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Video Game Conditioning Spills Over Into Real Life

doug141 writes "Lessons learned in video games may transcend computers, PlayStations and Wiis. New research suggests that virtual worlds sway real-life choices. Twenty-two volunteers who played a cycling game learned to associate one team's jersey with a good flavored drink and another team's jersey with a bad flavored drink. Days later, 3/4 of the subjects avoided the same jersey in a real-world test. Marketers and lawyers will take note."

232 comments

  1. jersey sponsors by Anonymous Coward · · Score: 2, Funny

    did one jersey say "coke" and the other "pepsi?"

    1. Re:jersey sponsors by DanTheStone · · Score: 2, Funny

      The jerseys appear to be unrelated to real corporate logos. And if anyone's actually wondering, one drink was juice and the other was salty tea. After reading the article, I'm curious what three-quarters of 22 people is.

    2. Re:jersey sponsors by Anonymous Coward · · Score: 0

      3/4 of 22 is 16.5. (#26642933)

      Beat you by a minute. :P

    3. Re:jersey sponsors by Ihmhi · · Score: 2, Funny

      So that's, what... 16 people and a midget? An amputee?

  2. Uhh... huh. by bistromath007 · · Score: 4, Funny

    I can really only conceive of this as somebody trying to drink a cycling team's jersey that has been stuffed into a glass with the subtitle "PIC UNRELATED"

    1. Re:Uhh... huh. by The+Grim+Reefer2 · · Score: 1

      Since XBox was missing from the summery, does it mean that no one believes anything Microsoft says anymore? For shame.

    2. Re:Uhh... huh. by Rei · · Score: 2, Funny

      Well, people pay attention to Sony.

      Na naa na nana nana na na, Katamari Damacy...

      --
      Fox: "I think we should call it... your grave!" Cast: "Curse your sudden but inevitable betrayal!"
    3. Re:Uhh... huh. by lgw · · Score: 1

      Here's a product placement approach I hadn't thought of: sell ad space on the side of the most annoying monster in the game, or on the walls of some frustrating, repetitive area. Companies can pay to associate their competition's logo with the parts of your game that suck!

      --
      Socialism: a lie told by totalitarians and believed by fools.
    4. Re:Uhh... huh. by Hal_Porter · · Score: 5, Funny

      It reminds me of an 80's joke. If video games influenced behaviour then kids that grew up playing Pacman would spend their freetime running around rooms, eating pills and listening to repetive music.

      --
      echo -e 'global _start\n _start:\n mov eax, 2\n int 80h\n jmp _start' > a.asm; nasm a.asm -f elf; ld a.o -o a;
    5. Re:Uhh... huh. by seidojohn · · Score: 2, Funny

      I've always wondered where rave culture came from.

    6. Re:Uhh... huh. by Firehed · · Score: 1

      They'd probably be sued for defamation or libel.

      --
      How are sites slashdotted when nobody reads TFAs?
    7. Re:Uhh... huh. by Kinky+Bass+Junk · · Score: 2, Informative

      That was the joke.

      --
      Anonymous Coward
    8. Re:Uhh... huh. by FinMacCool · · Score: 1

      I'm glad someone finally explained the basis for the whole rave scene

    9. Re:Uhh... huh. by nschubach · · Score: 0, Redundant

      So was that.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    10. Re:Uhh... huh. by Anonymous Coward · · Score: 0

      -- It reminds me of an 80's joke. If video games influenced behaviour then kids that grew up playing Pacman [thepcmanwebsite.com] would spend their freetime running around rooms, eating pills and listening to repetive music.

      Wow. You just nailed the modern ADHD Rap gangsta child.

    11. Re:Uhh... huh. by aitikin · · Score: 2, Interesting

      It's often been attributed to a Nintendo or Atari employee, but I've never seen anyone put a name to it. The quote reads, "Computer games don't affect kids. I mean, if Pacman affected us as kids, we'd all be running around darkened rooms, munching magic pills and listening to repetitive electronic music."

      The only time I've seen a name put to it is the comedian Marcus Brigstocke.

      --
      "Don't meddle in the affairs of a patent dragon, for thou art tasty and good with ketchup." ~ohcrapitssteve
    12. Re:Uhh... huh. by KORfan · · Score: 1

      Where's Delos D Harriman when we need him?

    13. Re:Uhh... huh. by Anonymous Coward · · Score: 0

      well... the kids of today are mostly overweight addicted to twinkies and listen to pop crap like Britney and think its original. Maybe we all are victims of the video game industry

    14. Re:Uhh... huh. by Meski · · Score: 1

      Original? I hope so! The idea that there might be more than one Britney is nauseating.

    15. Re:Uhh... huh. by Anonymous Coward · · Score: 0

      Isn't that the *definition* of a 90's rave party?

    16. Re:Uhh... huh. by Hal_Porter · · Score: 1

      SHOW, HO! (6) Anagram: an onomatopoeic word, the sound something makes as it passes rapidly over your head

      http://www.crossword-dictionary.com/anagram.asp?wrd=show+ho

      --
      echo -e 'global _start\n _start:\n mov eax, 2\n int 80h\n jmp _start' > a.asm; nasm a.asm -f elf; ld a.o -o a;
    17. Re:Uhh... huh. by Anonymous Coward · · Score: 0

      Thank you Captain Obvious for explaining the joke to us stoopid-heads. Without your insight thousands would have been left in the dark ... -ened rooms with only our pills and repetitive music to keep the madness away.

  3. Great, more product placement in future games by RaceProUK · · Score: 1, Flamebait

    The last thing the videogames industry needs to every game festooned with ads for products the gamers would never buy in the first place.

    --
    No colour or religion ever stopped the bullet from a gun
    1. Re:Great, more product placement in future games by Anonymous Coward · · Score: 0

      The last thing the videogames industry needs to every game festooned with ads for products the gamers would never buy in the first place.

      vouch

    2. Re:Great, more product placement in future games by geekmux · · Score: 2, Insightful

      The last thing the videogames industry needs to every game festooned with ads for products the gamers would never buy in the first place.

      First you bitch that you want the virtual worlds to be as realistic and lifelike as possible.

      Then, you bitch that there are now ads in your virtual world, which of course is nothing like the real world(yes, that is sarcasm you smell)

      (Goldmember) This is no pleasing you.

    3. Re:Great, more product placement in future games by youngdev · · Score: 3, Funny

      I disagree. I think it would be cool to quest for the great Coca Cola of the mythical Eastern elves in war craft. Maybe the new armor in the next expansion will be branded by Nike. Then they could release real live limited edition collector versions of in game products. I see this being something you game nerds could really dig on.

    4. Re:Great, more product placement in future games by SQLGuru · · Score: 2, Funny

      I think Under Armor would be a better tie in than Nike......

    5. Re:Great, more product placement in future games by aeskdar · · Score: 1, Funny

      The last thing the videogames industry needs to every game festooned with ads for condoms the gamers would never use in the first place.

      fixed that for you

    6. Re:Great, more product placement in future games by daem0n1x · · Score: 4, Funny

      I like ads in games, but only if I can shoot them.

    7. Re:Great, more product placement in future games by Anonymous Coward · · Score: 0

      Armor All, for your warcraft mount.

    8. Re:Great, more product placement in future games by philspear · · Score: 2, Insightful

      The last thing the videogames industry needs to every game festooned with ads for products the gamers would never buy in the first place.

      I know, I'm never going to buy "bad flavored drink" no matter how many jerseys I see it on.

    9. Re:Great, more product placement in future games by geekoid · · Score: 2, Insightful

      I think you may be draws a faalse dichotomy.

      The first one is probabyl refering to look (tectures) and physics, while the second is advertising.

      At least when I say 'real as possible' I am referring to look and behavior of objects.

