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esearchers from Stanford University
in California have found that extensive exposure to video games, such as
Pokémon, during childhood activates certain regions of the brain.
A
recent study used Pokémon to inform neuroscience.
Pokémon
is a media franchise that dates back to 1995. It involves fictional creatures
called "Pokémon."
Players
have to catch and train these creatures to battle one another.
The
battles are the main theme of the Pokémon games, and players have to reach
certain objectives within the game.
In
the '90s, children as young as 5 were playing Pokémon. Many of them continued
to play later versions of the game throughout the years. These games exposed
children to the same characters and rewarded them when they won battles or
added a new character to the in-game encyclopedia.
Psychologists
at Stanford University discovered that this repeated visual stimuli during
childhood, combined with the number of hours spent in front of the screen,
activates specific regions of the brain.
They
have now published their findings in the journal Nature Human Behavior. The results may help shed light
on some of the many questions that remain about our visual system.
"It's
been an open question in the field why we have brain regions that respond to
words and faces but not to, say, cars," says first study author Jesse
Gomez, former Stanford University graduate student.
"It's
also been a mystery why they appear in the same place in everyone's
brain," he adds.
The role of eccentricity bias
Recent
research in monkeys that scientists from Harvard Medical School in Boston, MA,
conducted showed that regions dedicated to a new category of objects tend to
develop in the brain during childhood.
Gomez
was interested in testing these findings in humans, so he decided to focus on
video game exposure. He recalled that when he was a child, he spent countless
hours playing video games, especially Pokémon Red and Blue.
Based
on previous studies, as well as his own experience with video games, Gomez
theorized that if exposure at a young age plays a pivotal role in the
development of dedicated brain regions, the brains of adults who played Pokémon
as children should respond more strongly to characters in Pokémon than other
types of stimuli.
"What was unique about Pokémon," says
Gomez, "is that there are hundreds of characters, and you have to know
everything about them in order to play the game successfully. The game rewards
you for individuating hundreds of these little, similar looking
characters."
Gomez
realized that he had all of the ingredients to test the theory in humans.
Pokémon does not just expose children to the same characters repeatedly — it
also rewards them after battles. In addition, most children played the games on
the same small, square screen.
These
factors make the Pokémon experience an interesting way to test so-called
eccentricity bias.
The
eccentricity bias states that, in the brain, the location and size of a
dedicated category region depends on two main factors: "how much of our
visual field the objects take up," and whether the image occurs in our
central or peripheral vision.
The
tiny screen that people used to play Pokémon games means that they would only
take up a very small part of the gamers' field of view.
Following
the eccentricity bias theory, the preferential brain activations for Pokémon
should be present in the central part of the visual cortex, the brain area that
processes what we see.
Extensive experience activates brain regions
The
researchers recruited 11 adults who had played Pokémon extensively when they
were younger; Gomez himself also took part in the experiment. The participants
all underwent an MRI scan.
The
researchers showed hundreds of Pokémon characters. As expected, the brains of
those who played Pokémon as children responded more to the images than those
who had not played the game as children.
"I initially used the Pokémon
characters from the Game Boy game in the main study, but later I also used characters
from the cartoon in a few subjects. [...] Even though the cartoon characters
were less pixelated, they still activated the brain region."
Jesse
Gomez
Cconsistent
among participants was the site of the brain activations for Pokémon: an area
located behind the ears called the occipitotemporal sulcus. It seems that this
region might normally respond to images of animals — and Pokémon characters are
animal-like.
"I
think one of the lessons from our study," says Prof. Kalanit
Grill-Spector, of Stanford University's School of Humanities and Sciences,
"is that these brain regions that are activated by our central vision are
particularly malleable to extensive experience."
She
adds that the brain is a master improviser. It can create new activations
dedicated to Pokémon characters, but it follows specific rules in the process.
One refers to where these activations take place.
Prof.
Grill-Spector also notes that for parents who might look to this study as
evidence that video games leave a lasting mark on the brain, they should
consider that the brain is capable of containing many different patterns — not
just video game characters.
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