15th April 2012 |
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| Why are video games claimed to cause violent aggression when in fact players need to learn to keep their cool and use calm rational thinking? Permalink
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See
article from
sciencedaily.com
|
There
is a long-lasting and at times intense debate about the possible link between
violent computer games and aggressiveness. A group of researchers from the
University of Gothenburg, Sweden, are now questioning the entire basis of the
discussion. In a recently published article, they present a new study showing
that, more than anything, a good ability to cooperate is a prerequisite for
success in the violent gaming environment.
A study, authored by Ulrika Bennerstedt, Jonas Ivarsson and Jonas Linderoth
and titled How gamers manage aggression: Situating skills in collaborative
computer games, is presented in International Journal of
Computer-Supported Collaborative Learning.
The Gothenburg-based research group spent hundreds of hours playing online
games and observing other gamers, including on video recordings. They focused on
complex games with portrayals of violence and aggressive action where the
participants have to fight with and against each other. The situations gamers
encounter in these games call for sophisticated and well-coordinated
collaboration. We analysed what characteristics and knowledge the gamers need to
have in order to be successful, says Jonas Ivarsson, Docent (Reader) at the
Department of Education, Communication and Learning.
It turns out that a successful gamer is strategic and technically
knowledgeable, and has good timing. Inconsiderate gamers, as well as those who
act aggressively or emotionally, generally do not do well.
In a nutshell, we're questioning the whole gaming and violence debate,
since it's not based on a real problem but rather on some hypothetical
reasoning, says Ivarsson.
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5th March 2012 |
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| Research finds that computer game developers depict religion as violent and problematic Permalink
|
See article
from christianpost.com
|
Recent
video games have begun depicting religion as a violent, problematic force,
according to research from a new University of Missouri study.
Greg Perreault, a doctoral student at University of Missouri's School of
Journalism, studied five extremely popular games from the last few years that
incorporate religion heavily into their storylines: Mass Effect 2, Final
Fantasy XIII, Assassin's Creed, Castlevania: Lords of Shadow, and
The Elder Scrolls IV: Oblivion.
In each case, Perreault found that religion became equated with violence
within the video games' narratives. Perreault said in a press release:
In most of these games there was a heavy emphasis on a
'Knights Templar' and crusader motifs. Not only was the violent side of
religion emphasized, but in each of these games religion created a problem
that the main character must overcome, whether it is a direct confrontation
with religious zealots or being haunted by religious guilt.
Just because religion was associated with violence, however, does not mean it
was always depicted as evil. For example, Perreault noted that in Mass Effect 2,
the character of Thane is an extremely spiritual assassin who assists the
player.
Of those five games, Mass Effect 2, Final Fantasy XIII, and The Elder
Scrolls IV: Oblivion all deal with religions created specifically for the
game. The remaining two titles, Assassin's Creed and Castlevania:
Lords of Shadow, both center around Catholicism.
Still, Perreault emphasized that he did not believe game developers were
attacking religion with these themes:
It doesn't appear that game developers are trying to
purposefully bash organized religion in these games. I believe they are only
using religion to create stimulating plot points in their story lines. If
you look at video games across the board, most of them involve violence in
some fashion because violence is conflict and conflict is exciting. Religion
appears to get tied in with violence because that makes for a compelling
narrative.
While Perreault's study of just five games is far from an exhaustive survey
of all of modern video games, he does believe game writers should be aware of
how they use religion in their plots.
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7th December 2011 |
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|

Adult DVDs
Satisfaction Guaranteed
Your Choice Viewers' Wives
YourChoice
|
| The Swedish Media Council finds no evidence that computer games cause aggressive behaviour Permalink
|
See article
from gamepolitics.com
|
A
new report from the Swedish Media Council comes to the
conclusion that there's no conclusive evidence that there is
no evidence that violent computer games cause aggressive
behavior.
The Media Council is a Swedish government agency in charge of
film and media classification and whose mission statement is to
reduce the risk of harmful media influences among minors and
to empower minors as conscious media users.
The findings are based on a review of more than 100 articles
about violent games and aggression which have been published in
international scientific journals since 2000. The review found
that there is a clear and statistically significant link between
violent games and aggressive behavior. But the review also found
that many of those same studies use different methods to measure
aggression, and few produced a clear connection to violent
behavior. Many of those same studies suffered from serious
methodological deficiencies and didn't provide sufficient
evidence to establish a causal relationship.
The studies that did attempt to examine other causes of
aggression found that factors such as poor physical health or
family problems were factors that lead to violent behavior and a
propensity to play violent games.
If research can't provide any simple answers about how
games make children aggressive, perhaps we adults should stop
judging the games children play based on whether they are
violent or not, Media Council researcher Ulf Dalquist said
in a statement.
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30th November 2011 |
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| Anti game nutters support research that finds diminished brain activity in the anterior cingulate cortex of gamers Permalink
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See
press release from
prnewswire.com
See article
from gamepolitics.com
|
A functional magnetic resonance imaging (fMRI) analysis of
long-term effects of violent video game play on the brain has
found changes in brain regions associated with cognitive
function and emotional control in young adult men after one week
of game play. The results of the study were presented at the
annual meeting of the Radiological Society of North America (RSNA).
The controversy over whether or not violent
video games are potentially harmful to users has raged for many
years, making it as far as the Supreme Court in 2010. But there
has been little scientific evidence demonstrating that the games
have a prolonged negative neurological effect.
For the first time, we have found that a
sample of randomly assigned young adults showed less activation
in certain frontal brain regions following a week of playing
violent video games at home, said Yang Wang, M.D., assistant
research professor in the Department of Radiology and Imaging
Sciences at Indiana University School of Medicine in
Indianapolis. These brain regions are important for
controlling emotion and aggressive behavior.
For the study, 22 healthy adult males, age
18 to 29, with low past exposure to violent video games were
randomly assigned to two groups of 11. Members of the first
group were instructed to play a shooting video game for 10 hours
at home for one week and refrain from playing the following
week. The second group did not play a violent video game at all
during the two-week period. Each of the 22 men underwent fMRI at
the beginning of the study, with follow-up exams at one and two
weeks.
The results showed that after one week of
violent game play, the video game group members showed less
activation in the left inferior frontal lobe during the
emotional task and less activation in the anterior cingulate
cortex during the counting task, compared to their baseline
results and the results of the control group after one week.
After the second week without game play, the changes to the
executive regions of the brain were diminished.
These findings indicate that violent
video game play has a long-term effect on brain functioning,
Dr. Wang said.