      I don't mind advertising, just as long as it's a natural fit in the game, and not some 10 second cut scene of someone drinking a soft drink.

      Of course that won't happen becasue advertiser want to 'grab your eyes' and in order to do that they must stand out. So instead of a racing car with stickers from advertiser you would expect, we will get flashing ads, ads on the car radio, ads when the character watches TV, and so on.

      Plus, if game companies want to be advertising companies that gets eys with games, then games should be a hell f a lot cheaper.
      Google is an advertising company that get's eyes with a free and simple to use Search engine. A search engine that cost a big ol' pile of cash to run.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    10. Re:Great, more product placement in future games by geekoid · · Score: 1

      "I think you may be draws a faalse dichotomy."
      WTF? it's lie I'm drunk without the pleasure of being drunk.

      Sorry about that.
      "I think you may be drawing a find of false dichotomy."

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    11. Re:Great, more product placement in future games by philspear · · Score: 5, Insightful

      First you bitch that you want the virtual worlds to be as realistic and lifelike as possible.

      Then, you bitch that there are now ads in your virtual world, which of course is nothing like the real world(yes, that is sarcasm you smell)

      What? Who wants games to be as "realistic and lifelike as possible?" I want GRAPHICS to be as realistic as possible, the actual content and gameplay can and should take liberties. Example: mirror's edge would be a terrible game if you randomly landed wrong, broke your femur, and had to spend months of real game time doing therapy before you could continue. Rock band would suck if you had to spend hours upon hours practicing, only for the band to break up and the game to be over after one gig. Super mario bros would have sold zero copies if the italian plumbers had to face a clogged toilet rather than saving the princess.

      Jesus man, what kind of boring ass games do you play? Games are SUPPOSED to be unrealistic in that they take the boring or annoying (read; ADS) out.

      (Note that if you were joking, little too subtle there, and the insightful mod didn't help.)

    12. Re:Great, more product placement in future games by Daimanta · · Score: 1

      "First you bitch that you want the virtual worlds to be as realistic and lifelike as possible.

      Then, you bitch that there are now ads in your virtual world, which of course is nothing like the real world(yes, that is sarcasm you smell) "

      Only up to a certain point.

      If I play Call of Duty and I get killed I don't want the program to close and uninstall itself(to mimic real life). No ads is a "sacrifice" I will gladly make.

      --
      Knowledge is power. Knowledge shared is power lost.
    13. Re:Great, more product placement in future games by thervey · · Score: 1

      Maybe the new armor in the next expansion will be branded by Nike. ... I see this being something you game nerds could really dig on.

      Hmm... For some reason I don't get the feeling that a union of Nike (an athletics company) and video game playing nerds is likely to be a hot marketing synergy. ;)

    14. Re:Great, more product placement in future games by DeadDecoy · · Score: 2, Insightful

      It really depends. Correct product placement in some games does make the virtual world more immersive. You should hop down to gametrailers and take a look at the new Yakuza game, where when you walk into a supermarket, there are high-rez versions of a number of products (but all within context). The same could be done within Dead Rising without upsetting the gamer. Now I agree, I don't want totally out-of-place adds in my games, but in some contexts, it actually works pretty well. If a game does have to include adds to bolster it's revenue stream and can't gracefully include it in the game world, they should just add it as a footnote in the loading screen. There's little harm in that, as you're already waiting.

    15. Re:Great, more product placement in future games by Joe+the+Lesser · · Score: 1

      i don't mind coke machines in a game as background, though watching a commercial during a loading screen would be a bit much

      --
      "I only speak the truth"
      Karma: null(Mostly affected by an unassigned variable)
    16. Re:Great, more product placement in future games by Anonymous+Psychopath · · Score: 1

      Product placement is done all the time on TV and movies and is rarely noticed. Ever notice that many of the phones you see on the small and big screens are made by Cisco, and they have a logo that's significantly larger than what's on the actual product?

      I've seen it go over the top from time to time, though, like when actors actually say things like "Gee whiz, this widget from Acme Corp is awesome!"

      I've no issue with ads in games when they are in context. If I'm going to get bored and walk around shooting random cans and bottles they might as well say "Coke" on them.

      I remember the uproar around BF2142 when they announced they would have billboards with ads on them. Everyone got upset about it, but in the actual game the billboards fit into the overall feel of the level design, and were never intrusive. It was so subtle that I never noticed what any of the ads were for.

      --

      Eagles may soar, but weasels don't get sucked into jet engines.

    17. Re:Great, more product placement in future games by Propaganda13 · · Score: 1

      No one wants virtual worlds to be as realistic and lifelike as possible. They want a virtual world with some aspects as realistic as possible, others as Hollywood as possible, and others still yet another way.

      Just one of the many examples -
      No one wants a FPS where you buy the game, get shot right away, and never play the game again.

    18. Re:Great, more product placement in future games by Anonymous Coward · · Score: 0

      FAIL

    19. Re:Great, more product placement in future games by Kingrames · · Score: 1

      That would look better than the armor they come up with.

      --
      If you can read this, I forgot to post anonymously.
    20. Re:Great, more product placement in future games by philspear · · Score: 1

      I paid for the game, I shouldn't have to also see ads to support the game, no matter how unobtrusive they are.

    21. Re:Great, more product placement in future games by ImYourVirus · · Score: 1

      I think it refers more to graphics than to what happens in real life i.e. like you said therapy or a band breaking up...

      --
      Why is common sense called that if it's not common?
    22. Re:Great, more product placement in future games by kabocox · · Score: 2, Interesting

      I don't mind advertising, just as long as it's a natural fit in the game, and not some 10 second cut scene of someone drinking a soft drink.

      Of course that won't happen becasue advertiser want to 'grab your eyes' and in order to do that they must stand out. So instead of a racing car with stickers from advertiser you would expect, we will get flashing ads, ads on the car radio, ads when the character watches TV, and so on.

      I think racing games are a natural fit for ads. Actually many games could do it. What would you need? Internet connection, storage space, and a variety of ads. As a company pitching to advertisers, you say that you have a such and such formatted texture that appears X number of times in a game, or X number of times on a given track and stats show that players race the track Y number of times. Well, when you start the game, it would check for updates and download the selected ads and where they go.

      You don't have to have flash ads or interactive anything. You just give the ad companies a selection of textures that are currently in the game that they'd replace/update with your stuff. Racing games would make the best place to introduce this. The second best place would be sports games in any arenas. You just have a selection of ads on the arena walls.

      What the ad company will really want though, is to have their logo on your med pack or part of the game where the player actually has to hunt for the ads. Actually there are several good ways of doing that. Number obvious is hide the item/chest behind the ads. You've got to find the certain ad to find the certain power up. Find a real world drink add, find a drink behind it.

      Fun racing games you could have short cuts or power ups behind the sign so you have to find that coke sign and ram through it. I'd try to find a way where one of the ultimate weapon was named after our product. You don't want that Japanese sounding sword; you want the Dr. Pepper sword.

    23. Re:Great, more product placement in future games by lazyforker · · Score: 1

      He's playing this game (by Penn & Teller) called "Desert Bus": http://en.wikipedia.org/wiki/Desert_Bus#Desert_Bus

    24. Re:Great, more product placement in future games by endymion.nz · · Score: 1

      Well just infringe the publishers copyright then. You see ads when you pay to go see movies...

      --
      mediocrity rules, man
    25. Re:Great, more product placement in future games by Miszou72 · · Score: 1

      Heh, this discussion came up about a year ago in the ARPG "Hellgate:London".

      The game is set in the London Underground, so naturally, there were posters *everywhere*, but some people didn't like it, because they felt they shouldn't have to pay a subscription fee to see adverts.

      I thought that the use of real adverts in such a setting would have blended in perfectly, and could have been quite a good source of extra income for the publishers.

