Image courtesy of Electronic Arts
James Gee, a professor of learning sciences at the University of Wisconsin, was profoundly humbled when he first played a video game for preschool-age kids called Pajama Sam: No Need to Hide When It’s Dark Outside. Gee’s son Sam, then 6, had been clamoring to play the game, which features a little boy who dresses up like his favorite action hero, Pajama Man, and sets off on adventures in a virtual world ruled by the dastardly villain Darkness. So Gee brought Pajama Sam home and tried it himself. “I figured I could play it and finish it so I could help Sam,” says Gee. “Instead, I had to go and ask him to help me.”
Gee had so much fun playing Pajama Sam that he subsequently decided to try his hand at an adult video game he picked at random off a store shelf—an H. G. Wells–inspired sci-fi quest called The New Adventures of the Time Machine. “I was just blown away when I brought it home at how hard it was,” he says.
Gee’s scholarly interest was also piqued. He sensed instantly that something provocative was happening in his mind as he struggled to complete the puzzles of the time machine. “I hadn’t done that kind of new learning since graduate school. You know, as you get older, you kind of rest on your laurels.”
Gee’s epiphany led him to the forefront of a wave of research into how video games affect cognition. Bolstered by the results of laboratory experiments, Gee and other researchers dared to suggest that gaming might be mentally enriching. These scholars are the first to admit that games can be addictive, and indeed part of their research explores how games connect to the reward circuits of the human brain. But they now recognize the cognitive benefits of playing video games: pattern recognition, system thinking, even patience. Lurking in this research is the idea that gaming can exercise the mind the way physical activity exercises the body: It may be addictive because it’s challenging.
All of this, of course, flies in the face of the classic stereotype of gamers as attention deficit–crazed stimulus junkies, easily distracted by flashy graphics and on-screen carnage. Instead, successful gamers must focus, have patience, develop a willingness to delay gratification, and prioritize scarce resources. In other words, they think.
The video game Tetris, among the earliest games to launch the industry, involves falling tile-like tetraminoes that a player must quickly maneuver so they fit into space at the bottom of the screen. In the early 1990s, Richard Haier, a professor of psychology at the University of California at Irvine, tracked cerebral glucose metabolic rates in the brains of Tetris players using positron-emission tomography (PET) scanners. The glucose rates show how much energy the brain is consuming, and thus serve as a rough estimate of how much work the brain is doing. Haier determined the glucose levels of novice Tetris players as their brains labored to usher the falling blocks into correct locations. Then he took their levels again after a month of regular play. Even though the test subjects had improved their game performance by a factor of seven, Haier found that their glucose levels had decreased. It appeared that the escalating difficulty of the game trained the test subjects to manipulate the Tetris blocks mentally with such skill that they barely broke a cognitive sweat completing levels that would have utterly confounded them a month earlier.


