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DaphneBavelier_2012X-_电子游戏中的大脑_

I'm a brain scientist, and as a brain scientist, 我是一个脑科学家,而作为一个脑科学家,
I'm actually interested in how the brain learns, and I'm especially interested in a possibility of making our brains smarter, better and faster. 我对于大脑是如何学习的很感兴趣。 我尤为感兴趣的是将我们的大脑变得 更聪明,更优秀,更迅速的可能性。
especially:adv.尤其;特别;格外;十分;
This is in this context I'm going to tell you about video games. When we say video games, most of you think about children. 在这个前提下,我想谈谈电子游戏。 当我们说到电子游戏的时候, 大多数人都会想到孩子。
context:n.环境;上下文;来龙去脉;
It's true. Ninety percent of children do play video games. 没错。90%的孩子的确玩电子游戏。
But let's be frank . 但是说实话,
frank:adj.坦白的,直率的;老实的;n.免费邮寄特权;v.免费邮寄;
When the kids are in bed, who is in front of the PlayStation ? 当孩子们都睡着了,是谁在玩Play Station游戏机呢?
PlayStation:n.游戏机;
Most of you. The average age of a gamer is 33 years old, not eight years old, and in fact, if we look at the projected demographics of video game play, the video game players of tomorrow are older adults. (Laughter) 是你们。电子游戏玩家的平均年龄是33岁, 不是8岁。 其实,如果我们看看对于未来电子游戏玩家的预测, 未来的玩家将是 中老年人。(笑)
gamer:n.玩家,博弈者; demographics:n.人口统计资料; video game:n.电子游戏;
So video [gaming] is pervasive throughout our society. 由此看来电子游戏渗透在了我们的社会中。
pervasive:adj.普遍的;到处渗透的;流行的; throughout:adv.自始至终,到处;全部;prep.贯穿,遍及;
It is clearly here to stay. It has an amazing impact on our everyday life. Consider these statistics released by Activision. After one month of release 而它很明显的还会继续存在下去。 它对于我们的日常生活有非常惊人的影响。 这里列的是一些由美国动视公司公布的统计数据。
impact:n.影响;效果;碰撞;冲击力;v.挤入,压紧;撞击;对…产生影响; statistics:n.统计数字;统计资料;统计学;(statistic的复数) released:v.释放;使免除;已发布;(release的过去分词和过去式)
of the game "Call Of Duty: Black Ops," it had been played for 68,000 years worldwide , right? 在《使命召唤:黑暗行动》发布后的一个月内, 它在全世界范围内的 累积游戏时间就达到了六万八千年。
worldwide:adj.全世界的;adv.在世界各地;
Would any of you complain if this was the case about doing linear algebra ? 如果把这些时间都用在做线性代数的题目上了, 你们还会有抱怨吗?
complain:v.投诉;发牢骚;诉说; linear:adj.线的,线型的;直线的,线状的;长度的; algebra:n.代数学;
So what we are asking in the lab is, how can we leverage that power? 所以我们现在的问题就是如何利用这种惊人的能量。
leverage:n.影响力;杠杆作用;杠杆效力;v.举债经营;借贷收购;
Now I want to step back a bit. 我们先退一步。
I know most of you have had the experience of coming back home and finding your kids playing these kinds of games. 我知道你们可能不少都有过下班回家 发现孩子在玩这类游戏的经历。
(Shooting noises) The name of the game is to get after your enemy zombie bad guys before they get to you, right? (射击噪音)这些游戏的目标 一般就是在敌人、僵尸、坏人 打倒你之前先打倒他们。
zombie:n.行尸走肉;蛇神;木讷呆板的人;
And I'm almost sure most of you have thought, "Oh, come on, can't you do something more intelligent than shooting at zombies ?" 我可以推测,你们可能大多都想过: “拜托,你就不能做点比射杀僵尸 更能体现智商的事情吗?”
intelligent:adj.有才智的;悟性强的;聪明的;有智力的 zombies:n.僵尸;生性怪癖的人;僵尸电脑(zombie的复数);
I'd like you to put this kind of knee-jerk reaction in the context of what you would have thought if you had found your girl playing sudoku or your boy reading Shakespeare . Right? 但是如果你发现 你的女儿在玩数独, 或是儿子在读莎士比亚的时候, 你还会有这样的条件反射吗?
