Computer Games Make Players Less Violent
Stony Stevenson writes "A new study of computer gamers has found that a session in front of World of Warcraft can make players less stressed and more calm. The study questioned 292 male and female online gamers aged between 12 and 83 about anger and stress. They then played the game for two hours and were retested. "There were actually higher levels of relaxation before and after playing the game as opposed to experiencing anger, but this very much depended on personality type," said team leader Jane Barnett from Middlesex University."
"The thinking in the field is that there is a scale along which people, even those considered to be 'normal', can be placed on," said Dr Charlton.
Well, Dr Charlton is a bright spark isn't he.
liqbase
This just in...leisure reduces stress!
For the those unaware of the British University system, you need to automatically take a popularist study from a poly-technical University with plenty of salt.
Just add spam and lag then watch the fireworks
D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
I've been saying this for ages. With most people video games are a way to vent their anger instead of taking it out on others. If you're crazy enough to go kill 20+ people you really don't need a video game to encourage you.
Not that I 100% disagree with this, just remember that anyone is likely to be calmed by the effects of an outside influence on their brain. It's when they are away from that "fix" for a prolonged time that they may become agitated.
I can see the way that a RPG can calm you down, but I don't think this is a general rule for games. I've seen people all fired up from FPS so that they actually had to stop playing for a while to cool down again.
Very often it is the case that acquiring one's next 'fix' results in a dopaminergic neuron activation, resulting in a calming and pleasurable feeling. Did the study discriminate between its subjects who are or are not gamers? I assume using such an advanced game as WoW that they chose players familiar with the game. Perhaps a control group unfamiliar with it and forced to learn it for the same two hour sessions would not have been so at ease afterward... Or changing the gaming activity to bejeweled or card games.
Every day now, and I really mean every single day, I read another news story about some psychological/biometric/neurological/... study from which some spurious result is obtained. These "studies" are often done on first year university student volunteers, under dubious conditions with little controls. The results are apparently "statistically significant", a quality which, nowadays, is not itself very statistically significant. Very often, a precisely conflicting "study" will be seen a few weeks later.
I'm concerned that these junk studies are doing real harm to science as a whole. It's becoming increasingly difficult to see quality studies amid all the noise, and even when you do, you may be too jaded to investigate further. This effect is I suspect, magnified enormously in the public at large, which may explain the modern public cynicism and even dismissal of scientists as a whole.
It's easy to blame the media, and in fact I do. But part of the blame lies with the scientific community. There are a lot of people running around calling themselves scientists, and their investigations experiments, when neither are anything of the kind. Scientists, and others, need to tackle theses people. Politeness be damned.
To conclude, I link once again to the Cargo Cult Science speech.
May the Maths Be with you!
The take home point is that all "violent" games are not equal. Some games fire us up and some cool us down.
ScienceSeeker.org
I'm sure it's difficult, costly, time-consuming to do these surveys, but I imagine the type of game is key. They chose a relatively benign game for their study. If they had chosen a more stressful game, the results surely would be different. (F.E.A.R., Doom 3, etc.)
... they'll all have slightly different effects on average, and they'll all affect different personality types differently ...
First-person shooters vs. RPG vs. strategy
The point is that by choosing different types of games, it would show that not all games induce violent behavior even if they have some degree of violence.
And I can only agree with her findings. Since living in the same house as me, she's been playing WoW. In that time, she's not stabbed me once.
Proof positive there I think!
Seriously though, while there's plenty of comments already about this being obvious, it does contradict some of the findings of the much vaunted Byron Report in the UK. And as the UK Government seem to be planning an entire series of laws based on the Byron Report, we badly need research like this to avoid unnecessary regulations being placed on games.
YMMV. You'd be wrong, but it may vary.
My guess is that just letting someone sit down and do something shutting off the "outer world" for two hours will reduce stress. I would have found this study much more interesting if they had split the participants and compared with for instance reading a book for two hours.
(Aargh, why are headings limited to 50 chars?)
