1. Videogame study suggests link between intelligence and skill at game

    November 27, 2017 by Ashley

    From the University of York press release:

    Researchers at the University of York have discovered a link between young people’s ability to perform well at two popular video games and high levels of intelligence.

    Studies carried out at the Digital Creativity Labs (DC Labs) at York found that some action strategy video games can act like IQ tests. The researchers’ findings are published today in the journal PLOS ONE.

    The York researchers stress the studies have no bearing on questions such as whether playing computer games makes young people smarter or otherwise. They simply establish a correlation between skill at certain online games of strategy and intelligence.

    The researchers focused on ‘Multiplayer Online Battle Arenas’ (MOBAs) — action strategy games that typically involve two opposing teams of five individuals — as well as multiplayer ‘First Person Shooter’ games. These types of games are hugely popular with hundreds of millions of players worldwide.

    The team from York’s Departments of Psychology and Computer Science carried out two studies. The first examined a group of subjects who were highly experienced in the MOBA League of Legends — one of the most popular strategic video games in the world with millions of players each day.

    In this study, the researchers observed a correlation between performance in the strategic game League of Legends and performance in standard paper-and-pencil intelligence tests.

    The second study analysed big datasets from four games: Two MOBAs (League of Legends and Defence of the Ancients 2 (DOTA 2)) and two ‘First Person Shooters’ (Destiny and Battlefield 3). First Person Shooters (FPSs) are games involving shooting enemies and other targets, with the player viewing the action as though through the eyes of the character they are controlling.

    In this second study, they found that for large groups consisting of thousands of players, performance in MOBAs and IQ behave in similar ways as players get older. But this effect was not found for First Person Shooters, where performance declined after the teens.

    The researchers say the correlation between ability at action strategy video games such as League of Legends and Defence of the Ancients 2 (DOTA 2) and a high IQ is similar to the correlation seen in other more traditional strategy games such as chess.

    Corresponding author Professor Alex Wade of the University of York’s Department of Psychology and Digital Creativity Labs said: “Games such as League of Legends and DOTA 2 are complex, socially-interactive and intellectually demanding. Our research would suggest that your performance in these games can be a measure of intelligence.

    “Research in the past has pointed to the fact that people who are good at strategy games such as chess tend to score highly at IQ tests. Our research has extended this to games that millions of people across the planet play every day.”

    The discovery of this correlation between skill and intelligence opens up a huge new data source. For example, as ‘proxy’ tests of IQ, games could be useful at a global population level in fields such as ‘cognitive epidemiology’ — research that examines the associations between intelligence and health across time — and as a way of monitoring cognitive health across populations.

    Athanasios Kokkinakis, a PhD student with the EPSRC Centre for Intelligent Games and Game Intelligence (IGGI) research programme at York, is the lead author on the study.

    He said: “Unlike First Person Shooter (FPS) games where speed and target accuracy are a priority, Multiplayer Online Battle Arenas rely more on memory and the ability to make strategic decisions taking into account multiple factors.

    “It is perhaps for these reasons that we found a strong correlation between skill and intelligence in MOBAs.”

    Co-author Professor Peter Cowling, Director of DC Labs and the IGGI programme at York, said: “This cutting-edge research has the potential for substantial impact on the future of the games and creative industries — and on games as a tool for research in health and psychology.

    “The IGGI programme has 48 excellent PhD students working with industry and across disciplines — there is plenty more to come!”


  2. Study suggests game design elements can help increase physical activity among adults

    October 17, 2017 by Ashley

    From the JAMA Network Journals press release:

    Physical activity increased among families in a randomized clinical trial as part of a game-based intervention where they could earn points and progress through levels based on step goal achievements, according to a new article published by JAMA Internal Medicine.

    More than half of the adults in the United States don’t get enough physical activity. Gamification, which is the use of game design elements such as points and levels, is increasingly used in digital health interventions. However, evidence of their effectiveness is limited.

    Mitesh S. Patel, M.B.A., M.S., of the Perelman School of Medicine at the University of Pennsylvania, Philadelphia, and coauthors conducted a clinical trial among adults enrolled in the Framingham Heart Study, a long-standing cohort of families. The clinical trial included a 12-week intervention and 12 more weeks of follow-up among 200 adults from 94 families.

    All study participants tracked their daily step counts with either a wearable device or a smartphone to establish a baseline and then selected a step goal increase. They were given performance feedback by text or email for 24 weeks. About half of the adults participated in the gamification arm of the study and were entered into a game with their family where they could earn points and progress through levels as a way to enhance social incentives through collaboration, accountability and peer support, as well as physical activity.

