It still bothers me that none of the reports on the study I've found mention what kind of games were used. We could assume that the "scientists" believe all games are violent shooters because their sales are so high and they attract the most controversy. I could see it having some (some, not much) plausibility if it focused on kids who only play high-paced, seizure inducing shooters. I want to point that it's obvious a person's attention is stimulated while playing said games, but the study was directed at the affects it might have in other aspects of life - as if it were draining battery power or something.
I could be wrong, and maybe it's the news reporters' ignorance that points in those directions, but there's absolutey no mention, of RPG's, RTS's, stealth games, point & click adventures, or any other kind of game that rewards patience and ingenuity over quick reflexes.
Maybe the more pressing issue is how the education system can adapt to this high tech era and be able to stimulate new generations. Imagine playing a hundred hour RPG that reanacted Moby Dick for an english course, or an RTS where you controlled an entire theatre of WW2 that was historically accurate for social studies. From a gaming standpoint, these could be boring, but if gaming experience and education have to be as closely related as the study suggests, it'd be a hell of a lot more effective than what we have now.