Videogames Really Are Linked to Violence 204
ahoehn writes "Amanda Schaffer has written a refreshingly balanced piece about the connection between video games and violence. Instead of regurgitating the typical reactionary voices in this debate, she looks at what scientific studies suggest about the issue. From the article: 'Pathological acts of course have multiple, complex causes and are terribly hard to predict. And clearly, millions of people play Counter-Strike, Halo, and Doom and never commit crimes. But the subtler question is whether exposure to video-game violence is one risk factor for increased aggression: Is it associated with shifts in attitudes or responses that may predispose kids to act out? A large body of evidence suggests that this may be so ... Given this, it makes sense to be specific about which games may be linked to harmful effects and which to neutral or good ones. Better research is also needed to understand whether some kids are more vulnerable to video-game violence, and how exposure interacts with other risk factors for aggression like poverty, psychological disorders, and a history of abuse.'"
maybe violent people like violent video games (Score:5, Funny)
Re:maybe violent people like violent video games (Score:5, Informative)
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Could be both. (Score:2)
People get way too defensive about this. I mean, really, is there any doubt in any other sphere or life from driving to watching sports to riots to shopping on the day after Thanksgiving that when people are exposed to competitive and violent stimulus, they themselves become more aggressive? Why should violent video games and mo
Re:Better Yet... (Score:2)
Bullskeet. (Score:2, Insightful)
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In other news, my butt is linked to my nose (Score:5, Funny)
with the fantastically loose relation-establishing logic of this article, correlation between snooker, billards and 3-pool and violence can be established too. But, we then need to discern which of these billards game types are a major factor in committing violent crimes.
Re:In other news, my butt is linked to my nose (Score:5, Funny)
Well, conventional wisdom suggests that "he who smelt it, dealt it" so I'd say the nose plays a pretty important role.
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Not again.
Not after last time.
<.<
>.>
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Ya said the rhyme, ya did the crime...
Pool linked to Violence (Score:3, Informative)
Re:In other news, my butt is linked to my nose (Score:5, Insightful)
I hate replying to ACs, but...
There is another and more logical reason for the army to have it's soldiers practice shooting at targets and that is to become better at hitting their targets. I'm guessing that is why it is called "target practice" and not "desensitisation drill".
Frankly the idea that violent people like violent things makes a lot more sense than being brain washed by computer games.
Here is my "Asinine comparison". Opening umbrellas causes rain as there is a strong correlation between rain and the people opening their umbrellas. Well, maybe I can not prove it "causes" rain but I think I can get away with saying that it is a contributing factor.
Desensitation is real ... (Score:3, Interesting)
Actually they call it "marksmanship training", "target practice" is for your local civilian range. Also, there is a VERY STRONG desensitation element. They do not use round bulls-eye targets like a civilian range, they use human silhouette targets. Furthermore
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Uh. Because a large part of what the military does involves making you shoot at things? Notice that as part of your training the military does not make you play a bunch of Unreal Tournament. If you were becoming a truck driver they'd make you drive a lot of trucks. If you were becoming a pilot they'd make you fly a lot of planes, &c.
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I question the wisdom of creating a whole media stink around the affair, when videogames were clearly a minor factor in things like Columbine and Virginia Tech.
Those kids were fucking crazy to start with. Don't screw the rest of us because they had a skewed view of reality.
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Irrelevent (Score:3, Insightful)
A decent ratings policy, combined with enforcement for some of the more mature games w/ younger children should suffice...
Anyhow, today I did two things apart from study: play counter-strike, and play tennis. I have to say, I was *far* more ready for a throwdown after playing in 15-30mph wind for a few minutes. Stressors happen. So do idiots who blame them for everything.
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But you don't see Thompson suing steroid makers for making violent people...
