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Hand-eye coordination

Thumbs that do what your eyes saw.

Duck Hunt with the Zapper. Punch-Out!! with Mike Tyson's uppercut coming. Your eyes catch it, your hands answer, and the gap between the two is the whole game.

This is the one most people mean when they say games are good for you, and it is also the one with the best evidence: action-game players do score better on perception and attention tasks than people who do not play.

Train it on purpose

  1. Play one level with a rule: no panic presses. Every button has a reason.
  2. Drop the difficulty and chase clean, not fast. Speed comes once the movement is right.
  3. Swap to a game with a different input, a light gun or a racing game, and notice how long your hands take to catch up.

Off the couch

It shows up in sport, driving, cooking with three pans going, catching the glass your mate knocked off the bar before it hits the floor. Small, physical competence reads as confidence, and confidence is attractive. Nobody has ever been put off by someone who is good with their hands.

Sources

  1. Bediou, B., Adams, D. M., Mayer, R. E., Tipton, E., Green, C. S., & Bavelier, D. (2018). Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. Psychological Bulletin, 144(1), 77-110. doi:10.1037/bul0000130

Games that train it

Balloon Fight coverBalloon Fight
Your fighter carries momentum, so you feather the button and drift into position rather than steer. A well-timed swoop onto an enemy's balloons feels great.
Battletoads in Battlemaniacs coverBattletoads in Battlemaniacs
Just as you settle into brawling, the game puts you on a bike or a giant snake and asks for reflexes instead.
California Games coverCalifornia Games
Half-pipe, surfing, BMX, flying disc: each event takes a minute to learn and longer to get good at.
Chip 'n Dale: Rescue Rangers coverChip 'n Dale: Rescue Rangers
Pick up a crate, toss it, pick up the next. The stages are short and quick, so it's all about clean throws.
Contra coverContra
Eight-way aim, a somersault jump and the spread gun give you heaps of control on a plain pad.
Duck Hunt coverDuck Hunt
Ducks flap up out of the grass and you get three shots with the Zapper. Each round they fly faster and the pass mark climbs.
Final Fight 3 coverFinal Fight 3
You can dash and attack or jump straight out of it, grab enemies from behind and lock which way you face while walking. Crowds become something you steer.
Gradius coverGradius
Bosses keep their blue cores down a narrow channel of small walls you have to shoot away first, all while they're shooting at you.
Hogan's Alley coverHogan's Alley
Trick Shot flings tin cans in from one side, and you keep shooting them to bounce them across onto ledges for points.
Jackal coverJackal
The jeep turns in eight directions and slides around with a pleasing weight while you lob grenades at tanks, gates and buildings.
Mach Rider coverMach Rider
You're steering, shifting and gunning raiders all at once, and ramming them into roadside hazards to refill your bullets.
Mario Paint coverMario Paint
Drawing with a mouse on a television is clumsy, and Gnat Attack exists to teach your hand where the cursor is.
Mega Man 3 coverMega Man 3
The new slide lets Mega Man duck under shots and low gaps. Jumps need precision and some rooms punish any hesitation.
Mega Man & Bass coverMega Man & Bass
Bass fires rapid shots in eight directions but must stand still on the ground to do it, and his double-jump and dash chain into long dash-jumps.
Mega Man X coverMega Man X
X clings to and leaps off nearly any wall and dashes once you find the leg upgrade. The stages are built around both.
Ninja Gaiden II: The Dark Sword of Chaos coverNinja Gaiden II: The Dark Sword of Chaos
Ryu climbs up and down walls and attacks from them, and the wind stages shove you around while you're jumping.
Ninja Gaiden III: The Ancient Ship of Doom coverNinja Gaiden III: The Ancient Ship of Doom
Hanging from a pipe and dropping onto an enemy is a lovely new move, and the Dragon Spirit Sword lengthens your reach.
Paperboy 2 coverPaperboy 2
The camera leaves little time to see what's coming, and you're steering a bike and throwing at the same time.
Pinball coverPinball
The ball moves quickly across two screens, and you work two sets of flippers to keep it alive.
Pocky & Rocky 2 coverPocky & Rocky 2
Eight-way movement and a steady stream of ofuda mean your thumb is steering and your eyes are three enemies ahead. Easy to pick up, tidy to master.
Pop'n TwinBee coverPop'n TwinBee
You fire up at the air and drop bombs on the ground at the same time, with a punch for anything that gets close. Two targets, one thumb.
R.C. Pro-Am coverR.C. Pro-Am
Steering with left and right handles like the real toy, so you have to think about which way the car's facing, not which way you're facing.
Rock n' Roll Racing coverRock n' Roll Racing
Steering through isometric hills while firing forward and rear weapons and timing a boost. Hands busy, eyes everywhere.
Star Fox coverStar Fox
Steering, boosting and braking through rings while blasting what flies at you. The frame rate is choppy, so your hands have to read ahead.
Super C coverSuper C
Run, jump and shoot while the screen scrolls up, and charge the new fire gun into a big burst for a big target.
Super Castlevania IV coverSuper Castlevania IV
Simon whips in eight directions, swings from metal rings and dangles a limp whip to swat bullets. Your thumb points, the whip follows.
Tales of Phantasia coverTales of Phantasia
You run and swing as Cress in real time, like a fighting game, on a battlefield wider than the screen.
Teenage Mutant Ninja Turtles II: The Arcade Game coverTeenage Mutant Ninja Turtles II: The Arcade Game
Donatello hits slowly but reaches far, Michelangelo and Raphael are quick and short. Every hit is about spacing your Turtle exactly right.
Teenage Mutant Ninja Turtles IV: Turtles in Time coverTeenage Mutant Ninja Turtles IV: Turtles in Time
Slamming a Foot soldier into the ones around him, or flinging him at the screen, takes clean positioning and quick hands.
Top Gun coverTop Gun
From the second mission you line up with a tanker's refuelling drogue mid-air, and it wants small, gentle inputs.
Wild Gunman coverWild Gunman
When the outlaw's eyes flash and FIRE!! pops up, you pull the Zapper trigger before he can draw. Pure eyes-to-hand speed.