Researchers Examine Video Gaming's Impact On Brain

CBS Philadelphia
6 Oct 201801:47

Summary

TLDRThe script discusses the widespread impact of video games on American society, with 60% of players gaming daily. It highlights the story of Adam, whose gaming addiction led to academic failure. The segment also addresses the growth of e-sports in colleges and raises concerns about potential physical and mental health risks. Researchers at Ohio State University are conducting EEGs and stress tests on e-sports athletes to understand the effects of gaming. The script suggests that gamers may have enhanced cognitive abilities, better attention spans, and are adept at multitasking.

Takeaways

  • 📈 Video games are increasingly popular, with over 150 million Americans playing and 60% doing so daily.
  • 🎓 Gaming can have negative impacts on academic performance, as exemplified by Adam Brooke's story.
  • 🧠 Researchers are investigating how gaming affects the brain, including cognitive abilities and stress levels.
  • 🏫 E-sports are growing on college campuses, raising concerns about long-term physical and mental health.
  • 🔬 Ohio State University researchers are conducting EEGs and stress tests on e-sports athletes to understand gaming's effects.
  • 📊 Gaming can increase stress levels and heart rates, according to preliminary research findings.
  • 👨‍🎓 High school students with anxiety, depression, learning disorders, or difficulty stopping gaming are at higher risk in college.
  • 🚫 Recognizing the need for change is crucial for individuals like Adam, who struggled with gaming addiction.
  • 🔄 After military service, Adam returned to college, hoping more research will help prevent gaming addiction.
  • 💡 Preliminary research suggests that gamers may have enhanced cognitive abilities, attention spans, and multitasking skills.

Q & A

  • How many Americans are reported to play video games daily?

    -More than 150 million Americans are reported to play video games, with 60% of them doing so every day.

  • What was Adam Brooke's experience with gaming during his freshman year in college?

    -Adam Brooke failed his freshman year in college after his gaming spiraled out of control, leading him to skip classes and focus solely on playing video games.

  • What was Adam's mother's initial reaction to his gaming addiction?

    -Adam's mother was not initially concerned about his gaming addiction because he excelled academically in high school, and she thought college would cure him of his hobby or addiction.

  • What concerns do researchers have about the growth of e-sports on college campuses?

    -Researchers are concerned about the long-term physical and mental health impacts of e-sports on college students.

  • What methods are researchers at Ohio State University using to study the impact of gaming?

    -Researchers at Ohio State University are conducting EEGs and stress tests on e-sport athletes to determine what happens during gaming.

  • What preliminary findings have been observed in the research on gamers?

    -Preliminary research shows that gamers might have higher cognitive abilities, better attention spans, and are good at multitasking.

  • Which group of high school students is identified as most at risk of developing gaming issues in college?

    -High school students who suffer from anxiety, depression, learning disorders, or have had a hard time turning the game off are most at risk in college.

  • What changes has Adam Brooke made after leaving the Army?

    -After five years in the Army, Adam Brooke is back in college, hoping that more research will prevent others from falling prey to video games as he did.

  • What are the observed physical responses during gaming according to the research?

    -During gaming, researchers have observed that stress levels and heart rates can go up a little higher.

  • What is the significance of the research on the impact of gaming on the brain?

    -The research is significant as it aims to understand the cognitive and physiological effects of gaming, which can inform strategies for preventing gaming addiction and promoting healthy gaming habits.

  • What is the potential positive outcome for gamers according to the research?

    -The research suggests that gamers might have certain cognitive advantages such as higher cognitive ability, better attention span, and multitasking skills.

Outlines

00:00

🎮 Impact of Video Games on the Brain

This paragraph discusses the widespread popularity of video games in the United States, with over 150 million Americans playing, and 60% doing so daily. It highlights the concern of researchers who are investigating the impact of gaming on the brain. The narrative focuses on Adam Brooke, a young man whose gaming addiction led to academic failure in college. His mother's initial lack of concern due to his high school success contrasts with the severity of his addiction. The paragraph also touches on the rise of e-sports in colleges, which raises questions about long-term physical and mental health. Researchers at Ohio State University are conducting studies on e-sports athletes, using EEGs and stress tests to understand the effects of gaming. They observe increased stress levels and heart rates during gaming. The paragraph concludes with a note on the risks faced by high school students with anxiety, depression, learning disorders, or difficulty disconnecting from games, and Adam's return to college after a stint in the army, hoping for more research to prevent others from falling into the same trap as him. Preliminary research suggests that gamers might have enhanced cognitive abilities, better attention spans, and are adept at multitasking.

