do video games have any real life benefit

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I bought my very first rifle (Russian capture K98) because I loved the way a video game simulated its workings. I'll admit I was shocked when I picked up the real thing for the first time and nearly dropped it (the weight surprised me), but when I held it up to my cheek, the sights were all too familiar and comforting. After that, my collection sprouted into a full-blown hobby shared by the rest of the enthusiasts in the same boat.

I tend to think that video games are for mindless, easy pleasure while marksmanship and safe firearm handling are mentally challenging in a way I enjoy just as much, if not more.
 
One of my friends is REALLY into Call of Duty (he has a couple weeks total in-game time).

I took him out shooting for the first time a few weeks ago and from playing the game, he was able to more easily understand:

-What the proper sight picture for iron sights looked like
-Operation of some guns
-Loading of some guns
-A VERY basic idea of noise and recoil

However, he did need some help with the more realistic aspects of guns, such as safety mechanisms, the Four Rules, learning that the charging handle actually did something on a semi-auto, etc.
Video games are what got him interested in guns, though I will admit that Call of Duty made him LOVE tacticool.
 
Even at 60 years old i have fun with my PS3. Being up here in Alaska, so far from the real world. One night a week i go on line and play Call of duty, or game of choice. It is a great way to have fun with friend and family. My kids are spread all over the U.S.A. and even around the globe. A family reunion once a week.
Also i do believe it has helped in my eye hand coordination. If the lack of sleep does not kill me. Damn time difference. :evil:
 
I'll admit it, the first gun I ever bought was a 1911 and I bought it because I played Call of Duty World at War way too much. I later picked up a M1 Garand as well.

My other WWII weapon, a M1895 Nagant, hasn't been in any video game that I've seen. Probably because the reloading procedure is far too slow for games. As I understand it though, the Russians were still using millions of Nagants in WWII. The revolver is surprisingly fun to shoot at the range too, and you can get affordable 32S&W for it.

Video games are for fun, not for training value. Simulators are a different ball game.
 
If you take it seriously, it can. If not, not really.

A couple Army buddies and I used to play Rainbow Six: Vegas as a team. We would use our real life training to move and communicate in the game as we would in real life. It made us awesome on multiplayer against normal players, and it actually helped our real training. When we did simulations together for the Army, we were far more consistent with clearing corners, communicating with each other properly, being aware of our weapons and ammo, etc. Calling out that you're reloading over an X-Box microphone is no different than letting your battle buddies know you're reloading in real life. And telling your team mate to watch a corner in a game is just the same as pulling security in a real building. Doing it over an over in the game makes you remember to do it in real life.

If we were just running around shooting, than it wouldn't have helped. But playing a game like Rainbow Six that was designed to be used in a truly tactical manner, and taking advantage of that, really did help.
 
If you want a good game for strategy in a fun first person shooter try Arma 2 Combined Operations. If you buy it get the Arma 2 Combined Operations of the original and expansion bundled, under $30 for the game and expansion.

Here is a tutorial for taking a long range shot on the game:
http://www.youtube.com/watch?v=u2hI9Dvorz8

It has a decent learning curve but is far better than the more popular well known games.
It is a sandbox style game there is no stages or loading between areas, the entire world is open at a time. For example one area is 225km squared in size, all in use at the same time. It has various vehicles that add to the strategy from aircraft to armor and light vehicles. Vehicles are not done as simulators, but that also means your average gamer can transport a team in a chopper, not just someone that plays flight simulators.
There is a built in editor and it is highly customizable, and various mods that adjust the game can add to realism, as can some settings.
Servers or groups that play together can dumb it down or make it more realistic.

