Slashdot Mirror


Brain Changes When Viewing Violent Media

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

16 of 448 comments (clear)

  1. surprising by jadrian · · Score: 4, Funny

    So passing a visual stimulus that is interpreted by the brain as violent affects the corresponding area of the brain...? Who would have guessed that...

    1. Re:surprising by ArcherB · · Score: 4, Interesting
      So passing a visual stimulus that is interpreted by the brain as violent affects the corresponding area of the brain...? Who would have guessed that...

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

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

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

      There are exactly zero, none, studies/experiments/research papers that have been able to support the theory that violent video games have an adverse affect on children. I'm afraid it's not quite as obvious as you would think.
      --
      There is no "I disagree" mod for a reason. Flamebait, Troll, and Overrated are not substitutes.
    2. Re:surprising by geekoid · · Score: 4, Insightful

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

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  2. Hmmmm by scubamage · · Score: 4, Insightful

    So maybe they'll stop glorifying war, violence, and all of the blood battered details of the latest shoot-em-up rampage on the evening news? Nah, why would they do that when they can blame video games instead. Sigh.

    1. Re:Hmmmm by scubamage · · Score: 5, Insightful

      Oh yeah, I forgot! Thanks for clearing that up. Also, did you ever notice that in the US its ok for prime time tv to show someone's bullet riddled corpse, but its not ok for two people to be shown having sex, or even showing nudity? Its like the act of procreation and creating life is taboo, but the act of ending life isn't - and we wonder why we have issues with violence in our nation. Hell, its considered distasteful to even show things like "The Miracle of Life" without it being in a highly academic context.

    2. Re:Hmmmm by timeOday · · Score: 4, Insightful

      On the other hand, the legal punishment for murder (up to and including death) is far worse than for fornication (none). That means your analysis is missing something about how the US perceives the relative seriousness.

  3. It's true. by grub · · Score: 5, Funny


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

    --
    Trolling is a art,
    1. Re:It's true. by exp(pi*sqrt(163)) · · Score: 4, Interesting

      You may joke. I remember one time my wife asked me a question while I was playing Warcraft II years ago. It was a perfectly innocent question but I turned round and shouted at her horribly. It took me a few seconds to realise what had happened. I was on an adrenaline high. The game was fantasy, but the adrenaline was real. (And probably someone had just ogre rushed me...)

      --
      Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
  4. How long does it last by TheLostSamurai · · Score: 5, Interesting

    Our findings demonstrate for the first time that watching media depictions of violence does influence processing in parts of the brain that control behaviors like aggression.
    Okay, but how long does it last? Given the fact that I am not very likely to take off my shoe and bludgeon the person in front of me in the theater to death, how does this effect my likelyhood to do the same thing after the movie when I see someone I am not fond of?
    --
    I am Jack's complete lack of surprise.
  5. OK... but by MozeeToby · · Score: 5, Insightful

    There's no discussion of how long these effects last. Of course our brain is going to prepare us for violence when we witness violence. If it didn't, you'd probably get killed in your first violent confrontation because you wouldn't be prepared to fight back. The question is, does viewing violent media today make me more likely to go kill people tomorrow.

  6. What they proved... by king-manic · · Score: 4, Informative

    The brain reacts to violent imagery, may affect impulse control after

    What they didn't prove:

    Violent imagery makes you violent.

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

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

    I doubt violent imagery has no effect on you, it likely agitates the flight or fight response but I am skeptical on whether it can induce violence in a normal/average person. I dislike how media and various groups try to portray a stronger relationship. Doom 3 has not made me a serial killer, it's highly unlikely doom 6 will make my children serial killers, and if it does it's probably partly mine and my communities fault. It my kid does end up being a serial killer there is most likely a biological factor too. Media alone does not make a killer.

    --
    "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
  7. Nothing new by Itninja · · Score: 4, Insightful

    When any game (video or otherwise) rewards a player for brutalizing a passive, non-threating character, I think it's reasonable to call that a desensitization device. Once someone become desensitized to something considered by all modern cultures to be objectionable, they are more likely to react the same way to similar real-world stimuli.

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

    --
    I judt got a nre Kinesis keybiartf so please excusr ant egregiou typos.
  8. Re:Bull I play video games all the time. by einhverfr · · Score: 4, Insightful

    One of the real problems that you have is that violent crime rates (robbery, murder, rape, etc) have been dropping for a long time. There is a real question of whether or why one should be overly worried about violent video games/movies/etc. when we are generally doing pretty well as a society. At some point we as a society have to be able to choose freedom to have some slightly self-destructive habits if we are to remain a free society.

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

    Note that alcohol consumption contributes to a *lot* more harm every year than video games and I support the right to consume alcohol.

    --

    LedgerSMB: Open source Accounting/ERP
  9. Re:Bull I play video games all the time. by LWATCDR · · Score: 5, Insightful

    And if the results of the study are that violent media is harmful then why not restrict young people's access to it just like alcohol and tobacco?
    People say that parents should control what there kids watch and play but then why restrict tobacco and alcohol? Shouldn't parents control what kids drink and smoke?
    The media companies don't want any real restrictions because just like the Tobacco companies all they care about is money. Any pretense that they care about freedom is just spin.
    Hey I like to play Quake just as much as the next person but how the fanboys on Slashdot fall for media compaines freedom flag waving for profit just makes me nuts.

    --
    See my blog http://ilovecookes.blogspot.com/ for light hearted technical information.
  10. So look at the statistics by tgibbs · · Score: 5, Insightful

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


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

    As for brain scans, you can be sure that pretty much any activity that people enjoy and like to do repeatedly alters brain activity, but the interpretation of these changes in blood flow over rather large regions of the brain is still pretty much at the level of "Just-So" stories. At this point, it's a lot more speculation than science.
  11. Re:Laughable example by tgibbs · · Score: 4, Insightful

    That shows that crime rates are INCREASING since 2003


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

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


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

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


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

    3) Maybe there is no long term effects.

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


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

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


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

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


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