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  • I'm a brain scientist, and as a brain scientist,

  • I'm actually interested in how the brain learns,

  • and I'm especially interested in a possibility of

  • making our brains smarter, better and faster.

  • This is in this context I'm going to tell you

  • about video games. When we say video games,

  • most of you think about children.

  • It's true. Ninety percent of children do play video games.

  • But let's be frank.

  • When the kids are in bed, who is in front of the PlayStation?

  • Most of you. The average age of a gamer is 33 years old,

  • not eight years old, and in fact, if we look

  • at the projected demographics of video game play,

  • the video game players of tomorrow are

  • older adults. (Laughter)

  • So video [gaming] is pervasive throughout our society.

  • It is clearly here to stay. It has an amazing impact

  • on our everyday life. Consider these statistics

  • released by Activision. After one month of release

  • of the game "Call Of Duty: Black Ops," it had been played

  • for 68,000 years

  • worldwide, right?

  • Would any of you complain if this was the case

  • about doing linear algebra?

  • So what we are asking in the lab is, how can we leverage that power?

  • Now I want to step back a bit.

  • I know most of you have had the experience of coming back

  • home and finding your kids playing these kinds of games.

  • (Shooting noises) The name of the game is to get

  • after your enemy zombie bad guys

  • before they get to you, right?

  • And I'm almost sure most of you have thought,

  • "Oh, come on, can't you do something more intelligent

  • than shooting at zombies?"

  • I'd like you to put this kind of knee-jerk reaction

  • in the context of what you would have thought

  • if you had found your girl playing sudoku

  • or your boy reading Shakespeare. Right?

  • Most parents would find that great.

  • Well, I'm not going to tell you that playing video games

  • days in and days out is actually good for your health.

  • It's not, and binging is never good.

  • But I'm going to argue that in reasonable doses,

  • actually the very game I showed you at the beginning,

  • those action-packed shooter games

  • have quite powerful effects and positive effects

  • on many different aspects of our behavior.

  • There's not one week that goes without some major

  • headlines in the media about whether video games are

  • good or bad for you, right? You're all bombarded with that.

  • I'd like to put this kind of Friday night bar discussion aside

  • and get you to actually step into the lab.

  • What we do in the lab is actually measure directly,

  • in a quantitative fashion, what is the impact

  • of video games on the brain.

  • And so I'm going to take a few examples from our work.

  • One first saying that I'm sure you all have heard

  • is the fact that too much screen time

  • makes your eyesight worse.

  • That's a statement about vision.

  • There may be vision scientists among you.

  • We actually know how to test that statement.

  • We can step into the lab and measure how good your vision is.

  • Well, guess what? People that don't play a lot

  • of action games, that don't actually spend a lot of time

  • in front of screens, have normal, or what we call

  • corrective-to-normal vision. That's okay.

  • The issue is what happens with these guys that actually

  • indulge into playing video games like five hours per week,

  • 10 hours per week, 15 hours per week.

  • By that statement, their vision should be really bad, right?

  • Guess what? Their vision is really, really good.

  • It's better than those that don't play.

  • And it's better in two different ways.

  • The first way is that they're actually able to resolve

  • small detail in the context of clutter, and though that means

  • being able to read the fine print on a prescription

  • rather than using magnifier glasses, you can actually do it

  • with just your eyesight.

  • The other way that they are better is actually being able

  • to resolve different levels of gray.

  • Imagine you're driving in a fog. That makes a difference

  • between seeing the car in front of you

  • and avoiding the accident, or getting into an accident.

  • So we're actually leveraging that work to develop games

  • for patients with low vision, and to have an impact

  • on retraining their brain to see better.

  • Clearly, when it comes to action video games,

  • screen time doesn't make your eyesight worse.

  • Another saying that I'm sure you have all heard around:

  • Video games lead to attention problems and greater distractability.

  • Okay, we know how to measure attention in the lab.

  • I'm actually going to give you an example of how we do so.

  • I'm going to ask you to participate, so you're going to have

  • to actually play the game with me. I'm going to show you

  • colored words. I want you to shout out the color of the ink.

  • Right? So this is the first example.

  • ["Chair"]

  • Orange, good. ["Table"] Green.

  • ["Board"] Audience: Red.Daphne Bavelier: Red.

  • ["Horse"] DB: Yellow. Audience: Yellow.

  • ["Yellow"] DB: Red. Audience: Yellow.

  • ["Blue"] DB: Yellow.

  • Okay, you get my point, right? (Laughter)

  • You're getting better, but it's hard. Why is it hard?

  • Because I introduced a conflict between

  • the word itself and its color.

  • How good your attention is determines actually how fast

  • you resolve that conflict, so the young guys here

  • at the top of their game probably, like, did a little better

  • than some of us that are older.

