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10 video games to help kids think big
We found 10 video games that kids will love (and they'll secretly be learning, too).

- Educational video games endure a gimcrack reputation for being boring.
- We list 10 games that can help players learn and may improve their cognitive skills.
- The American Psychological Association recognizes other benefits to playing video games, including social and motivational ones.
Video games have shouldered a bad rap. Critics argue they indoctrinate children to violence, reinforce negative stereotypes, and produce cognitively lazy shut-ins. Ironically, educational video games enjoy an even shabbier reputation. Say what you will about DOOM and Grand Theft Auto, at least they aren't boring.
But such reputations are hardly earned. While the relationship between violent media and aggression is complicated by an accumulation of risk factors, the American Psychological Association has found insufficient evidence to link video games with delinquency and criminal violence. The association also acknowledges the many cognitive, motivational, emotional, and social benefits of digital play.
As for educational games, they've come a long way since the days of Castle of Dr. Brain and Wally Bear and the No! Gang. For starters they can be fun—and not in an "it's this or flashcards" kind of way. In fact, some of the best learning video games weren't even developed with education in mind.
Minecraft
The Minecraft phenomenon needs no introduction. Kids will gladly spend hours playing and exploring their blocky, lo-res sandboxes. In that interactive space, a lot of learning can happen.
Mojang's Minecraft promotes agency, investigation, creativity, collaboration, and lateral-thinking skills in its survival mode, while its creative mode offers the tools for outstanding design opportunities. Some industrious players have built entire cities and fantasy worlds.
Educational organizations have utilized Minecraft's popularity and tool set to create entirely new learning opportunities. Code.org, for example, has created computer code tutorials which feature Minecraft characters and settings. And Microsoft Studios has developed an edition of the game specifically for educational purposes.
Kerbal Space Program
Squad's Kerbal Space Program tasks players with overseeing their own space administration, building rocket ships, and launching them into space. Gameplay makes children feel like rocket scientists as it touches on many facets of actual space exploration—including design, mathematics, engineering, and aerospace physics.
Like Minecraft, the game also encourages experimentation and a growth mindset. Rocket launches will fail, forcing players to watch them explode spectacularly in the atmosphere. But the Kerbal's enthusiasm and cartoonish whimsey makes failure more than half the fun and success all the sweeter.
If you are interested in seeing the game in action, check out this video of Timothy Szwarc, mechatronics engineer on the Mars 2020 rover project, trying to land his Kerbal-built rover on Mars.
The Super Mario series
When you play a 3D video game, do you feel like a rat in a maze? There's good reason for that; you kind of are. Scientists have long known that environmental enrichment has positive effects on cognition and neural plasticity of rodents, and there are few environments more enriching and rewarding than a Super Mario level.
In a study published in the Journal of Neuroscience, researchers wanted to test if stimulating virtual environments provided a human correlate for rodent mazes. They had participants play Nintendo's Super Mario 3D World for two weeks alongside two control groups—one played no video games, the another played the 2D game Angry Birds.
The results? Participants who played the 3D game showed improved performance on recognition memory tasks and mnemonic discrimination, suggesting these 3D environments influenced the hippocampus, a brain structure that plays a major role in learning and memory.
Another study, this one published in PLoS One, looked directly at gray matter in adults 55 to 75 years old. The participants were divided into three groups: one group played Super Mario 64, another took self-directed piano lessons, and the third performed no task. After six months, only the gamer group showed a significant increase in the gray matter of the hippocampus (though the music group showed an increase in the dorsolateral prefrontal cortex, and both the musicians and the gamers saw growth in the cerebellum.)
While these studies don't prove Super Mario will make you smarter, that's okay. The games still offer a bounty of problem-solving, spatial navigation, and eye-hand coordination learning tools. Any increase of gray matter is a bonus.
Rabbids Coding
Ubisoft's Rabbids Coding is more straightforward in its educational goals. The game teaches players the basics of coding by requiring them to create simple algorithms. These algorithms then guide the titular Rabbids through mazes of obstacles to an end goal. No prior coding experience is required, and younger children can still enjoy the logic puzzles without comprehending concepts like program, algorithm, or outputs.
The story of guiding the Rabbids off the International Space Station before they destroy everything has a fun, maniacal Looney Tunes vibe. But be warned! The Rabbids act like Minions cross-pollinated with Jerry Lewis's facial expressions. Kids love them; parent mileage will vary.