Coauthors are Tom Hummer, Ph.D., William
Kronenberger, Ph.D., Kristine Mosier, D.M.D., Ph.D., and Vincent
P. Mathews, M.D. This research is supported by the Center for
Successful Parenting, Indiana.
Game Politics points out that the Center for Successful
Parenting, Indiana is in fact a nutter group with a website that
is designed for parents to learn about the negative side
effects of violent video.
|
30th October 2011 |
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| Preference for Violent Electronic Games and Aggressive Behavior among Children: The Beginning of the Downward Spiral? Permalink
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Based on
article from
citeulike.org by: Maria von Salisch, Jens Vogelgesang, Astrid
Kristen, Caroline Oppl
|
Abstract
A one-year longitudinal study with 324 German
third and fourth graders was conducted in order to find out whether a
preference for violent electronic games socializes children to become
more aggressive or whether aggressive individuals tend to select this
type of game.
Cross-lagged panel analyses suggest that children
who were rated as openly aggressive at Time 1 intensified their
preference for violent electronic games over time. We determined that it
could be ruled out that this selection effect was due to a number of
underlying variables ranging from ecological variables (neighborhood) to
family variables (migration status, older brother) and child variables
(gender, self-esteem, level of achievement).
Press
Based on
article from
monstersandcritics.com
The research suggested there was a risk that this preference for violent
video games would become entrenched in these children. However, the
researchers found no evidence in the group they studied that violent
computer and video games led to increased aggression in real life.
This is the good news from our study into the educational effects of
media, said Jens Vogelgesang of Hohenheim University: But it should
be noted that this applies expressly only to the group of 8-to-12 year olds
that we looked into in a study on the effects.
One of the researchers seems disappointed that results don't support the
concept that games cause violence. The research team leader Maria von
Salisch throws in a totally out of context comment:
In the case of older children, the negative
effects from violent games on their behaviour has already been
documented and this remains a cause for concern.
We are unable to rule out the possibility that
an entrenched preference for violent computer and video games might over
the course of a game-playing career lead to greater readiness to commit
acts of violence.
What sort of researchers title their supposed scientific study with
nutter phrases like 'downward spiral' anyway?
|
21st October 2011 |
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| Mormon University finds that strong language on TV is the first step on the slippery slope to aggressive behaviour Permalink
|
See article
from dailymail.co.uk
|
Being
exposed to strong language on TV as well as playing video games are
linked to aggression in teenagers, a university report shows.
A US study in the medical journal Pediatrics appears to be the
first to examine the impact of strong language.
To explore the issue, scholars at the mormon Brigham Young University in
Utah gathered information from 223 middle school students.
Family life professor at the university, Sarah Coyne, explained that the
findings revealed that exposure to bad language is associated with
acceptance and use of similar language, which in turn influences both
physical and verbal aggression. Professor Coyne said:
On the whole, it's a moderate effect.
We even ran the statistical model the opposite way
to test if the violent kids used more profanity and then sought it out
in the media, but the first path we took was a much better statistical
fit even when we tried other explanations.
Profanity is kind of like a stepping stone. You
don't go to a movie, hear a bad word, and then go and shoot somebody.
But when youth both hear and then try profanity out for themselves it
can start a downward slide toward more aggressive behavior.
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18th October 2011 |
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| Brain activity patterns found to differ between gamers and non-gamers Permalink
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Based on
press release from
www3.uni-bonn.de
|
Researchers
from the University of Bonn have found brain activity patterns in heavy
gamers that differed from those of non-gamers. The study's results have
just been published in the scientific journal Biological Psychology.
Psychologists, epileptologists and neurologists from the University of
Bonn studied the effect of shoot em up game images and other emotionally
charged photos on the brain activity of heavy gamers. Compared to people
who abstain from first-person shooters, they show clear differences in how
emotions are controlled, reported lead author Dr. Christian Montag from
the Institute of Psychology at the University of Bonn.
21 subjects ranging in age from 20 to 30 years played first-person
shooters for about 15 hours per week on average. During this study, they
were shown a standardized catalog of photos that reliably trigger emotions
in human brains, using video glasses. At the same time, the researchers
recorded the responses in their brains using one of the brain scanners at
the Life & Brain Center of the University of Bonn. The images included
photos as they are used in the violent games, but also shots of accident and
disaster victims. This mix of images allowed us to transport the subjects
both to the fictitious first-person shooter world they are familiar with and
to also trigger emotions via real images, explained Dr. Montag. This
catalog of photos was also shown to a control group of 19 persons who had no
experience with violent video games.
When the subjects regarded the real, negative pictures, there was greatly
increased activity in their amygdalas. This region of the brain is strongly
involved in processing negative emotions. Surprisingly, the amygdalas in
the subjects as well as in the control group were similarly stimulated,
reported Montag: This shows that both groups responded to the photos with
similarly strong emotions.
But the left medial frontal lobes were clearly less activated in the
users of violent games than in the control subjects. This is the brain
structure humans use to control their fear or aggression. First-person
shooters do not respond as strongly to the real, negative image material
because they are used to it from their daily computer activities, Montag
concluded: One might also say that they are more desensitized than the
control group.
On the other hand, while processing the computer game images, the
first-person shooters showed higher activity in brain regions associated
with memory recall and working memory than the control group members.
This indicates that the gamers put themselves into the video game due to the
computer game images and were looking for a potential strategy to find a
solution for the game status shown, said Dr. Montag.
One question raised while interpreting the results is whether the users
showed altered brain activity due to the games, or whether they were more
tolerant of violence from the start and as a consequence, preferred
first-person shooter games. The researchers from the University of Bonn were
able to suggest an answer to this question based on the fact that they took
into account various personality traits such as fearfulness, aggressiveness,
callousness or emotional stability. There were no differences between the
subjects and the control group in this area, reported Dr. Montag:
This is an indication that the violent games are the cause of the difference
in information processing in the brain.
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23rd September 2011 |
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| NHS slap down Daily Mail hype about a new direction of research into the psychology of games playing Permalink
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Thanks to MiichaelG and Wynter
|
In the wake of Grand Theft Auto being mentioned in a murder
trial, the Daily Mail seized upon a piece of research about
computer gaming.
The Daily Mail reported:
How video games blur real life
boundaries and prompt thoughts of violent solutions
to players' problems
See article
from dailymail.co.uk.
By Jenny Hope
Some
video game players are transferring their screen experiences
into the real world - prompting thoughts of violent
solutions to their problems, say researchers.
Fans of computers can become so immersed
in their virtual environment they do things in the real
world as if they were still playing.
The findings come after sailor Ryan
Donovan was sentenced to 25 years in jail for shooting dead
an officer on a nuclear sub to copy the violent video game
Grand Theft Auto.