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What I would like to see.... (Score:4, Interesting)
Can videogames affect the mindset of people? Sure - I'm sure I'm not the only one who, after a particularly intense multi-player session of burnout ponders the best way to force the slowpoke ahead of you off the road. But I'm also sure that I'm not the only one who has realized that this is not the proper way to deal with a slowpoke ahead of you blocking traffic. What I'd like to see in one of these studies is the establishment of the direction of the link, and whether the increase in violent thought patterns translated into action. If someone can actually show that, I'll be all on-board the "violent videogames are bad for you" band-wagon. Anything short of that, and I'll fight for my right to play the latest Doom-incarnation without censor interference.
Re:What I would like to see.... (Score:5, Interesting)
They say people who watch wrestling are more likely to be violent.
I ask, is it not the other way around?
Perhaps people who are naturally violent are more likely to watch wrestling?
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Perhaps people who are naturally violent are more likely to watch wrestling?
Surely you don't think that p
Like you know what your talking about.... (Score:2, Insightful)
I also believe I can fix all the terrorist and intelligence problems the U.S. has, plan a national attack, develop nuclear weapons, and fix your car, I have watched two episodes of "24" and I know Jack!
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Didn't play a video game in the world back then. Because video games didn't exist. I'm like old 'n stuff.
These days my favorite games are Pikimin & Pikimin 2, and though
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Kids with uninvolved parents often feel alienated and lack the level of impulse control typical of their peers [valfarmer.com]. They are more greedy, more self-centered, and less empathic. They tend to use hostility and aggressive acts as means to
More personal experience... (Score:4, Insightful)
No matter what the effect of a piece of information, it is the effect that should be policed, not the information. In other words, if violent video games cause people to be violent, then police those people, not the violent games themselves. A game can't make you violent unless you let it.
With that out of the way...
Videogames have not made me more violent, measured in acts of violence. I'm actually not that aggressive. But violent games, anime, and movies probably have given me more of a capacity for violence.
For example: I am completely desensitized to the games I play: Counter-Strike: Source, Quake 3, etc. CS:S, for example: I can shoot a fairly realistic-looking human in the face, watch them crumple to the ground, blood splattered on the wall behind them, and feel nothing at all. I can do this all day -- in general, games, especially multiplayer ones, do not give me any kind of adrenaline rush.
I've also been to the arcade, so in a basic sense (Time Crisis 2, House of the Dead), I know how to pick up a gun, aim, and fire.
I do occasionally listen to the news, and oddly, I felt worse for certain characters who die in certain movies (Serenity, spoiler alert, etc) than I did when I heard about the Virginia shooting. I'm talking purely on a feeling level here -- the movie almost brought me to tears, but the news simply made me go "meh" or "wtf". Intellectually, I understand that one is real and the other isn't, but I think I would have to know the kids who died to be able to mourn for them.
Still, I can't say that it's fundamentally changed me. If I was the kind of person who would solve problems by punching someone, well, I now know how to point and shoot, and clean up after. But I'm not that kind of person -- sure, it does occur to me that it might be easier if I could just spray an Uzi across the room, but I choose not to.
So it comes back to, guns don't kill, people do. The videogames and guns may have enabled that student, but they weren't the root cause. Certainly, we could react by tightening gun laws, or tightening security at schools, but we should also be trying to create a world where, given the choice, people won't choose to kill each other. On an individual level, especially -- were that kid's parents there for him? Anyone in his dorm?
Stupidly idealistic, I know. But it's a start, I hope.
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You know, the whole "video games desensitizes players to violence" arguement never really made to sense to me. Would
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Not to call you out on this one, but I'd like to address the underlying mentality.
I carry a gun. I drill with guns frequently, and I teach others. I enjoy gunning down people in GTA, I love the visceral chainsaw in Gears of War, and the ragdoll physics in Crackdown are a total blast.
But the real thing is a different arena completely. Trust me, videogames don't teach you how to
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Same here. However, from these same sources, I've gained a larger measure of self-control.