knee-jerk:n.下意识,自动反应;膝反射;adj.下意识的,自动反应的;膝反射的; reaction:n.反应,感应;反动,复古;反作用; sudoku:n.数独,九宫格游戏; Shakespeare:n.莎士比亚(英国剧作家);
Most parents would find that great. 大多数家长们都会倍感欣慰。
Well, I'm not going to tell you that playing video games days in and days out is actually good for your health. 我不是要告诉你们成天玩游戏 是对身体有益的。
It's not, and binging is never good. 那是不健康的,而且过度沉迷永远不会是件好事。
binging:n.粘合;夹锯;包边;v.狂欢;沉溺(binge的ing形式);
But I'm going to argue that in reasonable doses , actually the very game I showed you at the beginning , those action-packed shooter games have quite powerful effects and positive effects on many different aspects of our behavior. 但我想要说服大家的是适量地 玩玩我们刚才提到的游戏, 就是那些动作射击游戏, 对我们的反应在各种层面上 有可观的正面影响。
reasonable:adj.合理的,公道的;通情达理的; doses:v.服药(dose的三单形式);n.[药][核]剂量(dose的复数); at the beginning:首先;从一开始;起初;从头开始; action-packed:adj.内容丰富有趣的;令人激动的; positive:adj.积极的;[数]正的,[医][化学]阳性的;确定的;n.正数;[摄]正片; aspects:n.方面;相位;面貌(aspect的复数);
There's not one week that goes without some major headlines in the media about whether video games are good or bad for you, right? You're all bombarded with that. 几乎没哪个星期媒体 不写几条关于电子游戏 是好是坏的头条。你们被这样的信息轰炸着。
media:n.媒体;媒质(medium的复数);血管中层;浊塞音;中脉; bombarded:v.轰炸(bombard的过去分词); adj.被轰击的;
I'd like to put this kind of Friday night bar discussion aside and get you to actually step into the lab. 我们现在先不谈这个适合闲来无事争论一下的话题, 而是看看在实验室中得到的结果。
What we do in the lab is actually measure directly , in a quantitative fashion, what is the impact of video games on the brain. 我们在实验室里的工作就是直接准确地测试、 量化电子游戏 对于大脑的影响。
directly:adv.直接地;立即;马上;正好地;坦率地;conj.一…就; quantitative:adj.定量的;量的,数量的;
And so I'm going to take a few examples from our work. 我想要举几个我们在研究中发现的例子。
One first saying that I'm sure you all have heard is the fact that too much screen time makes your eyesight worse. 这第一个说法,我想大多数人都听说过: 看太久屏幕 会导致视力下降。
eyesight:n.视力;目力;
That's a statement about vision . 这是个关于视力的说法。
statement:n.声明;陈述,叙述;报表,清单; vision:n.视力;美景;幻象;想象力;v.想象;显现;梦见;
There may be vision scientists among you. 也许你们中有人是视觉方面的专家,
We actually know how to test that statement. 我们知道如何检验这个说法。
We can step into the lab and measure how good your vision is. 我们可以在实验室中测出你的视力到底怎么样。
Well, guess what? People that don't play a lot of action games, that don't actually spend a lot of time in front of screens, have normal, or what we call corrective-to-normal vision. That's okay. 你猜结果怎么样?不经常玩游戏 也不经常看屏幕的人 视力正常, 或者说定义为正常。这没什么问题。
The issue is what happens with these guys that actually indulge into playing video games like five hours per week, 10 hours per week, 15 hours per week. 现在我们要关注的是那些 每周花5个小时, 10个小时,15个小时沉迷于游戏的那些人。
issue:n.重要议题;争论的问题;v.宣布;公布;发出;发行; indulge:v.沉湎,沉迷,沉溺(于…);放纵;听任;
By that statement, their vision should be really bad, right? 根据刚才的说法这些人的视力应该很差,对吗?