Researchers at Nottingham Trent
University and Stockholm University have for the first time
identified evidence of Game Transfer Phenomena (GTP), which
results in some gamers integrating video experiences into
their real lives. The study to be published in the next
issue of the International Journal of Cyber Behaviour,
Psychology and Learning.
The study involved 42 in-depth
interviews with participants aged between 15 and 21 years
old, all of whom were frequent video game players and had
been recruited from gaming forums.
They thought in the same way as when
they were gaming, with half of participants often looking to
use something from a video game to resolve a real-life
issue.
In some cases these thoughts were
accompanied by reflexes, such as reaching to click a button
on the controller when it wasn't in their hands, while on
other occasions gamers visualised their thoughts in the form
of game menus.
...
Violent solutions to real life
conflicts appeared to be used by few of the players, at
least in their imaginations says the study.
One 15-year-old gamer said: There (in
the video game) you can get guns. This I want to do in real
life, to get some guns, shoot down people. This I want to do
sometimes with irritating people.
The study concluded: The close
resemblance to real life scenarios in video games may have
opened a 'Pandora's Box for some players.
...Read the full article
The UK's national health service has responded to this Daily
Mail write up and added a much needed bit of perspective:
Video games blur reality,
claims newspaper
Based on
article from
nhs.uk
The Daily Mail has today reported that video games blur
real life boundaries and prompt thoughts of violent
solutions to players' problems.
This headline is based on a small study
exploring whether frequent video game players integrated
elements of video game playing into their real lives - a
theoretical process the researchers called game transfer
phenomena (GTP). The study showed that most gamers
experienced GTP, including experiencing brief involuntary
impulses to perform actions as they would when playing a
game. For example, they might try to click a button on their
controller while it was not in their hand.
It is important to note that not all the
players were affected by the games and the degree that
people were affected varied significantly from person to
person. Additionally, it is not clear from this study
whether GTP was related to the game played or whether it
related to the specific characteristics of individual game
players. Many of the actions reported by participants were
also unusual or novel, and do not provide evidence that
games affect perception of behaviour. For example, one
participant said that they like to pack their suitcase
neatly like Tetris blocks.
Further studies will be needed to
investigate whether GTP is a real, significant phenomenon
and the potential link between GTP and a player's individual
characteristics.
...
The Daily Mail's report covering this
study tended to focus on the violent and negative aspects of
game transfer phenomena (GTP) highlighted in the study. The
Daily Mail presents GTP as a proven phenomenon with definite
results, but the results of this interview-based study are
debatable and GTP is still only a theory.
News coverage also linked the study
results to a recent murder trial where video games were
reportedly implicated. This angle seemed to be a confused
addition to news coverage of the research, as it could
suggest to readers that games were found to be the primary
cause of the incident, or that they could cause ordinary
people to consider murder.
...Read the full
article
|
3rd September 2011 |
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| Competitive games more likely to cause aggression than violent games Permalink
|
See article
from gamepolitics.com
See research report
The Effect of Video Game Competition and Violence on Aggressive
Behavior: Which Characteristic Has the Greatest Influence? [pdf]
|
Research
from Brock University in Canada seems to indicate that playing highly
competitive video games may lead to aggressive behavior faster than playing
games with more violent content. Competitiveness, says a new study published by
the American Psychological Association, may be the main video game
characteristic that influences or causes aggression.
In a series of experiments lead by Paul J.C. Adachi, M.A., a
PhD candidate at Brock University in Canada, video games were
matched on competitiveness, difficulty, and pace of action.
Researchers found that video game violence did not elevate
aggressive behavior on its own. The more competitive games
produced greater levels of aggressive behavior than less
competitive games, no matter how much violent content was found
in the games.
In one of the experiments, 42 college students played one of
two video games, Conan or Fuel, for 12 minutes.
Both games were even when it came to competitiveness, difficulty
and pace of action, but differed in levels of violence. After
participants finished playing the game, they were then told they
were going to take part in a separate food tasting study.
Participants had to make up a cup of hot sauce for a taster
who they were told did not particularly like hot or spicy food.
The participants could choose from one of four different hot
sauces (from least hot to most hot) for the taster to drink. The
authors found that there was no significant difference in the
intensity and amount of the hot sauces prepared by the
participants who played Conan and those who played
Fuel. The authors concluded that video game violence alone
was not sufficient to elevate aggressive behavior.
In the second experiment, 60 college students played one of
four video games: Mortal Kombat versus DC Universe,
Left 4 Dead 2, Marble Blast Ultra, and Fuel.
Afterward, the students completed the same hot sauce test from
the first study. Electrocardiograms measured the participants'
heart rates before and during video game play. On average,
students who played the highly competitive games - Fuel
and Mortal Kombat versus DC Universe - concocted what
researchers called significantly more of a hotter sauce
than participants who played Marble Blast Ultra and Left 4 Dead
2. They also had significantly higher heart rates.
Adachi concluded:
These findings suggest that the
level of competitiveness in video games is an important
factor in the relation between video games and aggressive
behavior, with highly competitive games leading to greater
elevations in aggression than less competitive games.
|
27th June 2011 |
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| Violent video games lead to decreases in violent crime Permalink
|
ie Violent video games may contribute to violent behaviour...BUT...they
also keep gamers off the streets...Overall.. this leads to reduction in
violent crime
Based on
article from
papers.ssrn.com
|
Psychological
studies invariably find a positive relationship between violent video game
play and aggression. However, these studies cannot account for either
aggressive effects of alternative activities video game playing substitutes
for or the possible selection of relatively violent people into playing
violent video games. That is, they lack external validity.
We investigate the relationship between the prevalence of violent video
games and violent crimes.
Our results are consistent with two opposing effects. First, they support
the behavioral effects as in the psychological studies. Second, they suggest
a larger voluntary incapacitation effect in which playing either violent or
non-violent games decrease crimes.
Overall, violent video games lead to decreases in violent crime.
|
9th May 2011 |
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|
| British games players get more worked up about football than shoot 'em ups Permalink
|
See article
from gamepolitics.com
|
According to a group of researchers in England, games with goals such as
football are more likely to make participants aggressive than anything
encountered in Grand Theft Auto or Call Of Duty.
According to research conducted by Dr. Simon Goodson and Sarah
Pearson of Huddersfield university, games with goals cause more of an
aggressive reaction in participants than killing an animated character
because sports is closer to real life.
Researchers measured the heart rates, respiration and brain activity
of 40 male and female participants randomly selected to play violent
Xbox 360 game or a football game. They found that when players killed
someone in a game it caused little brain activity. But when
participant's conceded a goal or foul in the sports game it caused a
higher level of brain activity.
