Stories
Slash Boxes
Comments

News for nerds, stuff that matters

Slashdot Log In

Log In

Create Account  |  Retrieve Password

Brain Changes When Viewing Violent Media

Posted by Zonk on Thu Dec 06, 2007 02:43 PM
from the argh-must-destroy-pokemans dept.
Ponca City, We Love You writes "Scientists at Columbia University have used Magnetic Resonance Imaging (fMRI) to show that a brain network responsible for suppressing inappropriate or unwarranted aggressive behaviors became less active after study subjects watched several short clips from popular movies depicting acts of violence. These changes could render people less able to control their own aggressive behavior. Although research has shown some correlation between exposure to media violence and real-life violent behavior, there has been little direct neuroscientific support for this theory until now. 'Depictions of violent acts have become very common in the popular media,' said researcher Christopher Kelly. 'Our findings demonstrate for the first time that watching media depictions of violence does influence processing in parts of the brain that control behaviors like aggression.' The full research paper is published on the The Public Library of Science, a peer-reviewed, open-access, online publication, that publishes all its articles under a Creative Commons Attribution License."
+ -
story

Related Stories

This discussion has been archived. No new comments can be posted.
The Fine Print: The following comments are owned by whoever posted them. We are not responsible for them in any way.
 Full
 Abbreviated
 Hidden
More
Loading... please wait.
  • surprising (Score:4, Funny)

    by jadrian (1150317) on Thursday December 06 2007, @02:47PM (#21601801)
    So passing a visual stimulus that is interpreted by the brain as violent affects the corresponding area of the brain...? Who would have guessed that...
    • Re:surprising (Score:5, Interesting)

      by ArcherB (796902) * on Thursday December 06 2007, @04:08PM (#21603257) Journal
      So passing a visual stimulus that is interpreted by the brain as violent affects the corresponding area of the brain...? Who would have guessed that...

      Evidently, not many people who read /. Go back and read any of the summaries that deal with violent video games and look at all the people who say that video games have no effect on the minds of children. Take THIS [slashdot.org] one for example:

      Firstly, the ratings are knee-jerk reactionary mostly meaningless bullshit. kids aren't as stupid as we make out, and know the difference between cartoon and computer game versus real life violence.
      Or THIS [slashdot.org] one:

      http://games.slashdot.org/comments.pl?sid=275887&cid=20322901
      And finally, THIS [slashdot.org] one and it's response:

      There are exactly zero, none, studies/experiments/research papers that have been able to support the theory that violent video games have an adverse affect on children.
      I'm afraid it's not quite as obvious as you would think.
      • Re:surprising (Score:5, Insightful)

        by geekoid (135745) <dadinportland.yahoo@com> on Thursday December 06 2007, @04:57PM (#21604177) Homepage Journal
        Not only are they wrong, they overlook a critical piece of information. Games have been becoming more and more realistic.
        so when they look back and say "When I was a kid, nobody went crazy" it doesn't exactly apply to current games, Also anecdotal evidence is almost always wrong.
        • Good point. There is a big difference between Bugs Bunny violence and hyper realistic violence - whether movies or todays super 3D performance video games. There would also seem to be some survival value in the response. If there is a lot of violence going on around you, you need to be ready to respond in kind (or find a good hiding place).
        • by tgibbs (83782) on Thursday December 06 2007, @06:27PM (#21605509)

          Not only are they wrong, they overlook a critical piece of information. Games have been becoming more and more realistic.
          so when they look back and say "When I was a kid, nobody went crazy" it doesn't exactly apply to current games, Also anecdotal evidence is almost always wrong.


          So let's forget about anecdotes and look at the statistics. What has happened to rates of violent crimes as games have gotten more and more realistically violent? They've dropped. [usdoj.gov] What's more, they've dropped most dramatically in the very demographic group that plays these games. That doesn't necessarily prove that games prevent violence, but it does prove that the pro-violence effect of games (if there is any at all) is so small as to be utterly swamped by other social and demographic factors affecting rates of violence.