Guess what? Their vision is really, really good. 你猜怎么着?这些人的视力居然非常好。
It's better than those that don't play. 甚至比那些不玩游戏的人视力还要好。
And it's better in two different ways. 他们视力好体现在两个方面。
The first way is that they're actually able to resolve small detail in the context of clutter , and though that means being able to read the fine print on a prescription 其一是他们可以在杂乱中 看到细节。也就是说 在看药品说明上的小字的时候
resolve:vt.决定; vi.解决; n.坚决; clutter:n.杂乱;杂乱的东西;v.凌乱地塞满;乱堆放; fine print:n.(协议或法律文件中易于被忽略但重要的)小号字印刷的附加条款; prescription:n.处方;药方;医生开的药;开处方;
rather than using magnifier glasses, you can actually do it with just your eyesight. 不需要放大镜, 靠肉眼就能看清。
magnifier:n.[光]放大镜;[电子]放大器;
The other way that they are better is actually being able to resolve different levels of gray. 其二是他们能够 分辨不同的灰度。
Imagine you're driving in a fog. That makes a difference between seeing the car in front of you and avoiding the accident, or getting into an accident. 想象一下你在大雾中开车。有分辨灰度的能力 能够让你分辨前方汽车, 意味着你是否能避免车祸的发生。
So we're actually leveraging that work to develop games for patients with low vision, and to have an impact on retraining their brain to see better. 我们现在正在用这个发现开发游戏 帮助视力不好的病人重新训练他们的大脑, 让他们能看得更好。
leveraging:v.利用贷款进行投机;(leverage的现在分词) patients:n.接受治疗者,病人;(patient的复数) retraining:v.(接受)重新培养,再教育,再培训;(retrain的现在分词)
Clearly, when it comes to action video games, screen time doesn't make your eyesight worse. 通过研究我们很明显地发现,对于玩动作电子游戏的人来说, 玩游戏的时间长并不意味着视力变差。
Another saying that I'm sure you have all heard around: 另一个我相信大家都听说过的说法是
Video games lead to attention problems and greater distractability. 电子游戏会让人难以集中注意力。
Okay, we know how to measure attention in the lab. 我们知道怎么在实验室中测量一个人注意力的集中程度。
I'm actually going to give you an example of how we do so. 我将带给大家一个测量的例子。
I'm going to ask you to participate , so you're going to have to actually play the game with me. I'm going to show you colored words. I want you to shout out the color of the ink. 我希望大家都能参与进来, 所以需要大家一起和我做这个游戏。 我将展示一些有颜色的单词。我希望大家大声说出字体的颜色。
participate:v.参加;参与; play the game:玩游戏;行动光明正大;遵守比赛规则;
Right? So this is the first example. 明白了吗?马上是第一个例子。
["Chair"] (“椅子”)
Orange, good. ["Table"] Green. 橙色,很好。(“桌子”)绿色。
["Board"] Audience: Red.Daphne Bavelier: Red. (“木板”)红色。
["Horse"] DB: Yellow. Audience: Yellow. (“马”)达芙妮 芭菲莉亚:黄色。观众:黄色
["Yellow"] DB: Red. Audience: Yellow. (“黄色”)达芙妮 芭菲莉亚:红色。观众:货色。
["Blue"] DB: Yellow. (“蓝色”)达芙妮 芭菲莉亚:黄色。
Okay, you get my point, right? (Laughter) 大家明白我做这个游戏的意思了吧?(笑声)
You're getting better, but it's hard. Why is it hard? 你们做得越来越好,但是这还是很难。为什么会觉得难?
Because I introduced a conflict between the word itself and its color. 因为在这个游戏里 文字本身的意思和它字体的颜色是矛盾的。
conflict:n.冲突;矛盾;争执;抵触;v.抵触;
How good your attention is determines actually how fast you resolve that conflict, so the young guys here at the top of their game probably, like, did a little better than some of us that are older. 你的注意力有多集中决定了你能多快 解决这个矛盾。 所以状态最佳的年轻人们会比 我们中有些年龄大些的表现好一点。
determines:v.查明;测定;准确算出;决定;裁决;安排;(determine的第三人称单数)
What we can show is that when you do this kind of task with people that play a lot of action games, they actually resolve the conflict faster. 我们会发现如果 普通人和经常玩游戏的人一起做这个游戏的时候, 经常玩动作电子游戏的人能更快地处理其中的矛盾。
So clearly playing those action games doesn't lead to attention problems. 所以很明显地,玩动作电子游戏不会导致 注意力产生问题或是更容易分心。
Actually, those action video game players have many other advantages in terms of attention, and one aspect of attention which is also improved for the better is our ability to track objects around in the world. 事实上,动作电子游戏的玩家 在注意力方面还有很多其他优势。 其中之一得到提高的是能够更好地 追踪周围的物体。
advantages:n.有利条件; v.有利于; improved:adj.改良的:v.改进:改善(improve的过去分词和过去式) for the better:好转,向好的方向发展;
This is something we use all the time. When you're driving, you're tracking , keeping track of the cars around you. 这个能力我们很多时候都会用到。 开车的时候你在追踪,追踪着周围的车子。
tracking:n.追踪,跟踪;v.跟踪;(track的现在分词)
You're also keeping track of the pedestrian , the running dog , and that's how you can actually be safe driving, right? 你也在追踪着行人和奔跑着的狗, 做到了这点才能安全驾驶,对吗?
