Old farts perhaps (and some young clueless ones), but there is a rich history of collaboration between computer science and psychology. We're not all Luddites. As a grad student in psychology (not associated with this study) who does conduct research with adult video game players, I can certainly comment on basic methodology. I would need to see the actual journal article to make bold pronouncements regarding the specifics, but assuming they are not completely incompetent researchers
1) It doesn't matter that the study was "only" 4 months. Individually you're right, +/- 4 months on a developmental marker is not a big deal at all. But this was not a change occurring across one or two children, this was across the treatment group. A systematic societal delay, even if it's just 4 months, is worth talking about. Do we need further data? Of course, I'd love to see the follow-up at a time greater than 4 months to see if these kids remain behind the curve. But neither you nor I has collected that data, so the 4 mo data will have to do for now to generate hypotheses regarding longer term effects.
2) You make a valid point regarding a single video game, but I don't believe it is as applicable to a gaming system. As long as there continue to exist good titles that I have not played, my 360 use will not decline any huge amount. I get tired of individual games, not the system itself. I do agree that it would have been nice to compare these random control trials kids to long-term exposure kids, but any results would have had major sampling confounds so it makes sense the researchers did not include them (assuming they didn't -- who knows what was left out of the press article).
As you point out, it would be difficult if not impossible to compare kids with and kids without video games (in a study with random assignment) through high school. But we could look at kids like the ones in this group to see if the gap remains years in the future. In other words, do these kids recover when their peers start playing games, are they permanently behind 4 mos, and what can they do to compensate and/or catch up (i.e., parental monitoring?).
You mention goofing off as a confound. Again, these kids were randomly assigned to PS or no PS. If goofing off caused the decline in learning (and was solely to blame), it would have done so among the no PS kids and there would have been no effect for owning or not owning a PS. That wasn't the case, so the PS caused a decline in learning. Now, it is possible that other activities hurt learning even more (i.e., TV) but that would only mask the effect of owning a PS and make it look smaller than it is.
The biggest thing that worries me is an expectancy or pygmalion effect given that parents presumably knew (or at least guessed) the purpose of the study and teachers may have known about the study (they probably did, since teacher feedback was collected). Most importantly, did teachers know which kids were in each condition? Teacher-student pygmalion effects are fairly well documented. That could totally kill the results. We need the journal article to know whether the teachers were blind to the treatment.
You conclude that the results are invalid without having read the journal article, so having not read it either, I'll say it sounds reasonable to me. Earth-shattering news? Not so much. Important to actually empirically test it (not just another correlation survey study)? Definitely. For every common sense belief we confirm with decent science (so everyone can say "well duh, I knew that!") we disconfirm another.
I've been researching leadership and teams in MMOs for the past few years as part of my grad program in organizational psychology. In particular, I've studied players of EVE Online and looked at leadership behavior among guild/corp leaders as well as their followers. I'm still crunching the latest longitudinal data, but the early results point to average levels of transactional leadership behavior (a more managerial style; exchange based; you do X, I'll reward/punish you with Y) but strikingly low frequency of transformational leadership behavior (charismatic, visionary, empowering leadership; generally considered the "best" style of leadership).
Jargon aside, EVE players do not appear to be learning how to be better leaders by playing EVE Online. MMOs might help build follower skills (complete this quest/work assignment and I'll give you a gold piece/paycheck!) and make you a better wage slave, but I haven't seen empirical evidence that MMOs are teaching anyone how to be a leader in the workplace, as claimed by TFA. There are anecdotal stories from a few guild leaders, sure, but for now only guild leaders of large guilds should even consider putting MMO experience on their resume.
Finally, MMOs aren't going to teach
"Don't try to outweird me, three-eyes. I get stranger things than you free with my breakfast cereal." - Zaphod Beeblebrox in "Hithiker's Guide to the Galaxy"