What it works out to is that thanks to being attacked by and killing countless pixels, I've developed more skill at rapidly assessing a situation and reacting appropriately. If the correct reaction is violence, then I'm more able to react that way without hesitation. On the flip side, since I'
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Great analogy, if you believe that shooting a gun is as delicate and precise an activity as surgery. (Hint: It's far easier to hurt someone than to heal them.)
What you would like to see.... (Score:2)
If the studies in TFA are not enough for you, are you asking for scientists to generate a homocidal maniac? Is that the only proof you'll accept?
'm sure I'm not the only one who, after a particularly intense multi-player session of burnout ponders the best way to force the slowpoke ahead of you off the road. But I'm also sure that I'm not the only one who has realized that this is not the proper way to deal with a slowpoke ahead of you blocking traffic.
This smacks of "user error" syndrome. A bad progra
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What I'd like to see in one of these studies is the establishment of the direction of the link, and whether the increase in violent thought patterns translated into action.
here is my purely anecdotal non-scientific take on that very subject.
there are a number of people in this world that don't think. i have two daughters, one is a thinker and one is not. my oldest is thoughtful and respectful and the other is constantly being lectured and punished for doing something without thinking. i don't want to go into a huge nature vs. nurture argument, but based on the past 11 years of having kids of my own, along with nieces and nephews, i have to say that there must be some s
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In the study they mention [http://www.psychology.iastate.edu/faculty/caa/abs tracts/2000-2004/00AD.pdf], *random* college students are asked to play a video game. Half play Myst, the other half play Wolf 3D. Guess which group exhibited more violent behavior afterwards? [...] But, when people claim that violent video games breed violence, they *are* in fact supported by experimental evidence.
To be supported by experimental evidence, the results must be repeatable even when you change variables. For example, replacing Wolf 3D with BattleChess or replacing Myst with Juiced [wikipedia.org].
If the "violence theory" is true, then such a change shouldn't affect the results. As you know, the game of chess is violent - you have to destroy the enemy's army (Battlechess in particular also uses violent animations whenever a piece is captured). Likewise, Juiced isn't violent (and attempts at violence impedes game prog
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My guess: game of chess linked to increased contemplation. Correlational studies shows that chess players are more thoughtful, randomized ones that people playing chess end the game in a more contemplative mood (one for instance rarely sees the winner jumping up and down and cheering, or the loser kicking against stuff).
Obviously many games ar
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You, sir, have obviously never seen young siblings play chess.
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Hmmm.. maybe... (Score:4, Informative)
But here's the complication. Myst appeals to casual gamers--people who play games in their spare time. Halo appeals to hardcore gamers, who do it as a hobby. That means they make time for it. Given that the time they make for it may be time taken from their studies, and their work load may be piling up, is this result due to the aggressive influence of gaming, or due to the impact of the stress of having their workload pile up at the end of the term? Too much work, and too little time to do it, will make anyone irritable, impatient, and aggressive. All he has demonstrated here is that the people who play Myst are different from the people who play Halo. Duh! The industry could have told him that years ago.
Recent research into human behaviour finds too main causal factors: genetic predisposition (measured in twin studies), and peer influence (for example, why do children speak with the accent of their peers and not that of their parents.) These probably account for as much as 90% of variance. The remaining 10% includes parent, teachers, life experience, and all media. So how much influence is left for video games? Not a lot.
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Re:Hmmm.. maybe... (Score:4, Funny)
It's quite a puzzle.
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I have played video games for 30 odd years. I am now what I consider a casual gamer but in the past I was pretty hard core for the time.