      It's like people wanted fake subway adverts to create a sense of realism, when real adverts would have done the same thing.

      Oh well, it's all water under the bridge now, for that game anyway...

    26. Re:Great, more product placement in future games by Kindaian · · Score: 1

      For it to work, it will be much more subtle...

      Like good things be assigned to blue, bad things to red, and over the years, blue products get more sales then red ones... ;)

    27. Re:Great, more product placement in future games by Anonymous Coward · · Score: 0

      Then they could release real live limited edition collector versions of in game products. I see this being something you game nerds could really dig on.

      There's of course the Mirror's Edge bag and plush Companion Cubes...

    28. Re:Great, more product placement in future games by R3d+M3rcury · · Score: 1

      Ah, but it gets more interesting.

      Imagine a skiing game where the advertisement is just before a really difficult part. So your mind equates their logo with fear and dread.

      "I just can't drink Cocoa-Cola. Whenever I see the can, I get really nervous. I don't know why..."

      So if you're buying that kind of product placement in a game, it may backfire on you...

    29. Re:Great, more product placement in future games by philspear · · Score: 1

      You see ads when you pay to go see movies..

      I said "I shouldn't have to", not "I don't do this already in other media."

    30. Re:Great, more product placement in future games by Anonymous Coward · · Score: 0

      Thats right, because there are no fat slobs who buy sports gear because they think it will let them exercise, no golfer blowing large amounts of money on golfing gear that can't possibly help him, no one buying a sports car that they'll actually never go fast in, no one buying a massive truck that will only be used to go about town, oh wait...

    31. Re:Great, more product placement in future games by Meski · · Score: 1

      Shoot them, or deface them? Reminds me of that execrable game "Getting Up: Contents Under Pressure"

    32. Re:Great, more product placement in future games by Splintax · · Score: 1

      But the producers are well within their rights to put advertisements in the game if they want. If you don't like it, don't buy the game. I doubt most people would consider non-intrusive ads (ie. produce placement) a dealbreaker.

    33. Re:Great, more product placement in future games by RaceProUK · · Score: 1

      I never said I wanted more realistic games. In fact, some of my favourite games are very far removed from reality.

      --
      No colour or religion ever stopped the bullet from a gun
    34. Re:Great, more product placement in future games by RaceProUK · · Score: 1

      Nice :)

      --
      No colour or religion ever stopped the bullet from a gun
    35. Re:Great, more product placement in future games by geekmux · · Score: 1

      "No one wants virtual worlds to be as realistic and lifelike as possible."

      Really? The Sims ring a bell? MMORPGs like Second Life, Evercrack, and WoW where they're actually buying and selling virtual properly in the real world? Don't even get me started on the adult industry and where THEY want to take the "realism" level. I still can't believe they haven't come out with Wii Sex yet(probably only because the graphics engine isn't good enough)

      True, certain aspects (like dying) players don't want to be as "lifelike" as possible, but my point still stands. The development and creation of a true "Holodeck" is coming, I'm sure. And unfortunately, there will be people that find themselves "living" more in their virtual worlds than the real ones, as the line between virtual and reality becomes more and more blurred with realism.

    36. Re:Great, more product placement in future games by Anonymous+Psychopath · · Score: 1

      I paid for the game, I shouldn't have to also see ads to support the game, no matter how unobtrusive they are.

      Then a good question might be, would you pay more for games without ads in them?

      I actually get where you're coming from, though. I feel the same way about subscription gaming as you do about games with ads. I won't buy something like WoW. Why should I pay $20 for the game and then continue to pay more than $150 a year to actually play it? Then buy expansions on top of that? Forget it.

      But ultimately game producers need a profit margin to produce games. Usually, but not always, the greater the profit margin, the better the game. If they can get margin from unobtrusive ads instead of directly out my wallet, I'm for it.

      --

      Eagles may soar, but weasels don't get sucked into jet engines.

  4. Weird Assumptions by pete-classic · · Score: 5, Insightful

    It seems very strange to suppose that intentionally creating an association between visual and taste stimuli would magically not work, just because a video game is involved.

    I mean, people have been learning things on television screens for decades. And projection screens for decades before that. What on Earth is surprising, or even interesting, about showing that putting a game controller in a person's hand doesn't thwart this method of learning?

    -Peter

    1. Re:Weird Assumptions by MozeeToby · · Score: 4, Insightful

      I think the assumption here is that the gamer will identify with the product if it is associated with his 'team' in the game. Having the same advertising for two products, one associated with your team and another associated with the enemy makes you want the one associated with the 'good guys' more. Essentially, they're saying that connecting your product with the enemy will actually weaken its percieved value.

      I suspect the army already knew this (or at least suspected it, since it is pretty logical). Look at the America's Army game they put out and you see a good example. No matter which side you are on, you are always drawn as a US soldier and the enemy is always drawn as a terrorist, even if you switch sides in the middle of a fight.

    2. Re:Weird Assumptions by A.+B3ttik · · Score: 4, Insightful

      What they really need to do is see if people can learn things done -entirely- within Video Games.

      Like what if in a Pepsi/Coke video game, Coke gives you Health and Pepsi hurts you... would these people start preferring Coke over Pepsi? Or maybe there would be some reverse psychology where since people -can't- have Pepsi in the game world, they will intrinsically want it more in the real world.

      The mind is complicated, but I'm sure that, yes, connections are formed when playing video games just as they are anywhere else.

    3. Re:Weird Assumptions by Korin43 · · Score: 1

      I think that would be too obvious. If I wanted to do Coke marketing in a game, I'd make Pepsi restore health, but Coke restore more. Of course, people tend to be easier to manipulate that I think, so yours would probably work too..

    4. Re:Weird Assumptions by A.+B3ttik · · Score: 1

      I on the other hand, tend to like the winning team. When I was little, I remember playing a Checkers Video game where you were always red and the enemy was always black. Well... at the time, I sucked at Checkers and black always won. I thought they had some kind of advantage... that black was intrinsically better.

      If every time you play America's Army, your enemies (terrorists) win... you might start wishing you could play as the Terrorists so that you might start winning more.

    5. Re:Weird Assumptions by clone53421 · · Score: 1

      It wouldn't have to be nearly so obvious (not to mention I'm sure Pepsi would object to this). It could be as subtle as having a Coke advert right next to your team's bench in an NFL game.

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
    6. Re:Weird Assumptions by Rutefoot · · Score: 1

      All this talk about soft drinks has me craving a nice, ice-cold Sprunk.

    7. Re:Weird Assumptions by clone53421 · · Score: 2, Interesting

      Yeah, and if they'd sold that ad space instead of making up a fictitious product you might be craving a Red Bull instead. ;)

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
    8. Re:Weird Assumptions by Ioldanach · · Score: 2, Insightful

      Look at the America's Army game they put out and you see a good example. No matter which side you are on, you are always drawn as a US soldier and the enemy is always drawn as a terrorist, even if you switch sides in the middle of a fight.

      Which seems pretty accurate to me, when you switch sides, you're probably going to perceive your new side well and the other side as terrorists.

    9. Re:Weird Assumptions by sarahbau · · Score: 1

      Did they weaken its perceived value by connecting it to the enemy or making it salty tea? If they switched the drinks and made it so you got a shot of salty tea when your team mates passed you, and a shot of juice when an "enemy" passed you, would they have had the same results?

      Did people choose the seats with the towels associated with their team because the juice tasted better, or because it was their team? Also, I'm not a statistics expert, but is 3/4 of such a small sample size even statistically significant?

    10. Re:Weird Assumptions by Joe+the+Lesser · · Score: 1

      and the terrorists are always drinking Pepsi!

