Top 5 facts about the impact of video games on the brain

This is bad or good, but video games are an integral part of our life. Introducing top 5 facts about how video games can affect our brains .



  • relationships 4.
  • third-party observer effect 3.
  • suicidal tendencies 2.
  • aggression 1.
  • self-esteem 5.

    related relationships In 2015, Brigham Young University staff in the United States interviewed a number of people about how oftenThey played with their sisters and brothers, how often they had a conflict with their brothers and sisters, and how they evaluate their relationship. Then the researchers asked the participants of the study to name the first three games in which they liked to play with their brothers and sisters.

    found out that brothers and sisters who played cruel video games together had fewer related conflicts. But you need to consider that most of the time they were protecting each other from opponents.

    Researchers also found that video games increased the attachment between brothers and sisters because of common experience.

    4. The effect of an outside observer

    The more people come together, the less likely that one of them will help a person in trouble. Most people believe that someone around will solve the problem.

    A study conducted at the Austrian University of Innsbruck showed that the effect of an outside observer occurs in video games and can "linger" after the game is over. Two groups of subjects played Counter-Strike: Condition Zero. It was possible to play as a member of a police team against a terrorist group, or in a solitary game "policeman against a terrorist".

    After the game was over, the participants were asked to help the student who is trying to complete his project. Solo players were willing to give more time to help than those who played in the team. Imaginary team still existed in the minds of the players, despite the fact that the game was over.

    3. Suicidal tendencies

    Scientists from the American University of Auburn University have investigated the correlation between violent video games and the possibility of suicide. The possibility of suicide is defined as "the ability to overcome the fear of death and sufficient tolerance for pain in order to commit suicide."

    The survey participants were asked how often they played violent video games and what was the average age rating of these games. Then they filled in questionnaires about fear of death and tolerance for pain.

    Result: people who play more violent video games experience less fear of death, but they do not increase tolerance for pain.

    This study does not indicate that people who play violent video games will die with them. It simply means that they feel more comfortable at the thought of death than other people.

    2. Aggression of

    A study led by the US National Science Foundation found that those who played video games with violence in the prosocial context( for example, helping the character) were less aggressive than players in video games with a morally ambiguous context.

    Participants played one of three video games: about zombies, where players needed to protect characters, zombies, on which it was necessary to hunt and in a puzzle game like Tetris.

    The subjects were told that they were playing against another player, but in reality their opponent was a computer."Loser" in each round listened to an unpleasant white noise in the headphones. The intensity and volume of white noise was established by the "winner".

    Result: , participants playing a pro-social zombie game reacted to the determination of the intensity of white noise more gently than players just killing zombies. The most benevolent were "puzzlers".


    self-assessment Employees at the University of Michigan and the University of California at Santa Barbara have asked study participants to assess how much they agree with statements such as "I believe that my character is my friend" and "I can see what I get thanks to the relationship with minecharacter ".

    Then they asked the participants to assess whether they liked games with good characters, how often they played video games, and how high their level of self-esteem.

    Participants with higher attachment to the characters had a lower self-esteem, even if they enjoyed the game more and played more often.