Dr. Goodson added that participants generally reacted with more
agitation during the football game and that maybe violent games have
been misrepresented as the worst thing a gamer can play.
Dr. Goodson is presenting his research this week at the British
Psychological Society's annual conference in Glasgow, Scotland.
|
19th February 2011 |
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| Violent video games don't desensitise players to violence Permalink
|
See article
from gamepolitics.com
|
According
to researchers at Ryerson University (Toronto, Canada), violent video games do
not desensitize players to violent imagery. The study was lead by Holly Bowen
and co-authored by psychology professor Julia Spaniol.
Researchers examined the impact of chronic exposure to violent video games on
emotional memory and responses to negative stimuli.
Emotional long-term memory helps us avoid negative
situations, Bowen said. This has significant implications
for public health. For example, if you remember the negative
experience of being involved in a bar fight, you will avoid
future situations that may lead to an altercation.
Participants were shown 150 images representing three
different stimuli: negative, positive and neutral scenes. One
hour later, the students viewed those same images again (along
with a new set of 150 distractor images) in random order.
As each image was displayed, participants had to respond whether
or not they had seen it before. Finally, at the end of the
experiment, the students completed a self-assessment test
regarding their state of emotional arousal.
The researchers believed going into the study that game
players would prove to be less sensitive to the negative images
and therefore show reduced memory for these materials. The
results showed no difference in the memory of video game players
and non-players. Exposure to video games were not associated
with differences in self-reported arousal to emotional stimuli.
The findings indicate that long-term emotional memory is
not affected by chronic exposure violent video games, said
Bowen. Researchers caution that further study is needed to see
if these results apply to all age groups and not just young
adults.
|
19th December 2010 |
|
|
| Researcher finds that depression is a better predictor of aggression than violent games playing Permalink
|
Based on article
from gamepolitics.com
|
New research by Dr.
Christopher Ferguson from Texas A&M International University finds
that depression in young people has more of a correlation to aggressive
and violent behavior than gaming does - at least among Hispanics.
Ferguson recruited 302 (mostly) Hispanic youths
between the ages of 10 - 14 years-old, from a small city on the border
of Mexico. The population of this unnamed city was primarily of
Hispanic dissent. Participants were interviewed at the start of the
study and at the end of the study 12 months later.
He then looked at how much exposure the subjects had
to violence in video games, television, and negative events in their
lives. Negative events included neighborhood problems, bad
relationships with adults, antisocial behavior, family attachment,
delinquent peers, family interaction and communication, exposure to
domestic violence, depressive symptoms, serious aggression, bullying,
and delinquent behavior.
One year later, 7% reported being involved in at least
one criminally violent act during the previous 12 months, with
the common crime being physical assaults on other students or the use
of force to take something away from someone else. 19% reported
engaging in at least one nonviolent crime during the same period, such
as shoplifting or theft on school property.
Ferguson found that symptoms of depressions were a strong
predictor for youth aggression and rule breaking. Depression was
especially influential in those who were identified as having
preexisting antisocial personality traits. The research did not find
that exposure to violence from video games or television at the start
of the study was a good predictor of aggressive behavior in young
people.
Dr. Furgeson's research will appear in the Journal of
Youth and Adolescence.
|
15th September 2010 |
|
|
| Decisions that is Permalink
|
Based on
article
from independent.co.uk
|
A
new study into the effects of computer games has revealed that
fast-paced action games turn us into faster and better decision-makers.
Scientists at the University of Rochester in New York conducted a
series of tests to gauge whether regular bouts of high-speed gaming
could help to improve our cognitive abilities.
The researchers tested dozens of 18- to 25-year-olds who were not
ordinarily video-gamers, splitting them into two groups.
The first group were told to play adrenalin-packed action games such
as Call of Duty 2 and Unreal Tournament, in which
participants dash around online arenas shooting each other. The second
group were given The Sims 2, a more sedate, strategy-based game
that mimics the pace of everyday life.
After 50 hours of playing, both groups were given a series of tests
to see whether they could make quicker decisions. Scientists discovered
that those who had trained on the action games made decisions 25% faster
than their counterparts. They also answered just as many questions
correctly as their strategy game-playing peers.
It's not the case that the action game players are trigger-happy
and less accurate – they are just as accurate and also faster, said
Daphne Bavelier, a cognitive scientist at Rochester who has been testing
how computer games affect the brain and eyes for much of the past 10
years. Action game players make more correct decisions per unit time.
If you are a surgeon or you are in the middle of a battlefield, that can
make all the difference.
This benefit, researchers suggest in a forthcoming edition of
Current Biology, has repercussions in the real world, such as
improving our ability to multitask, drive, read small print and keep
track of friends in a crowd.
Decisions are never black and white, she said. The brain is
always computing probabilities. As you drive, for instance, you may see
a movement on your right, estimate whether you are on a collision
course, and based on that probability make a binary decision: brake or
don't brake.
Action-filled computer games – which force the brain to make a whole
series of fast-paced decisions in a split second – appear to improve our
ability to make those decisions quickly.
Shooting off a few rounds of nonsense
sound bites
Based on
article
from news.sky.com
But
Vivienne Pattison, director of Mediawatch-UK, told Sky News the study
could send out the wrong message about shoot 'em ups:
I dont dispute the findings, it is going to
improve you reactions if you click something enough, of course it is,
but I'm not just talking about mental reactions - these games dehumanise
violence.
There have been other studies that link them to
violence and you could get the same reactions from a driving game.
|
14th July 2010 |
|
|
| Violent Video Games Help Relieve Stress, Depression Permalink
|
Based on
article from
tamiu.edu
|
Young
adults—male and female—who play violent video games long-term, handle stress
better than non-playing adults and become less depressed and less hostile
following a stressful task, according to a study by Texas A&M International
University associate professor, Dr. Christopher J. Ferguson.
The article on the research appears in the European Psychologist
2010.
In this study, 103 young adults were given a
frustration task and then randomized to play no game, a non-violent game, a
violent game with good versus evil theme, or a violent game in which they
played 'the bad guy.' The results suggest that violent games reduce
depression and hostile feelings in players through mood management,
Dr. Ferguson explained.
Whether violent video games cause aggression or violent crime has been a
source of contention in public and academic circles. The results do not
support a link between violent video games and aggressive behavior.