  • What we can show is that when you do this kind of task

  • with people that play a lot of action games,

  • they actually resolve the conflict faster.

  • So clearly playing those action games doesn't lead

  • to attention problems.

  • Actually, those action video game players have

  • many other advantages in terms of attention, and one

  • aspect of attention which is also improved for the better

  • is our ability to track objects around in the world.

  • This is something we use all the time. When you're driving,

  • you're tracking, keeping track of the cars around you.

  • You're also keeping track of the pedestrian, the running dog,

  • and that's how you can actually be safe driving, right?

  • In the lab, we get people to come to the lab,

  • sit in front of a computer screen, and we give them

  • little tasks that I'm going to get you to do again.

  • You're going to see yellow happy faces

  • and a few sad blue faces. These are children

  • in the schoolyard in Geneva during a recess

  • during the winter. Most kids are happy. It's actually recess.

  • But a few kids are sad and blue because they've forgotten their coat.

  • Everybody begins to move around, and your task

  • is to keep track of who had a coat at the beginning

  • and who didn't. So I'm just going to show you an example

  • where there is only one sad kid. It's easy because you can

  • actually track it with your eyes. You can track,

  • you can track, and then when it stops, and there is

  • a question mark, and I ask you, did this kid have a coat or not?

  • Was it yellow initially or blue?

  • I hear a few yellow. Good. So most of you have a brain. (Laughter)

  • I'm now going to ask you to do the task, but now with

  • a little more challenging task. There are going to be

  • three of them that are blue. Don't move your eyes.

  • Please don't move your eyes. Keep your eyes fixated

  • and expand, pull your attention. That's the only way

  • you can actually do it. If you move your eyes, you're doomed.

  • Yellow or blue?

  • Audience: Yellow.DB: Good.

  • So your typical normal young adult

  • can have a span of about three or four objects of attention.

  • That's what we just did. Your action video game player

  • has a span of about six to seven objects of attention,

  • which is what is shown in this video here.

  • That's for you guys, action video game players.

  • A bit more challenging, right? (Laughter)

  • Yellow or blue? Blue. We have some people

  • that are serious out there. Yeah. (Laughter)

  • Good. So in the same way that we actually see

  • the effects of video games on people's behavior,

  • we can use brain imaging and look at the impact

  • of video games on the brain, and we do find many changes,

  • but the main changes are actually to the brain networks

  • that control attention. So one part is the parietal cortex

  • which is very well known to control the orientation of attention.

  • The other one is the frontal lobe, which controls

  • how we sustain attention, and another one

  • is the anterior cingulate, which controls how we allocate

  • and regulate attention and resolve conflict.

  • Now, when we do brain imaging, we find that all three

  • of these networks are actually much more efficient

  • in people that play action games.

  • This actually leads me to a rather counterintuitive finding

  • in the literature about technology and the brain.

  • You all know about multitasking. You all have been faulty

  • of multitasking when you're driving

  • and you pick up your cellphone. Bad idea. Very bad idea.

  • Why? Because as your attention shifts to your cell phone,

  • you are actually losing the capacity to react swiftly

  • to the car braking in front of you, and so you're

  • much more likely to get engaged into a car accident.

  • Now, we can measure that kind of skills in the lab.

  • We obviously don't ask people to drive around and see

  • how many car accidents they have. That would be a little

  • costly proposition. But we design tasks on the computer

  • where we can measure, to millisecond accuracy,

  • how good they are at switching from one task to another.

  • When we do that, we actually find that people

  • that play a lot of action games are really, really good.

  • They switch really fast, very swiftly. They pay a very small cost.

  • Now I'd like you to remember that result, and put it

  • in the context of another group of technology users,

  • a group which is actually much revered by society,

  • which are people that engage in multimedia-tasking.

  • What is multimedia-tasking? It's the fact that most of us,

  • most of our children, are engaged with listening to music

  • at the same time as they're doing search on the web

  • at the same time as they're chatting on Facebook with their friends.

  • That's a multimedia-tasker.

  • There was a first study done by colleagues at Stanford

  • and that we replicated that showed that

  • those people that identify as being high multimedia-taskers

  • are absolutely abysmal at multitasking.

  • When we measure them in the lab, they're really bad.

  • Right? So these kinds of results really

  • makes two main points.

  • The first one is that not all media are created equal.

  • You can't compare the effect of multimedia-tasking

  • and the effect of playing action games. They have

  • totally different effects on different aspects of cognition,

  • perception and attention.

  • Even within video games, I'm telling you right now

  • about these action-packed video games.

  • Different video games have a different effect on your brains.

  • So we actually need to step into the lab and really measure

  • what is the effect of each video game.

  • The other lesson is that general wisdom carries no weight.