Rabbids Coding is available for free on Ubisoft's UPlay platform.
Epistory
Keyboarding is more important than ever. Most jobs require basic keyboarding skills, and as proficiency tests migrate to computers, young adults will need these skills to succeed in their education. Unfortunately, many schools aren't teaching typing under the false belief that children are either already proficient or will learn naturally through computer interaction.
Parents and schools need a fun, engaging way to introduce keyboarding proficiency. Enter Fishing Cactus' Epistory.
Epistory takes players on an adventure alongside a young girl and her fox companion as they explore this fantasy land. Through typing, players battle monsters and solve increasingly difficult puzzles that slowly migrate their fingers beyond home row. It's all wrapped up in a gorgeous origami art style with a story that "literally unfolds" as players progress.
The Portal series
The Portal series takes place in the Aperture Science Lab under the watchful eye of GLaDOS. This sarcastic, genocidally-oriented A.I. pushes players through a series of puzzles that require the mind-bending portal gun to overcome.
It's basically an escape room that's been built inside a Rubix Cube that players solve with the powers of a spacetime-leaping subatomic particle. The scenarios stretch logic, problem-solving, spatial-awareness, and lateral-thinking to the absolute limit. It's also darn funny, sporting a humor that's equal parts wry and absurd.
A study published in Computers & Education found that Portal 2 players showed more improvement in standard cognitive skill tests than players of Lumosity, an online program that markets itself as a "brain workout."
"If entertainment games actually do a better job than games designed for neuroplasticity, what that suggests is that we are clearly missing something important about neuroplasticity," C. Shawn Green, a psychologist at the University of Wisconsin-Madison, told Popular Science. (Green was not involved in the Computers & Education study.)
The Civilization series
Lead your civilization. That's the challenge of this popular strategy series. Starting with a group of prehistoric humans, players must utilize economics, diplomacy, innovation, and military might to secure their civilization's place in history.
While many strategy games focus exclusively on combat, Civilization offers four routes to victory: cultural, religious, martial, and scientific. The game teaches planning, resource management, and basic economics.
The history can get a bit wonky—at least, we don't recall a time when Mahatma Gandhi forced Cleopatra to surrender by threat of nuclear destruction. But the leaders feature gameplay traits that hint at their historic influence, which may prime a self-directed study of history.
Nintendo Labo
Nintendo Labo combines design thinking with learning video games to create an unconventional education experience. Using cardboard kits, players build and personalize peripheral devices as varied as a piano, fishing rod, bug bot, driving wheel, and even a child-sized robot suit. Each peripheral then pairs with a game on the Nintendo Switch.
The concept nurtures an interest in engineering, construction, and creativity. Some of the games also sport programming interactions, allowing the players to see how the physical build affects the digital space and visa versa.
With Labo, players get to understand how their toys function, not simply see what they do. Bill Nye seems to get a kick out of it, too.
The Professor Layton series
The first thing you'll noticed about the Professor Layton series is its gorgeous art style. It's what you would get if Studio Ghibli adapted an Hercule Poirot novel. The aesthetics perfectly match the story, which follows the titular detective as he ekes out clues to solve the day's mystery.
Players must keep track of locations and characters in a point-and-click style adventure. The clues are presented as mind-bending puzzles that test the player's logic, mathematics, spatial orientation, and lateral thinking. These can be mind-busting for even older players, but a generous hint system means most ages are welcome.
This War of Mine / Never Alone
Unlike most war games, which serve as adolescent power fantasies, 11 bit studios' This War of Mine tasks players with overseeing the survival of a group of civilians caught between the military and the separatists.
They'll need to gather resources, manage the shelter, and tend to the community's physical and mental wellbeing. The experience forces tough choices on the player, like stealing much needed food from other survivors, while providing no easy solutions.
This War of Mine provides a different type of learning video game. Like a good piece of art or literature, it asks its players to empathize with a part of the human experience that is alien to their everyday life.
For younger players, we'd recommend subbing out This War of Mine with Never Alone. A platform by Upper One Games, the game is based on a traditional tale of the Iñupiat people, a native Alaskan tribe.
By solving the game's puzzles, players are rewarded with "cultural insights," stories of the Iñupiaq people shared by their storytellers. Developed in partnership with the Cook Inlet Tribe Council, the game offers players an entertaining and personal method to engage with a rich culture.
