Study: Video Games hone Simultaneously Danger
Good news and bad news for parents who have children lovers of the game. Recent research suggests playing games improve visual and cognitive skills. But the bad news, the excess play the game will have an impact on behavior problems.
Researchers at Brown University found that the game is not only improve visual skills, but also can improve the ability to learn these skills.
"It was found that visual training who often received gamers while playing the game for years to hone consolidation mechanism in the brain, especially for skills developed visually," the researchers wrote in a study published in PLoS One, a scientific journal published by the Public Library of Science as quoted from page Alarabiya Dream, Saturday, April 4, 2015.
There are still many who see the game as a useless activity. In fact, some research suggests the opposite.
"If the game can improve cognitive function, possibly as a community, we can embrace technology and new media more positively," said Aaron Berard, one of the researchers.
But researchers assert that this research does not always prove whether playing games to enhance learning or whether people with innate abilities become gamers can take advantage of playing the game.
Meanwhile, in a separate study at Oxford University, researchers offer diverse views about whether games are harmful to children.
The researchers concluded that children who play games for more than three hours a day tend to be hyperactive, involved in a fight and was not interested in school.
But the Oxford team found that the problem is related to the amount of time spent playing games rather than the type of game being played. The team also found no association between playing violent video games with real-life activities or academic performance of children.
They also found playing the game for less than one hour a day may be positive for children's behavior.
"These results highlight that gaming may be the way children play in the digital age with the benefits that can be felt when playing the game rather than the game media itself becomes a significant factor," Allison said Mishkin, one of the authors of a study published in the journal Psychology of Popular Media Culture. (Ism)

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