Mindmap

Keywords

💡Viral

In the context of the video script, 'viral' refers to the rapid and widespread dissemination of information, often through social media platforms like Facebook. The term is used to describe the popularity and reach of a particular topic or trend, in this case, the prevalence of video games among Americans. It illustrates the video's theme by highlighting the extent to which gaming has become a significant part of daily life for many.

💡Gaming

Gaming, as used in the script, refers to the activity of playing video games. It is central to the video's theme, which explores the impact of video games on the brain and behavior. The script mentions that 60% of Americans play video games daily, indicating the widespread engagement with this activity and setting the stage for the discussion on its effects.

💡Addiction

Addiction, in the context of the video, is a compulsive engagement with gaming to the extent that it interferes with daily life and responsibilities. The script uses the example of Adam, who failed his freshman year in college due to his gaming spiraling out of control, to illustrate the serious consequences that gaming addiction can have on academic performance and personal well-being.

💡E-Sports

E-Sports are competitive video gaming events where players participate in organized, multiplayer video game competitions. The script mentions the explosion of E-Sports on college campuses, which raises concerns about the long-term physical and mental health impacts of competitive gaming. This term is integral to the video's exploration of the professional and health implications of gaming.

💡EEG

EEG stands for Electroencephalogram, a test that measures electrical activity in the brain. In the script, researchers at Ohio State University are using EEGs to study the brain's response during gaming. This keyword is crucial as it represents the scientific method being employed to understand the neurological effects of video games.

💡Stress Tests

Stress tests are assessments that measure an individual's physiological response to stress. The script refers to researchers conducting stress tests on E-sports athletes to determine the impact of gaming on stress levels and heart rates. This concept is significant as it relates to the video's investigation into the physical effects of gaming.

💡Cognitive Ability

Cognitive ability refers to the mental capacity to process information, solve problems, and think critically. The script suggests that preliminary research indicates gamers might have higher cognitive abilities, better attention spans, and are adept at multitasking. This keyword is relevant as it ties into the video's discussion on the potential benefits of gaming on cognitive functions.

💡Attention Span

Attention span is the length of time a person can concentrate on a task without becoming distracted. The video script implies that gamers may have improved attention spans, which could be a result of the focus required during gaming sessions. This concept is important as it relates to the broader conversation about how gaming might affect mental faculties.

💡Anxiety

Anxiety is a feeling of worry, nervousness, or unease about something with an uncertain outcome. The script notes that high school students suffering from anxiety, among other mental health issues, are at risk of developing gaming problems in college. This keyword is significant as it highlights the video's focus on the vulnerability of certain individuals to gaming's negative impacts.

💡Depression

Depression is a mental health disorder characterized by persistent feelings of sadness, hopelessness, and a lack of interest or pleasure in activities. The script mentions that students with depression are among those who might struggle with gaming habits in college. This term is relevant as it underscores the video's examination of the potential mental health risks associated with gaming.

💡Learning Disorders

Learning disorders are a group of neurological conditions that interfere with the ability to understand or use spoken or written language. The script points out that students with learning disorders might be particularly susceptible to gaming's negative effects. This keyword is important as it broadens the discussion to include how gaming can impact individuals with specific learning challenges.

Highlights

150 million Americans play video games, with 60% doing so daily.

Researchers are investigating how gaming impacts the brain.

Adam Brooke, a 26-year-old, failed his freshman year due to gaming addiction.

Adam's mother wasn't initially concerned as he excelled academically in high school.

E-sports have grown significantly on college campuses, raising health concerns.

Researchers at Ohio State University are conducting EEGs and stress tests on e-sports athletes.

Stress levels and heart rates are observed to increase during gaming.

High school students with anxiety, depression, learning disorders, or difficulty stopping gaming are at risk in college.

Adam, after five years in the Army, is back in college hoping more research will prevent gaming addiction.

Preliminary research suggests gamers may have higher cognitive abilities, better attention span, and are good at multitasking.

The gaming industry's growth is highlighted by its viral spread on social media.

The potential negative impact of gaming on academic performance is discussed.

The role of e-sports in colleges and the associated physical and mental health concerns are examined.

The use of advanced scientific methods like EEGs to study the effects of gaming is mentioned.