Gaming: Truths & Myths

There are 10 excellent learning video games that entertain and teach in equal proportion. But our list is hardly comprehensive. Mario Maker, Little Big Planet, the Carmen Sandiego series, and The Legend of Zelda series are all equally deserving of a spot.
Of course, just because video games are excellent learning tools doesn't mean children (or adults) should spend hours a day playing them. They offer an engaging complement to other learning tools, like books, parks, museums, and the like. But with these and other games, parents don't have to worry about letting their children enjoy a play session now and again.
- Do most educational games suck? - Big Think ›
- Playing Super Mario 64 Increases Brain Health in Adults - Big Think ›
- Why we play video games to fail - Big Think ›
- Exercise your brain with Bennett Foddy's free online games - Big Think ›
How New York's largest hospital system is predicting COVID-19 spikes
Northwell Health is using insights from website traffic to forecast COVID-19 hospitalizations two weeks in the future.
- The machine-learning algorithm works by analyzing the online behavior of visitors to the Northwell Health website and comparing that data to future COVID-19 hospitalizations.
- The tool, which uses anonymized data, has so far predicted hospitalizations with an accuracy rate of 80 percent.
- Machine-learning tools are helping health-care professionals worldwide better constrain and treat COVID-19.
The value of forecasting
<img type="lazy-image" data-runner-src="https://assets.rebelmouse.io/eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpbWFnZSI6Imh0dHBzOi8vYXNzZXRzLnJibC5tcy8yNTA0Njk2OC9vcmlnaW4uanBnIiwiZXhwaXJlc19hdCI6MTYyMzM2NDQzOH0.rid9regiDaKczCCKBsu7wrHkNQ64Vz_XcOEZIzAhzgM/img.jpg?width=980" id="2bb93" class="rm-shortcode" data-rm-shortcode-id="31345afbdf2bd408fd3e9f31520c445a" data-rm-shortcode-name="rebelmouse-image" data-width="1546" data-height="1056" />Northwell emergency departments use the dashboard to monitor in real time.
Credit: Northwell Health
<p>One unique benefit of forecasting COVID-19 hospitalizations is that it allows health systems to better prepare, manage and allocate resources. For example, if the tool forecasted a surge in COVID-19 hospitalizations in two weeks, Northwell Health could begin:</p><ul><li>Making space for an influx of patients</li><li>Moving personal protective equipment to where it's most needed</li><li>Strategically allocating staff during the predicted surge</li><li>Increasing the number of tests offered to asymptomatic patients</li></ul><p>The health-care field is increasingly using machine learning. It's already helping doctors develop <a href="https://care.diabetesjournals.org/content/early/2020/06/09/dc19-1870" target="_blank">personalized care plans for diabetes patients</a>, improving cancer screening techniques, and enabling mental health professionals to better predict which patients are at <a href="https://healthitanalytics.com/news/ehr-data-fuels-accurate-predictive-analytics-for-suicide-risk" target="_blank" rel="noopener noreferrer">elevated risk of suicide</a>, to name a few applications.</p><p>Health systems around the world have already begun exploring how <a href="https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7315944/" target="_blank" rel="noopener noreferrer">machine learning can help battle the pandemic</a>, including better COVID-19 screening, diagnosis, contact tracing, and drug and vaccine development.</p><p>Cruzen said these kinds of tools represent a shift in how health systems can tackle a wide variety of problems.</p><p>"Health care has always used the past to predict the future, but not in this mathematical way," Cruzen said. "I think [Northwell Health's new predictive tool] really is a great first example of how we should be attacking a lot of things as we go forward."</p>Making machine-learning tools openly accessible
<p>Northwell Health has made its predictive tool <a href="https://github.com/northwell-health/covid-web-data-predictor" target="_blank">available for free</a> to any health system that wishes to utilize it.</p><p>"COVID is everybody's problem, and I think developing tools that can be used to help others is sort of why people go into health care," Dr. Cruzen said. "It was really consistent with our mission."</p><p>Open collaboration is something the world's governments and health systems should be striving for during the pandemic, said Michael Dowling, Northwell Health's president and CEO.</p><p>"Whenever you develop anything and somebody else gets it, they improve it and they continue to make it better," Dowling said. "As a country, we lack data. I believe very, very strongly that we should have been and should be now working with other countries, including China, including the European Union, including England and others to figure out how to develop a health surveillance system so you can anticipate way in advance when these things are going to occur."</p><p>In all, Northwell Health has treated more than 112,000 COVID patients. During the pandemic, Dowling said he's seen an outpouring of goodwill, collaboration, and sacrifice from the community and the tens of thousands of staff who work across Northwell.</p><p>"COVID has changed our perspective on everything—and not just those of us in health care, because it has disrupted everybody's life," Dowling said. "It has demonstrated the value of community, how we help one another."</p>Designer uses AI to bring 54 Roman emperors to life
It's hard to stop looking back and forth between these faces and the busts they came from.