pedestrian:adj.徒步的;缺乏想像力的;n.行人;步行者; running dog:n.走狗(盲目遵从政治体制或信仰的人);(尤指比赛或拉雪橇的)跑狗;
In the lab, we get people to come to the lab, sit in front of a computer screen, and we give them little tasks that I'm going to get you to do again. 在实验室里,我们会找人到实验室里, 坐在电脑屏幕前,然后给他们些小任务, 我将要让大家再做一遍相同的小任务。
You're going to see yellow happy faces and a few sad blue faces. These are children in the schoolyard in Geneva during a recess during the winter. Most kids are happy. It's actually recess. 你们将要看到黄色的笑脸 和一些蓝色的哭脸。这代表了 冬天日内瓦的孩子们课间在操场上玩。 大多数孩子很开心因为下课了,
schoolyard:n.校园;运动场; recess:n.休会;休庭;壁橱;隐蔽处;v.休会;暂停;把…放进壁橱;将…嵌入墙壁;
But a few kids are sad and blue because they've forgotten their coat. 但是还是有几个不太开心用蓝色代表,因为他们忘记穿外套了。
Everybody begins to move around , and your task is to keep track of who had a coat at the beginning and who didn't. So I'm just going to show you an example 这些孩子开始到处移动,而你们的任务 就是记住谁一开始 有外套,谁没有。现在的这个例子里面
move around:v.走来走去;绕着…来回转; keep track of:记录;与…保持联系;
where there is only one sad kid. It's easy because you can actually track it with your eyes. You can track, you can track, and then when it stops, and there is a question mark , and I ask you, did this kid have a coat or not? 只有一个哭脸。这很简单因为你可以 用眼睛追踪着它。你看着它, 看着它,然后它停住了,上面有一个问号。 我的问题是,这个孩子有外套吗?
question mark:abbr.(=questionstop)疑问号;n.问号;
Was it yellow initially or blue? 这张脸一开始是黄色的还是蓝色的?
initially:adv.最初,首先;开头;
I hear a few yellow. Good. So most of you have a brain. (Laughter) 我听到了几个人说是黄色的,很好,大家还是有点儿头脑的。(笑声)
I'm now going to ask you to do the task, but now with a little more challenging task. There are going to be three of them that are blue. Don't move your eyes. 现在我们再做一遍,不过这次 加大点难度, 有三个蓝色的脸。不要看其他地方,
Please don't move your eyes. Keep your eyes fixated and expand , pull your attention. That's the only way you can actually do it. If you move your eyes, you're doomed . 千万不要看其他的地方。不要移动你的目光, 尽量使用你的余光,集中注意力。 只有这样你才能成功。如果你移动了你的眼睛就肯定失败了。
fixated:adj.念念不忘的;稳固关系的;v.使固定下来;注视(fixate的过去分词); expand:v.扩张;使膨胀;详述;发展;张开,展开; doomed:adj.注定的;命定的;v.使…注定失败(doom的过去分词和过去式)
Yellow or blue? 黄色还是蓝色?
Audience: Yellow.DB: Good. 观众:黄色。达芙妮 芭菲莉亚:很好。
So your typical normal young adult can have a span of about three or four objects of attention. 一般普通年轻人 的注意范围大概是三到四个物体。
typical:adj.典型的;特有的;象征性的; span:n.持续时间; v.持续;
That's what we just did. Your action video game player has a span of about six to seven objects of attention, which is what is shown in this video here. 就像我们刚才看到的那样。而动作电子游戏的玩家 一次可以注意到六到七个物体。 像这个视频里一样。
That's for you guys, action video game players. 轮到你们大显神通了,游戏玩家们。
A bit more challenging, right? (Laughter) 有点挑战性了,对吗?
Yellow or blue? Blue. We have some people that are serious out there. Yeah. (Laughter) 黄色的还是蓝色的?的确是蓝色的。 在座的有些人很有一手嘛!(笑声)很好!