      --
      "I only speak the truth"
      Karma: null(Mostly affected by an unassigned variable)
    11. Re:Weird Assumptions by mcrbids · · Score: 1

      I think the assumption here is that the gamer will identify with the product if it is associated with his 'team' in the game. Having the same advertising for two products, one associated with your team and another associated with the enemy makes you want the one associated with the 'good guys' more.

      And this, folks, is perhaps the single best explanation of what's wrong with two-party politics. Listen closely to *any* political commentary in the USA, and you'll see this effect at work. Arguments become talking points about positioning sides rather than the merits of the arguments.

      It's just sick.

      --
      I have no problem with your religion until you decide it's reason to deprive others of the truth.
    12. Re:Weird Assumptions by kabocox · · Score: 1

      Like what if in a Pepsi/Coke video game, Coke gives you Health and Pepsi hurts you... would these people start preferring Coke over Pepsi? Or maybe there would be some reverse psychology where since people -can't- have Pepsi in the game world, they will intrinsically want it more in the real world.

      If the default medical unit stopped being a white box with a red cross on it and started being a product logo, I'd expect instant health stat improvements if I took it! I'd get pissed if I didn't get the health stat boosts though. I think that it's safe that we won't see product themed elixirs anytime soon.

    13. Re:Weird Assumptions by Anonymous Coward · · Score: 0

      If people believe Fable 2, they will all go around eating Silken Tofu for its anti-corruption bonuses :-)

      After playing JRPGs and then going to a real-life night club, I keep finding myself running errands and trying to match people up who have similar interests.

    14. Re:Weird Assumptions by witherstaff · · Score: 1

      I'm waiting for Pfizer to sponsor a new chapter of Leisure suit larry promoting the benefits of Viagra.

    15. Re:Weird Assumptions by PaganRitual · · Score: 2, Funny

      Surely if there is one thing that every gamer of more than a few years (months? weeks?) has learnt is that everything is different when video games are involved.

      Games that require quick reflexes can't don't improve those reflexes, but a sport that requires quick reflexes can improve them. Games that require strategic thinking won't improve your abilities in this area, but reading a book on war will help your strategic thinking. Playing games as a hobby and having background knowledge of genres or developers say, makes you a no-life loser, but watching movies as a hobby and having background knowledge of genres and directors makes you a movie buff.

      Everything is different when it comes to games. This shouldn't be a suprise anymore.

    16. Re:Weird Assumptions by Mr.+Beatdown · · Score: 1

      I'm thirsty for Brawndo right now...

      --
      My fellow Americans, let's restore the death penalty for child rapists. Let's do it . . . for the children.
    17. Re:Weird Assumptions by ConceptJunkie · · Score: 2, Funny

      And this, folks, is perhaps the single best explanation of what's wrong with two-party politics. Listen closely to *any* political commentary in the USA, and you'll see this effect at work. Arguments become talking points about positioning sides rather than the merits of the arguments.

      You sound like one of those God-hating, baby-killing, pot-smoking, terrorist-appeasing liberal Democrats.

      --
      You are in a maze of twisty little passages, all alike.
    18. Re:Weird Assumptions by porcupine8 · · Score: 1

      My thoughts exactly. This story should be titled "Classical Conditioning Works!" This is just one more example of how people completely lose their heads when video games are involved. Next thing they'll be telling us that our visual cortex responds as though it were seeing colors when presented with a color video game.

      --
      Warning: Apple/Nintendo fangirl. Likes her electronics cute & cuddly. May be rabid.
    19. Re:Weird Assumptions by Sparx139 · · Score: 1

      Like what if in a Pepsi/Coke video game, Coke gives you Health and Pepsi hurts you... would these people start preferring Coke over Pepsi? Or maybe there would be some reverse psychology where since people -can't- have Pepsi in the game world, they will intrinsically want it more in the real world.

      It's funny you mention the Coke/Pepsi thing, as it is a prime example of classic conditioning and psychology in marketing. We associate Coke with 'fun, popular, better tasting' because of the advertisements: We see funny, happy or popular, and then the Coke logo. Over time, we associate that logo with funny, happy and popular. And thus, when we drink it, we get a good feeling because of that association.

      A famous Russian psychologist named Palov proved this when he fed Dogs over a period of time, while ringing a bell. After a while, the dogs would salivate at the sound of the bell without any food being present.
      The same principal applies with marketing, be it television, or in video games. If we are having a good time in the game, and see the advertisement, we will associate that brand with a good time.

      Don't believe me? Buy a bottle of Coke, drink it, and then refill it with generic cola. If you want to expand on it, fill the generic bottle with Coke. See what your friends think.

      --
      Our culture doesn't get smarter, it just finds new ways of being retarded.
  5. Video Game is just the vehicle by stewbacca · · Score: 4, Insightful

    This has nothing to do with "lessons learned from video games" and says everything about the power of marketing.

    1. Re:Video Game is just the vehicle by $RANDOMLUSER · · Score: 4, Funny

      This has nothing to do with "lessons learned from video games" and says everything about the power of marketing.

      "Every time a dog salivates, a behaviorist must ring a bell"

      --
      No folly is more costly than the folly of intolerant idealism. - Winston Churchill
    2. Re:Video Game is just the vehicle by Corpuscavernosa · · Score: 0, Flamebait

      What is says to me is that this is just more evidence that if you play videogames you will shoot up a school. :)

      --
      We figured out a long time ago that it's easier to elect seven judges than to elect 132 legislators.
    3. Re:Video Game is just the vehicle by jonaskoelker · · Score: 1

      This has nothing to do with "lessons learned from video games" and says everything about the power of conditioning.

      FTFY.

      Also, this is nothing new. As another poster has pointed out, the result says "Conditioning works. Stick a game controller in someone's hands. Conditioning still works."

      A former girlfriend of mine was studying Marketing Economy, and I peeked in her textbooks. They had the law of effect (essentially "conditioning works") stated in them. I don't know in how much detail they explained it, though.

      Unless you can explain to me what they marketing part of the study is, I'll prefer to say the conclusion as "conditioning works, marketing uses conditioning because conditioning works".

    4. Re:Video Game is just the vehicle by Anonymous Coward · · Score: 0

      I'm disappointed. I've learned and/or improved a number of skills by playing video games almost to the point where my relatives think it's "spooky":

      * My hand/eye coordination and reflexes, particularly when driving, are very good;

      * I'm exceptionally good at pathfinding, i.e. finding my way through confusing surroundings without getting lost. I'm so used to keeping a 3-D mental map of my surroundings (from playing games like Doom 3 and Jericho) that it's second nature now. When I'm visiting family and we leave the mall, my folks will ask me "where's the car" and I can often tell them not only the direction but the range in meters. But I can do this no matter where in the mall we are.

      * I find I'm good at juggling multiple tasks, given multiple items to manipulate, and keeping mental lists of different things I need to do -- this comes directly from having to juggle various missions in games like Fallout 3.

      * Oddly enough, my ability to debug software, operating system issues, and problems with physical devices has improved by leaps and bounds because most of the games I play have a strong empirical experiment aspect to them. When you're trying to beat a Silent Hill boss, for example, it's natural to carry out experiments, note results, and form hypotheses. "What if I use the big axe with short thrusts?" (Die) "What if I use the crowbar with short thrusts, then dodge and counter with a strong thrust?" (Die, but not so quickly) "Ok, what if I run counter clockwise, use the crowbar, short thrusts, and roll to evade?" (Survive).

      I'm pretty disappointed nobody's done any research on this sort of thing. Of course, it doesn't seem as though anybody wants to be seen supporting video games, so perhaps "research" has become another word for "propaganda" and it's all gone down the tubes...

      Meh.