Meet Emperors Augustus, left, and Maximinus Thrax, right
- A quarantine project gone wild produces the possibly realistic faces of ancient Roman rulers.
- A designer worked with a machine learning app to produce the images.
- It's impossible to know if they're accurate, but they sure look plausible.
How the Roman emperors got faced
<a href="https://payload.cargocollective.com/1/6/201108/14127595/2K-ENGLISH-24x36-Educational_v8_WATERMARKED_2000.jpg" ><img type="lazy-image" data-runner-src="https://assets.rebelmouse.io/eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpbWFnZSI6Imh0dHBzOi8vYXNzZXRzLnJibC5tcy8yNDQ2NDk2MS9vcmlnaW4uanBnIiwiZXhwaXJlc19hdCI6MTYyOTUzMzIxMX0.OwHMrgKu4pzu0eCsmOUjybdkTcSlJpL_uWDCF2djRfc/img.jpg?width=980" id="775ca" class="rm-shortcode" data-rm-shortcode-id="436000b6976931b8320313478c624c82" data-rm-shortcode-name="rebelmouse-image" alt="lineup of emperor faces" data-width="1440" data-height="963" /></a>Credit: Daniel Voshart
<p>Voshart's imaginings began with an AI/neural-net program called <a href="https://www.artbreeder.com" target="_blank">Artbreeder</a>. The freemium online app intelligently generates new images from existing ones and can combine multiple images into…well, who knows. It's addictive — people have so far used it to generate nearly 72.7 million images, says the site — and it's easy to see how Voshart fell down the rabbit hole.</p><p>The Roman emperor project began with Voshart feeding Artbreeder images of 800 busts. Obviously, not all busts have weathered the centuries equally. Voshart told <a href="https://www.livescience.com/ai-roman-emperor-portraits.html" target="_blank" rel="noopener noreferrer">Live Science</a>, "There is a rule of thumb in computer programming called 'garbage in garbage out,' and it applies to Artbreeder. A well-lit, well-sculpted bust with little damage and standard face features is going to be quite easy to get a result." Fortunately, there were multiple busts for some of the emperors, and different angles of busts captured in different photographs.</p><p>For the renderings Artbreeder produced, each face required some 15-16 hours of additional input from Voshart, who was left to deduce/guess such details as hair and skin coloring, though in many cases, an individual's features suggested likely pigmentations. Voshart was also aided by written descriptions of some of the rulers.</p><p>There's no way to know for sure how frequently Voshart's guesses hit their marks. It is obviously the case, though, that his interpretations look incredibly plausible when you compare one of his emperors to the sculpture(s) from which it was derived.</p><p>For an in-depth description of Voshart's process, check out his posts on <a href="https://medium.com/@voshart/photoreal-roman-emperor-project-236be7f06c8f" target="_blank">Medium</a> or on his <a href="https://voshart.com/ROMAN-EMPEROR-PROJECT" target="_blank" rel="noopener noreferrer">website</a>.</p><p>It's fascinating to feel like you're face-to-face with these ancient and sometimes notorious figures. Here are two examples, along with some of what we think we know about the men behind the faces.</p>Caligula
<img type="lazy-image" data-runner-src="https://assets.rebelmouse.io/eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpbWFnZSI6Imh0dHBzOi8vYXNzZXRzLnJibC5tcy8yNDQ2NDk4Mi9vcmlnaW4uanBnIiwiZXhwaXJlc19hdCI6MTY3MzQ1NTE5NX0.LiTmhPQlygl9Fa9lxay8PFPCSqShv4ELxbBRFkOW_qM/img.jpg?width=980" id="7bae0" class="rm-shortcode" data-rm-shortcode-id="ce795c554490fe0a36a8714b86f55b16" data-rm-shortcode-name="rebelmouse-image" data-width="992" data-height="558" />One of numerous sculptures of Caligula, left
Credit: Rogers Fund, 1914/Wikimedia Commons/Daniel Voshart