Good. So in the same way that we actually see the effects of video games on people's behavior, we can use brain imaging and look at the impact of video games on the brain, and we do find many changes, 我们可以直接看到 电子游戏对于人反应的影响, 同样的,我们也可以通过脑成像技术 看看电子游戏对大脑的影响。我们看到很多改变,
imaging:n.[物]成像;造像;v.反映;想像;作…的像;象征;(image的现在分词形式)
but the main changes are actually to the brain networks that control attention. So one part is the parietal cortex which is very well known to control the orientation of attention. 但是最主要的变化还是表现在大脑控制注意力的部分。 其中之一是众所周知 控制注意力方面的大脑顶叶皮层。
parietal:adj.[解剖]腔壁的;颅顶骨的;(美)学院生活的;n.顶骨,头顶骨; cortex:n.[解剖]皮质;树皮;果皮; well known:adj.著名的;众所周知的;清楚明白的; orientation:n.方向;定向;适应;情况介绍;向东方;
The other one is the frontal lobe , which controls how we sustain attention, and another one is the anterior cingulate , which controls how we allocate and regulate attention and resolve conflict. 还有一个则是控制我们 如何保持注意力的大脑额叶。 另有一个是控制我们如何分配和调节注意力 以及处理矛盾的前扣带皮层。
frontal lobe:n.额叶(与行为、学习和个性有关); sustain:v.支持;支撑;遭受;证实; anterior:adj.前面的;先前的; cingulate:adj.有色带的;(昆虫腹部)有色带环绕的; allocate:vt.分配;拨出;使坐落于;vi.分配;指定; regulate:v.调节;控制;
Now, when we do brain imaging, we find that all three of these networks are actually much more efficient in people that play action games. 现在,当我们做脑成像的时候,我们会发现 游戏玩家大脑的这三个神经网络结构 都比一般人的更有效率。
efficient:adj.有效率的;有能力的;生效的;
This actually leads me to a rather counterintuitive finding in the literature about technology and the brain. 这些使我从文献中找到了 关于科技和大脑违背一般人常识的发现。
counterintuitive:adj.违反直觉的; literature:n.文学;文献;文艺;著作; technology:n.技术;工艺;术语;
color ="Black"> You color ="Black"> all color ="Black"> know color ="Black"> about color ="Black"> color ="Black"> color="Black"> color ="Black"> multitasking color ="Black"> . color ="Black"> You color ="Black"> all color ="Black"> have color ="Black"> been color ="Black"> faulty color ="Black"> of color ="Black"> multitasking color ="Black"> when color ="Black"> you're color ="Black"> driving color ="Black"> and color ="Black"> you color ="Black"> pick color ="Black"> up color ="Black"> your color ="Black"> cellphone. color ="Black"> Bad color ="Black"> idea. color ="Black"> Very color ="Black"> bad color ="Black"> idea. color ="Black"> 你们都知道 多任务处理 (multitasking)。 一边开车 一边拿起手机的多任务处理不是明智之举。非常糟糕。
color:颜色
Why? Because as your attention shifts to your cell phone, you are actually losing the capacity to react swiftly to the car braking in front of you, and so you're much more likely to get engaged into a car accident. 为什么?因为你的注意力实际上转移到了你的手机上, 于是不能对前面的车况 做出敏捷的反应。所以你 出车祸的可能性大大增加了。
shifts:n.转移; v.转移; (shift的第三人称单数) capacity:n.能力;容量;资格,地位;生产力; swiftly:adv.很快地;敏捷地;即刻; engaged:adj.已订婚的; v.吸引住; (engage的过去分词和过去式)
Now, we can measure that kind of skills in the lab. 现在我们可以在实验室中测量这种能力。
We obviously don't ask people to drive around and see how many car accidents they have. That would be a little costly proposition . But we design tasks on the computer where we can measure, to millisecond accuracy , how good they are at switching from one task to another. 我们当然不会让人开着车到处跑 然后看看会出几场车祸。这个方案代价有点高。 但是我们可以通过特殊设计的电脑程序 精确到以毫秒为单位测量 考察人们能多快地在不同任务间切换。
costly:adj.昂贵的;代价高的; proposition:n.提议;待处理的问题;任务;(美国)法律修正议案;见解;命题;v.向...提议; millisecond:n.毫秒; accuracy:n.[数]精确度,准确性;
