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> I remember back in the day I had massive gaming sessions (like 10 hours a day for weeks). Games that are competitive and "skillful" too, not just lounging aro
by smileybarry 7y ago
> I remember back in the day I had massive gaming sessions (like 10 hours a day for weeks). Games that are competitive and "skillful" too, not just lounging around playing them 1 handed. It required tremendous focus.
It's deceptive; from the outside games seem like a single task that you can just focus on, unlike those other single tasks. But games are usually made up of a lot of things to keep track of, remember, etc. and it oddly works well for ADD/ADHD since you repeatedly switch focus between them all, something we're actually great at doing.
Take a competitive game like Overwatch: there's the general things to focus that any FPS has, but you also have to keep other things in mind like: map layout, your own positioning, ability cooldowns, enemy positioning (where you remember them and where they're likely to be next), the objective, whatever strategy you or your team have, etc. Instead of being distracted off the single task of "playing Overwatch", you're actively switching between the different phases that make up "what am I going to do next", even if you don't notice it.
Conversely, if a game is going slowly, you might get distracted and wander off looking for something more intense to do -- like killing an enemy -- and get yourself caught out of position.
Or in a PvE-multiplayer/single-player sense, consider raids (10-20man group vs. 1 boss) in MMOs: you have your own character's attack rotation to do, but also the flow of the current boss to think about: incoming spells, curses/debuffs to watch for, positioning, next objective (if the boss is more phase-based rather than just repetitive attacking), etc. If you're a melee character positioning and moving might be a constant thing to focus on, too. Even if you're already used to it and it's automatic to you, it's still something your mind actively thinks about and switches focus between.
Even in a game that has much less mechanics going on, your ADD/ADHD might just switch focus between the game's visuals, just as you physically get distracted by things around you (except this time they're the in-game environment and not distractions, but things the devs intended for you to interact with).
TL;DR: A video game isn't a single, coherent task that goes from A-Z, it's a giant collection of many tiny repeating (but not necessarily repetitive) tasks that you constantly switch between, like a processor context-switching between processes. And that plays into ADD/ADHD's pros rather than cons.
- nickjj 7y agoThose are all totally valid points (and I 100% agree) but don't you do the same thing when coding a project? You have writing docs, writing tests, working on the user auth work flow / any app features, researching features / inspiration, designing a page, writing a bit of CSS, tinkering with the ops side of things (deployment / infra code), thinking about how you're going to generate traffic to it, writing blog posts or making videos surrounding your project idea and the list goes on. You could bounce around all of that and could think "ok, what's next?" after completing any one of those things but for some reason it's not the same. Although I guess another difference is games tend to have a lot of immediate rewards, or even more strongly, "potential" rewards. Like in your PvE MMO example. There's always a chance something might drop that will make your character better. Especially useful in games like path of exile (action RPG where your items / loot play a big factor) and even if the items you want don't drop, you're still gaining experience to level up your character which gives you ancillary rewards, and since it's a multiplayer game you could trade them with other people for things you want in return. Where as with the coding project, there's really no rewards until it's done and even then there's no guarantee. You have to be content with just patting yourself on the back with a "hey good job, you finished writing tests for the user sign up work flow, now move onto X". The same thing applies to writing to a lesser extent. There's research, coming up with a good example, writing sections / paragraphs, creating associated images, etc.. None of that really has immediate effects until it's fully done and you publish it, and even then, the publishing aspect might not even be the thing that motivates you to write it. Like, I've written 230ish blog posts but I write them with 0 expectations. I write them because they help me materialize what I'm learning or have learned, but sometimes it's difficult to write even if I think to myself that I want to.
- SmirkingRevenge 7y agoAt first glance, it would seem like ADHD might help with multitasking - and maybe it can to a certain extent, but generally only by coincidence. They aren't jumping from task to task in a structured way. Instead, they are failing to keep their attention on activities with low levels of stimulation, and constantly bouncing to activities with higher levels of stimulation. Most people can relate to that experience, of course. Its just a much bigger struggle for ADHD folks (hence, the self-image of laziness, lacking discipline, etc), and often takes medication to manage. In a fast paced action game, everything tends to stimulating. In software development... its mixed bag for most of us!
- smileybarry 7y ago> In a fast paced action game, everything tends to stimulating. In software development... its mixed bag for most of us! Yes, this was indeed my point (alongside the micro-tasks point in my other reply): games are made to be flashy, stimulating and exciting. They're made to pull your attention, which makes them easier to focus on for someone with ADHD.
- smileybarry 7y agoThose are all "small" tasks for programming but monumental tasks compared to competitive gaming "tasks". For example, thinking about enemy positioning is likened to a mathematical function having the input of "enemy character" + "enemy team composition", sometimes accounting for the current map or where they were before. (Or their strategy if you've deduced it by now) It's a sub-second calculation likened to predicting where a ball thrown at you will land, and running there. On the other hand, writing a user auth flow is a minimum total of minutes with many things to remember at the same time. You can get distracted (even for a brief period of time) pretty easily in a time span of minutes. The idea of loot and reward is a good theory but I meant it only in the sense of gameplay, and I can prove it by "loot lockout": in World of Warcraft you can only get loot from a raid boss in a specific difficulty once a week. The next successes give you no reward (and you can't trade loot with someone who did get loot when you couldn't). However, I've still cleared the same bosses several times a week because they were also fun. It was guaranteed that I wouldn't get immediate -- or any -- rewards for my success but it was still fun and focusable.