Calgary Herald

KIDS AND VIDEO GAMES

There are no easy answers

- TOM KEENAN

Family discussion­s about video games can stir up emotions at any time of the year, but they can be particular­ly heated around the holiday season, especially when discussing gifts for young guys.

“We could get him a bike or a new snowboardi­ng helmet,” exasperate­d parents say, “but what he really wants is that gory new video game or online gaming credits.” Discussion then ensues about the risks of a sedentary lifestyle, wasted time, and encouragin­g violent behaviour, even if it’s only onscreen.

While video game policy is an individual family decision, science can give us some insights into online gaming and the brain. A recent U.K. study explored the relationsh­ip between video game playing and what experts call “fluid intelligen­ce” — abstract thinking, problem-solving, and recognizin­g complex patterns.

Researcher­s at the University of York studied young male expert players of a popular multi-player Online Battle Arena (MOBA) game called League of Legends. It involves strategic, fast-paced collaborat­ion between team members, usually in different locales.

This expert player group was found to “have an average IQ of around 115-120, putting them in the top 15% of the population.” They also note participan­ts with higher IQs tended to score higher in the game. Their game performanc­e and IQ scores tests also followed the same age distributi­on. It turns out that both IQ and strategy-oriented video game performanc­e tend to peak in the mid-20s.

In another study, the same researcher­s analyzed published data on First Person Shooter (FPS) games like Destiny and Battlefiel­d 3. These involve a player hunting down and avoiding other players, and are seen from a character’s point of view. The FPS data did not show the same links between IQ and performanc­e. In fact, scoring in shooter games starts to decline in the late teens.

It’s important to note that these researcher­s are not saying that playing video games affects your intelligen­ce, or that more intelligen­t people play certain games, or chose not to play. They are only showing us an interestin­g correlatio­n.

However, they do speculate that in the future video games might be used for IQ testing. They would be cheaper, and more widely available than pen and paper tests, and there might be less test-taking anxiety.

There’s a darker side to all this. Informatio­n on your game playing behaviour could be tracked, analyzed and sold to advertiser­s, insurance companies, headhunter­s, or even your current employer. Looking for a hotshot salesperso­n with high intelligen­ce and good teamwork skills? The answer might come from his or her gaming performanc­e.

For parents and grandparen­ts mulling over junior’s holiday gift list, there’s also the question of possible links to violent behaviour. The answer to that is still clear as mud.

An American Psychologi­cal Associatio­n (APA) task force reviewed academic papers on this subject published between 2005 and 2013. Their controvers­ial 2015 report claimed there was “a consistent relation between violent video game use and increases in aggressive behaviour, aggressive cognitions and aggressive affect, and decreases in prosocial behaviour, empathy and sensitivit­y to aggression.”

However, 238 scholars quickly wrote a letter to the APA criticizin­g the report and asking the group to retire its "outdated and problemati­c statements on video game violence.”

On the flip side, a study from Brock University found significan­tly lower sociomoral reasoning levels in adolescent­s who played three or more hours of violent video games per day, compared to those who reported they played one hour per day.

The American Academy of Pediatrics criticized video games that use human or other living targets, or award points for killing “because this teaches children to associate pleasure and success with their ability to cause pain and suffering to others."

Douglas Gentile of Iowa State University, an expert in the psychology of video games, wrote that “Adolescent­s who expose themselves to greater amounts of video game violence were more hostile, reported getting into arguments with teachers more frequently, were more likely to be involved in physical fights, and performed more poorly in school.” Again, we’re talking correlatio­n, not necessaril­y causation.

While I can’t settle family disputes about video gaming, I can remind you that there is a video game rating system which you can find at esrb.org. Similar ratings saved me from fulfilling the request of our eight-year-old Australian grandson at a games store in that country. Well, actually it was the store clerk who informed me that it would be illegal to buy him the game he wanted.

Of course, with online buying, young people can probably get their hands on just about anything, so parental and grandparen­tal discretion is still going to be necessary.

Or you could just go for the bike or snowboardi­ng helmet.

Dr. Tom Keenan is an awardwinni­ng journalist, public speaker, professor in the Faculty of Environmen­tal Design at the University of Calgary, and author of the bestsellin­g book, Technocree­p, (www. technocree­p.com)

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 ??  ?? The links between video-game playing and violent behaviour are clear as mud, writes Tom Keenan.
The links between video-game playing and violent behaviour are clear as mud, writes Tom Keenan.
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