    More than half of the participants were female and the average age was about 55. At the start of the trial, the average number of daily steps was 7,662 in the control group of the study and 7,244 in the group with the game-based intervention.

    During the 12-week intervention period, participants in the gamification arm achieved step goals on a greater proportion of participant-days (difference of 0.53 vs. 0.32) and they had a greater increase in average daily steps compared with baseline (difference of 1,661 vs. 636) than the control group, according to the results.

    While results show physical activity declined during the 12-week follow-up period in the gamification group, it was still better than that in the control group for the proportion of participant-days achieving step goals (difference of 0.44 vs. 0.33) and the average daily steps compared with baseline (difference of 1,385 vs. 798).

    The study notes some limitations, including ones that may limit generalizability such as all participants were members of the Framingham Heart Study, had European ancestry and needed a smartphone or a computer. Researchers also did not test the intervention’s effects in nonfamily networks.

    “Our findings suggest that gamification may offer a promising approach to change health behaviors if designed using insights from behavioral economics to enhance social incentives,” the authors conclude.


  3. Study suggests genre may impact cognitive training using video games

    October 11, 2017 by Ashley

    From the IOS Press press release:

    Video games are quickly becoming a hot topic in cognitive training. Many see them as a potential tool to help patients improve their performance and memory, yet little is known about how different types of video games may affect white matter in the brain and cognition. In a new study in Restorative Neurology and Neuroscience investigators analyzed learning on two different types of video games — action and strategy — to determine if they were functionally different. They found that cognitive performance and white matter connectivity in the brain predicted how best we can learn to play the two types of games.

    Researchers discovered unique results from each type of game. Specifically, they found that processing speed and white matter connectivity in a brain region related to memory were linked to learning to play the strategy game, while learning to play the action game was related to a brain region governing mood. Both genres of game lead to better performance on tasks having to do with working memory. They also found that improved performance on a speed task was unique to subjects playing the strategy game.

    “When researchers use video games as a tool for cognitive enhancement, they assume that game performance relies on specific cognitive/brain function, yet there is a little evidence that establishes such a connection,” explained lead investigator Chandramallika Basak, PhD, Assistant Professor at The Center for Vital Longevity, University of Texas at Dallas. “Moreover, different researchers use different genres of video games, which makes this game-cognition-brain relationship even more complicated. Therefore, the aim of our study was not only to evaluate the three-way game-cognition-brain relationship, but also to assess this relationship for two different types of games.”

    Adults of varying ages were recruited for the study, but all had little to no previous game playing experience. Subjects underwent an MRI scan and then were asked to play two different games, one action game (Tank Attack 3D) and one strategy game (Sushi-Go-Round). To measure white matter integrity, researchers used fractional anisotropy (FA), obtained by diffusion tensor imaging (DTI).

    Working memory and inhibition predicted learning of both games, but better performance on the perceptual speed task was related only to the strategy game. The DTI results revealed key differences between the two genres of game: white matter FA in the right fornix/stria terminalis correlated with the action game learning and white matter FA in the left cingulum/hippocampus was related to the strategy game learning, even after controlling for age in both cases.

    “Although cognition, to a large extent, was a common predictor of both types of game learning, regional white matter FA could separately predict action and strategy game learning,” said Dr. Basak. “Given the neural and cognitive correlates of strategy game learning, strategy games may provide a more beneficial training tool for adults suffering from memory-related disorders or declines in processing speed.”

    While researchers found that playing strategy games better engaged memory and cognitive control brain regions, making them better suited for improving memory tasks, they hypothesize that action games that stimulate the limbic area and elicit more emotional arousal might be beneficial for other clinical populations like patients with mood disorders.

    Video games will continue to be the subject of scrutiny, both scientifically and societally, but investigators hope that this study opens the door to thinking about the nuances of different types of games. “Not all games are created equal, yet people generalize results from one video game to other video games,” concluded Dr. Basak. “Such oversimplification has serious consequences on research on video game training. I believe that we need to investigate the specific brain-cognition associations for different genres of video games before theorizing about the potential impact of a training on a particular genre of video game.”


  4. Do video game players make the best unmanned pilots?

    September 3, 2017 by Ashley

    From the University of Liverpool press release:

    New research from the University of Liverpool highlights the usefulness of Video Game Players (VGPs) as unmanned aircraft operators.