When we do that, we actually find that people that play a lot of action games are really, really good. 当我们做这样的实验的时候,我们发现 玩很多动作电子游戏的人完成得真的非常非常好。
They switch really fast, very swiftly. They pay a very small cost. 他们在任务间的切换非常快速敏捷。他们所付出的代价很小。
Now I'd like you to remember that result, and put it in the context of another group of technology users, a group which is actually much revered by society, which are people that engage in multimedia-tasking. 现在,我希望大家记住这个结论, 把它带入到另外一群科技使用者的背景下。 这些可以“多媒体任务处理”(multimediatasking) 的人相当受社会推崇。
revered:v.崇敬,尊崇,敬畏(revere的过去式和过去分词);
What is multimedia-tasking? It's the fact that most of us, most of our children, are engaged with listening to music at the same time as they're doing search on the web at the same time as they're chatting on Facebook with their friends. 什么叫“多媒体任务处理”? 我们中的很多人还有很多孩子都会一边听着音乐 一边上网搜索信息 一边和朋友在脸谱网上聊天。
at the same time:同时;另一方面;与此同时;
That's a multimedia-tasker. 这就是可以“多媒体任务处理”的人。
There was a first study done by colleagues at Stanford and that we replicated that showed that those people that identify as being high multimedia-taskers are absolutely abysmal at multitasking. 有一个试验由斯坦福的研究人员们先做, 我们又进行了重复试验过的研究表明 被认为是高效的“多媒体任务处理者” 多任务处理的能力非常糟糕。
colleagues:n.同事;同行(colleague的复数); replicated:重复的; identify:v.识别:鉴定:确认:发现: absolutely:adv.绝对地;完全地; abysmal:adj.深不可测的;糟透的;极度的;
When we measure them in the lab, they're really bad. 他们在实验室里被测量的表现真的很差。
Right? So these kinds of results really makes two main points. 这样的结果主要 说明了两个问题。
The first one is that not all media are created equal. 第一,不是所有的媒体都生来平等。
You can't compare the effect of multimedia-tasking and the effect of playing action games. They have totally different effects on different aspects of cognition , perception and attention. 不能比较多媒体处理对人的影响和 玩动作电子游戏对人的影响进行比较。 他们对于认知,知觉和注意力 的影响都是完全不同的。
compare:v.比较;对比;n.比较; cognition:n.认识;知识;认识能力; perception:n.感知;知觉;看法;洞察力;
Even within video games, I'm telling you right now about these action-packed video games. 就算是在电子游戏之中,我指的是 动作电子游戏中,
Different video games have a different effect on your brains. 不同的游戏对你的大脑的影响也是不同的。
So we actually need to step into the lab and really measure what is the effect of each video game. 所以我们需要在实验室中测量 每个游戏的影响分别是什么。
The other lesson is that general wisdom carries no weight. 第二,所谓的常识很多时候是不靠谱的。
wisdom:n.智慧;明智;才智;学问;
I showed that to you already, like we looked at the fact that despite a lot of screen time, those action gamers have a lot of very good vision, etc. 像我刚才讲到的 虽然动作电子游戏的玩家长时间看屏幕, 但他们的视力依然很好就是例子之一。
despite:prep.尽管,不管;n.轻视;憎恨;侮辱; gamers:n.游戏玩家;
Here, what was really striking is that these undergraduates that actually report engaging in a lot of high multimedia-tasking are convinced they aced the test. 现在最让人担忧的是那些 常常多媒体任务处理的 大学生们深信他们表现得很好。
undergraduates:n.本科生,大学生; engaging:adj.有趣的; v.吸引住(注意力、兴趣); (engage的现在分词) convinced:adj.坚信; v.使确信; (convince的过去分词和过去式) aced:v.发球直接得分(ace的过去分词);
So you show them their data, you show them they are bad and they're like, "Not possible." You know, they have this sort of gut feeling that, really, they are doing really, really good. 你把他们的数据给他们看,告诉他们其实他们表现得不怎么样, 但是他们觉得那根本不可能。 他们却觉得实际上自己做得非常非常好。
gut feeling:直觉;
That's another argument for why we need to step into the lab and really measure the impact of technology on the brain. 这也是为什么我们需要在实验室里 真正地去测量科技对于大脑的影响。