    5. Re:Video Game is just the vehicle by stewbacca · · Score: 1

      You said it for me...marketing uses conditioning because conditioning works. For this example, marketing = conditioning. Besides, as someone with an advanced degree in cognition, I didn't really want to bore everyone with mundane discussions of my career field ;-)

    6. Re:Video Game is just the vehicle by jonaskoelker · · Score: 1

      I didn't really want to bore everyone with mundane discussions of my career field ;-)

      This is news for nerds. It wouldn't be boring to us, and we value precision.

      Know and conform to the values of your peer group. Didn't you learn that in high school? :p

    7. Re:Video Game is just the vehicle by King_TJ · · Score: 2, Interesting

      Yep... If you *really* want an eye-opening look at the "science of marketing" - check out the PBS Frontline series, "The Persuaders".

      http://www.pbs.org/wgbh/pages/frontline/shows/persuaders/view/

      Worrying about the potential for some video game to influence a person's preferred choice of drink or team jersey will seem trivial by comparison.

  6. not surprising by jm4 · · Score: 4, Insightful

    The shouldn't come as any surprise. Computer simulations are routinely used for training and conditioning in a variety of situations from flight training to military applications.

    1. Re:not surprising by pixelpusher220 · · Score: 1

      Agreed, that was my first thought too. Isn't this exactly *the point* of simulations? to condition us to respond to certain stimuli without having to say be shot down or have both engines quit taking off from NY?

      --
      People in cars cause accidents....accidents in cars cause people :-D
    2. Re:not surprising by pelrun · · Score: 2, Interesting

      I lost control of my car once in wet conditions, and instinctively steered into the skid, safely regaining control before I had an accident. I never learned that behind the wheel, I learned it from countless racing games over the years, none of which I played with a wheel :)

      So yes, I pretty much already took this finding as fact. :D

    3. Re:not surprising by astinus · · Score: 1
      Exact same situation happened to me, hydroplaning on an interstate.

      I'd also like to claim that everything I needed to know in life about economics, competition, time management, and human behavior... I learned from M.U.L.E.; but that game rightly deserves its own topic.

      --
      Hard work has a future payoff. Laziness pays off now.
  7. Jersey... by darkdaedra · · Score: 5, Funny

    I've avoided Jersey all my life. No news there.

  8. Blindingly obvious? by Max+Romantschuk · · Score: 2, Interesting

    Of course we're affected by all media around us. Be it games, movies, advertising, written, spoken, everything. Our brains are wired to pick up as much information as possible in order to make wiser choices.

    But behavioral preference and turning people into something is not the same thing. I personally think violent movies are just as bad/harmless as violent games. But surely the think-of-the-children zealots will keep doing their thing, just like they always have...

    --
    .: Max Romantschuk :: http://max.romantschuk.fi/
    1. Re:Blindingly obvious? by Anonymous Coward · · Score: 0

      As a poster above mentioned, video games are routinely used by the military for training. On the other hand, they do not sit soldiers down and have them watch hours and hours of training videos and expect them to have an equivalent level of experience.

      Let's face it: video games (an active activity) is more effective at training/encouraging/developing good/bad behaviors than movies (a passive activity) are.

    2. Re:Blindingly obvious? by kabocox · · Score: 1

      But behavioral preference and turning people into something is not the same thing. I personally think violent movies are just as bad/harmless as violent games. But surely the think-of-the-children zealots will keep doing their thing, just like they always have...

      I just finished Dark Cloud. It felt alot like zelda cuteness except for the intro movie and one word in the entire game. In the intro village a villager calls the evil bad guy a bastard. It's brief and over and never repeated. I was actually o.k. with it.

      Now contrast those with Shadow Hearts or XenoSaga. I've already finished SH2 & SH3 so I finally started SH1. It's good, just don't let any kids under say 15 years old see it. It's not gory so much as walking in on a crime scene or having your head slightly turned when the violence is done, but seeing very realistic blood fly and drip or dismembered/slaughtered soldiers. XenoSaga was o.k. for awhile until the first time your enemies come in... That's when a random orge type monster grabs random soilder with their hand and crushes the head...

      I actually stopped playing SH for now. I'll pick it up later. I've started playing FF5 the PS1 game. I think that's a bit cleaner and that the kids can watch/play it with me, which is actually far more important.

  9. Sample Size? by ChinggisK · · Score: 5, Insightful

    Twenty-two volunteers who played a cycling game

    Good to see they're using a nice large group of test subjects.

    1. Re:Sample Size? by SQLGuru · · Score: 4, Funny

      That's all of the people that would actually PLAY a cycling game. Now, if you mounted lasers on the handlebars......

    2. Re:Sample Size? by internerdj · · Score: 2, Insightful

      I also would wager it closely resembles the attendence count of the psych 101 class taught by the person running the experiment.

    3. Re:Sample Size? by Dhalka226 · · Score: 1

      I don't know, I used to play a game where you rode around on a bicycle all day.

      Though it did have the added benefit of letting me hurl newspapers through peoples' windows. Does that still count?

    4. Re:Sample Size? by Tyrannicsupremacy · · Score: 1

      Now that i think about it.. a cycling game would be boring as hell, but with the simple addition of laser guns as such, the game suddenly becomes a terrific idea! More so if it is done unobtrusively, like the lasers arent a requirement to succeed in the game. plus, with ragdoll physics, realistic AI responses, and the ability to leave the track, you have a gaming masterpiece on your hands.

      --
      http://i.cubeupload.com/T6cyLu.png
  10. misleading by danlip · · Score: 4, Informative

    Even though they were playing a video game they were being given real-life swigs of a drink while they played. So what the subjects were actually doing was building an association between a real-life experience and an image on the screen - which is completely different from building an association from nothing but a video game.

    1. Re:misleading by Reziac · · Score: 2, Insightful

      How is this different from going to a live game and drinking a certain brand of beer while you're in the stadium??

      As others have pointed out, the world is full of stuff we associate that way. Video games are hardly unique.

      --
      ~REZ~ #43301. Who'd fake being me anyway?
    2. Re:misleading by clone53421 · · Score: 1

      Even though they were playing a video game they were being given real-life swigs of a drink while they played. So what the subjects were actually doing was building an association between a real-life experience and an image on the screen - which is completely different from building an association from nothing but a video game.

      Precisely my take on this. The survey was a major fail... the researchers were artificially creating a linkage between the virtual and real worlds. It doesn't follow that a video game which doesn't directly affect the real world will create a similar linkage.

      Here's an idea for a much better study: Make a team-based, highly competitive game (e.g. first person shooter). For the follow-up, once they're hooked up to the brain monitor, have someone wearing either the friendly or opposing team's uniform unexpectedly enter the room – to ensure an element of surprise, each subject should be exposed to either the friendly or opposing uniform, not both. Then, compare the brain activity of the test subjects who had a "teammate" enter the room with the ones who had an "opponent" enter. This could have real-life implications: e.g. selling advertising space on the uniform of "teammates" in a virtual game could subconsciously create a favorable opinion of that product. If all your teammates in NBA Live 2012 are wearing Reebok shoes and the teams you play against have generic, unbranded ones...

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
    3. Re:misleading by clone53421 · · Score: 1

      FWIW, I should probably mention that this idea was partially inspired by the America's Army video game: irregardless of the team a player chooses to join, his or her teammates are skinned in U.S. uniforms and carry U.S.-issued weapons; opponents wear contrasting uniforms and carry AKs, RPKs, and such.

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
    4. Re:misleading by jonaskoelker · · Score: 1

      Yes, they were given real sips of drinks.

      So what? That's just a way to tap into a basic reward system.

      If you play a game and the reward is the "you win" screen in the game, the reward is still rewarding.

      The important part in conditioning is that a particular stimulus is followed by a reward.

    5. Re:misleading by Anonymous Coward · · Score: 1, Insightful

      good point, though your use of "irregardless" somehow make it seem less valid....