A video game will not make a good Quaker in to a mass murder. However they do influence you mood. I can remember going to Malibu Grand prix and driving a few laps. I soon learned that I need to wait a little whi
Confirmation bias all over again (Score:2)
First of all, that doesn't say anything about actually driving aggressively, it just says you had a thought about it. I thought "heh, if this were City Of Heroes I'd jump out the window instead of taking the stairs" but it doesn't mean I'd actually do it. If anything, all that _really_ proves is that you've been influenced by the media/peer hype, not by the game itself. You were told that gam
Umm, do you understand controlled experiments? (Score:2)
WHAT??? (Score:2, Funny)
Agression vs. Violence (Score:4, Insightful)
Myst, on the other hand, does not involve anything of the sort, focusing instead on intellectual puzzles. There's no real time pressure except for the other players. An RL analogue I suppose would be Chess. Not surprisingly, highly intellectual activities where the players are not directly competing with each other leads to a more patient sort of competitive behaviour. Less adrenaline means more reasonable discourse.
The question, of course, is whether activities that cause high adrenaline actually do cause violence. I'd say yes, though in many cases the violence is contained to a particular activity, say sacking the quarterback. I'd say I'm a violent, aggressive person. However, I'd also add that I try to keep those tendencies away from places where it's not appropriate. I love a good adrenaline rush, and I'd rather not take cocaine or meth to get one. Just because WoW and football bring out my overly dominant tendancies doesn't mean that WoW and football are bad, nor WoW players and football players.
For some real news, try finding a causal link between people who have high-adrenaline outlets (don't forget competitive sports!) and violent criminals (as determined by conviction rate). I doubt that we'll find anything significant there.
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Lets do one study on videogames and violence, and a second study under the same terms on football and violence. Then we ban the one with the higher violence result. Oh... and we don't ban the other one... in fact from that point on anyone who so much as suggests banning the other one gets a boot to the head.
Sounds like a fair deal to me.
Someone get Jack Thompson on the phone and get him on the plan... assuming he's not too busy firebombing the Florida Bar Association and some godles
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some people are just wired wrong (Score:5, Interesting)
Re:some people are just wired wrong (Score:5, Insightful)
aggression that allows people to see an injustice and actually do something about it rather than
sit on the sidelines. Also if it wasn't for this kind of aggression do you think we'd of had a civil
rights movement? Some times the only way to make things 'right' is by aggression. I'm not saying that
every one should as aggressive as they are in a video game. I'm just saying that you can't totally
decry this part of our humanity(or is that instinct?) because it is very vital to your own personal
continued existence when it comes to actual injustice. The problem as I see it is that no one taught these
kind of people what to expect from life. And there is the rub, because not many video games teach you how
to loose graciously, where life sometimes demands it.
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What people don't seem to get about civil rights movements is they require 3 things, people who feel there is an injustice, people who feel guilty and people in power who believe justice isn't being served.
People who feel there is an injustice are arguably the smallest part of the equation, homosexuals and slaves had little or no voice before their civil rights movements were born. The guilt is a product of "White Civility" and while spreading isn't universal (S
Presenting these studies: Smarmy McJunkscience (Score:5, Insightful)
The third study simply says that the college undergrads were more aggressive after engaging in a mentally stimulating activity. People tend to be more aggressive right after watching sports too. We've known this for years.
So, what we have here is two studies that have very low validity because they have nothing to do with reality and one that's deliberately designed to come to the conclusion 'video-games make people aggressive'.
Can we have some real science now, please?
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Not to mention those who play sports! Quick, compare how many times in high school you were physically threatened or hurt by a jock versus a video game nut. Can anyone honestly say that the videogame kids are more dangerous overall? The football players I knew were (and to my knowledge, have been as long as the damn sport has been around!) always the most obnoxious, arrogant, and physically abusive people aroun
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Or, to put it another way, this is just another example of the Greater Internet Fuckwad Theory [penny-arcade.com].
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Probably not, but I admire your optimism.
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New study (Score:4, Funny)
Yay, I saved billions in research, someone send me a new gaming rig, my old P4 is showing it's age.
(If you don't, I'll play a few levels of Doom at you.)
The burden of proof is against the author's side (Score:5, Insightful)
Books? (Score:2, Insightful)
I haven't seen any studies that indicate one way or another whether violent books contribute to violent behavior. Why is nobody concerned about this?