  • I showed that to you already, like we looked at the fact that

  • despite a lot of screen time, those action gamers

  • have a lot of very good vision, etc.

  • Here, what was really striking is that these undergraduates

  • that actually report engaging in a lot of high

  • multimedia-tasking are convinced they aced the test.

  • So you show them their data, you show them they are bad

  • and they're like, "Not possible." You know, they have

  • this sort of gut feeling that, really, they are doing really, really good.

  • That's another argument for why we need to step into the lab

  • and really measure the impact of technology on the brain.

  • Now in a sense, when we think about the effect

  • of video games on the brain, it's very similar

  • to the effect of wine on the health.

  • There are some very poor uses of wine. There are some

  • very poor uses of video games. But when consumed

  • in reasonable doses, and at the right age,

  • wine can be very good for health. There are actually

  • specific molecules that have been identified

  • in red wine as leading to greater life expectancy.

  • So it's the same way, like those action video games

  • have a number of ingredients that are actually really

  • powerful for brain plasticity, learning, attention,

  • vision, etc., and so we need and we're working on

  • understanding what are those active ingredients so that

  • we can really then leverage them to deliver better games,

  • either for education or for rehabilitation of patients.

  • Now because we are interested in having an impact

  • for education or rehabilitation of patients, we are actually

  • not that interested in how those of you that choose

  • to play video games for many hours on end perform.

  • I'm much more interested in taking any of you

  • and showing that by forcing you to play an action game,

  • I can actually change your vision for the better,

  • whether you want to play that action game or not, right?

  • That's the point of rehabilitation or education.

  • Most of the kids don't go to school saying,

  • "Great, two hours of math!"

  • So that's really the crux of the research, and to do that,

  • we need to go one more step.

  • And one more step is to do training studies.

  • So let me illustrate that step with

  • a task which is called mental rotation.

  • Mental rotation is a task where I'm going to ask you,

  • and again you're going to do the task,

  • to look at this shape. Study it, it's a target shape,

  • and I'm going to present to you four different shapes.

  • One of these four different shapes is actually a rotated

  • version of this shape. I want you to tell me which one:

  • the first one, second one, third one or fourth one?

  • Okay, I'll help you. Fourth one.

  • One more. Get those brains working. Come on.

  • That's our target shape.

  • Third. Good! This is hard, right?

  • Like, the reason that I asked you to do that is because

  • you really feel your brain cringing, right?

  • It doesn't really feel like playing mindless action video games.

  • Well, what we do in these training studies is, people

  • come to the lab, they do tasks like this one,

  • we then force them to play 10 hours of action games.

  • They don't play 10 hours of action games in a row.

  • They do distributed practice, so little shots of 40 minutes

  • several days over a period of two weeks.

  • Then, once they are done with the training, they come back

  • a few days later and they are tested again on a similar type

  • of mental rotation task. So this is work from a colleague

  • in Toronto. What they showed is that, initially,

  • you know, subjects perform where they are expected

  • to perform given their age. After two weeks of training

  • on action video games, they actually perform better,

  • and the improvement is still there five months after

  • having done the training. That's really, really important.

  • Why? Because I told you we want to use these games

  • for education or for rehabilitation. We need to have effects

  • that are going to be long-lasting.

  • Now, at this point, a number of you are probably wondering

  • well, what are you waiting for, to put on the market

  • a game that would be good for the attention

  • of my grandmother and that she would actually enjoy,

  • or a game that would be great to rehabilitate the vision

  • of my grandson who has amblyopia, for example?

  • Well, we're working on it, but here is a challenge.

  • There are brain scientists like me that are beginning

  • to understand what are the good ingredients in games

  • to promote positive effects, and that's what I'm going

  • to call the broccoli side of the equation.

  • There is an entertainment software industry

  • which is extremely deft at coming up with

  • appealing products that you can't resist.

  • That's the chocolate side of the equation.

  • The issue is we need to put the two together,

  • and it's a little bit like with food.

  • Who really wants to eat chocolate-covered broccoli?

  • None of you. (Laughter) And you probably have had

  • that feeling, right, picking up an education game

  • and sort of feeling, hmm, you know, it's not really fun,

  • it's not really engaging. So what we need

  • is really a new brand of chocolate, a brand of chocolate

  • that is irresistible, that you really want to play,

  • but that has all the ingredients, the good ingredients

  • that are extracted from the broccoli that you can't recognize

  • but are still working on your brains. And we're working on it,

  • but it takes brain scientists to come and to get together,

  • people that work in the entertainment software industry,

  • and publishers, so these are not people that usually

  • meet every day, but it's actually doable,

  • and we are on the right track.

  • I'd like to leave you with that thought,

  • and thank you for your attention. (Applause)

  • (Applause)

I'm a brain scientist, and as a brain scientist,

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