    6. Re:misleading by psychicninja · · Score: 1

      How is this different from going to a live game and drinking a certain brand of beer while you're in the stadium??

      I don't know, but I'd like to sign up to participate in your study.

    7. Re:misleading by danlip · · Score: 1

      Yes, a real life award leads to real life associations.
      A virtual award (the "you win" screen) leads to virtual associations - it COULD potentially lead to real life associations, BUT there is nothing in this research that indicates that it actually does. And yet the article claims it does. Therefore it is misleading, and bad science.

    8. Re:misleading by clone53421 · · Score: 1

      'Tis an old habit of mine, and Webster has the following to say about it:

      Irregardless originated in dialectal American speech in the early 20th century. Its fairly widespread use in speech called it to the attention of usage commentators as early as 1927. The most frequently repeated remark about it is that "there is no such word." There is such a word, however. It is still used primarily in speech, although it can be found from time to time in edited prose. Its reputation has not risen over the years, and it is still a long way from general acceptance. Use regardless instead.

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
    9. Re:misleading by goose-incarnated · · Score: 1

      irregardless, eh? Surely thats unpossible?

      --
      I'm a minority race. Save your vitriol for white people.
    10. Re:misleading by Reziac · · Score: 1

      Excellent! You can bring the beer. ;)

      --
      ~REZ~ #43301. Who'd fake being me anyway?
    11. Re:misleading by clone53421 · · Score: 1

      No, not necessarily... it's merely two modifiers, both of which negate the root word "regard". Yes, one of them would have been adequate and probably preferable to convey the intended meaning. However, before you say that two negatives equals a positive, please refer back to the first three words of this post.

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
    12. Re:misleading by clone53421 · · Score: 1

      You're doing it wrong... these sort of studies are supposed to provide all study-related medications and pay for participants' travel to and from the clinic. Don't you ever listen to the radio?

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
    13. Re:misleading by Sparton · · Score: 1

      How is this different from going to a live game and drinking a certain brand of beer while you're in the stadium??

      The simple fact that if you're at a stadium, your choices are specifically limited (you can only buy what the stadium supplies, and in most cases they don't allow drinks from outside the venue).

      With a video game, you buy the drink you want ahead of time. The game you played X hours ago, no matter how intense it's advertising is, is not going to leave the same effect as having said drink forced upon you while you play as what was conducted in the study.

      Quite literally, the study utilizes a scenario that is not likely to ever occur in an average person's day.

    14. Re:misleading by goose-incarnated · · Score: 1

      No, not necessarily... it's merely two modifiers, both of which negate the root word "regard".

      and both of which together make it incorrect.

      Yes, one of them would have been adequate and probably preferable to convey the intended meaning. However, before you say that two negatives equals a positive, please refer back to the first three words of this post.

      trite, but nevertheless still incorrect (or would that be "nonnevertheless"? :-)

      --
      I'm a minority race. Save your vitriol for white people.
    15. Re:misleading by clone53421 · · Score: 1

      Websters says "there is such a word" but "use regardless instead".

      Frankly, I'm more inclined to wish they'd fix the discrepancy between the "in-" prefix in "inflammable" (meaning highly flammable) and in "inadequate" (meaning not adequate).

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
    16. Re:misleading by KTheorem · · Score: 1

      The 'in-' on inflammable literally means 'in'. 'Inflammable' should be broken down like this: (in-flame)-able), making it mean "able to be in flame" not "highly flammable".

    17. Re:misleading by Anonymous Coward · · Score: 0

      On every other word it means "not". This bothers me.

      Wiktionary says:

      • Inflammable can be misinterpreted as an antonym of flammable and so taken to have the opposite meaning to that intended. Where such confusion might arise, especially where this may be a safety hazard, it is preferable to use a synonym.
    18. Re:misleading by goose-incarnated · · Score: 1

      well, I just looked it up now - here and it would still be a "no no" to use it, so my gentle teasing probably wasn't that out of place ;-)

      --
      I'm a minority race. Save your vitriol for white people.
    19. Re:misleading by Reziac · · Score: 1

      NOW you tell me, after I invested in all those box seats!!

      --
      ~REZ~ #43301. Who'd fake being me anyway?
  11. news flash by Missing_dc · · Score: 1

    News Flash:

    Stimuli we are exposed to repeatedly causes automatic responses, research lead by Pavlov and his salivating dogs, more at 11.

    How should we expect video games to be any different?

    Most people have trouble distinguishing fantasty from real life until they are in their early teens, and most gaming geeks never really grow up.

    --
    How amazed would you be to suddenly find that you just forgot what I wrote and you needed to reread my post.... again.
    1. Re:news flash by psnyder · · Score: 1

      Actually, a normal human being begins to be able to distinguish fantasy from reality at 6 yrs of age. Before that they take everything literally unless you tell them otherwise (which is why the "I got your nose!" game works so well).

      Before 6, if you tell them bears live in the forest and dragons live in caves, they make no distinction. This is why many developmental psychologists suggest avoiding fantasy before 6.

      At around 6 (give or take), their brain chemistry begins to change and they glide into a stage where they have the ability to doubt. Between 6 - 12 yrs, you'll often hear them ask "Really?!?" after telling them something fantastic. You won't hear that very much beforehand. Before that, they'll take everything as fact (unless someone tells them otherwise).

    2. Re:news flash by Ironica · · Score: 1

      Actually, a normal human being begins to be able to distinguish fantasy from reality at 6 yrs of age. Before that they take everything literally unless you tell them otherwise (which is why the "I got your nose!" game works so well).

      Before 6, if you tell them bears live in the forest and dragons live in caves, they make no distinction. This is why many developmental psychologists suggest avoiding fantasy before 6.

      Uh... when my son was about 3.5, we started discussing the difference between "real" and "fictional." After pretty short discussion of the matter, he was able to very reliably identify people, characters, places, etc. as "real" or "fictional" the first time he was asked. We discussed the difference, we gave some examples, and then would ask him about *other* characters/people, and he'd get them every time... even if they were real people he'd never met, like Barack Obama? real. Buzz Lightyear? fictional... even though he *has* met him at Disneyland.

      But then, it turns out that Piaget was wrong about persistence of memory in infants, too. We're constantly learning new stuff about how the brain develops. I think what children develop by age 6 is *skepticism*, or the ability to compare new information to existing information and evaluate the quality of the new information.

      --
      Don't you wish your girlfriend was a geek like me?
    3. Re:news flash by psnyder · · Score: 1

      I think that's wonderful that you had that talk. I think we're actually agreeing here. I mentioned, "unless you tell them otherwise" in the beginning and reinforced it with "unless someone tells them otherwise" at the end. I was refering to exactly what you're talking about.

      Children before 6 can most definitely reason. And you can appeal to that reason to teach the difference between what's real and what's not. There's just a radical change in the _way_ that they reason after 6. One of the changes is this natural skepticism that you mentioned. I refered to it as 'doubt' but I think 'skepticism' fits much more eloquently.

      Anyway, I would love to read what you read on the persistence of memory. Are there sources you can point me to?

  12. xbox? by ethorad · · Score: 1

    Lessons learned in video games may transcend computers, PlayStations and Wiis.

    Phew! I'm safe with my xBox360 then?

    1. Re:xbox? by internerdj · · Score: 1

      More importantly we have proof that PC gaming is NOT dead. Hear that /., PC gaming is not dead. //end flamebait

  13. Good god no! by popmaker · · Score: 1

    No more of this marketing research bullshit. Haven't you guys done enough? Can I at least play my video games without being bombarded by more stupid ads and product placements?

    1. Re:Good god no! by Spatial · · Score: 1

      No. By the way here's an expansion pack containing the other half of the game you bought, only 20 dollars!