          As for brain scans, you can be sure that pretty much any activity that people enjoy and like to do repeatedly alters brain activity, but the interpretation of these changes in blood flow over rather large regions of the brain is still pretty much at the level of "Just-So" stories. At this point, it's a lot more speculation than science.
            • by tgibbs (83782) on Thursday December 06 2007, @09:17PM (#21607337)

              That shows that crime rates are INCREASING since 2003


              And 2005 is lower than 2000. But this kind of data snooping is meaningless. If you cherry-pick at these little year to year fluctuations that are down at the level of the statistical noise, you can rationalize any kind of claim you want. I'm not talking about the small and obviously statistically nonsignificant fluctuations over a year or two. With this sort of statistics, only large, consistent multiyear trends are meaningful. And the clear trend over the period when videogames have been increasing in popularity has been downward.

              There are to many factors.
              1) Maybe violent crime caused by long term exposer to video game has been increasing, but not enough to overtake other factor limiting crime?


              Which merely restates my point--the pro-violence effect of videogames if any is negligible relative to other social and demographic factors impacting rates of violence.

              2) Maybe the realism need to begin to cross the uncanny valley?


              As for the "uncanny valley," the term was coined to account for the fact that people find state-of-the art humanoid computer graphics in multimillion dollar movies where each frame can take minutes to render to be eerie, rather than convincingly human. Are you seriously arguing that the much less sophisticated graphics in games have crossed the valley?

              3) Maybe there is no long term effects.

              4) that study goes to 2003. People are a lot more realistic in games now then they were before 2003.


              This is sheer rationalization. Over the period when games have gone from blocky 2D cartoon characters to 3D human-looking characters with simulated blood and gore, the only clear trend is downward. So you are arguing that it is just about to start trending upward "real soon now?"

              I suggest you read up on fMRIs and the current understanding of the brain. It's mind blowing amazing.


              I am a neuroscientist, and have been following such studies for years. I stand by my assessment. These blood flow measurements are intriguing, and can tell us a lot about which parts of the brain are being activated under particular circumstances, but we are a long way from understanding what that means in terms of human thought, emotion, and behavior. It is still very much speculative.

              According to that chart the homicide rate stopped dropping in about 2003.


              Still doesn't looks like an upward trend, though does it? If anything, it seems to have stabilized, and at a much lower level than before videogames became popular. Obviously, a downward trend cannot continue forever, or criminals would at some point be resurrecting the dead. Currently, we aren't that far above the levels that prevailed in the '50's. If videogames had such a powerful pro-violence effect--one sufficient to justify all of this concern and investment in research, then shouldn't there be a clear upward trend?
            • Re: (Score:3, Interesting)

              There is a pretty convincing body of evidence which suggests that the "Werther" effect is in fact real. I.e. that reading about a sympathetic character who commits suicide makes one more likely to do the same. So yes, I would say that reading does invoke the same effect.

              Here is an interesting link for you: http://pespmc1.vub.ac.be/Conf/MemePap/Marsden.html [vub.ac.be]
  • Hmmmm (Score:5, Insightful)

    by scubamage (727538) on Thursday December 06 2007, @02:50PM (#21601861)
    So maybe they'll stop glorifying war, violence, and all of the blood battered details of the latest shoot-em-up rampage on the evening news? Nah, why would they do that when they can blame video games instead. Sigh.
    • Re: (Score:3, Insightful)

      Hey now, banning video games is done for the good of the children who play them, stopping the nightly news from showing you broken and bloodied bodies is stepping on their first amendment rights.
      • Re:Hmmmm (Score:5, Insightful)

        by scubamage (727538) on Thursday December 06 2007, @03:15PM (#21602275)
        Oh yeah, I forgot! Thanks for clearing that up. Also, did you ever notice that in the US its ok for prime time tv to show someone's bullet riddled corpse, but its not ok for two people to be shown having sex, or even showing nudity? Its like the act of procreation and creating life is taboo, but the act of ending life isn't - and we wonder why we have issues with violence in our nation. Hell, its considered distasteful to even show things like "The Miracle of Life" without it being in a highly academic context.
        • Re: (Score:3, Insightful)

          Hell, its considered distasteful to even show things like "The Miracle of Life" without it being in a highly academic context.