That's rhetorical... the answer is that video games are new and scary to a large group of relatively influential people. In a few decades, nobody will worry about this issue at all.
And, as another poster mentioned, how about the catastrophic number of injuries and deaths throughout the nation caused by sports? Why aren't people enacting panicked legislat
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There should be no question by now that if you expose a vulnerable/suggestable person to the right kind of stimulus that you can get them to do things. Clear example is the "Stockholm Syndrome". It should not be surprising that by repeatedly play-acting killing people and creating general mayhem that some people are going to be influenced to go out and kill people.
The real question is if this affects more than just particularly suggestable people or if over time people become more open to this kind
Furthermore... (Score:4, Funny)
This can mean only one thing! Video games are at fault! Down with teh gory bits! Er.. wait...
TLF
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Even Tetris... http://sphere.sourceforge.net/flik/images/2007100
This is a great topic for discussion. (Score:3, Insightful)
Ahh.. damn.
But seriously. We've known there's a link to pretending to do something and actually ending up doing it. Look at the prisoner vs. guard studies in that college of which the name I forget... Basic idea: normal people pretended to be prisoners and other normal people pretended to be guards. After a while, the people who were pretending to be prisoners actually FELT like prisoners (even though they could leave whenever they wanted in reality) and the Guards.. oh man the guards... they started getting violent and abusive. We're talking college students.. I mean, they're the epitome of maturity, I don't understand how this could've happened
Ok so that wasn't entirely serious. Let me try again. People who like violence will play violent video games. This does not mean the game turned them violent. It was already in them. It's human nature. Really.
TLF
TLF
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Interesting experiment.
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http://en.wikipedia.org/wiki/Stanford_Prison_Expe
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That statement is fine, but I'd also like to add that people who like games will also play violent video games. There's two attraction factors being addressed here. Violence, and gaming. The vast majority is being drawn by gaming. The goal in Counterstrike is to win, or get points. Violence is just being painted over what is really just people playing a form of "tag" at a distance...virtually. The violence is hardly worth mentioning, and goes unnotice
Linked to violence? (Score:2)
The reality is that people who commit acts of violence can be shown, either by previous diagnoses or by forensic analysis to have very severe personality disorders. Those personality disorders can develop due to a variety of causes, physical/sexual abuse are strongly implicated, as
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The only same comment I've ever seen on these shooting sprees came from a priest in SoCal who works with neglected teens. He said quite bluntly that these incidents are NOT murders. They are LOUD, MESSY SUICIDES, where the idea
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Depression, in my opinion, is not sufficient to spark a killing spree, it takes some additional predisposition
There is a market... (Score:4, Interesting)
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What we need to instill that PC violence is not real violence, it's Tom and Jerr
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And there are a few awesome non-violent games like Kororinpa on the Wii, which is just rolling a marble around by using the Wiimote as the level (you turn it, the level turns). It's really fun and everyone I know who played it loved it, but it isn't getting much marketing so it'll go pretty much unloved compared to say Halo 3 which will be over hyped and the same as Halo 1 in every sin
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On Wikipedia's top 20 console games of all time [wikipedia.org] only two are violent: GTA:III and GTA:SA.
If you cruise through the detailed lists for Sony and Nintendo consoles, you'll see tons of AAA non-violent titles beyond sports and mini-games. The XBoxes look pretty violent by comparison.
On a related note: Guitar Hero II is awesome. It doesn't get much more AAA than that.
You can always argue nature vs nuture (Score:3, Interesting)
Does everyone who has violent tendencies who does play video games go out and commit murder? No.
Sometimes they do though. Who is to say that running over a hooker in GTA4 to get their money back did not push them over the edge? One could also argue that if running over the virtual hooker did not make him "snap" something else would have. You could also argue that being able to run over virtual hookers may have stopped him from "snapping" sooner. The possibilities for debate for this topic are endless but what it really comes down to is the person who does the act.