Now in a sense , when we think about the effect of video games on the brain, it's very similar to the effect of wine on the health. 从某种意义上来说,我们可以 认为电子游戏对于大脑的影响 和酒对于健康的影响很相似。
in a sense:在某种意义上;
There are some very poor uses of wine. There are some very poor uses of video games. But when consumed in reasonable doses, and at the right age, wine can be very good for health. There are actually specific molecules that have been identified in red wine as leading to greater life expectancy . 喝酒可能会造成很糟糕的结果, 玩电子游戏也是。但是如果在 年龄合适的时候适当地喝一些, 酒可以很有利于健康。 实际上,红酒已经被鉴定出 含有能让人延年益寿的分子。
consumed:adj.沉迷…的; v.消耗,耗费; (consume的过去分词和过去式) specific:adj.特殊的,特定的;明确的;详细的;[药]具有特效的;n.特性;细节;特效药; molecules:n.[化学]分子,微粒;[化学]摩尔(molecule的复数); identified:v.确认;认出;找到;发现;说明身份;(identify的过去式和过去分词) life expectancy:预期寿命;
So it's the same way, like those action video games have a number of ingredients that are actually really powerful for brain plasticity , learning, attention, vision, etc., and so we need and we're working on 同样的,动作电子游戏里也有能对大脑的可塑性, 学习,注意力,视力等方方面面 有非常有力影响的成分。 所以我们现在需要做也正在
ingredients:n.成分;(尤指烹饪)原料;(成功的)要素;(ingredient的复数) plasticity:n.塑性,可塑性;适应性;柔软性;
understanding what are those active ingredients so that we can really then leverage them to deliver better games, either for education or for rehabilitation of patients. 做的就是了解这些积极的成分, 然后为了教育或病人的复原 真正地利用它们开发出更好的游戏。
rehabilitation:n.康复;恢复;善后;平反;复权;
Now because we are interested in having an impact for education or rehabilitation of patients, we are actually not that interested in how those of you that choose to play video games for many hours on end perform . 既然我们关注的是对于 教育和病人复原造成影响, 我们并不太关心那些连续玩 很多个小时电子游戏的人的表现。
perform:v.表演;执行;履行;演出;工作,运转(好/不好);
I'm much more interested in taking any of you and showing that by forcing you to play an action game, 我更感兴趣的是从你们中随便选一个人 然后证明强迫你玩动作游戏
I can actually change your vision for the better, whether you want to play that action game or not, right? 能提高你的视力, 不管你到底想不想玩动作游戏。
That's the point of rehabilitation or education. 这也是医疗康复和教育的重点。
Most of the kids don't go to school saying, "Great, two hours of math!" 大多数孩子不会上学的时候说 太棒了!能上两个小时的数学课!
So that's really the crux of the research, and to do that, we need to go one more step. 这也是做研究的难题,为了解决它, 我们要往前再进一步。
crux:n.关键;难题;十字架形,坩埚;
And one more step is to do training studies. 而这往前的一步就是训练研究。
So let me illustrate that step with a task which is called mental rotation . 让我通过一个叫做“心智旋转”的 任务告诉大家这一步到底是什么。
illustrate:v.解释;加插图于;给(书等)做图表;表明…真实; mental:adj.精神的;脑力的;疯的;n.精神病患者; rotation:n.旋转;循环,轮流;
Mental rotation is a task where I'm going to ask you, and again you're going to do the task, to look at this shape. Study it, it's a target shape, and I'm going to present to you four different shapes. 心智旋转是一个要你们观察这个形状的任务, 这一次也需要大家都参与进来。 看着它,这是我们的目标形状。 现在我给你们看四个不同的形状。
One of these four different shapes is actually a rotated version of this shape. I want you to tell me which one: the first one, second one, third one or fourth one? 这四个中的一个是由这个形状旋转得到的。 我希望你们能告诉我是哪一个。 第一个,第二个,第三个还是第四个?
rotated:adj.旋转的;v.旋转;使…转动;循环(rotate的过去分词);
Okay, I'll help you. Fourth one. 好吧,这次我先公布答案,是第四个。
One more. Get those brains working. Come on. 再来一次。让你们的脑子动起来。
That's our target shape. 这个是我们的目标形状。
Third. Good! This is hard, right? 第三个。很好!这有点难是吗?
