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DOI: 10.1055/a-0847-8627
Gehirn und Geist am Computer trainieren?
Publikationsverlauf
Publikationsdatum:
06. Mai 2019 (online)

Zusammenfassung
Immer wieder findet man die Behauptung, dass Video-und Computerspiele dazu geeignet seien, das Gehirn bzw. geistige Leistungen zu trainieren. Hierzu wird eigens programmierte Software verkauft oder es werden käufliche Spiele, die nicht zum Training programmiert sind, auf entsprechende Auswirkungen untersucht. Die Ergebnisse zeigen, dass zwar die jeweils bearbeitete Aufgabe besser/schneller bearbeitet wird, diese Fähigkeit jedoch nicht auf andere Fähigkeiten generalisiert. Die vermeintlichen positiven Auswirkungen von (zu Unterhaltungszwecken produzierten) Computerspielen halten einer genaueren Betrachtung nicht stand und entpuppen sich u. a. als Fehlinterpretationen der (zu erwartenden) höheren Ablenkbarkeit. Die Möglichkeiten der modernen Gehirnforschung wurden verwendet, um die Auswirkungen bei der vermeintlicher „Trainingsverfahren“ (Trainings-software und Unterhaltungssoftware) auf die Struktur und die Funktion des Gehirns zu untersuchen. Wieder werden Befunde fehlinterpretiert und aus einer klar erkennbaren Beeinträchtigung der normalen Gehirnentwicklung als Anzeichen einer vermeintlichen Verbesserung gewertet. Schließlich werden Aktivierungsmuster je nach Bedarf interpretiert, vermehrte Aktivierung als klares Zeichen von Verbesserung und verminderte Aktivierung als klares Zeichen von Aufwandsverminderung (also ebenfalls Verbesserung). Auf die bekannten Risiken und Nebenwirkungen wird in der Literatur zur vermeintlichen Verbesserung geistiger Leistungen durch Computerspiele praktisch nie hingewiesen, was man – wie die „positiven“ Ergebnisse auch – als Zeichen des Einflusses massiver Lobbyarbeit einer milliardenschweren Spieleindustrie werten kann, die privatwirtschaftlich Gewinn produziert. Wissenschaftlich nachgewiesene positive Auswirkungen von Computerspielen existieren nicht, ihre negativen Folgen, deren Kosten die Allgemeinheit trägt, sind nachgewiesen.
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