Furthermore, computer games have been shown to enhance children's spatial performance skills and have been positively related to reading skills and academic performance (Nichols, 1992; Subrahmanyam & Greenfield, 1994). Given the rapidly increasing prevalence of computer use among children and adolescents, more work is needed to determine the relation of technology use to cognitive development. In the past, there was concern that spending time playing computer games and using the Internet may lead to increasing levels of social isolation.
For example, Lanthier and Windham (2004) found that self-reported negative aspects of Internet use (e.g., negative thoughts, feelings, and experiences) were associated with poor college adjustment. Increased use of the Internet has been reported to be related to higher levels of loneliness and depression (Amichai-Hamburger & Ben-Artzi, 2003; Moody, 2001; Ybarra, Alexander, & Mitchell, 2005). Moreover, Kraut et al. (1998) found that Internet use was associated with small but significant declines in both well-being and the size of the adolescents' social circle over a period of 2 years.
In comparison to Internet use, the relation of playing computer games to social development, at least in the short term, has been better documented. Moderate computer game use does not appear to be negatively related to children's social relationships. Indeed, some game playing has been associated with positive social interactions in families and with friends (e.g., Colwell, Grady, & Rhaiti, 1995; Mitchell, 1985). Repeated playing of violent computer games, however, has been related to increased aggressive and delinquent behavior (Anderson & Bushman, 2001; Anderson & Dill, 2000; Zillman & Weaver, 1999), and there is speculation that continued playing of violent computer games may desensitize participants to violence, similar to the effects found with television (Drabman & Thomas, 1974; Subrahmanyam et al., 2000). The relation of technology use to healthy development, therefore, appears to vary according to the frequency of the activity, although more research is needed to better understand that link.
There are other lines of evidence which further support this hypothesis such as research on the relationship between performance on such games and various cognitive variables. The major work in the area concludes that computer game play increases choice reaction time performance, spatial skills, scientific problem solving skills, and intelligence (Greenfield & Cocking, 1996). Henderson (2005) has summarized subsequent research into the cognitive advantages of computer game play and lists these as having been demonstrated: Spatial relations ability; spatial visualization; perceptual speed; scientific problem solving skills; intelligence; ability to reason inductively and deductively; ability to reason metacognitively; and reflective decision making.
An elemental aspect of consciousness is attention. Green and Baveller (2003) found that habitual electronic game players experience improved visual attention. Visual attention needs to be divided in order to play video games, and Subrahmanyam, Greenfield, Kraut, and Gross (2001) reported that skilled computer game players had “better developed attentional skills than less skilled players” (p. 15). Maynard, Subrahmanyam, and Greenfield (2005) reviewed the attention and computer game play literature.
They found that experimental manipulations with attention as the dependent variable resulted in improved attention among those assigned to the computer game playing condition. But the type of game can affect the outcome. One study finding was that a battle game was better at improving attention than Tetris, a puzzle game. Another variable related to consciousness development is psychological absorption. Psychological absorption in gaming has been examined by Glicksohn and Avnon (1997), who found that some of their subjects reported experiences during computer game play indicative of altered states of consciousness (e.g.
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