Ferguson said that the results of this study may help provide others with
ways to come up with a mood-management activity that provides individuals
with ways to tolerate or reduce stress: It probably
won't come to a surprise to gamers that playing games may reduce stress,
although others have been skeptical of this idea. This is the first study
that explores this idea, however. It does seem that playing violent games
may help reduce stress and make people less depressed and hostile.
|
15th June 2010 |
|
|
| Vulnerability to Violent Video Games Permalink
|
Based on
article from
newswise.com
See also
Vulnerability to Violent Video Games [pdf] from
apa.org
|
In
a special issue of the journal Review of General Psychology, published in June
by the American Psychological Association, researchers looked at several studies
that examined the potential uses of video games as a way to improve
visual/spatial skills, as a health aid to help manage diabetes or pain and as a
tool to complement psychotherapy. One study examined the negative effects of
violent video games on some people.
Much of the attention to video game research has been negative,
focusing on potential harm related to addiction, aggression and lowered
school performance, said Christopher J. Ferguson, PhD, of Texas A&M
International University and guest editor of the issue. Recent
research has shown that as video games have become more popular,
children in the United States and Europe are having fewer behavior
problems, are less violent and score better on standardized tests.
Violent video games have not created the generation of problem youth so
often feared.
In contrast, one study in the special issue shows that video game
violence can increase aggression in some individuals, depending on their
personalities.
In his research, Patrick Markey, PhD, determined that a certain
combination of personality traits can help predict which young people
will be more adversely affected by violent video games. Previous
research has shown us that personality traits like psychoticism and
aggressiveness intensify the negative effects of violent video games and
we wanted to find out why, said Markey.
Markey used the most popular psychological model of personality
traits, called the Five-Factor Model, to examine these effects. The
model scientifically classifies five personality traits: neuroticism,
extraversion, openness to experience, agreeableness and
conscientiousness.
Analysis of the model showed a perfect storm of traits for
children who are most likely to become hostile after playing violent
video games, according to Markey. Those traits are: high neuroticism
(e.g., easily upset, angry, depressed, emotional, etc.), low
agreeableness (e.g., little concern for others, indifferent to others
feelings, cold, etc.) and low conscientiousness (e.g., break rules,
don't keep promises, act without thinking, etc.).
Markey then created his own model, focusing on these three traits,
and used it to help predict the effects of violent video games in a
sample of 118 teenagers. Each participant played a violent or a
non-violent video game and had his or her hostility levels assessed. The
teenagers who were highly neurotic, less agreeable and less
conscientious tended to be most adversely affected by violent video
games, whereas participants who did not possess these personality
characteristics were either unaffected or only slightly negatively
affected by violent video games.
These results suggest that it is the simultaneous combination of
these personality traits which yield a more powerful predictor of
violent video games, said Markey. Those who are negatively
affected have pre-existing dispositions, which make them susceptible to
such violent media.
Violent video games are like peanut butter, said Ferguson.
They are harmless for the vast majority of kids but are harmful to a
small minority with pre-existing personality or mental health problems.
|
5th June 2010 |
|
|
| Researcher finds the 2 hours of violent games playing can influence the judgments of potential jurors Permalink
|
Based on
article
from gamepolitics.com
|
Inspired
by a plotline from the 2003 movie Runaway Jury, University of Southern
California researcher Kwan Min Lee, and associates, conducted research under the
title Will the Experience of Playing a Violent Role in a Videogame Influence
People's Judgments of Violent Crimes?
The inspiring scene from Runaway Jury involved the lawyer
for a defendant accused of committing a violent shooting tried to have a
hardcore video game player selected as a member of the jury. The
lawyer carried the belief that a hardcore gamer would judge the shooter
less negatively because of similar, though virtual, experiences.
52 undergrads were involved in the study—who had never played the
game used in the experiment (True Crime)—and were randomly
assigned to either a game-playing group or a control group. The
game-playing group was tasked with playing True Crime for 2 hours. Both
groups were then asked to read two real-life crime cases committed by
police officers and two by generic criminals, and then to answer a
series of questions in which they judged the crime and the criminal.
It was reported that, people who played the violent game had more
favorable judgment of the crimes and perpetrators than people who did
not play the violent game in terms of their negative judgment of the
perpetrators.
The researchers concluded that that even a few hours of game
playing as a particular game character can significantly influence one's
attitude towards real-life criminal behaviors conducted by an individual
similar to the game character.
It was also theorized that perhaps the jury selection process should
take into account both real and virtual experiences as it was shown that
attitudes towards real criminals can be influenced while taking on a
similar role in a videogame.
|
29th April 2010 |
|
|
| Shoot 'em up games players learn more flexibility for multi tasking Permalink
|
Based on
article
from gamepolitics.com
See also
research paper [pdf] from
frontiersin.org
|
Games
may not bad for you after all, according to a joint study conducted by
the Department of Psychology at the University of Amsterdam, and Leiden
University in the Netherlands.
More precisely, first-person shooters are better at training you for the
hustle and bustle of everyday life, and less effective at making you a
killing machine.
DOOM'd to switch: superior cognitive flexibility in players of
first person shooter games, a research paper published on Frontiers
in Cognition focuses on the benefits of playing first-person shooters.
Thirty-four adults (17 video game players and 17 non-gamers)
participated in the study, with video game players defined as those who
have played video games at least four times a week for a minimum
period of 6 months. All of the video game players had some
experience with games like Call of Duty: Modern Warfare, Unreal
Tournament, Battlefield, and Grand Theft Auto IV. Non-gamers
were described as having little to no video game experience. All
of the participants were recruited among student populations and
through advertisements on internet forums catering to video game
players.
While details of the study are pretty complex, the short story is
that the video game players were able to rapidly react to fast moving
visual and auditory stimuli, and to switch back and forth between
different subtasks faster than the non-video game playing group. The
study also conducted test to make sure that these results weren't based
on age or I.Q. After eliminating those possibilities, researchers found
that it had more to do with first-person shooter games than any other
possible factors.
|
1st January 2010 |
|
|
| Research points out benefits of video games Permalink
|
Based on
article
from
gamepolitics.com
|
A
new study conducted by a Wheaton College professor has concluded that
people that play action and puzzle games are better able to think
through complex problems.
Rolf Nelson, a professor of psychology, conducted the study and
published his findings in the November edition of the journal
Perception.
In the study, he had 20 students try to solve a spatial relation
problem. The students were then given a puzzle game or action game to
play. Once done with the game, the students were given the chance to
finish the spatial relation problem again.
Results showed that puzzle players finished the task slower, but with
more accuracy, while action players finished the task quicker but less
accurately. Both finished quicker than if they had not played a game at
all.