It is really well done, and includes elements most won't even notice like vehicles with the engine off cooling down and becoming less visible through thermal optics.
Some servers turn off crosshairs, third person, and hud.
Variables can be adjusted making death everything from permanent, to even a wound disabling and disorienting someone and requiring treatment, to more common and popular but unrealistic medics able to revive. One mod requires medivac and treatment back at base to ever 'respawn', though such things are less likely to be popular because players won't wait that long to start playing again.
There is many mods to adjust the realism in different areas.
Here is an example of some manual use of mortars, from a mod that adds that feature:
http://www.youtube.com/watch?v=uJCD8kOK3WM

Many similar things are created by community made mods, which the game is designed to readily incorporate. This allows people to make it as realistic as they wish, and some servers and groups require certain mods. http://wiki.ace-mod.net/ is pretty standard as one of the mods everyone uses as a start.
In addition to many other things this mod adds wind, better elevation, and adjustments for windage.
Certain groups of people play together or belong to clans or 'squads' that they mostly play with, allowing them to control the maturity level and limit who they play with.



Pace can be slow but some people play it well as a team, this server has third person and hud etc enabled:
http://www.youtube.com/watch?v=krLtYiChXS8

Every element of the basic game can be modified and adjusted with various mods. If someone has a problem with something, a mod exists or can be made to address the problem.
Missions can also be designed from the ground up in the editor.


The only complaint is that the AI can be bad sometimes.

Arma 3 coming out towards the end of the year looks like it will be even better.





As for the OP, games are entertainment. There is no muzzle blast that really hits you, recoil, required full body coordination, developed muscle memory, or varied equipment malfunctions and similar things one must attempt to resolve.
In a game you can talk during and after firing a .50 caliber machinegun in a normal voice and understand what is being said.
Aiming with a mouse or controller has little in common with aiming and operating a firearm. The steadiness of your hand, breathing, etc are very different. You don't actually support a firearm, or have tons of gear on.
Shooting in games as a result is either too easy, or build in some element to make them harder to compensate that is generally unrealistic and you may actually shoot better in real life most of the time.
Most games don't even aim for even a percentage of realism, and instead adjust firearm mechanics for arcade balance.
For example an m249 may lay down a lot of fire, but do less 'damage' than an M4 which takes more aiming to score hits with. All to add balance, when in reality they are both using the same round and the m249 has a longer barrel giving higher velocity and so is actually more lethal per round.
There is also no fear or lasting consequences. People don't die, get maimed for life, and most games don't even punish people with a respawn more than a few seconds long because the average player won't approve.
This creates very unrealistic willingness of everyone to jump into harm's way and be less cautious or strategic.
All elements are know and expected confined to only the limits of the game mechanics, real life is full of the unexpected and those who adapt to it better can succeed even when those better at doing the expected do not.

Games also don't teach proper firearm discipline. Your typical FPS for example has your view locked to your weapon. Muzzling sweeping and even aiming at everyone is normal. The opposite of what you teach someone to do.
Most games also require no target identification, the enemy is easily identified, and one can engage as quickly as physically possible. Most also lack downtime so someone can stay in high alert for the next engagement a few seconds away. The individual is not thinking and working on something else before the unexpected happens after hours or days without a problem.
This creates a situation where the person that thinks less and reacts fast prevails in a game.
In real life that is often not the case, most time even in a war zone is spent doing something mundane and the high intense moments are far apart and often unanticipated, but brief and deadly.

Games also place you on an equal footing or an at advantage. They are designed so a regular consumer can clear out a level or area with dozens or hundreds of enemies directly engaging them in close quarters, and survive if they play right. Then repeat it again. Nobody is actually that good or lucky. In real life some of the best, the most skilled, or the bravest, die. While some with half the skill survive. There is a lot of randomness.



Finally acting like games equate to the real thing belittles those who actually are risking and sacrificing. Even an interactive simulator as realistic as possible for say a military based experience does not require sacrifice.
They don't require one to really put themselves in a situation where even if they do everything right they and others they are with may die, suffer lifelong injuries, or have their actions second guessed by people safe and comfortably sitting down thousands of miles away.
You don't die or suffer injuries due to following certain rules of engagement, or get court-martialed for disobeying them. You don't have to make decisions and act after days of limited rest, long periods of extreme stress from risk of death if you miss a sign of an IED, ambush, or other risk while performing what is normally dull boring menial tasks.
They are also cleaned up, and real horrors and morality questions common in war for example are not raised.