          Well, there is a difference between "The Miracle of Life" and Ross dogging Rachel from behind while she gives him a "Reach-Under" with Chandler screaming, "Could that BE any freakier?".

        • Re:Hmmmm (Score:5, Insightful)

          by timeOday (582209) on Thursday December 06 2007, @04:12PM (#21603331)
          On the other hand, the legal punishment for murder (up to and including death) is far worse than for fornication (none). That means your analysis is missing something about how the US perceives the relative seriousness.
  • It's true. (Score:5, Funny)

    by grub (11606) <slashdot@grub.net> on Thursday December 06 2007, @02:51PM (#21601865) Homepage Journal

    After watching violent movies I beat my wife much worse than usual.

    • Re:It's true. (Score:5, Interesting)

      by exp(pi*sqrt(163)) (613870) on Thursday December 06 2007, @04:36PM (#21603801) Journal
      You may joke. I remember one time my wife asked me a question while I was playing Warcraft II years ago. It was a perfectly innocent question but I turned round and shouted at her horribly. It took me a few seconds to realise what had happened. I was on an adrenaline high. The game was fantasy, but the adrenaline was real. (And probably someone had just ogre rushed me...)
      • Re: (Score:3, Interesting)

        I watched a documentary about the brain recently, and this trait was addressed specifically - and you can change it. The aggressive reaction was a trait left of from post puberty teenage brain development while the amygdala was learning coordination of the varying areas of the brain.

        According to the documentary you can condition yourself out of the behaviour by developing a reaction that takes you out of that moment, e.g when you were playing warcraft by programming your self to say "one moment" calmly as

      • Well, either you have multiple accounts for your different personalities, or that's illegal in most countries.
  • by TheLostSamurai (1051736) on Thursday December 06 2007, @02:51PM (#21601871)

    Our findings demonstrate for the first time that watching media depictions of violence does influence processing in parts of the brain that control behaviors like aggression.

    Okay, but how long does it last? Given the fact that I am not very likely to take off my shoe and bludgeon the person in front of me in the theater to death, how does this effect my likelyhood to do the same thing after the movie when I see someone I am not fond of?
    • Re: (Score:3, Interesting)

      That's my question. The finding isn't that surprising. If you are standing in a crowd and someone is running around bashing people's skulls in... it makes sense that you be more prone to violence so you can defend yourself with all necessary force. Seems like a sane evolutionary adaptation.

      However, this finding implies(or at least in the media's reporting of it) that violent games will cause kids to be more violent. If a kid plays a violent game, does that make them more violent in 5 minutes? 2 days? 2 wee

      • Re: (Score:3, Interesting)

        actually it says that the part of the brain that suppress violent becomes used less.

        This is different then 'make kids more violent'.
  • by LWATCDR (28044) on Thursday December 06 2007, @02:51PM (#21601877) Homepage Journal
    And it doesn't make me violet and well beat the crap out of the anyone that says different.

    So here is a question. How does it effect younger people?
    Or what is the effect if the media is interactive in nature?

    I am just waiting to see what excuese the "Video games don't contribute to violence" lobby will have to say about this.
    • Re: (Score:3, Funny)

      by Anonymous Coward

      And it doesn't make me violet and well beat the crap out of the anyone that says different.
      Violet? You're turning violet, Violet!
    • One of the real problems that you have is that violent crime rates (robbery, murder, rape, etc) have been dropping for a long time. There is a real question of whether or why one should be overly worried about violent video games/movies/etc. when we are generally doing pretty well as a society. At some point we as a society have to be able to choose freedom to have some slightly self-destructive habits if we are to remain a free society.