From the study abstract:
To understand the way in which video-game
play affects subsequent perception and cognitive strategy, two
experiments were performed in which participants played either a
fast-action game or a puzzle-solving game. Before and after video-game
play, participants performed a task in which both speed and accuracy
were emphasized. In experiment 1 participants engaged in a location
task in which they clicked a mouse on the spot where a target had
appeared, and in experiment 2 they were asked to judge which of four
shapes was most similar to a target shape. In both experiments,
participants were much faster but less accurate after playing the
action game, while they were slower but more accurate after playing
the puzzle game. Results are discussed in terms of a taxonomy of video
games by their cognitive and perceptual demands.
|
26th December 2009 |
|
|
| Education minister points out benefits of video games Permalink
|
Based on
article
from
thescotsman.scotsman.com
|
Education
minister Mike Russell said the technology, often seen as a distraction,
could motivate young people to develop skills.
Russell said the Nintendo DS console, for example, could lead to
surprising educational benefits for young people, particularly its
top-selling brain-training games.
He said: We need to embrace new technologies and tap into all the
resources available to us to ensure that our young people develop
successfully in a modern society within which computers are so
important.
Educational computer games can be a great way of motivating young
people to learn in a way that is relevant and enjoyable for them.
Computer games are often perceived as solely a distraction to
learning. But alongside traditional learning aids, they can help make
learning more engaging.
Parents and teachers across the country are starting to see the
benefits they can have.
Dr David Miller of the University of Dundee has conducted studies
into the effects of brain-training games on improving learning in
partnership with government education body Learning and Teaching
Scotland (LTS).
Miller said it was clear many games had tremendous learning
potential. The research focusing on a brain-training game showed it
could improve pupil's basic computational skills. Children who used the
game for 20 minutes each morning over a ten-week period demonstrated
statistically significant gains in accuracy and speed of processing.
He said: Research is starting to point towards computer games
providing some real and tangible benefits to young people. These can
include faster processing of information, enhanced selection of relevant
material and higher levels of engagement. Computer games are part of our
culture and while we may have concerns about aspects of some popular
games, many have huge potential for supporting learning.
|
23rd December 2009 |
|
|
| Researchers find the good side to playing video games Permalink
|
Based on
article
from
telegraph.co.uk
|
University
of Rochester researchers found that children who played video games were
quick thinkers and had good hand-eye co-ordination.
Contrary to the widely held belief that video games are contributing
to Britain's obesity crisis, a team of American researchers has found
that there are benefits to sitting in front of a screen for hours on
end.
Dr Matthew Dye said there were good points about playing video games
even though many critics claim they distract children from more healthy
outdoor pursuits: Avid players got faster not only on their game of
choice, but on a variety of unrelated laboratory tests of reaction time.
Sceptics agree that gamers are fast but that they become less
accurate as their speed of play increases. Gamers don't lose accuracy in
the game or in lab tests as they get faster - this is a result of the
gamer's improved visual cognition.
Dr Dye said video game fans did well on hand-eye co-ordination tests
and comprehension tests: Playing video games enhances performance on
mental rotation skills, visual and spatial memory, and tasks requiring
divided attention.
Dr Dye said that parents and grandparents should play their
children's computer games to improve their own memory and brain
function: Training with video games may serve to reduce gender
differences in visual and spatial processing, and thwart some of the
cognitive declines that come with ageing.
|
17th October 2009 |
|
|
| Researchers link frequent game playing with Attention Deficit Disorder Permalink
|
Based on
article
from
gamepolitics.com
|
Results
of a study performed by researchers at Iowa State University have led them to
believe that there is a relation between frequent videogame playing and
Attention Deficit Disorder (ADD).
Video Games and Cognitive Control was designed to quantify the
effects of playing videogames on two types of cognitive
activity—proactive and reactive. Proactive attention is described as a
gearing up mechanism, or where a player can anticipate what is
coming next, versus reactive attention, which is more of a knee-jerk
response (a monster jumping out).
A visual task was used to test both attention types with brain waves
and responses measured in both frequent videogame players and occasional
players. Both groups were charged with identifying the color of a
word when the color and word matched, such as 'RED' presented in red, or
did not match, such as 'RED' presented in blue or green. This is
also referred to as the Stroop task.
While reactive control was similar in both groups, frequent gamers
(participants in this study who play four or more hours a day) had a
propensity for exhibiting significantly diminished proactive
attention.
From a press release: While admitting that the study did have a few
limitations, the researchers hoped that our results may serve to
constrain the claims of some scholars, game manufacturers, and
journalists who have suggested that playing action video games 'improves
attention.'
The study is being published in the October 2009 issue of
Psychophysiology.
|
1st October 2009 |
|
|
| Researchers find that any video game aggression is targeted at strangers rather than friends Permalink
|
Based on
article
from
gamepolitics.com
See also
abstract: Hormonal responses differ when playing violent video games
against an ingroup and outgroup
|
Did
you know that playing violent multiplayer games will make you more aggressive
against strangers than friends? That's the conclusion of a new study published
in the latest issue of the Evolution and Human Behavior science journal.
The study, conducted by psychologists from the University of
Missouri, observed 42 young men divided into 14 teams of three. The
players played Unreal Tournament 2004 within their team and against
other teams. When playing against teammates, the mode was Deathmatch.
When playing against other teams, the mode was Onslaught. Before and
after each match, the testosterone and cortisol levels of each player
was tested.
According to the study's abstract from the journal's web site:
For 14 teams of three young men, salivary
testosterone and cortisol were assessed twice before and twice after
competing in within-group and between-group video games that simulated
violent male-male competition. Men who contributed the most to their
teams' between-group victory showed testosterone increases immediately
after the competition, but only if this competition was played before
the within-group tournament. High-scoring men on losing teams did not
show this immediate effect, but they did show a delayed increase in
testosterone. In contrast, high-ranking men tended to have lower
testosterone and higher cortisol during within-group tournaments. The
results are consistent with the hypothesis that men's competitive
testosterone response varies across ingroup and outgroup competitions
and is muted during the former. The testosterone response during the
between-group competition also suggests that violent multiplayer video
games may be appealing to young men because they simulate male-male
coalitional competition.
|
4th September 2009 |
|
|
| But thick brains may be good brains Permalink
|
Based on
article
from
gamepolitics.com
See also
short report
from
biomedcentral.com
|
The
Researchers at the Mind Research Network found that playing Tetris for
three months had increased efficiency and beefed up the amount of gray matter in
the brains of a group of adolescent girls.
The results, which will be published in BMC Research Notes later this week,
showed that focusing on a challenging visuospatial task such as a video
game could not just increase brain activity but alter the structure of the brain
as well by thickening the cortexes.