<p><span style="background-color: initial;"><a href="https://en.wikipedia.org/wiki/Caligula" target="_blank">Caligula</a></span> was the third Roman Emperor, ruling the city-state from AD 37 to 41. His name was actually Gaius Caesar Augustus Germanicus — Caligula is a nickname meaning "Little Boot."</p><p>One of the reputed great madmen of history, he was said to have made a horse his consul, had conversations with the moon, and to have ravaged his way through his kingdom, including his three sisters. Caligula is known for extreme cruelty, terrorizing his subjects, and accounts suggest he would deliberately distort his face to surprise and frighten people he wished to intimidate.</p><p>It's <a href="https://www.history.com/news/7-things-you-may-not-know-about-caligula" target="_blank">not totally clear</a> if Caligula was as over-the-top as history paints him, but that hasn't stopped Hollywood from churning out some <a href="https://www.imdb.com/title/tt0080491/" target="_blank" rel="noopener noreferrer">howlers</a> in his name.</p><p>A 1928 journal, <a href="https://www.jstor.org/stable/4172009" target="_blank">Studies in Philology</a>, noted that contemporary descriptions of Caligula depicted him as having a "head misshapen, eyes and temples sunken," and "eyes staring and with a glare savage enough to torture." In some sculptures not shown above, his head <em>is</em> a bit acorn-shaped. </p>Nero
<img type="lazy-image" data-runner-src="https://assets.rebelmouse.io/eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpbWFnZSI6Imh0dHBzOi8vYXNzZXRzLnJibC5tcy8yNDQ2NTAwMC9vcmlnaW4uanBnIiwiZXhwaXJlc19hdCI6MTY1NTQ2ODU0NX0.AgYuQZzRQCanqehSI5UeakpxU8fwLagMc_POH7xB3-M/img.jpg?width=980" id="a8825" class="rm-shortcode" data-rm-shortcode-id="9e0593d79c591c97af4bd70f3423885e" data-rm-shortcode-name="rebelmouse-image" data-width="992" data-height="558" />One of numerous sculptures of Nero, left
Credit: Bibi_Saint-Pol/Wikimedia Commons/Daniel Voshart
<p>There's a good German word for the face of <a href="https://en.wikipedia.org/wiki/Nero" target="_blank" rel="noopener noreferrer">Nero</a>, that guy famous for fiddling as Rome burned. It's "<a href="https://www.urbandictionary.com/define.php?term=Backpfeifengesicht" target="_blank">backpfeifengesicht</a>." Properly named Nero Claudius Caesar Augustus Germanicus, he was Rome's fifth emperor. He ruled from AD 54 until his suicide in AD 68.</p><p>Another Germanicus-family gem, Nero's said to have murdered his own mother, Agrippa, as well as (maybe) his second wife. As for the fiddling, he <em>was</em> a lover of music and the arts, and there are stories of his charitability. And, oh yeah, he may have set the fire as an excuse to rebuild the city center, making it his own.</p><p>While it may not be the most historically sound means of assessing an historical personage, Voshart's imagining of Nero does suggest an over-indulged, entitled young man. Backpfeifengesicht.</p>Dark matter axions possibly found near Magnificent 7 neutron stars
A new study proposes mysterious axions may be found in X-rays coming from a cluster of neutron stars.
A rendering of the XMM-Newton (X-ray multi-mirror mission) space telescope.
Are Axions Dark Matter?
<span style="display:block;position:relative;padding-top:56.25%;" class="rm-shortcode" data-rm-shortcode-id="5e35ce24a5b17102bfce5ae6aecc7c14"><iframe type="lazy-iframe" data-runner-src="https://www.youtube.com/embed/e7yXqF32Yvw?rel=0" width="100%" height="auto" frameborder="0" scrolling="no" style="position:absolute;top:0;left:0;width:100%;height:100%;"></iframe></span>Put on a happy face? “Deep acting” associated with improved work life
New research suggests you can't fake your emotional state to improve your work life — you have to feel it.
What is deep acting?
