Violent Video Games: More Playing Time Equals More Aggression
researchnews.osu.edu
researchnews.osu.edu
When are these bullshit sensationalist comparisons going to end?!
A more apt comparison for the article might be cigarettes & emphysema/heart disease. Not saying I agree with it, but it'd be a better analogy.
What type of fairyland is Bushman living in? The world IS in fact a violent and hostile place. Our origins are rooted in competition and blood.
What they have shown is that exposure to violent fiction results in the production of more violent fiction, and nothing else. The researchers, like so many others, made the fundamental mistake of conflating fiction and reality. Fiction, however, is not reality. And naming violent acts to be incuded in a fictional story is not equivalent in any significant way with actual violence.
Would it be ok if all the 'good people' were another entirely different ethnicity?
Could we project that to movies and TV shows as well? Would under-representing minorities in TV/movies be okay because it's fiction (barring reality shows, sports and news)?
I think the issue is more nuanced than "it's fiction, therefore it has no impact on real life". What the connection is and how much the influence is, I don't know. But I don't think one can say there is no bleeding through whatsoever.
Ok, if you have fast reflexes you are a violent person now?
This is extremely misleading.
The "competitive reaction time task" had them competing against no-one, and told they won about half the games. During play, they could decide how much to punish the opponent (through controlling the volume of some unpleasant noises) when the opponent lost.
So, they assume that choosing to inflict more unpleasantness on your opponent when it doesn't make a difference in game or out means you're a more violent person. That doesn't seem perfect, necessarily, but it's clearly a much better measurement than "if you have fast reflexes you are a violent person".
http://www.ted.com/talks/daphne_bavelier_your_brain_on_video...
http://psych.utoronto.ca/users/spence/Research_Games.html
Anyways, I tried to approach this study as objectively as I could. But I have some gripes with their methods and more importantly, their conclusions.
> Students in the study then participated in a competitive reaction time task, which is used to measure aggression. Each student was told that he or she would compete against an unseen opponent in a 25-trial computer game in which the object was to be the first to respond to a visual cue on the computer screen.
The loser of each trial would receive a blast of unpleasant noise through headphones, and the winner would decide how loud and long the blast would be. The noise blasts were a mixture of several sounds that most people find unpleasant (such as fingernails on a chalk board, dentist drills, and sirens). In actuality, there was no opponent and the participants were told they won about half the trials.)
So this study took people playing competitive, violent video games, and then measured their aggression by giving them another competitive, violent game? After three days, they say the students were choosing to deliver harsher and harsher sounds to their "opponents." But after three days, certainly these students had also been given their fair share of harsh sounds, and at that point it's not crazy to think that they were just "playing the game."
Another method they used to measure aggression:
> They were given the beginning of a story, and then asked to list 20 things that the main character will do or say as the story unfolds. For example, in one story another driver crashes into the back of the main character’s car, causing significant damage. The researchers counted how many times the participants listed violent or aggressive actions and words that might occur.
So after they played a violent yet fake video game that they likely found to be fun, you give them a fake story and they pick violent outcomes? They were likely still in the mindset of playing the game that they found fun.
None of this conclusively shows anything about their long term aggression in the real world. It seems to be using fake scenarios (with poor timing) to try and make real-world conclusions.
The study shows a difference in both cases. However, if they didn't test with people who did not play either violent or non-violent games, they lack a control group and they cannot say if violent games make you more violent or if non-violent games make you less violent.
"Java is required to run Document Download Manager and it is either not installed on your computer or out of date."
Java is installed and I'm not going to mess around trying to get their "Document Download Manager" working just to download a single PDF so screw them. Another reason to hate Elsevier.
If anything, this study seems purposely built to gain headlines and media attention.
Yeah, that just sounded like basic priming; the act of participating in something causes it and related things to be at the forefront of your mind for a little while. I'm sure they could have been primed to favor cute kitty-related outcomes if desired. That didn't sound specific to violence.
"In actuality, there was no opponent and the participants were told they won about half the trials.)"
I.e. no one received harsh sounds.
So they've just proved a correlation between video games and two specific tests of... something...
A great deal of the social discussion surrounding violent media is poisoned by people who insist on denying that there is a difference between fiction and reality, or, more often, using words with two radically different meanings. They say something like "children have sex with hookers and then run over them, murdering them" in their description of a videogame. They are not claiming, of course, that the players physically did have sex or murder anyone, but they realy ENTIRELY upon you assigning the same negative connotations to the actions as you would to the real physical actions. If you stop and ask why murder is wrong when it involves two fictional characters, you either quickly find out that it simply isn't, or that the person speaking has no capacity to define WHY murder is wrong in the first place and so bases their entire worldview on seeing words like "murder" as a quasi-mystical totem portending danger.
- As long as they don't use this to make decisions on what games people should be allowed to play that is. I personally think there is a subset of people who would be a lot more productive if they raised their base aggression level a little. Example: Keeping a punching bag might help some people get their aggression out and other people to build enough aggression to plough through boring work :-)
- Doesn't this essentially test short-term reaction to a stimulus? This study doesn't simulate effects after doing this behavior for months, but 3 days. There's always the chance of a dropoff in effect here
- Would one potential factor here be that the 'violent' games were very immediate twitch-based? And the non-violent games were all essentially racing? Racing games you're penalized frequently for harsh and sharp reactions, and rewarded for getting a smooth flow going and discipline (or at least this is how I play Gran Turismo). In FPS games, you're rewarded for a short, fast and harsh reaction to input stimulus.
- I would be interested to see the comparison of these games and violent/non-violent non-interactive things (movies).
- While it might have blown the 'cover' of the experiment, would it be possible to give the testers some other written test on moral-based decision making before/after?
If you are constantly beating yourself up over gameplay the same way you're beating yourself up over traffic (i.e. things you can only control so much), you're going to be more aggressive. But at that point, it is an entirely different issue.
I would expect these results for any consistent sustained exposure to any interactive activity, not just agression related.
The next experiment should substitute video gaming with say, sustained OKC or LinkedIn activity.
A sample size that small won't tip the scales on the debate.