Games remove huge numbers of elements that add to the mindset of people in situations, and make it a fun experience of constant action and skill. Rather than what it really is.
When a child plays a game based on a historic event and thinks they know what it was like, a brief action paced game of skill, it does a disservice to the experience, while at the same time highlighting just some of the innocence that child has not lost through what the actual experience would have involved.


While in civilian firearm use there is also moral and legal issues, and use of a gun is not detached from these things like a game allows one to become used to it being.
Life is not a game, you get one try.
 
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I have played most of the COD games and a few others but my main game is Gears of War. Not a realistic game per se but it does teach good behaviors/habits. The importance of using cover for example. Teamwork, communication. I find myself constantly thinking how I would play a particular area. Where is the cover, where would I retreat to, etc.
 
Absolutely:

Reaction, strategy, timing, tactical reloads, keeping mental track of "shots fired," etc.

Not as good as real life, but when you die you can restart the game/level...

So gamers are learning that if they get killed in a real battle, they can restart the game/level? I wonder how well that is working for them.
 
So gamers are learning that if they get killed in a real battle, they can restart the game/level? I wonder how well that is working for them.
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As a recent combat vet and a gamer. it sounds to me like you're focusing on the few things that are unrealistic and completely ignoring that which can be used for training value.
 
When I was little I played a world war 2 submarine game on my pc that if on 100% realism would take hours to maneuver(you could compress time if you wanted), had realistic reload times and you actually had to do the trigonometry for firing a torpedo.
I remember as a kid I gained a huge respect after being depth charged and trying to do math without a calculator. While I usually toned down the realism for fun's sake. It did help me learn to do multiple somewhat complex tasks in a hurry at the same time.

It did not turn me into a naval officer
 
I think they do bring a lot of people into the gun fold. Now, I'm sure there is a decent turnover rate. Some of these people who fire a gun for the first time after years of online play may get discouraged that their bullet does not strike the target like a laser beam, the recoil may be very jarring to their shoulder, and the noise produced is incredible.

However, modern shooters have never been more immerse and "accurate" as they are today...if you know what games to play. I'm 31, and my friends and I have been playing online shooters since we were teenagers. It's actually the one hobby I have kept over the years simply because as my friends and I carved out our own lives, online shooters have offered us a "boy's night out" to get together and catch up over a couple drinks.

We generally play Battlefield of Call of Duty due to the fact that it is a little more realistic (i.e. no one is running around flipping two 1887 lever action shotguns on Battlefield:rolleyes:), and the developer, Dice, did an incredible job rendering accurate gun noises, recoil, bullet drop, ambient sound (you can actually hear the bullet whiz past your head on a near miss), and destructible environments (buildings can be brought down on your head at times). It offers the average person a safe way to get some real excitement. There are plenty of times I have been pinned down lying prone behind a piece of concrete, watching as it chips away with enemy bullets rattling into it. It's a very "real" feeling if you let yourself get caught up in the game.

However, beyond sharpening hand/eye and exposing people to basic mechanics of firearms, I don't see them offering much in the way of training.
 
the only "benefit" ive noticed is every kid wants "tacticool" guns.:rolleyes:

my nephew tried to convince me that my Socom would be a much better gun if it was an EBR. he "blah blah blahed" for probably 10 minutes, so i loaded a 20 rd mag and took him out in the yard....he shot it twice, couldnt hit a pumpkin at 60 yds and then handed it back to me. i must have a faulty gun LOL
 
Video games in my mind don't directly translate into any firearms knowledge or experience.

That said, its been shown several times that playing video games does tend to develop both general hand-eye coordination and problem solving skills.

There can be other things learned too (for example, some flight simulators will help in some aspects of flying a plane - though being a licensed private pilot myself I can say that its pretty far from the real thing).