When you are sure of something, you probably are wrong (search for "Unskilled and Unaware of It").
Full Tilt
No folly is more costly than the folly of intolerant idealism. - Winston Churchill
I once heard a "scientist" on a local NPR show claim to have definitively linked violent games to violent behavior. There were two problems with his claim:
1. His research only investigated the immediate effect of viewing violent or non-violent images and a single measure of aggression immediately following the treatment. His "link" was grossly exaggerated.
The research in the TFA seems to have measured only immediately following the session. Hey, heavy drinkers are often less stressed after their first shot too.
2. More apropos, the debate as to whether vicariously living an experience increases the participants' desire to engage in that experience (contagion), or it purges them of the desire to engage in that experience (catharsis) has been raging for more than two millennia.
While the research in TFA informs the debate, it still assumes that contagion is the case.
"This will help us develop an emotion and gaming questionnaire to distinguish the type of gamer who is likely to transfer their online aggression into everyday life."
We should be just as skeptical of research that appears to support gaming as we are of research with contrary findings.
I'd rather have someone respond than be modded up.
Two hours of running a marathon will also make a person calm and less stressful. The question is, how are the stress levels the next day at approximately the same time?
Are people made less stressful, or like preparing for a sport, are the stress levels simply being trained to be more intense?
Aah, change is good. -- Rafiki
Yeah, but it ain't easy. -- Simba
hmmm... Let's think for a second: If you are a violent person with lots of bad stuff in your life that you are pissed at then WOW will allow a cathartic release of those emotions. So the test results are valid. BUT... If there's lots of stuff in your life that you are angry at, playing video games gives you the sense of accomplishment without actually solving any of your real problems. So you have experienced release, but not actually changed anything. So... the study is deeply flawed in that the timeline for the research was too short. Of course people feel better after having a cathartic release of violence. But, what about the long term effects of this cathartic release without actually helping life get better. That's where real violence comes from: a fake world that feels good and a real life that keeps getting worse because you don't deal with it. Not a helpful study.
Something is very wrong if you're *trying* to reach level 43 on those beaches - they're bad spots for you to grind at that level, and if you're questing, there isn't really much trying involved.
The role of the writer is not to say what we can all say, but what we are unable to say. -Anais Nin
I agree with you, and I'll take it one step further. In my humble opinion, there are a LOT of grad students out there desperate to produce a decent graduate thesis that will impress their peers. Perhaps a lot of the junk science in terms of 'studies' as described are due to either desperation to produce 'something' of note in order to pass the degree program, or to get one's name noticed. Not only do you, as an academic, have to 'publish or perish', but you also have to make sure that what you publish gets noticed. So there's a positive incentive at play to produce something that gets attention, and a big negative incentive against putting in the time and resources necessary to produce a thoughtful, insightful and balanced research project that isn't very exciting. I'd also believe that this plays a factor in the post-graduate research world as well.
Here's to hot beer, cold women, and Glaswegian kisses for all.
Most people's "drug problem" is when they can't get drugs, not when they have or are on them.
This study would mean that "gamers are less violent" overall if it tested their stress levels all the time, including when (if) they're not gaming, but agains their will/preference. And then it would still need to establish a direct correlation between stress levels and violence. What if being physically (not virtually) violent lowers their stress levels? Good for the gamer, bad for their victims.
What this study has probably shown is that gamers have incorporated their gaming "fix" into managing their stress. But it doesn't show whether gamers have become dependent on the games, whether their stress levels would go up without the games, whether they'd go up more than if they'd never played them, whether they've increased their "stressability" by gaming.
Instead, these results are the videogame version of scientific conclusions. Play again? Another score!
--
make install -not war
I think the problem is more that you're playing as Alliance.
If the article accurately reflects the study, the study does not support the headline. "Relaxed" is not the opposite of "violent".
The argument for video games making people more violent is that people have an innate resistance to killing others and that playing video games reduces that innate resistance. Whether this theory is valid or not, this study doesn't address the issue at all.
The truth is that all men having power ought to be mistrusted. James Madison