      At some point the video game violence issue is the same as whether we as a country should have laws banning homosexual activity, and whether we should ban alcohol consumption. Do we want freedom or an authoritarian state?

      Note that alcohol consumption contributes to a *lot* more harm every year than video games and I support the right to consume alcohol.
          • by LWATCDR (28044) on Thursday December 06 2007, @04:11PM (#21603309) Homepage Journal
            And if the results of the study are that violent media is harmful then why not restrict young people's access to it just like alcohol and tobacco?
            People say that parents should control what there kids watch and play but then why restrict tobacco and alcohol? Shouldn't parents control what kids drink and smoke?
            The media companies don't want any real restrictions because just like the Tobacco companies all they care about is money. Any pretense that they care about freedom is just spin.
            Hey I like to play Quake just as much as the next person but how the fanboys on Slashdot fall for media compaines freedom flag waving for profit just makes me nuts.

            • Re: (Score:3, Insightful)

              First, kids are pretty resourceful. I have been brewing beer since I was 16. Probably legally at first, since it was in my parents' house with their permission (BTW, I am not and have never been much of a drinker, but I *do* enjoy brewing). Later when I moved away to college it was suddenly illegal. Did I stop though? Why should I? It is not like there is any law in my state against selling brewing equipment to people under 21 (and it is strange to me that it would have been legal for me as a minor bu
  • I wonder how long it takes science to figure out that spending time in the army leads to aggressive behaviour, as well.
    • Actually they've done studies which showed a correlation to many things involving the military and violence. For example, soldiers are taught to literally drive through crowds in war situations. Strangely enough, areas around military bases have an abnormally high number of automobile collisions, and pedestrian fatalities. I wish I still had access to academic databases and could cite the studies. Similarly, soldiers who've spent time in warzones appear to have an increased tendency towards violent behavior
  • This seems like something coming straight out of clockwork orange.
    • Not really. Now if they were studying what would happen if the subjects were subjected to unpleasant stimuli like nausea or electric shocks while watching violent images, now that would be interesting.
    • Right right little Alex. Just without the medication and surgery...
  • OK... but (Score:5, Insightful)

    by MozeeToby (1163751) on Thursday December 06 2007, @02:52PM (#21601891)
    There's no discussion of how long these effects last. Of course our brain is going to prepare us for violence when we witness violence. If it didn't, you'd probably get killed in your first violent confrontation because you wouldn't be prepared to fight back. The question is, does viewing violent media today make me more likely to go kill people tomorrow.
  • That the brain may be showing that it is repulsed? Instead they just blindly assume this activity is excitement. So the assumptions of the researchers determine the outcome. Junk science.
    • Re: (Score:3, Insightful)

      I'm sure everyone responds differently, but what we all have in common while viewing violent images is empathy.
    • Not junk science. (Score:4, Informative)

      by geekoid (135745) <dadinportland.yahoo@com> on Thursday December 06 2007, @07:33PM (#21606325) Homepage Journal
      the study was "Is there an effect of the brain." Using an fMRI they detected an effect.

      "In a paper in the Dec. 5 on-line issue of PLoS ONE (published by the Public Library of Science), Columbia scientists show that a brain network responsible for suppressing behaviors like inappropriate or unwarranted aggression (including the right lateral orbitofrontal cortex, or right ltOFC, and the amygdala) became less active after study subjects watched several short clips from popular movies depicting acts of violence."

      That's not junk science. IT's saying "Is there an effect, and if so what is it?"

      They know a lot about what the brain does. the fMRI in it self is amazing. for example, limited studies have shown it to detect when people are lying 100% of the time. Pretty cool stuff. The next question, does that hold for a larger pool of people. If it does work, is it considered self incrimination? or is it physical evidence?