So its not a useless exercise at all, but I wouldn't hold up any video game as really training of any sort. Still, its fun, and can contribute to an overall sharper mind.
 
reading a book can keep the mind sharp as well, but with many folks that seems to be a lost cause
 
I tend to agree with the notion that a good videogame can keep the mind sharp just as a good book can.

The key point here is quality.

Reading a romance novel of the two dollar variety does not keep your mind sharp anymore than watching Jersey Shore.

Reading a well written narrative that captures the imagination of the reader can. Much like playing through a well written narrative that captures the imagination of the player.

The notion that videogames can do no possible good to shooting is a bit silly, since they are actually classified as literature. My wife just recently got accepted to her graduate degree based on this very notion and "media literacy" as well as videogame litacy is a hugely growing field in academia right now.
I'm not going to say books have gone the way of the Dodo, being an avid reader myself, but limiting "personal betterment" to only books is mildly ignorant.
And if we can't trust literature to keep a mind sharp, well, we'd better stop reading Mr Cooper's books, because since it's not actually doing it, they can produce no good.
 
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im not saying books are the only way, but its definitely exercise for the ol brain. anyone play chess? im an avid player and that is truly a thinking mans game...strategy is the key. im not anti-gaming, but imo to say it is gonna give you real life benefit is like saying playing with little green army men will as well.
 
Like I said before. It's all about quality.

Fallout: New Vegas has some very interesting mechanics that are more or less accurate ranging from reloading (not a gun, making bullets) to iron sights. It's not realistic by any means, but the iron sights are great.

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Some of the best training I've ever received was actually done with little green army men. Our PMS (Primary Military Instructor) had us rehearse formations, and tactical movement with those for hours on end.
 
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They could, but they generally don't. There are a few that are realistic enough to be made into an actual educational tool. For example, a game engine where iron sight aiming is used instead of an aimpoint, where the weapon moves with breathing and so on, could form the basis for a tool to show people the basic problems with clearing rooms, slicing corners and such.

Otherwise, though, what you're really doing in FPS games is learning how to exploit the programing to your advantage. Whether it's against the AI or other players. An experienced gamer will, without even thinking about it, quickly determine which weapons and tactics work best for a particular game. In some the fast charge with a shotgun is best. In others that will get you killed and you have to stalk and shoot. If someone modded a good platform to be as realistic as possible, and set up a house to clear for example, the lessons you learn could be applicable to real life. The main lesson in that case being--don't try to clear a house!

Thinking of a few games with good points--

STALKER has some semi-realistic damage at least until you get armor. And the NPC's scold you in Russian if you sweep them while trying to talk to them.

Red Orchestra has about the most realistic WWII arms simulation around. You have to work the bolt, aim with wobbly iron sights, assume stances, and so on. And your lifespan is about 1-4 minutes.

Skyrim has no firearms and highly exaggerated arrow damage, but if you remove all the high fantasy stuff and just use the graphics you have an incredibly detailed backdrop with tons of concealment and cover.

And it's easy to adjust any game's difficult with mods so that any one hit will kill or drop you. That would have a major effect on intensifying the experience and making players more cautious.

If you could create a simulation with the environmental detail of Skyrim and the gameplay mechanics of Red Orchestra, plus realistic muzzle rise and bullet drop, you could really have something useful as a training tool at least to get the general concepts down before you do go to the range. In fact you could have a range in the game. Many already do as a training ground.

Here's RO, for example, giving you a few very helpful tips on Mosin-Nagant shooting and on the real world lifespan on an ostrfront battlefield:

http://www.youtube.com/watch?v=sk6URooj9W0

You can see how to ram home the stripper, how to work the bolt properly, and the very basics of how to use iron sights. All with an engine that's about a decade old and way out of date now. I see no reason similar skills for more modern weapons couldn't be incorporated, such as clearing jams on an AR or doing executive reloads.
 
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I play "Urban Terror", a free FPS, which is anything but realistic. It is based on various hollywood movies, has real guns, but the guns have the ejection ports on the wrong side lol....it is just for fun, not for any sort of 'training' and there are lots of UK players who likely have never seen a real gun before.
 
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