The vulnerability of certain student groups to gaming addiction is emphasized.

The personal story of Adam Brooke illustrates the real-life consequences of gaming addiction.

The potential benefits of gaming, such as improved cognitive functions, are explored.

The importance of further research in understanding and preventing gaming addiction is underscored.

Transcripts

play00:03

HAS NOW GONE VIRAL ON FACEBOOK

play00:05

MORE THAN 150 MILLION

play00:06

AMERICANS ARE SEPIMENT TODAY

play00:07

PLAY VIDEO GAMES.

play00:09

60% OF THEM, DO SO EVERY DAY.

play00:11

NOW, RESEARCHERS WANT TO KNOW

play00:13

HOW GAMING IMPACT THE BRAIN.

play00:16

HEALTH REPORTER, STEPHANIE

play00:17

STAHL, HAS SOME MORE.

play00:18

Reporter: TWENTY-SIX YEAR

play00:20

OLD ADAM BROOKE ERR FAILED HIS

play00:21

FRESHMAN YEAR IN COLLEGE AFTER

play00:22

HIS GAMING SPIRALED OUT OF

play00:23

CONTROL.

play00:24

I WOULD BE LAYING IN BED, I

play00:26

WOULD BE LIKE OH, MY GOSH,

play00:27

LIKE I JUST, I CAN'T.

play00:28

I JUST CAN'T DO IT.

play00:30

I CAN'T GO TO CLASS.

play00:31

I'M JUST GOING TO PLAY VIDEO

play00:33

GAMES.

play00:34

ADAM'S MOTHER WASN'T

play00:37

CONCERNED BECAUSE HE EXCELLED

play00:38

ACADEMICALLY IN HIGH SCHOOL.

play00:39

I THOUGHT COLUMN WEDGE CURE

play00:41

HIM FROM HIS HOBBY OR HIS

play00:43

ADDICTION, BUT IT DIDN'T CURE

play00:45

HIM T MATE IT WORSE.

play00:46

E-SPORT HAVE EXPLODED ON

play00:49

COLLEGE CAMPUSES, RAISING

play00:52

LONG-TERM PHYSICAL AND MENTAL

play00:53

HEALTH CONCERNS.

play00:54

PUT --

play00:55

TO LEARN MORE ABOUT THE

play00:56

IMPACT RESEARCHERS AT OHIO

play00:58

STATE UNIVERSITY ARE WIRING E-

play01:01

SPORT ATHLETE UP, PERFORMING

play01:02

EEG'S AND STRESS TESTS, TO

play01:04

FIND OUT WHAT HAPPENS DURING

play01:05

GAMING.

play01:05

WE SEE SOME OF THE STRESS

play01:07

LEVELS GO UP LITTLE HIGHER.

play01:08

WE SEE THEIR HEART RATES GET

play01:10

UP LITTLE HIGHER.

play01:11

THE HIGH SCHOOL STUDENT WHO

play01:13

SUFFER FROM ANXIETY,

play01:14

DEPRESSION, LEARNING DISORDERS

play01:16

, OR HAVE HAD A HARD

play01:17

TIME TURNING THE GAME OFF ARE

play01:18

MOST AT RISK IN COLLEGE.

play01:19

I KNEW THAT SOMETHING WAS

play01:20

WRONG.

play01:21

I WAS LIKE I CAN'T KEEP DOING

play01:23

THIS, AND THEN THE NEXT DAY, I

play01:25

WOULD WAKE UP, AND DOT SAME

play01:26

THING AGAIN.

play01:27

AFTER FIVE YEARS IN THE

play01:29

ARMY ADAM IS BACK IN COLLEGE.

play01:30

HI, I'M ADAM.

play01:32

HE IS HOPING MORE RESEARCH.

play01:34

WILL PREVENT THOSE AT RID

play01:35

BEING TO FALLING PRAY TO VIDEO

play01:36

GAMES LIKE DID HE.

play01:37

SOME OF THE PRELIMINARY

play01:39

RESEARCH SHOWS THAT GAMERS,

play01:42

MIGHT HAVE HIGHER COGNITIVE

play01:44

ABILITY, BETTER ATTENTION SPAN

play01:45

AND ARE GOOD AT MULTI THAT IS

play01:46

CENTS KING.

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Связанные теги
Gaming ImpactMental HealthVideo GamesCollege StudentsE-SportsBrain ResearchAddictionCognitive AbilityStress TestHealth Concerns
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