Take me for example. I have not gone on a killing spree but I have picked up smoking recently. I'm 23 years old. Both of my parents and all my family members smoked or dipped and have for all of my life. Out of the dozen or so close friends I have all but two smoke habitually and the other two will do so on occasion. Did this make me predisposed to smoking? Perhaps. Did my friends and family strap me in a chair and force me to smoke cigarettes until I was addicted? Of course not. I made a decision to smoke knowing full well the consequences that could come from my actions. If I were to go pick up a gun today, point it at someone and fire it would be decision I made for myself. I can fool myself into thinking I can get away with it just as I could fool myself that I was not going to get addicted to smoking cigarettes but the issue still remains: I pulled the trigger. Whatever mind tricks I played on myself would be because I knew I was going to get caught.
As far as being insane goes, I know if for whatever reason I did kill someone I would plead insanity and do whatever I could to pull it off. I'll take heavily medicated and alive over the needle any day. I'm sure some people who do plead insanity really are but I'm sure most are just smart enough to know how to stay alive.
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Who is to say that running over a hooker in GTA4 to get their money back did not push them over the edge?
Greetings, fellow time poster! I'm afraid you betrayed yourself by mentionning playing a game that is yet to come out. Please avoid doing such a mistake again, for if people of this time were to figure out our secret it might ruin the experience of the rest of us who decided to live in this era of time. Thank you.
Studies are a primary cause of conflict (Score:3, Insightful)
Scientific debates always seem to end with a bunch of guys in nice outfits yelling at each other until their faces turn red.
Clearly, we need to ban science.
Studies Show Evidence to the Contrary (Score:4, Informative)
An Institute in Australia studied 120 11-15 year-olds and concluded that violent games did affect children who were already predisposed to violence and aggression, but children who were not violent to begin with were unaffected.
http://www.smh.com.au/news/National/Most-kids-una
We should be careful here... (Score:5, Insightful)
Here's what we know from a neuropsych framework:
1) Impulsivity and aggression are linked to activation of the sympathetic nervous system (SNS) (the "fight or flight" part, if you remember your basic psych). The more the sympathetic system is activated, the more likely we are to make rash, impulsive decisions. The racing-heart/sweaty/stressed feeling you get when you lose your temper? That's the sympathetic nervous system talking, hopping you up on adrenaline. (And noradrenaline, et cetera) Think of how much more likely people are to make stupid, impulsive decisions when they've lost their temper than when they're thinking "rationally". (e.g., road rage or bar fights)
2) Video games, exciting movies, gambling, and the Mighty Morphin' Power Rangers (if you're five) all activate the SNS. We know this from measuring galvanic skin response, looking at pupillary reflexes, or simply measuring the level of cortisol in the bloodstream.
3) It could be inferred, then, that video games are likely to increase your arousal which will then make you more likely to cut that guy off when you're driving home from the LAN match or escalate the trash talk into something physical. AS COULD ANYTHING ELSE EXCITING. We've seen this, somewhat less conclusively, from behavioral observations. Five-year olds are more likely to karate-chop the dog after some Power Ranger action. People are more likely to drive recklessly after playing a lot of Gran Turismo or watching Oceans Twelve.
In short, video games *do* change the brain... and that's why we like them. We crave excitement and novelty. We like being surprised; we like scary movies; we like jumping out of planes; we like gibbing people in Quake. We *like* jacking up our SNS.
I think we, as gamers, are setting a trap for ourselves when we say that video games have no impact on our cognition. Of course it does. Everything does. Claiming there's no mental impact of gaming is a foolish position, and when you lose this argument, it makes it that much harder to win the subsequent arguments. A more interesting question is whether games go behind the simple modulation of arousal levels. Are games fundamentally different than sky-diving, for example? I don't think so, but honestly, the jury is out. I can see the other side, too. We tend to play games for nine straight hours, when it's a rare person who sky-dives that much. When we're gaming, we actually envision ourselves in the role of Kratos, God of War, while we don't usually have that involvement with action movies. Maybe games *are* different.
