Game thinking from Adam Clare

Category: PsychologyPage 19 of 22

Mental Gymnastics in StarCraft 2

Mark Blair is doing something really cool: he’s looking into why some people are better at StarCraft than others. He’s started an academic analysis (with a lot of other people) of what’s going on in the brains of StarCraft 2 players in a project aptly called SkillCraft.

The future seems bright for StarCraft players as they may well be ready-trained for helping emergency services. From SkillCraft’s information website:

It appeared to us that RTS games provide a unique opportunity to better understand the cognitive processing involved in dynamic real-time resource management scenarios. Current interfaces for emergency management information systems (including both those in use and those under development) are not that different from the StarCraft 2 GUI.

Why StarCraft you ask? Well it’s one complicated game that requires so much knowledge of how the game works on every level from units to production rates. Toss in the fact that there are multiple species and you can basically control everything with hotkeys and you have a game so complex that RTS players of yore would be like a deer in headlights.

Here’s a capture of Prime Clan in a recent battle against Team Fnatic. (non-English commentary):

Team Prime vs Team Fnatic @ Korean…

In this Scientific American article about how games are changing psychological analysis, Blair explains:

“I can’t think of a cognitive process that’s not involved in StarCraft,” says Mark Blair, a cognitive scientist at Simon Fraser University. “It’s working memory. It’s decision making. It involves very precise motor skills. Everything is important and everything needs to work together.”

The article goes on to mention that the notion that gamers are only good at a game and don’t (or can’t) apply that skill set elsewhere is incorrect.

Early results suggest that gamers may have faster visual reaction times, enhanced visuomotor coordination, and heightened ability to visualize spatial arrangements. They may also be better at rotating an object in their minds and may distinguish more deftly between the trajectories of moving objects. Players might also have an edge when paying attention to several objects at once.

The world of using games as a tool to improve our understanding of our brains works is growing as is our ability to understand what gaming means to the brain. At the very least we may get even better, faster, stronger(?), StarCraft players.

Ever Lost Your Sense of Time While Playing Games?

Anybody who’s played the Civilization series knows that it’s possible to lose one’s sense of time while playing a game. In fact, games themselves are good at removing a sense of time by design. Level designers rely on the ability to mess with our perception of time. Heck, I’m not going to lie, I lost track of time playing a few casual games too. I digress, the point is that it’s easy to lose our temporal connection to the world around us thanks to games.

How we understand time is based on our time perception which can be altered in various ways and understood in others. Our understanding of time can be influenced by everything from how hungry we are to what language you speak.

This video is here so the block of text appears more welcoming. It’s the first music video that I saw when searching time on YouTube.

Things get more messed up when physicists look at time because some of them conclude that it all might be an illusion. How very zen.

A very interesting thing happens when we combine the social and the natural sciences, and this is evidenced in how we loose track of time while playing video games.

After analyzing the data, the researcher found that time perspective was indeed connected and related to how frequently someone plays video games. Specifically, that “larger amounts of playing time correlates with lower level of future time perspective and higher levels of present time perspective — especially present fatalistic.”

Present fatalistic is connected with dissatisfaction, aggression, and depression. We could hypothesize that people who spend significant time playing develop the present fatalistic orientation.

However, it is more likely that people who already are present fatalistic play more, because playing helps to decrease their negative feelings. This would support Yee’s suggestion that extensive playing is an indicator of mood management.

Source paper:

Lukavska, K.. (2011). Time Perspective as a Predictor of Massive Multiplayer Online Role-Playing Game Playing. Cyberpsychology, Behavior, and Social Networking. doi:10.1089/cyber.2011.0171.

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