brains are more efficient collectors of visual and auditory
information, and therefore arrive at the necessary threshold of information they need to make
a decision much faster than non gamers, the researchers found.
.
According to a study published in the journal
Nature, researchers "discovered that swerving
around cars while simultaneously picking out road
signs in a video game can improve the short-term
memory and long-term focus of older adults," The
New York Times reports.
A group of adults between the ages of 60 and 85 were were recruited to play a game called
NeuroRacer for 12 hours over a month. Six months after playing the game, the older adults
were better at multitasking, retained more information in a short period of time, and had
stronger attention skills.
Endless hours parked in front a computer screen generally does not lead to weight loss. But
games that pair virtual worlds with exercise could get people who are less inclined to workout
to start moving.
Researchers have found that playing games on a Nintendo Wii that force people to get up and
move for 20 minutes at a time is a legitimate and potentially more interesting alternative to
traditional aerobic exercise.
Another study in the journal Pediatrics found that playing games like Dance Dance
Revolution was equivalent to moderate intensity exercise for kids, making it a "a safe, fun,
and valuable means of promoting energy expenditure," according to the study.
Video games may also be more effective at changing behavior. In a study from the University
of Indiana, people who received workout advice through a game called Second Life reported
more positive changes in healthy eating and physical activity than people who went to a
traditional gym, even though weight loss was the same in both groups.
Playing video games on the Nintendo Wii improved skills needed for laparoscopic surgery, a
procedure in which a thin tube with a camera is inserted into the abdomen to see organs on a
screen, instead of cutting patients wide open.
The study, published in the journal PLOS One, found that doctors who spent one month
playing either Wii Tennis, Wii Table Tennis, or a balloon warfare game called High Altitude
Battle performed better in simulated tasks designed to test eye-hand coordination and
movement precision.
The Nintendo Wii "may be adopted in lower-budget institutions or at home by younger
surgeons to optimize their training on simulators before performing real procedures," the
researchers
concluded.
Psychologists think that this may be related to the "practice" that gamers have in inhabiting an
alternate reality.
Additionally, this seems to also to provide some protection from and even control over dreams
that would qualify as nightmares, especially for men.
Conclusion
As a conclusion, with all the benefits weve seen, we still ought to mention the negatives
that can come with gaming. As with any activity, if too much time is spent on it rather than
studying, it can be detrimental to both school and social life. But if the right balance is struck
between play and work, video games can have positive effects on academics and everyday
life.
Bibliography
www.reddit.com
www.wikipedia.org
www.newstatesman.com
www.businessinsider.com