So, what benefit does a fatter, more efficient brain offer? According to one of
the study's authors, Dr. Richard Haier, it may be a way to help combat the
mental decline that occurs with age.
|
18th June 2009 |
|
|
| Research claims violent videogames increases hurtful behaviour Permalink
|
Based on
article
from
gamepolitics.com
|
A
report published in the current issue of Personality and Social Psychology
Bulletin maintains that playing pro-social games increases helping behavior by
participants while playing violent games increases hurtful behavior.
GamePolitics has previously reported on the research, which combines the results
from three separate studies conducted in the U.S., Japan and Singapore. But a
press release issued today by the University of Michigan offers new insight
about the methodologies used by the researchers involved.
UM's Brad Bushman said:
These studies show the same kind of impact on three
different age groups from three very different cultures. In addition, the
studies use different analytic approaches---correlational, longitudinal and
experimental. The resulting triangulation of evidence provides the strongest
possible proof that the findings are both valid and generalizable...
[The research] suggests there is an upward spiral of
prosocial gaming and helpful behavior, in contrast to the downward spiral that
occurs with violent video gaming and aggressive behavior...
Taken together, these findings make it clear that playing video games is not in
itself good or bad for children. The type of content in the game has a bigger
impact than the overall amount of time spent playing.
Perhaps the most interesting experiment involved 161 U.S. college students. From
the press release:
After playing either a prosocial, violent, or neutral
game, participants were asked to assign puzzles to a randomly selected partner.
They could choose from puzzles that were easy, medium or hard to complete. Their
partner could win $10 if they solved all the puzzles. Those who played a
prosocial game were considerably more helpful than others, assigning more easy
puzzles to their partners. And those who had played violent games were
significantly more likely to assign the hardest puzzles.
|
18th March 2009 |
|
|
| Multiplying unrelated long odds reveals that violent games provoke aggressive thoughts Permalink
|
Thanks to Chris
My favourite line is: Does that mean playing
violent videogames is going to create a school shooter? No, not if there
aren't any other risk factors. But in kids who have a lot of other risk
factors, can it contribute to the likelihood of some sort of extreme
violent behaviour occurring? Probably, it can. More so than other risk
factors? We don't know. There's no data on it.
Don't let that lack of data get in the way of a good opinion there
Professor.
Based on
article
from
uk.games.ign.com
|
In
a guest lecture at Macquarie University, Sydney, Professor Anderson, Director of
Centre of the Study of Violence at Iowa State University spoke of the risks of
violent videogames.
Research was clear by 1975 that media violence caused aggressive behaviour,
Prof. Anderson said: We know that short term exposure to violent media can
lead to aggressive behaviour and aggressive thinking within five minutes of
watching a violent film or playing a violent game, while long term exposure can
lead to aggression into early adulthood.
To highlight this connection, Prof. Anderson examined the likelihood of violent
videogames leading to aggressive behaviour by drawing on well-known examples of
cause and effect. Such examples included the chances of regular consumption of
aspirin leading to heart attacks, the chances of asbestos causing cancer, and
the chances of condom use reducing the risk of contracting HIV. In all these
examples, violent videogames proved to be a higher risk factor, going as far as
being approximately three times more likely to happen than asbestos exposure
leading to cancer.
On the scale of youth violence risk factors, violent videogames were more likely
to increase aggression than substance abuse, poverty, and anti-social peers.
Violent games are more likely to provoke aggressive thoughts in players.
Anderson was careful to point out that this did not necessarily mean that
everyone who played violent videogames would begin committing violent acts.
Rather, violent games made players more prepared to think aggressive thoughts.
He cited another study where college students were asked to play a pro-social,
neutral, and violent game, after which each was tested to see how willing they
were to help their peers solve puzzles. The study showed that those who played
non-violent, pro-social games were more inclined to be helpful by choosing
easier puzzles for their peers to complete, whereas those who had just played
violent games chose difficult puzzles to impede on their peers' ability to
complete the challenge.
While Anderson believes that this increase in aggressive behaviour is a cause
for concern, he doesn't think that violent games are solely to be blamed for
anti-social behaviour.
Extreme acts of violence always require multiple risk factors being present.
You just don't ever have a school shooter, for example, who only has one risk
factor. It just doesn't happen. There's usually four, five, six, seven risk
factors, sometimes more. Media violence is one of those risk factors. he said.
Does that mean playing violent videogames is going to create a school shooter?
No, not if there aren't any other risk factors. But in kids who have a lot of
other risk factors, can it contribute to the likelihood of some sort of extreme
violent behaviour occurring? Probably, it can. More so than other risk factors?
We don't know. There's no data on it.
|
3rd March 2009 |
|
|
| Researchers find that high age ratings make games more attractive to youngsters Permalink
|
Based on
article
from
chicagotribune.com
|
If
you want to make blood-and-gore video games less appealing to minors, toss those
restrictive age and violent-content warnings. The lure of something off-limits
only increases demand, a new study says.
In the study, researchers tested 310 Dutch children ranging in age from 7 to 17.
Participants read fictitious game descriptions and rated how much or how little
they wanted to play each game. In every group, the more objectionable the
content, the more kids clamoured for the controller—forbidden fruit, the
researchers called the games.
The findings are published in the March issue of Pediatrics.
While research has found that ratings increase the attraction to raunchy TV
shows and movies, the hypothesis had never been tested with video games,
reported two of the study's authors, Brad Bushman of the University of Michigan
and Elly Konijn of VU University Amsterdam.
They suggest that youth should not be allowed to buy their own games, that
parents and physicians be aware of risk factors (such as a drop in grades) and
that policy-makers rethink the classifications (such as M, appropriate for those
17 and older), which will only make the games "unspeakably desirable."
|
22nd February 2009 |
|
|
| Researchers claim violent games make people slow to help staged fight victim Permalink
|
Based on
article
from
gamepolitics.com
|
A
just-released research report claims that playing violent video games makes
players comfortably numb to the pain and suffering of others.
The study, conducted by University of Michigan professor Brad Bushman and Iowa
State University professor Craig Anderson, appears in the March 2009 issue of
Psychological Science.
A press release describes the research methodology employed in the new report:
320 college students played either a violent or a nonviolent video game for
approximately 20 minutes. A few minutes later, they overheard a staged fight
that ended with the victim sustaining a sprained ankle and groaning in
pain.
People who had played a violent game took significantly longer to help the
victim than those who played a nonviolent game---73 seconds compared to 16
seconds. People who had played a violent game were also less likely to notice
and report the fight. And if they did report it, they judged it to be less
serious than did those who had played a nonviolent game.