<img type="lazy-image" data-runner-src="https://assets.rebelmouse.io/eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpbWFnZSI6Imh0dHBzOi8vYXNzZXRzLnJibC5tcy8yNTQ1NDk2OS9vcmlnaW4uanBnIiwiZXhwaXJlc19hdCI6MTYxNTY5MzA0Nn0._s7aP25Es1CInq51pbzGrUj3GtOIRWBHZxCBFnbyXY8/img.jpg?width=1245&coordinates=333%2C-1%2C333%2C-1&height=700" id="ddf09" class="rm-shortcode" data-rm-shortcode-id="9dc42c4d6a8e372ad7b72907b46ecd3f" data-rm-shortcode-name="rebelmouse-image" data-width="1245" data-height="700" />Arlie Russell Hochschild (pictured) laid out the concept of emotional labor in her 1983 book, "The Managed Heart."
Credit: Wikimedia Commons
<p>Deep and surface acting are the principal components of emotional labor, a buzz phrase you have likely seen flitting about the Twittersphere. Today, "<a href="https://www.bbc.co.uk/bbcthree/article/5ea9f140-f722-4214-bb57-8b84f9418a7e" target="_blank">emotional labor</a>" has been adopted by groups as diverse as family counselors, academic feminists, and corporate CEOs, and each has redefined it with a patented spin. But while the phrase has splintered into a smorgasbord of pop-psychological arguments, its initial usage was more specific.</p><p>First coined by sociologist Arlie Russell Hochschild in her 1983 book, "<a href="https://www.ucpress.edu/book/9780520272941/the-managed-heart" target="_blank">The Managed Heart</a>," emotional labor describes the work we do to regulate our emotions on the job. Hochschild's go-to example is the flight attendant, who is tasked with being "nicer than natural" to enhance the customer experience. While at work, flight attendants are expected to smile and be exceedingly helpful even if they are wrestling with personal issues, the passengers are rude, and that one kid just upchucked down the center aisle. Hochschild's counterpart to the flight attendant is the bill collector, who must instead be "nastier than natural."</p><p>Such personas may serve an organization's mission or commercial interests, but if they cause emotional dissonance, they can potentially lead to high emotional costs for the employee—bringing us back to deep and surface acting.</p><p>Deep acting is the process by which people modify their emotions to match their expected role. Deep actors still encounter the negative emotions, but they devise ways to <a href="http://www.selfinjury.bctr.cornell.edu/perch/resources/what-is-emotion-regulationsinfo-brief.pdf" target="_blank">regulate those emotions</a> and return to the desired state. Flight attendants may modify their internal state by talking through harsh emotions (say, with a coworker), focusing on life's benefits (next stop Paris!), physically expressing their desired emotion (smiling and deep breaths), or recontextualizing an inauspicious situation (not the kid's fault he got sick).</p><p>Conversely, surface acting occurs when employees display ersatz emotions to match those expected by their role. These actors are the waiters who smile despite being crushed by the stress of a dinner rush. They are the CEOs who wear a confident swagger despite feelings of inauthenticity. And they are the bouncers who must maintain a steely edge despite humming show tunes in their heart of hearts.</p><p>As we'll see in the research, surface acting can degrade our mental well-being. This deterioration can be especially true of people who must contend with negative emotions or situations inside while displaying an elated mood outside. Hochschild argues such emotional labor can lead to exhaustion and self-estrangement—that is, surface actors erect a bulwark against anger, fear, and stress, but that disconnect estranges them from the emotions that allow them to connect with others and live fulfilling lives.</p>Don't fake it till you make it
<p>Most studies on emotional labor have focused on customer service for the obvious reason that such jobs prescribe emotional states—service with a smile or, if you're in the bouncing business, a scowl. But <a href="https://eller.arizona.edu/people/allison-s-gabriel" target="_blank">Allison Gabriel</a>, associate professor of management and organizations at the University of Arizona's Eller College of Management, wanted to explore how employees used emotional labor strategies in their intra-office interactions and which strategies proved most beneficial.</p><p>"What we wanted to know is whether people choose to engage in emotion regulation when interacting with their co-workers, why they choose to regulate their emotions if there is no formal rule requiring them to do so, and what benefits, if any, they get out of this effort," Gabriel said in <a href="https://www.sciencedaily.com/releases/2020/01/200117162703.htm" target="_blank">a press release</a>.</p><p>Across three studies, she and her colleagues surveyed more than 2,500 full-time employees on their emotional regulation with coworkers. The survey asked participants to agree or disagree with statements such as "I try to experience the emotions that I show to my coworkers" or "I fake a good mood when interacting with my coworkers." Other statements gauged the outcomes of such strategies—for example, "I feel emotionally drained at work." Participants were drawn from industries as varied as education, engineering, and financial services.