      Any ways, the mysteries of the brain are starting to unravel in some very unexpected ways.

      This study seems good. certianly good enough to warrant a better study with a larger pool of people.
  • It's a damn shame Jack's disbarrment hearing wraps up today [gamepolitics.com]. The only thing funnier than Jack getting planked is Jack getting planked even though he was right* all along.

    * Still a liar too stupid to be an effective bully. But right.
  • by sweet 'n sour (595166) on Thursday December 06 2007, @02:56PM (#21601987)
    If the subject knows that the violence they are watching is fake then the brain wouldn't have to worry about filtering out violent behavior because it is not violent behavior. Perhaps the brain is just being efficient.


    I'd be more interested in seeing the results of people watching real violence on T.V and knowing it, or seeing the results of a child who doesn't know that fake violence in a movie is not real.

    • If the brain were "just being efficient", then porn wouldn't be the biggest thing on the internet. Your statement phrased ANOTHER way...

      "If the subject knows that the sex they are watching is fake then the brain wouldn't have to worry about filtering out sexual behavior because it is not sexual behavior. Perhaps the brain is just being efficient.

      "I'd be more interested in seeing the results of people watching real sex on T.V and knowing it, or seeing the results of a child who doesn't know that fake sex in
  • They should now make the obvious follow-up study and let their subjects watch select porn and measure its transformative effect on the brain.
    Of course, the results probably wouldn't be as popular or easy to write a press release about - porn makes people happy!
  • What they proved... (Score:5, Informative)

    by king-manic (409855) on Thursday December 06 2007, @02:57PM (#21602011)
    The brain reacts to violent imagery, may affect impulse control after

    What they didn't prove:

    Violent imagery makes you violent.

    Most of the studies present a violent image and ask you questions after. Partly because it'd be unethical to show them imagery and then attempt to induce violence. Thus they must use proxies which only prove a relationship from the imagery to the proxy.

    Common Study:
    Show a 3 min clip from bioshock - ask "are you feeling more or less violent" or "please push this button as hard as you want" and then write a conclusion " Bioshock makes you violent".

    I doubt violent imagery has no effect on you, it likely agitates the flight or fight response but I am skeptical on whether it can induce violence in a normal/average person. I dislike how media and various groups try to portray a stronger relationship. Doom 3 has not made me a serial killer, it's highly unlikely doom 6 will make my children serial killers, and if it does it's probably partly mine and my communities fault. It my kid does end up being a serial killer there is most likely a biological factor too. Media alone does not make a killer.
  • Nothing new (Score:5, Insightful)

    by Itninja (937614) on Thursday December 06 2007, @03:04PM (#21602123) Homepage
    When any game (video or otherwise) rewards a player for brutalizing a passive, non-threating character, I think it's reasonable to call that a desensitization device. Once someone become desensitized to something considered by all modern cultures to be objectionable, they are more likely to react the same way to similar real-world stimuli.

    Just like therapists use certain interactive video imagery programs to help people with extreme phobias. If you have severe arachnophobia, but spend several hours every day interacting with realistic spiders in an simulated environment, you will be less likely to have a panic attack when confronted with a real-world spider. This is a long-documented psychologically valid method.
    • When any game (video or otherwise)

      I'm particularly interested in this "otherwise" category. What (non video) games out there will reward me for beating upon someone who isn't remotely a threat?