  14. Why "Marketers and lawyers will take note" ? by aepervius · · Score: 2, Interesting

    I mean, should we not say "parent take notes?", when we here on slashdot keep saying people to pay attention to what kid plays ? Or even why not buyer-beware or "everybody should pay attention" or whatever ? Why the immediate jump to marketing (consumerism) and lawyer (sue-happy) ? Or could you at least add an emoticon if you were sarcastic ?

    --
    C. Sagan : A demon haunted world:
    http://www.amazon.com/gp/product/0345409469/
    visit randi.org
  15. No surprise here. by Edgewize · · Score: 1

    Surely everyone who plays video games has had at least one "Tetris effect" moment in his or her life, where you see something in the real world and think about how to solve it according to the rules of the last game you were playing.

    Maybe you played a stunt-based car-racing game and later thought about how sweet a jump would be if you drove your car up a ramp. Or maybe you played an adventure/puzzle game and then looked around a room and wondered if certain items were "important".

    It's impossible to claim that that video games are perfectly compartmentalized in the human brain and do not transfer any weight into real-world decision making.

    That's still a long way from saying that video games desensitize people, or that violent games promote real-world violence. But the brain definitely connects things that it learns inside a video game to other situations in the real world. That should not be a shock to anyone.

    1. Re:No surprise here. by D+Ninja · · Score: 1

      Surely everyone who plays video games has had at least one "Tetris effect" moment in his or her life

      No I do not, and don't call me Shirley.

      (Alright, alright, I admit...after playing Burnout 3 for a long period of time, I found myself wondering if my commute to work would be more fun if I could slam the other vehicles into the wall.)

    2. Re:No surprise here. by D+Ninja · · Score: 1

      But the brain definitely connects things that it learns inside a video game to other situations in the real world.

      You would be surprised how useful GTA3 has been...

    3. Re:No surprise here. by clone53421 · · Score: 1

      I don't know that I can speak for anyone else, but I find the "Tetris Effect" to be an invaluable tool when it comes to packing the luggage into the van for a family vacation.

      I'm only somewhat kidding.

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
    4. Re:No surprise here. by Culture20 · · Score: 1

      Surely everyone who plays video games has had at least one "Tetris effect" moment in his or her life, where you see something in the real world and think about how to solve it according to the rules of the last game you were playing.

      Just the other day, I cut myself at the museum, then started smashing vases to find a heart to max out my health.

  16. whatever... by thebigbadme · · Score: 1

    after RTFA i realized that this is nothing new, or exciting ... essentially all the video game is doing is being a medium for delivery of the visual part of the information. you could do the same thing with flash cards.

    a better study would be linking in game rewards for in game stimuli to to real life responses to similar real life stimuli

    --
    "It's the Law of the Universe, and I'm the sheriff." Slash-cott 2/10-2/17
  17. World of Warcraft by CFBMoo1 · · Score: 1

    Right.. so now every time I see someone with their jaw hanging to the floor I know they play a Horde druid. Anyone have a spare thing of polygrip?

    --
    ~~ Behold the flying cow with a rail gun! ~~
    1. Re:World of Warcraft by Opportunist · · Score: 1

      No, but when you start to like purple clothing because it's for some odd reason cooler and worth wasting hours of your spare time to find it, then it starts being a wee bit off the edge.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    2. Re:World of Warcraft by Ironica · · Score: 1

      No, not purple clothing... you just are willing to pay a lot more if the price tag is purple instead of blue.

      In other news, you frequently throw away items that have any words printed in grey on them.

      --
      Don't you wish your girlfriend was a geek like me?
    3. Re:World of Warcraft by Samah · · Score: 1

      In other news, you frequently throw away items that have any words printed in grey on them.

      'sif! They sell for heaps! :)

      --
      Homonyms are fun!
      You're driving your car, but they're riding their bikes there.
    4. Re:World of Warcraft by Ironica · · Score: 1

      If you can find a vendor, that is... and I haven't been able to find one where I'm bound.

      --
      Don't you wish your girlfriend was a geek like me?
  18. Bad Title by oneTheory · · Score: 1

    Conditioning Spills Over Into Real Life

    There, fixed that for you.

  19. I know what you mean by Quadropleen+ · · Score: 1

    For years, I've been plagued with the overwhelming desire to run motorcycles off of the road a la "Spy Hunter."

    --
    "Being right too soon is socially unacceptable." - Robert Heinlein
  20. No kidding! by peacefinder · · Score: 1

    For years after playing Doom a lot* the sound of a chainsaw starting up would make me flinch a little.

    [*: Too much, apparently.]

    --
    With reasonable men I will reason; with humane men I will plead; but to tyrants I will give no quarter. -- William Lloyd
    1. Re:No kidding! by nizo · · Score: 1

      At least I don't do the Marathon shuffle around blind corners in the hallway anymore.

  21. GTA by damonlab · · Score: 5, Informative

    Grand Theft Auto taught me that if you shoot the hooker, you can get your money back.

    1. Re:GTA by tompaulco · · Score: 3, Interesting

      Well, I don't think I've ever done that in GTA. As a matter of fact, I pretty much try not to hurt anybody in that game unless the progress in the game demands it, such as a rampage forcing you to kill gang members and so forth.
      I HAVE learned stuff from games like Gran Turismo. I now find myself finding and driving the perfect line for a corner, even though I am not racing but driving within the speed limit. Of course, unlike in Gran Turismo, if there are lanes on the road, I won't go out of my lane to make the perfect turn. Although in real life, unlike in Gran Turismo, other cars would probably give up their lane if they saw you coming. In Gran Turismo, opponent cars absolutely WILL NOT BUDGE from the perfect line.

      --
      If you are not allowed to question your government then the government has answered your question.
    2. Re:GTA by clone53421 · · Score: 1

      Of course, unlike in Gran Turismo, if there are lanes on the road, I won't go out of my lane to make the perfect turn.

      If there's no other traffic, I sometimes will... ;)

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
    3. Re:GTA by Anonymous Coward · · Score: 0

      and as it happens this is also true in real life.

    4. Re:GTA by teslar · · Score: 1

      I certainly hope you didn't give any strange ideas to the people who modded that informative.... ;)

    5. Re:GTA by Jason+Levine · · Score: 1

      Ah, that's nothing. Pac-man (*munch* *munch*) taught me to (*munch* *munch*) eat any old thing I find (*munch* *munch*) lying around except a ghost. And, if I (*munch* *munch*) see a ghost, special (*munch* *munch*) glowing "food" will help save me (*munch* *munch*) from them. (*munch* *munch*)

      --
      My sci-fi novel, Ghost Thief, is now available from Amazon.com.
    6. Re:GTA by FauxPasIII · · Score: 1

      Good point... it wasn't until Gran Turismo and Forza that I really grokked the relationship between accelerating, braking, and turning and that they all draw from a common pool of traction. I'm a much better driver in normal highway situations because of the fundamentals I picked up playing driving sims.

      --
      25% Funny, 25% Insightful, 25% Informative, 25% Troll
    7. Re:GTA by PaganRitual · · Score: 1

      In Gran Turismo, opponent cars absolutely WILL NOT BUDGE from the perfect line.

      Gran Turismo : The Real Adelaide, Australia driving simulator.

    8. Re:GTA by mdmkolbe · · Score: 1

      I was never any good at racing games. Probably because I was never able to grok that relationship even though I understand it intellectually. What games would you recommend to help someone like me learn to grok that relationship?

  22. And on the other hand... by Aladrin · · Score: 5, Interesting

    On the other hand, my eye-hand coordination often amazes people. And my locational/directional skills are quite good as well. None of the rest of my family can claim either of those.

    In addition, I've learned quite a bit about history, politics, art, language... You name it.