    The move to significant automation has been a feature of aviation over the last 40 years. Unmanned Aerial Systems (UAS) operations, commonly known as a aircraft which are unmanned, have outpaced current training regimes resulting in a shortage of qualified UAS pilots.

    In an effort to address this problem researchers from the University’s Institute of Psychology, Health and Society, led by Dr Jacqueline Wheatcroft, and the Department of Mechanical, Materials and Aerospace Engineering (Dr Mike Jump), explored the suitability of three potential UAS groups; VGPs, private pilots and professional pilots.

    The participants, 60 in total, all took part in a simulated civilian cargo flight to enable the researchers to assess their levels of accuracy, confidence and confidence-accuracy judgements (W-S C-A).

    The participants made 21 decision tasks, which varied across three levels of danger/ risk.

    As danger increased levels of confidence, accuracy and the relationship between how accurate the decision was and the level of confidence applied to those decisions decreased.

    The dangerousness of the decision also affected how confident participants were when choosing to intervene or rely on the automation; confidence was lower when the operator chose to intervene.

    Professional pilots and VGPs exhibited the highest level of decision confidence, with VGPs maintaining a constant and positive W-S C-A relationship across decision danger/risk.

    All groups showed higher levels of decision confidence in decisions controlled by the UAS in comparison to decisions where the operator manually intervened.

    Dr Jacqueline Wheatcroft, said: “Understanding which potential supervisory group has the best skills to make the best decisions can help to improve UAS supervision. Overall, video game players were less overconfident in their decision judgements.

    “The outcome supports the idea that this group could be a useful resource in UAS operation.”


  5. Study suggests playing smartphone health app aids concussion recovery in teens

    September 1, 2017 by Ashley

    From the Ohio State University Wexner Medical Center press release:

    Generally, after suffering a concussion, patients are encouraged to avoid reading, watching TV and using mobile devices to help their brains heal. But new research shows that teen-agers who used a mobile health app once a day in conjunction with medical care improved concussion symptoms and optimism more than with standard medical treatment alone.

    Researchers from The Ohio State University Wexner Medical Center and Cincinnati Children’s Hospital Medical Center collaborated on the study with Jane McGonigal of the Institute for the Future, who developed the mobile health app called SuperBetter after she suffered a concussion.

    Results of the study are published online in the journal Brain Injury.

    The 19 teens who participated in the study received standard of care for concussion symptoms that persisted beyond 3 weeks after the head injury, and the experimental group also used the SuperBetter app as a gamified symptoms journal.

    “We found that mobile apps incorporating social game mechanics and a heroic narrative can complement medical care to improve health among teenagers with unresolved concussion symptoms, said first author Lise Worthen-Chaudhari, a physical rehabilitation specialist who studies movement at Ohio State’s Wexner Medical Center’s Neurological Institute.

    The American Academy of Neurology recommends limiting cognitive and physical effort and prohibiting sports involvement until a concussed individual is asymptomatic without using medication. However, this level of physical, cognitive and social inactivity represents a lifestyle change with its own risk factors, including social isolation, depression and increased incidence of suicidal ideology, the researchers noted.

    In addition, cognitive rest often involves limiting screen stimulation associated with popular modes of interpersonal interaction, such as text messaging and social networking on digital platforms, including Facebook, Twitter, Instagram and multiplayer video gaming, thereby blocking common avenues for social connection.

    “Teens who’ve had a concussion are told not to use media or screens, and we wanted to test if it was possible for them to use screens just a little bit each day, and get the bang for the buck with that,” Worthen-Chaudhari said. “The app rewrites things you might be frustrated about as a personal, heroic narrative. So you might start out feeling ‘I’m frustrated. I can’t get rid of this headache,’ and then the app helps reframe that frustration to ‘I battled the headache bad guy today. And I feel good about that hard work’.”

    Concussion symptoms can include a variety of complaints, including headaches, confusion, depression, sleep disturbance, fatigue, irritability, agitation, anxiety, dizziness, difficulty concentrating or thinking clearly, sensitivity to light and noise, and impaired cognitive function.

    Within the SuperBetter app, symptoms were represented as bad guys such as headaches, dizziness or feeling confused, and medical recommendations were represented as power ups, including sleep, sunglasses or an academic concussion management plan. Participants invited allies to join their personal network in the app and they could view their in-app activity and could send resilience points, achievements, comments and personalized emails in response to activity.

