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The reward our brains feel when accomplishing something in a game teaches us to focus our own actions and helps us control the situations around us. Lessons like this are easily applied in the real world.
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Researchers designed a game called SPARX to help treat depressed teenagers. The players had almost double the total recovery rate when compared to the conventional treatment group.
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Games that are popular or involve social mechanics can help with making friends by giving access to the community that forms around the shared experience.
Gaming conventions, online multiplayer sessions, and competitions all help players meet new people and make friends with a common interest.
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Research indicates that playing fast-paced computer games can help the player read faster and more accurately.
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The intensive situation awareness and management needed when playing fast-paced first person shooters seem to improve gamers' ability to deal with visual and auditory distractions simultaneously.
Developing multi-tasking may help productivity in general. This will spill over to the real-world applications, at home, and in the workplace.
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Research indicates that the brains of people who started playing Mario regularly had an increase in gray matter in areas responsible for memory, strategy, fine motor skills and spatial navigation.
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Research found that shoot them up players had a boost in their ability to discern subtle changes in the brightness of the image, one of the first visual skills to diminish over time.
The researchers believe that video games could be used in the future to help as an aid to correct bad eyesight.
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Some games are educational or designed with problem-solving, critical thinking and reading comprehension built in. But it’s unclear if computer games improve general intelligence, although they seem to help teach and reinforce these new skills.
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Treating life like a computer game could improve your general quality of life. If you think of yourself as a level 1 character you might be able to identify areas in need of improvement.
Work in those abilities and keep track of your progress. Gamify aspects of your life and use the strategies you've developed in games in real-life to hone your skills and reach your goals.
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The World Health Organization officially added a new disorder to the section on substance use and addictive behaviors : “
Addiction can include:
The idea that someone can be addicted to a behavior, as opposed to a substance, remains debatable.
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Whether it's powering through the many dungeons of Hyrule in a Legend of Zelda game or trying to complete an especially difficult assignment at work, you're not going to accomplish it all in one day.
The key to getting through it all is to remain steadfast and keep moving forward, no matter the difficulty. Procrastination certainly doesn't help; it'll still be waiting right where you left off.
If Team Fortess 2 has anything to teach, it's that even the motliest of crews can win the day when they work together toward a common goal.
Sometimes the best teams come together from different walks of life, so don't be afraid to bring your cocky Scout and your experimental Medic even if it seems they won't work well together.
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Video games had a reputation of being emotionally numbing and brain rotting, but this recent trend towards narrative-centric gaming is now developing a player’s sense of sympathy and empathy...
There are games designed to train and improve brain functionality, logical deduction, pattern recognition, memory, matching, and outside the box thinking.
The interactivity of games is one way to exercise your mind while having fun. That’s important because, like muscles, the brain will atrophy if you don’t work it.
It’s possible that gaming enables stereotypically introspective individuals to be more social, ultimately improving social skills.
In the earliest consoles, gaming with friends involved a physical gathering in front of a single TV. Even in today’s online multiplayers, gamers often form groups, communicate over voice and video chat, and can even help train leaders in the case of those who manage the groups.