Op-Ed: From Studies to eSports, Colleges Can Use Video Games
January 16, 2019
"College students need to play more video games," writes NYIT President Hank Foley, Ph.D., in an op-ed that appeared on VentureBeat. "Many games actually improve attention, memory, and decision-making, according to a comprehensive analysis of video game studies published in the American Journal of Play. A 2013 report shows that playing action video games boosted dyslexic children’s scores on reading tests—in some cases, even more than highly demanding traditional treatment programs."
In addition, video games may also lead to greater development of “computational thinking,” an advanced problem-solving mindset that involves breaking down a problem, identifying patterns, and developing solutions (such thinking that is becoming increasingly crucial in today's data-rich professional world). Video games may also help improve social skills and cultivate relationships. Furthermore, career opportunities are abound—from marketers and consultants to communications specialists and designers to eSports physicians.
"Meanwhile, the gaming industry offers a wide array of potential career opportunities," Foley adds. "Competitive video gaming leagues, in which players face off in regulated tournaments, generated $655 million in revenue in 2017 and likely brought in more than $900 million in 2018, according to a report from Newzoo. And the global esports audience is projected to hit 550 million in 2021, nearly double the total audience from 2016."
Video games should no longer be considered a waste of time now that studies have shown significant social, cognitive, and economic benefits, he writes. "In sum, they prepare people for real-world scenarios. It’s up to colleges and universities to up their game and prepare students for this booming industry."