    “Since 2005, the rate of reported concussions in high school athletes has doubled, and youth are especially at risk,” said study collaborator Dr. Kelsey Logan, director of the division of sports medicine at Cincinnati Children’s. “Pairing the social, mobile app SuperBetter with traditional medical care appears to improve outcomes and optimism for youth with unresolved concussion symptoms. More study is needed to investigate ways that leveraging interactive media may complement medical care and promote health outcomes among youth with concussion and the general population.”


  6. Study examines impact of some action video games

    August 24, 2017 by Ashley

    From the McGill University press release:

    Human-computer interactions, such as playing video games, can have a negative impact on the brain, says a new Canadian study published in Molecular Psychiatry. For over 10 years, scientists have told us that action video game players exhibit better visual attention, motor control abilities and short-term memory. But, could these benefits come at a cost?

    In a series of studies Dr. Véronique Bohbot (Douglas Mental Health University Institute; CIUSSS de l’Ouest-de-l’Île-de-Montréal) and Dr. Greg West (Université de Montréal) demonstrate that the way that action (first-person shooter) video game players use their brains to navigate changes the impact the games have on their nervous system.

    “Thanks to navigation tests and brain scans, our studies show that response learners, those players using their brain’s autopilot and reward system to navigate, experienced grey matter loss in their hippocampus after playing action video games for 90 hours. The hippocampus is the key structure involved in spatial memory (orientation) and episodic memory (autobiographical events) within the brain. On the contrary, spatial learners, those using their hippocampus to navigate, increased their grey matter after playing for the same amount of time,” says first author Dr. Greg West, researcher and associate professor at the Université de Montréal.

    “The same amount of screen time with 3D-platform games caused only increases within this system across all participants.”

    These new neuroimaging studies confirm the previous work published by Dr. West and Dr. Bohbot in 2015.

    “Actually, action video game players are nearly twice more prone to be categorized as response learners (83%) compared to non-video game players (43%). This matters a lot when you know how important the hippocampus is for a healthy cognition,” explains co-author Dr. Véronique Bohbot, researcher at the Douglas Mental Health University Institute and associate professor at McGill University.

    People with lower amounts of grey matter in the hippocampus are known to be at increased risks of developing neuropsychiatric illnesses such as depression, schizophrenia, PTSD and Alzheimer’s disease. The causal link between human-computer interactions such as action games and actual illness is, however, not known at this time and needs to be determined through further long-term study.

    Different Games, Different Brains

    For these studies, 64 participants aged between 18 and 30, were recruited to play 90 hours of different types of video games: first-person shooters like Call of Duty, Killzone, Medal of Honor and Borderlands 2 or 3D-platform games such as Super Mario 64. All participants had never played before.

    But, not all video games are alike! Pay attention to the type of video games that you play. The studies’ results show that video games can be either detrimental or beneficial to the brain’s spatial memory system depending not only on the navigation strategy players use but also on the video game genre they choose. The scientists demonstrate that playing 3D-platform games for 90 hours increase grey matter in the hippocampal memory system for both types of players.

    “Remember that the same amount of screen time with first-person shooter video games leads to atrophy within the hippocampus. This suggests that 3D-platform games are safer for consumption and can be beneficial to the brains of all players,” says Dr. West.

    Even if the current results show that certain human-computer interactions can decrease grey matter in the brain, the long-term consequences of this loss need to be further studied. Further research is also needed to establish what aspects of video game design cause these changes in the brain.


  7. Study suggests engaging in casual video game play during rest breaks can help restore mood in response to workplace stress

    August 19, 2017 by Ashley

    From the Human Factors and Ergonomics Society press release:

    More than half of Americans regularly experience cognitive fatigue related to stress, frustration, and anxiety while at work. Those in safety-critical fields, such as air traffic control and health care, are at an even greater risk for cognitive fatigue, which could lead to errors. Given the amount of time that people spend playing games on their smartphones and tablets, a team of human factors/ergonomics researchers decided to evaluate whether casual video game play is an effective way to combat workplace stress during rest breaks.

    In their Human Factors article (now online), “Searching for Affective and Cognitive Restoration: Examining the Restorative Effects of Casual Video Game Play,” Michael Rupp and coauthors used a computer-based task to induce cognitive fatigue in 66 participants, who were then given a five-minute rest break. During the break, participants either played a casual video game called Sushi Cat, participated in a guided relaxation activity, or sat quietly in the testing room without using a phone or computer. At various times throughout the experiment, the researchers measured participants’ affect (e.g., stress level, mood) and cognitive performance.

    Those who took a silent rest break reported that they felt less engaged with work and experienced worry as a result, whereas those who participated in the guided relaxation activity saw reductions in negative affect and distress. Only the video game players reported that they felt better after taking the break.