</p><p>The results, <a href="https://psycnet.apa.org/doiLanding?doi=10.1037%2Fapl0000473" target="_blank" rel="noopener noreferrer">published in the Journal of Applied Psychology</a>, revealed four different emotional strategies. "Deep actors" engaged in high levels of deep acting; "low actors" leaned more heavily on surface acting. Meanwhile, "non-actors" engaged in negligible amounts of emotional labor, while "regulators" switched between both. The survey also revealed two drivers for such strategies: prosocial and impression management motives. The former aimed to cultivate positive relationships, the latter to present a positive front.</p><p>The researchers found deep actors were driven by prosocial motives and enjoyed advantages from their strategy of choice. These actors reported lower levels of fatigue, fewer feelings of inauthenticity, improved coworker trust, and advanced progress toward career goals. </p><p>As Gabriel told <a href="https://www.psypost.org/2021/01/new-psychology-research-suggests-deep-acting-can-reduce-fatigue-and-improve-your-work-life-59081" target="_blank" rel="noopener noreferrer">PsyPost in an interview</a>: "So, it's a win-win-win in terms of feeling good, performing well, and having positive coworker interactions."</p><p>Non-actors did not report the emotional exhaustion of their low-actor peers, but they also didn't enjoy the social gains of the deep actors. Finally, the regulators showed that the flip-flopping between surface and deep acting drained emotional reserves and strained office relationships.</p><p>"I think the 'fake it until you make it' idea suggests a survival tactic at work," Gabriel noted. "Maybe plastering on a smile to simply get out of an interaction is easier in the short run, but long term, it will undermine efforts to improve your health and the relationships you have at work. </p><p>"It all boils down to, 'Let's be nice to each other.' Not only will people feel better, but people's performance and social relationships can also improve."</p>You'll be glad ya' decided to smile
<span style="display:block;position:relative;padding-top:56.25%;" class="rm-shortcode" data-rm-shortcode-id="88a0a6a8d1c1abfcf7b1aca8e71247c6"><iframe type="lazy-iframe" data-runner-src="https://www.youtube.com/embed/QOSgpq9EGSw?rel=0" width="100%" height="auto" frameborder="0" scrolling="no" style="position:absolute;top:0;left:0;width:100%;height:100%;"></iframe></span><p>But as with any research that relies on self-reported data, there are confounders here to untangle. Even during anonymous studies, participants may select socially acceptable answers over honest ones. They may further interpret their goal progress and coworker interactions more favorably than is accurate. And certain work conditions may not produce the same effects, such as toxic work environments or those that require employees to project negative emotions.</p><p>There also remains the question of the causal mechanism. If surface acting—or switching between surface and deep acting—is more mentally taxing than genuinely feeling an emotion, then what physiological process causes this fatigue? <a href="https://www.frontiersin.org/articles/10.3389/fnhum.2019.00151/full" target="_blank">One study published in the <em>Frontiers in Human Neuroscience</em></a><em> </em>measured hemoglobin density in participants' brains using an fNIRS while they expressed emotions facially. The researchers found no significant difference in energy consumed in the prefrontal cortex by those asked to deep act or surface act (though, this study too is limited by a lack of real-life task).<br></p><p>With that said, Gabriel's studies reinforce much of the current research on emotional labor. <a href="https://journals.sagepub.com/doi/abs/10.1177/2041386611417746" target="_blank">A 2011 meta-analysis</a> found that "discordant emotional labor states" (read: surface acting) were associated with harmful effects on well-being and performance. The analysis found no such consequences for deep acting. <a href="https://doi.apa.org/doiLanding?doi=10.1037%2Fa0022876" target="_blank" rel="noopener noreferrer">Another meta-analysis</a> found an association between surface acting and impaired well-being, job attitudes, and performance outcomes. Conversely, deep acting was associated with improved emotional performance.</p><p>So, although there's still much to learn on the emotional labor front, it seems Van Dyke's advice to a Leigh was half correct. We should put on a happy face, but it will <a href="https://bigthink.com/design-for-good/everything-you-should-know-about-happiness-in-one-infographic" target="_self">only help if we can feel it</a>.</p>World's oldest work of art found in a hidden Indonesian valley
Archaeologists discover a cave painting of a wild pig that is now the world's oldest dated work of representational art.
