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'Boozy Gamer' Researcher Questioned

Via GameSetWatch, a Gamespy interview with Sonya Brady, the person who ran the research study we reported on a while back. The one that claimed gamers enjoy getting high, drinking alcohol? From the article: "What kind of feedback have I received? My feedback from research colleagues and other older adults has generally been positive. What I find most interesting is the feedback I have received from adolescents and young adults. Some people are interested in learning more about the research, even if they are skeptical of the results. Other people have been very angry."

3 of 109 comments (clear)

  1. Explain to me... by Bieeanda · · Score: 5, Insightful
    ...how gamers are any different from other [young] adults, in that they as a group tend to enjoy drinking and experimenting with drugs? For that matter, how are 'gamers' defined as separate from young adults as a general population?

    And for the question of the year: Who really gives a shit? Come on, young people are demonized as a matter of course, particularly for drinking or doing drugs. Trying to draw a causal link between games and that sort of behavior is unnecessary.

  2. Further research needed (and get better summaries) by the_demiurge · · Score: 4, Insightful

    The original research said that a group of people were made to play either GTA or the Simpsons driving game (Hit and Run). The people who played GTA had more permissive views of drug uses than the people playing Hit and Run. Assuming that their methodology for those results are valid, the research still leaves a lot of questions unanswered:

    What if they were made to play other sorts of games? What would be the differences between Katamari Damacy and Tetris, for example.

    What if they were exposed to other sorts of things? What would be the difference between playing GTA and watching Casino? Or between watching football and watching fishing.

    I think more data is needed to avoid making an oversimplified generalization from these results.

  3. Poor control - weak conclusion by thestuckmud · · Score: 3, Insightful

    Here's my observation of the way the study is being presented: Playing an intensely violent and realistic video game led students to say that alcohol and marijuana use are less harmful than they would have otherwise.

    Where was this published, in the journal "DUH!"? Since when is it a surprise that people reduce their assessment of other risks when confronted with a specific risk? I don't worry about government wiretapping when I'm high off the deck rock climbing. We are, quite simply, wired to deal with the risk we are facing. A real control in this experiment would have put some of these randomly selected students in a risky, blood pressure raising situtaion (climbing could work, ethics guidelines are not likely to allow a simulated mugging), and ask them the same question.

    Games like GTA really do induce a "reptile brain" response. I'm 45 years old, and find it kind of scary getting behind the wheel after virtually driving wrong way the length of the Las Veturas strip at full tilt with a mob goon tied to the hood of the car. In that situation, I am hypersensitive to driving risks, and likely not worrying about other things.

    Last, somebody needs to point out that you can't reasonably play these games when you are wasted. GTA is freakin hard to play. I assume that computer games provide an alternative to drug use, rather than fostering it as is implied by the headlines.