Like, the reason that I asked you to do that is because you really feel your brain cringing , right? 我让大家做这个小游戏 就是因为它能让你们感到头脑在打结。
cringing:n.奉承(的);adj.谄媚(的);
It doesn't really feel like playing mindless action video games. 这和玩不需要动脑子的动作电子游戏感觉不太一样。
mindless:adj.愚蠢的;不小心的;不需要动脑筋的;不顾虑的;
Well, what we do in these training studies is, people come to the lab, they do tasks like this one, we then force them to play 10 hours of action games. 我们在训练研究中做的就是让来 实验室的人完成和这个任务类似的任务, 然后我们强迫他们玩十个小时的动作游戏。
They don't play 10 hours of action games in a row. 不是连续玩十个小时而是分散地玩,
They do distributed practice, so little shots of 40 minutes several days over a period of two weeks. 比如说在两周内的几天里 每天花上40分钟。
distributed:adj.分布的;分散的;v.分发;分配;使分布(distribute的过去分词和过去式)
Then, once they are done with the training, they come back a few days later and they are tested again on a similar type of mental rotation task. So this is work from a colleague in Toronto . What they showed is that, initially, you know, subjects perform where they are expected 然后等他们完成了训练,几天后再到实验室 并被测试相似类型的心智旋转任务的完成情况。 这个工作是我们一个多伦多的同事完成的。 他们发现一开始参加实验的人的表现 和他们那个年龄段应有的差不多。
Toronto:n.多伦多(加拿大城市);
to perform given their age. After two weeks of training on action video games, they actually perform better, and the improvement is still there five months after having done the training. That's really, really important. 玩了两个星期的 动作电子游戏以后,他们的表现变得更好了。 这个提高在训练后的五个月后仍然有体现。 这一点非常非常重要。
improvement:n.改进,改善;
Why? Because I told you we want to use these games for education or for rehabilitation. We need to have effects that are going to be long-lasting . 为什么?因为就像我说的我们想要 把这些游戏用在教育和医疗康复上。 这需要效果能够持久存在。
long-lasting:adj.持续时间长的;
Now, at this point, a number of you are probably wondering well, what are you waiting for, to put on the market a game that would be good for the attention 现在,你们中的不少人大概在想: 你们还在等什么?为什么不快点发行 一款像是对我祖母的注意力有帮助
on the market:上市;出售的;
of my grandmother and that she would actually enjoy, or a game that would be great to rehabilitate the vision of my grandson who has amblyopia, for example? 而且让她喜欢的游戏, 或者是一款能使眼睛弱视的 孙子视力复原的游戏?
rehabilitate:v.使康复;使恢复正常;恢复…的名誉;恢复原状;
Well, we're working on it, but here is a challenge. 我们在努力,但是有一个挑战。
There are brain scientists like me that are beginning to understand what are the good ingredients in games to promote positive effects, and that's what I'm going to call the broccoli side of the equation . 有一些像我一样的脑科学家开始 了解游戏中能带来 积极效果的成分, 我把这叫做等式的花椰菜侧。
promote:v.促进;推动;促销;提升;晋升; broccoli:n.花椰菜;西兰花; equation:n.方程式,等式;相等;[化学]反应式;
There is an entertainment software industry which is extremely deft at coming up with appealing products that you can't resist . 而娱乐软件产业 总能敏锐地开发出 让人无法抗拒地产品。
extremely:adv.非常,极其;极端地; deft:adj.灵巧的;机敏的;敏捷熟练的; appealing:adj.吸引人的; v.呼吁; (appeal的现在分词) resist:v.抵制;阻挡;反抗;回击;抵抗;忍住;n.防染剂;防蚀用涂料;防腐剂;
That's the chocolate side of the equation. 这是等式的巧克力侧。
The issue is we need to put the two together, and it's a little bit like with food. 问题是我们怎么把这两者结合起来, 这个过程有点像是各种食材的搭配。
Who really wants to eat chocolate-covered broccoli? 有谁会想吃沾着巧克力的花椰菜吗?
None of you. (Laughter) And you probably have had that feeling, right, picking up an education game and sort of feeling, hmm, you know, it's not really fun, it's not really engaging. So what we need 没有人。(笑声)你们可能有过这种感受, 当你们开始玩一个教育游戏, 然后感觉到,怎么说呢,它并不好玩也没那么引人入胜。 所以我们真正需要的是
is really a new brand of chocolate, a brand of chocolate that is irresistible , that you really want to play, but that has all the ingredients, the good ingredients 一种新牌子的巧克力,一种让人无法抗拒的巧克力。 让你想吃的同时 包含了所有应该有的成分,
brand:v.铭刻于,铭记;打烙印于;印…商标于;n.商标,牌子;烙印; irresistible:adj.不可抵抗的;不能压制的;极为诱人的;
that are extracted from the broccoli that you can't recognize but are still working on your brains. And we're working on it, but it takes brain scientists to come and to get together , 那些从花椰菜中提取出来已经尝不出来 但仍然对大脑有作用的有益成分。我们正在朝这个方向努力, 但是这需要脑科学家,
extracted:adj.萃取的;引出的;v.提取(extract的过去式及过去分词); recognize:v.认识;认出;辨别出;承认;意识到; get together:聚会
people that work in the entertainment software industry, and publishers , so these are not people that usually meet every day, but it's actually doable , and we are on the right track. 娱乐软件界的人们和发行商的合作。 这些人一般不怎么聚到一起, 但这样的合作是能做到的, 而我们的工作已经上了轨道。
publishers:n.出版商,出版公司;出版社(publisher的复数); doable:adj.可做的;
I'd like to leave you with that thought, and thank you for your attention. (Applause) 今天我就以这个想法结束, 谢谢大家关注。(掌声)
(Applause) (掌声)