    Rupp, a doctoral student in human factors and cognitive psychology at the University of Central Florida, notes, “We often try to power through the day to get more work finished, which might not be as effective as taking some time to detach for a few minutes. People should plan short breaks to make time for an engaging and enjoyable activity, such as video games, that can help them recharge.”


  8. Study suggests video games can change your brain

    July 11, 2017 by Ashley

    From the Frontiers press release:

    Scientists have collected and summarized studies looking at how video games can shape our brains and behavior. Research to date suggests that playing video games can change the brain regions responsible for attention and visuospatial skills and make them more efficient. The researchers also looked at studies exploring brain regions associated with the reward system, and how these are related to video game addiction.

    Do you play video games? If so, you aren’t alone. Video games are becoming more common and are increasingly enjoyed by adults. The average age of gamers has been increasing, and was estimated to be 35 in 2016. Changing technology also means that more people are exposed to video games. Many committed gamers play on desktop computers or consoles, but a new breed of casual gamers has emerged, who play on smartphones and tablets at spare moments throughout the day, like their morning commute. So, we know that video games are an increasingly common form of entertainment, but do they have any effect on our brains and behavior?

    Over the years, the media have made various sensationalist claims about video games and their effect on our health and happiness. “Games have sometimes been praised or demonized, often without real data backing up those claims. Moreover, gaming is a popular activity, so everyone seems to have strong opinions on the topic,” says Marc Palaus, first author on the review, recently published in Frontiers in Human Neuroscience.

    Palaus and his colleagues wanted to see if any trends had emerged from the research to date concerning how video games affect the structure and activity of our brains. They collected the results from 116 scientific studies, 22 of which looked at structural changes in the brain and 100 of which looked at changes in brain functionality and/or behavior.

    The studies show that playing video games can change how our brains perform, and even their structure. For example, playing video games affects our attention, and some studies found that gamers show improvements in several types of attention, such as sustained attention or selective attention. The brain regions involved in attention are also more efficient in gamers and require less activation to sustain attention on demanding tasks.

    There is also evidence that video games can increase the size and efficiency of brain regions related to visuospatial skills. For example, the right hippocampus was enlarged in both long-term gamers and volunteers following a video game training program.

    Video games can also be addictive, and this kind of addiction is called “Internet gaming disorder.” Researchers have found functional and structural changes in the neural reward system in gaming addicts, in part by exposing them to gaming cues that cause cravings and monitoring their neural responses. These neural changes are basically the same as those seen in other addictive disorders.

    So, what do all these brain changes mean? “We focused on how the brain reacts to video game exposure, but these effects do not always translate to real-life changes,” says Palaus. As video games are still quite new, the research into their effects is still in its infancy. For example, we are still working out what aspects of games affect which brain regions and how. “It’s likely that video games have both positive (on attention, visual and motor skills) and negative aspects (risk of addiction), and it is essential we embrace this complexity,” explains Palaus.


  9. Computer game could help children choose healthy food

    May 27, 2017 by Ashley

    From the University of Exeter press release:

    A simple brain-training game could help children choose healthy snacks instead of chocolate and sweets, according to a new study.

    Children who played a seven-minute game devised by University of Exeter psychologists made healthier choices when asked to pick foods afterwards.

    The game involves reacting to images of healthy food by pressing a button, and doing nothing if unhealthy foods are shown.

    “The sight of foods like chocolate can activate reward centres in the brain at the same time as reducing activity in self-control areas,” said Lucy Porter, the lead researcher on the project.

    Our training encourages people to make a new association — when they see unhealthy food, they stop.

    “Many health promotion schemes rely on education and willpower and require a lot of time, staff and money, but our game potentially sidesteps these issues by creating a free, easy tool for families to use at home.

    “The research is at an early stage and we need to investigate whether our game can shift dietary habits in the long-term, but we think it could make a useful contribution.”

    The researchers ran two experiments, and in total more than 200 schoolchildren aged 4-11 were shown images of healthy and unhealthy foods.

    Alongside each image was a cartoon face — happy for healthy food, sad for unhealthy food.

    Children had to hit the spacebar when they saw a happy face, and do nothing if they saw a sad face — they were not told that the game had anything to do with healthy or unhealthy food.

    Afterwards, they played a shopping game where they had to choose a limited number of food items in one minute.

    “We didn’t see a total turnaround in favour of choosing healthy options, but these increased from about 30% of foods chosen to over 50% in children who did the brain training,” said Porter.

