E3 is this week. You probably noticed. Videogame makers are rushing to capture more and more of your attention. But maybe that’s not such a good thing.
One of my fave science writers Jonah Lehrer has a defense of day-dreaming in the New Yorker, looking at several studies that about the benefits of letting the mind wander:
What does this mean? Schooler argues that it’s clear evidence that those twelve minutes of daydreaming allowed the subjects to invent additional possibilities, as their unconscious minds pondered new ways to make use of toothpicks. This is why the effect was limited to those items that the subjects had previously been asked about—the question needed to marinate in the mind, “incubating” in those subterranean parts of the brain we can barely control.
On a more practical note, the scientists argue that their data show why “creative solutions may be facilitated specifically by simple external tasks that maximize mind-wandering.” The benefit of these simple tasks is that they consume just enough attention to keep us occupied, while leaving plenty of mental resources left over for errant daydreams. (When people are left alone, such as those subjects forced to sit by themselves, they tend to perseverate on their problems. Unfortunately, all this focus backfires.) Consider the ping-pong tables that now seem to exist in the lobby of every Silicon Valley startup. While it’s easy to dismiss such interior decorations as mere whimsy, the game turns out to be an ideal mind-wandering activity, at least when played casually. Another task that consistently leads to extended bouts of daydreaming is reading Tolstoy. In Schooler’s earlier work on mind-wandering, he gave subjects a boring passage from “War and Peace.” The undergraduates began zoning out within seconds.
When we play games, how often does your mind wander? Maybe games need to be less about attention and more about release.