Researchers have used a video diversion projected in to a fish container to investigate the poise of ravenous bluegill sunfish.
The group at Princeton University created a computer graphics formed on the sort of chase lucky by the species.
The elementary "game" featured red dots that changed and swarmed in different ways against a unclouded screen.
They found that the fish were reduction expected to try to assault the dots when they changed in a group formation.
The research has been published in the Science biography .
Senior assistant professor Dr Iain Couzin is from the Department of Ecology and Evolutionary Biology at Princeton University.
"By developing an immersive video diversion is to fish you were able to have total manage over the parameters," he told BBC News.
"Trying to do this examination with innate organisation chase items, it would have been unfit to comprehend or manage what was going on."
The size and colour of the elementary chase graphics were delicately designed, he said.
"An undergraduate tyro worked the whole summer on the expect sort of dot to use. We tested out a whole operation of various types of dots.
"We knew they favourite to aim somewhat red objects, you knew the speed of their innate prey.
"As far as you know the fish were not wakeful that (our graphics) were only small dots."
He mentioned it was critical that the diversion had been coded so that the transformation of the dots did not turn predictable.
"In any computer diversion if you have a sort of challenger it's easy to learn," mentioned Mr Couzin.
"It would be captivating to comprehend either the fish schooled to fool around the diversion improved over time."
The group is right away seeking at using 3D technology to emanate a more photorealistic world in that to investigate fish behaviour.
"We're developing an automating tracking network so you can follow the location of their eyes and refurbish a practical world of chase items, using established projectors," mentioned Mr Couzin.
"It will be a entirely 3D practical world to these organisms."
The investigate is not the initial time researchers have used gaming technology to research animal behaviour.
Earlier this year a group at the University of Oulu in Finland used a practical reality network to investigate cockroaches placed in a unnatural forest.
"Virtual reality's key gain is having conditions that capacitate naturalistic poise but, for example, are compelled sufficient to record particular haughtiness cells whilst an animal is behaving," lead assistant professor Mikko Vhsyrinki told the website Popular Mechanics .
Games written to be used by cats have even been put on sale to make money from inscription computer owners.
They were expelled after a array of online videos went viral display felines swiping at the touchscreen devices.
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