I don't even know where to start with this one. Well, for starters, they cheat. Take a look at their methodology:
"Volunteer played a bicycling game on a laptop with two straws attached to their mouths.
If cyclists from their same team – as indicated by a jersey design – passed by, participants received a slurp of their favourite juice. However, if a cyclist from the rival team passed the participant, he or she got a swig of salty tea."
Note that the primary training is done not in the video game but with flavored drinks. The article later claims that they're aware of this issue but that increasingly realistic video games offer increasingly realistic sensations in line with good and bad drinks. Okay, I guess I buy that, but the use of drinks just brings the real issue with the study into sharper relief. I'm talking about the "DUH!" issue.
When you stop to think about it, is this study much different from Pavlov's dogs? That was in the 19th Century! Haven't we learned yet that we can train people to have responses. And just in case it wasn't obvious that this applies to video games, all you need to do is ask an airplane pilot or an astronaut. We've been training them using simulations (that's a big word that means "video games") for over a decade.
This has gotten me thinking about a larger issue. How is it that, with video games more mainstream than ever, society still has this weird notion that video games are some special sort of thing? Video games, awesome as they are, are just games, more sophisticated maybe but still cut from the same cloth as Monopoly.
Games are all about decision-making. In some games, such as Candy Land, the decisions are so simple that they really only exist on a meta-level--every decision boils down to "Do I want to follow this rule or do I want to stop playing this game?"--but other games, such as Chess or Grand Theft Auto, the decisions are a lot more difficult to make. Naturally, some options are better than others in certain situations and some are better almost all the time. Games always reward certain behaviors and punish others. Video games aren't special in this respect. Sure, they're often more realistic (killing a hooker is a different sort of option than moving a bishop) but does Grand Theft Auto really encourage certain real world behavior in a manner fundamentally different from The Game of Life? I don't think so.
Also, video. It's a part of the name. Television, like games, is about decision-making. Only with television, the decisions are out of the audience's hands and instead placed in the hands of characters. Still, we see certain decisions are rewarded while others are punished. With television, the arbiter is not the rules of the game but rather the writer, who decides which choices are good and which are bad. Watch enough of a show and its writer's beliefs will inevitably rub off.
Also, THE WORLD. Seriously. Everything that happens in life is training. If you get a ticket for parking near a fire hydrant, you might think it's a fluke. But if you do it again and get another ticket, you probably won't do it again. On the other hand, you may choose not to pay your tickets, but society has spent a long time training people to pay tickets.
My point is two-fold:
1. The idea that video games can affect a person's decision-making process is not news.
2. The idea that video games are some sort of scary special monster that is different from anything older generations grew up with is flat-out wrong. They're just a lot more fun than Chutes and Ladders.