Of course, the *real* question is how much this matters. Even if there were a well-controlled, randomized study showing that the amount of game time played directly correlated with the likelihood of a violent crime, is that enough cause to ban games? I think not, but, then again, I prefer not living in a nanny-state.
Anyway, just some thoughts... (and yes, I am a neuroscientist. And a gamer.)
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In everyday life, most people don't have much call for fight-or-flight reactions. So when something happens that triggers it, they really don't have any experience in how to react. Their reaction is therefore more likely to be irrational and unconsidered, or they may simply freeze and be unable to react at all.
Whereas a violent-games gam
Pirates REALLY ARE responsible for Global Warming (Score:2)
And Babies kill people! (Score:2, Funny)
Re:Pirates REALLY ARE responsible for Global Warmi (Score:2)
Holds no water (Score:2)
Many other countries with violent video games do not have the high crime rates we do. As the number of violent games increases, violent crime decreases. This is a
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When you have war, parents often feel uncertain about their future, and take it out on their kids, by imposing needless restrictions "for your own safety", which would be deemed ludicrous if there weren't "terrorists and perverts lurking on every street corner". Kids chafing under unfair restrictions often overreact and express their frustrations through violence (if only by beating up their little
Still stupid and worthless (Score:2)
Also, we still have to question how/why these 3rd and 4th graders in the last study got the violent games. Well, no, we know how and why but I'm
Stupidity (Score:2)
The Bible is not causitive to insanity. And regardless of how you may massage the numbers, its not correlative either. Neither are slasher flicks, ghost stories, football, rock and roll, cops and robbers, or, yes, video g
How come nobody answers this: (Score:2)
What about other activities? (Score:2)
there's a huge hole in the author's argument... (Score:2)
But she dismisses this idea in a 3-sentence paragraph:
"Critics counter that some kids may use games to vent anger or distract themselves from problems...but other studies suggest that venting anger doesn't reduce later aggressive behavior, so [i'm still right, let's move on.]"
Overall this article assumes that aggression==crime, and that's an axiomatic flaw. Ag
Here's an experiment (Score:2)
1) Get a group of people that don't normally play much in the way of video games.
2) Perform a psychological analysis on the people, and split them into three categories:
[A] nonviolent, [B] intermediate, [C] violent tendancies
3) Find a number of games, and fit them into the three categories that the people were in.
4) Split each of the three groups up into sets:
[a] Control set - they are simply observed
[b] This set is introduced
All Craig Anderson all the time... (Score:2)
Short Sighted Navel Gazing (Score:3, Insightful)
The evidence pretty clearly indicates that all media has a weak influences on violent behaviour whether it be comics, novels, newspapers, music, movies, television, or video games, but real life has the largest impact. The violence we witness or participate in is more important than any other factor.
For young children, parents tend to play the pivotal role in their development. The parent's reaction to violence can be more important than all of the media that the child consumes. But a parent actually has to be there. They have to talk to their children. They have to make sure that their children are understanding the context of what they see and hear.
I think the "protect the children" crowd has it terribly, terribly wrong. They want to protect children from seeing the consequences of violence. That might be worse than teaching children self-confidence instead of knowledge, which everyone should know by now was disastrously bad. Children learn from what they see and hear, when violence is portrayed as having no consequences they learn that violence has no consequences.
First off there is violence, and there is violence (Score:2)
Counterstrike is NOT that violent. Yeah you can unload a gun pointblank into a "persons" face BUT the effect is cartoonish. They just crumple to the floor with fake and totally unconvcing blood and a fully intact body (unless new damage modelling has been added).
Soldier of Fortune and a game I don't remember had location damage. Shoot someone in the groin and they react to that.
In Mafia death was far from instant. People would fall to the floor and attempt to crawl away begging for their life.
In CS your
Re: (Score:2)
As someone has said above, one must move to prove an actual causal link and not just a simple correlation.