      Monopoly: Mob Edition - when someone lands on your space, you walk over to their side of the table and "collect rent" by any means necessary. Alternately, you may choose not to injure them, in exchange for protection money.
  • by circletimessquare (444983) <circletimessquare&gmail,com> on Thursday December 06 2007, @03:12PM (#21602231) Homepage
    the issue of unwanted expression of violence isn't that you can't suppress it, but that you have too much rage. it doesn't matter if your ability to decipher right and wrong is pristine when you are in a fit of madness: the gates of reason may be strong, but the flood can be worse

    therefore, a superior way to prevent spasms of violence in real life is to allow for some way to express violence in harmless ways

    such as violent videogames

    what gets released harmlessly on a keyboard or joystick is that which will not be released in real life situations

    it's not like the violent videogame creates violence. what made the ancient romans violent? violent is inherent to human nature. look at a roomful of 4 year olds if you don't believe this. a violent videogame can only catalyze the release of violent potential that is already in the person

    so certainly, if someone is already unstable, a violent videogame could serve as the flashpoint which makes a previously unstable person blow up. but this still isn't a ding against violent videogames, since something else would have eventually set an unstable person off

    by and large, violent videogames reduce violence in society

    the daily friction of life creates a build up of rage. the question is how is that rage released. a violent videogame provides that release, in exaclt the mechanism described above. but it's not like that rage has anywhere else to go were it not for violent videogames

    i think we as a society should play more violent videogames to reduce real world violence

    i am not in the least joking

    there are unstable individuals who can't differentiate from reality who should not play them, sure. as if the existence of violent videogames or not makes them any more or less unstable
  • Well... (Score:4, Insightful)

    by Kjella (173770) on Thursday December 06 2007, @03:13PM (#21602237) Homepage
    Perhaps because it's a way to release aggression in a safe way? I mean how often do you say "I just want to punch something" and you would take it out on a punching bag, but not on a person? I'm certain that if I did I would temporarily lower my own inhibitions, just like a meditating man can slow his heartbeat. Why? Because I know it's a punching bag I'm punching, so I can just let go, let the adrenaline flow and punch the shit out of it. Which pressure cooker would you have, the one with or without a vent?
  • by dave562 (969951) on Thursday December 06 2007, @03:35PM (#21602633) Journal
    Language is the perfect example of the brain learning by imitation. This research is common sense. If the brain/mind is exposed to a lot of a particular stimulus, it will associate with that stimulus as being okay and worth mimicing. A lot of it probably has to do with survival. If you see everyone around you drinking water, it probably makes sense to drink water. Conversely if you see everyone around you avoiding poisonous berries, you probably want to avoid the berries too.
  • If this was the case, then why doesn't every boxing match break out into 50,000 individual boxing fights? Apparently it only affects people who would not only reenact something that on the surface is dangerous, but also explicitly says "DONT DO THIS" in effort to dissuade people from ... trying to do it.
  • by Per Abrahamsen (1397) on Thursday December 06 2007, @03:48PM (#21602881) Homepage
    Not in the traditional sense. It is much more similar to how /. works. PLoS ONE accept articles from all branches of science and medicine, and the articles are deemed "worthy" of publication by the editorial board mostly on technical issues (necessarily so, since no editorial board can cover all branches of science). Like /., the *real* "peer review" is done after publication, by comments and annotations.

    This is quite unlike traditional scientific journal (and unlike all the other PLoS journals which are quite traditional apart from being Open Access) where an article is reviewed anonymously by peers (from the same discipline) before publication.

    It is actually quite nice that PLoS, apart from pioneering Open Access, also experiments more fundamentally with the scientific process, by adapting techniques from sites like /..

    But it is misleading to state that the article has been published in a peer reviewed journal, as it means something different in this case. It would be more correct to say that it has been published for peer review in a journal. At the time I'm writing this, no peers have yet to review the article.

    Most scientist would hesitate publishing in PLoS ONE simply because it does not have an impact factor rating, which is very important for how valuated when seeking grants etc.
  • Individuals are still responsible for their own actions, that has not changed.
  • by Jackie_Chan_Fan (730745) on Thursday December 06 2007, @05:21PM (#21604543)
    Yes it shows brain activity! woooooooooooooo.. Its called thought and response.

    It doesnt mean its negative or positive response, that would still be up to the individual.