In the second study, the participants were 162 adult moviegoers. The researchers
staged a minor emergency outside the theater... The researchers timed how long
it took moviegoers to help. Participants who had just watched a violent movie
took over 26% longer to help than either people going into the theater or people
who had just watched a nonviolent movie.
Bushman commented: These studies clearly show that violent media exposure can
reduce helping behavior. People exposed to media violence are less helpful to
others in need because they are 'comfortably numb' to the pain and suffering of
others, to borrow the title of a Pink Floyd song.
|
9th February 2009 |
|
|
| People who enjoy drink and drugs also enjoy video games Permalink
|
Based on
article
from
washingtonpost.com
|
Among
young college students, the frequency and type of video games played appears to
parallel risky drug and alcohol use, poorer personal relationships, and low
levels of self-esteem, researchers report.
This does not mean that every person who plays video games has low
self-worth, or that playing video games will lead to drug use, Laura M.
Padilla-Walker told Reuters Health. Rather, these findings simply indicate video
gaming may cluster with a number of negative outcomes, at least for some
segment of the population, said Padilla-Walker, an associate professor at
the School of Family Life at Brigham Young University in Provo, Utah.
She and colleagues examined the previous 12-months' frequency and type of video
game and Internet use reported by 500 female and 313 male undergraduate college
students in the United States. The students also recounted their drug and
alcohol use, perceptions of self-worth and social acceptance, and the quality of
their relationships with friends and family.
The findings, reported in the Journal of Youth and Adolescence, showed stark
gender differences in video game and Internet use, Padilla-Walker said.
However, regardless of gender, clear correlations were seen between frequent
gaming and more frequent alcohol and drug use and lower quality personal
relationships, as well as more frequent violent gaming and a greater number of
sexual partners and low quality personal relationships.
The investigators linked similar negative outcomes with Internet use for chat
rooms, shopping, entertainment, and pornography, but a contrasting plethora
of positive outcomes with Internet use for schoolwork.
|
31st January 2009 |
|
|
| Researcher claims real world responses can be conditioned by computer games Permalink
|
Based on
article
from
newscientist.com
|
Volunteers
who played a simple cycling game learned to favour one team's jersey and avoid
another's. Days later, most subjects subconsciously avoided the same jersey in a
real-world test.
As video games become more immersive and realistic, all involved ought to
realise the potential, says Paul Fletcher, a neuroscientist at Cambridge
University, UK, who led the study
I don't think this is evidence that video games are bad, says Fletcher, a
former gamer: We just need to be aware that associations formed within the
game transfer to the real world – for good or bad.
Fletcher and several colleagues recruited 22 volunteer subjects and told them
they were testing an experimental sports drink delivery system. Volunteer played
a bicycling game on a laptop with two straws attached to their mouths.
If cyclists from their same team – as indicated by a jersey design – passed by,
participants received a slurp of their favourite juice. However, if a cyclist
from the rival team passed the participant, he or she got a swig of salty tea.
Three days later, the same volunteers came back for a follow-up brain scan and a
surprise test. Before the scan, Fletcher and his colleagues asked each subject
to sit in a waiting room with two chairs, both with small towels dangling on one
arm. One seat corresponded to the insignia of the juice-giving jersey, the other
to the symbol for salty tea.
Three-quarters of the subjects sat in the chair that reminded them of juice,
though most participants said they did not notice the towel design.
Our research suggests whatever you've learned in the computer game does have
an effect on how you behave toward the stimulus in the real world, Fletcher
says.
|
24th January 2009 |
|
|
| Researcher refutes link between video games and school shootings Permalink
|
Based on
article
from
gamepolitics.com
|
A
researcher at Texas A&M International University has concluded that there is
no significant relationship between school shootings and playing violent
video games.
Writing for the Journal of Investigative Psychology and Offender Profiling,
Prof. Christopher Ferguson criticizes the methodology used in earlier research
linking games to violence and aggression. He also points out that no evidence of
violent game play was found in recent high-profile incidents such as the
Virginia Tech massacre, the Utah Trolley Stop mall shooting and the February,
2008 shooting on the campus of Northern Illinois University.
Ferguson examines the notion of moral panic as it relates to the supposed
relationship between violent video games and school shootings:
Moral panics may emerge from culture wars
occurring in a society... politicians, news media and social
scientists, arguably [have] motives for promoting hysterical beliefs
about media violence, and video games specifically. Actual causes of
violent crime, such as family environment, genetics, poverty, and
inequality, are oftentimes difficult, controversial, and intractable
problems. By contrast, video games present something of a straw
man
by which politicians can create an appearance of taking action
against crime...
Ferguson, who cites GamePolitics among his numerous sources, notes that many
video game critics are unfamiliar with the medium:
It has been the observation of this author,
for instance, that the majority of individuals critical of video
games are above the age of 35 (many are elderly) and oftentimes
admit to not having directly experienced the games. Some
commentators make claims betraying their unfamiliarity, such as that
games like Grant Theft Auto ‘award points’ for antisocial
behaviour... despite that few games award points for anything
anymore, instead focusing on stories.
Ferguson also points out what he sees as design flaws in a number of
studies relating to video games and aggression. He also examines school
shooting research conducted by the FBI and Secret Service before
concluding:
School shootings, although exceedingly rare,
are an important issue worthy of serious consideration. However, for
our understanding of this phenomenon to progress, we must move past
the moral panic on video games and other media and take a hard look
at the real causes of serious aggression and violence...
the wealth of evidence... fails to establish a link between violent
video games and violent crimes, including school shootings. The link
has not merely been unproven; I argue that the wealth of available
data simply weighs against any causal relationship.
|
19th January 2009 |
|
|
| Games research suggests that violence is not necessary for fun Permalink
|
Based on
article
from
gamepolitics.com
See also
Abstract to The Motivating Role of Violence in Video Games
|
While
video games are often slammed over violent content, a new study suggests that it
is the challenge presented by a game rather than graphic violence which attracts
players.
The research, which appears in the Personality and Social Psychology Bulletin,
was conducted at the University of Rochester.
A press release quotes Andrew Przybylski, the study's lead author: For the
vast majority of players, even those who regularly play and enjoy violent games,
violence was not a plus. Violent content was only preferred by a small subgroup
of people that generally report being more aggressive.
Immersyve president Scott Rigby commented on potential ramifications for the
video game industry: Much of the debate about game violence has pitted the
assumed commercial value of violence against social concern about the harm it
may cause. Our study shows that the violence may not be the real value
component, freeing developers to design away from violence while at the same
time broadening their market.
Researchers incorporated the popular Half-Life 2 and House of the Dead
III into their study, using both high and low gore scenarios.
|
|
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