6. #em#Your Brain on Video Games#/em#

6. Your Brain on Video Games

Steven Johnson

The following is excerpted from an article in the July 2005 issue of Discover, a popular science magazine.

To understand why games might be good for the mind, begin by shedding the cliché that they are about improving hand-eye coordination and firing virtual weapons. The majority of video games on the best-seller list contain no more bloodshed than a game of Risk. The most popular games are not simply difficult in the sense of challenging manual dexterity; they challenge mental dexterity as well. The best-selling game of all time, The Sims, involves almost no hand-eye coordination or quick reflexes. One manages a household of characters, each endowed with distinct drives and personality traits, each cycling through an endless series of short-term needs (companionship, say, or food), each enmeshed in a network of relationships with other characters. Playing the game is a nonstop balancing act: sending one character off to work, cleaning the kitchen with another, searching through the classifieds for work with another. Even a violent game like Grand Theft Auto involves networks of characters that the player must navigate and master, picking up clues and detecting patterns. The text walk-through for Grand Theft Auto III—a document that describes all the variables involved in playing the game through to the finish—is 53,000 words long, the length of a short novel. But despite the complexity of these environments, most gamers eschew reading manuals or walk-throughs altogether, preferring to feel their way through the game space. . . .

Among all popular media today, video games are unique in their reliance on the regime of competence principle. Movies or television shows don’t start out with simple dialogue or narrative structures and steadily build in complexity depending on the aptitude of individual viewers. Books don’t pause midchapter to confirm that their readers’ vocabularies have progressed enough to move on to more complicated words. By contrast, the training structure of video games dates back to the very origins of the medium; even Pong got more challenging as a player’s skills improved. Moreover, only a fraction of today’s games involve explicit violence, and sexual content is a rarity. But the regime of competence is everywhere.