    Age did not affect whether the game worked or not, meaning that children as young as four can benefit from playing.

    Meanwhile children in control groups — who were shown happy and sad faces mixed evenly between healthy and unhealthy foods, or images which were not food-related at all — showed no change in food choices.

    Similar research by the study’s senior author, Dr Natalia Lawrence, has already led to the creation of an app which helps adults avoid unhealthy foods and lose weight.

    “It’s encouraging to see that this simple computer game has the potential to improve food choices in young children as well as in adults” she said.

    “As we all know, it’s incredibly important to encourage healthy eating habits from a young age; children in the UK eat on average three times too much sugar and not enough fruit and vegetables.

    “This game is one simple and relatively fun way of trying to redress the balance.”

    Porter added: “This easy game does all the hard work for you. It’s not about learning anything consciously, it’s about working with automatic responses.

    She acknowledges that some people might feel uneasy about this, but she explains: “Playing this game is optional — unlike the constant stream of advertising designed to brainwash children.

    “This game won’t eliminate the effect of junk food advertising or price promotions, but it might give people a little bit of control back.”


  10. Study examines skills transferable from World of Warcraft

    April 23, 2017 by Ashley

    From the Missouri University of Science and Technology press release:

    “Stop playing that stupid video game and get a job.”

    It’s a sentiment expressed by generations of parents since Pong began invading unsuspecting households in 1975. But what if that “stupid game” could help you get a job, and what if that same game could make you a valuable team member once you had the job?

    A new study by researchers at Missouri University of Science and Technology found that World of Warcraft (WoW) gamers who were successful working as a team in “raids” had qualities that psychological studies have shown to translate to success on virtual workplace teams.

    These qualities include what psychologists call the Big Five personality traitsextraversion, agreeableness, openness, conscientiousness and neuroticism, as well as computer-mediated communication skills and technology readiness.

    The research team came to its conclusion by surveying 288 WoW gamers from across the massive multiplayer online role-playing game’s (MMORPG) many servers. Those surveyed were diverse in age, race, sex, class, occupation and location.

    The average survey taker played WoW eight hours a week and worked 38 hours a week — important because the research team wanted survey takers that had full-time jobs that potentially involved teamwork. The survey consisted of 140 questions asking about motivation, communication skills, preferences for teamwork, and personality, with most questions relating to the Big Five personality traits.

    WoW is the world’s most-subscribed-to MMORPG, with over 10 million subscribers. After creating a character, players explore an almost limitless virtual landscape. They complete quests and fight monsters, all while interacting and working with characters controlled by other players — a key aspect to the S&T research study.

    The team surveyed 288 players of the game’s fifth expansion set, Warlords of Draenor. They compared players survey answers to their character’s statistics. A player’s group achievement points indicate how much group gameplay they’ve participated in, and how successful it has been, says Elizabeth Short, a graduate student in industrial-organizational psychology who compiled data for the study. Short’s research team is led by Dr. Nathan Weidner, assistant professor of psychological science at Missouri S&T.

    “What we wanted to look at was virtual teamwork and what kind of characteristics a person had in-game that would translate to real life and the workplace,” she says.

    Short called the correlations the research team found between a gamer’s WoW group achievements and player traits small but “statistically significant.” One of the strongest correlations the team found was in terms of technology readiness.

    The more technologically ready you are, the more resilient around technology you are, the more adaptable you are, the more achievement points you have (in WoW). You could flip that,” she says. “The more achievements you have in game, the more technology savvy you are in real life. And that’s a good thing, especially in virtual communication teams and workplaces.”

    Short says that growing up, she was naturally shy and introverted, but WoW built confidence and helped her “shed her armor.” Short’s social confidence grew, and by the time she started college, she was able to communicate better, all because of what she learned playing WoW.

    “I loved WoW and I played it constantly,” she says. “Then I started college, and being able to use some of the things I learned in WoW, like talking and communicating with people during raids, helped me socially in school.”

    Short hopes that through the study, more gamers will find that their WoW confidence can be converted into the real world and a career.

    “I like the idea that there are aspects of gaming that help and strengthen a person with skills, knowledge and abilities to be able to transfer those skills into the workplace,” she says. “If it helps students like me, I want to see if it helps people in the workplace.

    “This research shows us that those skills, while not exactly the same, they transfer,” she adds.

    Short will be presenting the research team’s findings at the 32ndannual Society for Industrial and Organizational Psychology Conference in Orlando at the end of April.