Does Grand Theft Auto make you Smarter? Debate is LIVE NOW!

Does Grand Theft Auto make you Smarter? Debate is LIVE NOW!

Can video games make you smarter, and can they promote good in the world? Scientists and psychologists have debated this for years - and as mobile phones and virtual reality make gaming more popular and pervasive than ever, understanding the answer is increasingly crucial. On Wednesday, May 10, Intelligence Squared U.S. will address these issues with a live debate on the motion "Video Games Will Make Us Smarter." WATCH LIVE BELOW:



Video game industry veteran Asi Burak and Daphne Bavelier, an internationally-recognized expert on how humans learn, debate for the motion. Debating against them are psychiatrist Elias Aboujaoude, who specializes in obsessive compulsive disorder and behavioral addictions, and Professor Walter R. Boot, who has published extensively on the topic of technology-based interventions involving digital games.

Last year, the video game industry generated over $91 billion in revenue worldwide - more than double the film industry ($38 billion). There's no disputing that video games are a major source of entertainment, but the question remains: are they good for us? Some argue that video games can aid in cognitive development and improve players' ability to solve real-world problems. Others counter that games encourage anti-social behavior and can create unhealthy and dangerous addictions. On Wednesday, May 10, the "fantastic" (The New Yorker) Intelligence Squared U.S. continues its tenth full year of debates with a debate on the motion "Video Games Will Make Us Smarter."

Debating in support of the motion are Professor Daphne Bavelier, an internationally-recognized expert on how humans learn, and video game industry veteran Asi Burak, CEO of Power Play. Debating against the motion are psychiatrist Elias Aboujaoude, who specializes in obsessive compulsive disorder and behavioral addictions, and Professor Walter R. Boot, who has published extensively on the topic of technology-based interventions involving digital games
 

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