    So yeah, experiencing things makes you learn from them. No big surprise there. But don't go forgetting that learning can be both good and bad.

    --
    "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    1. Re:And on the other hand... by avajcovec · · Score: 1

      But don't go forgetting that learning can be both good and bad.

      In the context of this article I would say that conditioning, being subconscious, can be both good and bad, whereas learning is conscious and generally good.

      This doesn't account for "learning" things that are not true, which might be better termed misinformation or indoctrination.

  23. Burnout Paradise Billboards by Icegryphon · · Score: 0

    Yeahhhh, and those circuit city billboards worked sooooo well.

  24. "Entirely un-video-game-like conditioning"? by Sockatume · · Score: 1

    Seriously, if you give someone a glass of shit water every time they see a red jersey in a game, or hear a C chord in a piece of music, or read the world "salubrious", they're going to build up a negative response to that. It doesn't say anything about how games, music, or text condition people.

    --
    No kidding!!! What do you say at this point?
  25. not what I thought the article would be about by jollyreaper · · Score: 1

    I find that any level of intensive focus on something will eventually bleed over into times when you are not working on it so you still think of it. I know when I studied intensely for tests I would see the formulae every time I closed my eyes to go to sleep for a week after. I drove past a fire station at night and saw the red warning light reflecting against the beige garage doors, strobing on and off, red and then shadowed. "Good light sourcing model," I said to a friend. He agreed and it took us both a minute to realize we'd been playing way too many video games.

    When you talk about conditioning for reflexive behavior, that's what you do when you train for any kind of fighting system. You sense a situation and react to it without conscious thought. The army spent big bucks figuring out how to work this kind of conditioning into basic training so that recruits would instinctively shoot at people in battle rather than stopping to second-guess and get shot themselves.

    This sort of conditioning is just a part of human nature and video games are just another way of conditioning people, more advanced than long sessions of chanting and ritual but serving the same purpose.

    --
    Kwisatz Haderach
    Sell the spice to CHOAM
    This Mahdi took Shaddam's Throne
  26. !news by jrothwell97 · · Score: 1

    Subconscious tuning is a known phenomenon and has been known about for ages. The fact it's in a video game proves nothing: the same can happen depending on the TV programme a person is watching, the posters on the walls, or the music they're listening to.

    --
    Those using pirated Tinysoft signatures(TM) are a real threat to society and should all be thrown in jail.
  27. You insensitive clods... by clone53421 · · Score: 1

    What if I like salty tea?

    --
    Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
  28. Towel placement by Kaptain+Kruton · · Score: 1

    The article says subjects took the towel with the insignia of the team associate with the juice more often than the subjects took the towel with the insignia associated with the bad tasting tea. What order were the towels placed in when presented to the subjects? When two things are directly in front of me, I usually take the item on the right because I am right handed. If both objects are to my right (but still in front), I will often take the one of the left because it is closest. Did the researchers always place the towel associated with the juice on the right side while placing the towels directly in front of the subject, or did they change the order 50% of the time while placing the towels directly in front of the subject? Or, were the towels off to one side or the other in relation to the subject? The article does not give much information in relation to this, but these things could effect which towel is taken more than a subconscious impulse. I am also curious as to what towel would have been grabbed if the subjects were presented with a towel associated with the juice and a 'neutral towel' with an insignia unassociated with a the juice or bad tea. What towel would be grabbed when presented with the towel associated with the bad tea and a 'neutral towel'? However, I will say that the brain activity in the part of the brain that handles bad taste perception when shown the insignia associated with the bad tea is somewhat interesting. However, I don't really find it any more significant than a bell making Pavlov's dogs to salivate. Also, the article didn't mention anything related to the opposite. What was the brain's response to the insignia associated with the juice? The findings are somewhat interesting, but the article does not really present anything unexpected. Conditioning doesn't have to be blatantly obvious (ie: showing the subject a large card with a picture followed immediately by a very significant event) to occur. Pavlov decided to start experimenting with conditioning because he noticed his dogs had 'psychic salivation.' This salivation occurred because they consistently heard a sound (such as the door opening) as the person that fed them entered the room. This is no more obvious than being shown an event in a game and then drinking a good juice or a bad tea. My 1/50 of a dollar.

  29. Re:Good god no! -- oh yes, YES, YESSS! by MarkvW · · Score: 1

    TV and the internet are merging very rapidly. Games and advertising will inevitably merge in that combined format. The advertising will be crude at first (like it was at the dawn of TV and radio), but it will become more and more refined with time. The targeting will become way more refined than TV or radio has become because the consumer will be interactively providing the advertiser(s) with huge amounts of data regarding the effectiveness of the advertising.

    These games have the potential to be very seductive. They won't cost money because you'll be paying by providing the advertiser with rich marketing data about yourself. You'll be interacting with many others in an engaging environments, because marketing companies will be competing to create the most engaging environments.

    It will be oh so much fun. The political parties will just HAVE to get involved in this rich gold mine of data collection. They'll probe for all your hot and cold buttons in a very sophisticated fashion. Then, the politicians will parrot it all back to you.

    Sometimes the future doesn't seem so grand.

  30. Half-life 2 by DoofusOfDeath · · Score: 4, Funny

    I remember after HL2 first came out and I'd been playing it a lot. I was walking through my parking lot at work, a helicopter flew nearby. I found myself unconsciously looking for places to hide and estimating when I could get a good firing angle on it.

    1. Re:Half-life 2 by Anonymous Coward · · Score: 0

      Yes indeed. Back in the day, I experienced a fear of CCTV cameras after playing an excessive amount of Goldeneye.

    2. Re:Half-life 2 by vtolturbo · · Score: 1

      I play WoW (no surprise there).

      I mostly play a mage. I often find myself in real-world scenarios wishing I could turn people into sheep or teleport myself somewhere. I don't generally find myself wishing I could cast harmful spells on folks in the real world, but I do wish I could cast beneficial spells (buffs) on people, especially intelligence buffs. One of my favorite things I wish I could do is create an aura of clarity that might help people around me avoid stupid mistakes.

    3. Re:Half-life 2 by Anonymous Coward · · Score: 0

      I remember after HL2 first came out and I'd been playing it a lot. I was walking through my parking lot at work, a helicopter flew nearby. I found myself unconsciously looking for places to hide and estimating when I could get a good firing angle on it.

      About a decade ago, Sony had a first-person MMO tank game called Tanarus where the tanks were all one bright colour depending on the team. A friend of a friend played the tank game for ten hours straight. The next morning he was driving to work and, as he tells it, a red car cut in front of him and he immediately reached for the space bar.

    4. Re:Half-life 2 by multipasse · · Score: 1

      I did the same thing after Grand Theft Auto. I'd look at other cars on the road and think 'If I accelerate... NOW I'll t-bone that car at the intersection.' I also went through a stage of looking at jogging groups and thinking 'GURANGA!'

    5. Re:Half-life 2 by Samah · · Score: 1

      I found myself unconsciously looking for places to hide and estimating when I could get a good firing angle on it.

      Were you also unconsciously looking for the metal box with the infinite supply of rockets?

      --
      Homonyms are fun!
      You're driving your car, but they're riding their bikes there.
  31. It's how it affects you, not if by Temujin_12 · · Score: 4, Insightful

    I'm tired of the "X/Y/Z doesn't affect me" mantra. Everything affects you.

    Does reading slashdot 12 times a day affect you? Yes.

    Would reading the entire constitution of the US everyday affect you? Yes.

    Does skipping a night of sleep affect you? Yes.

    Does holding down a full time job affect you? Yes.

    Does playing video games affect you? Yes.

    Everything you engage in affects you. It's called being human. It's not a question of whether something affects you, it's a question of whether you are mature enough to recognise HOW it effects you and make appropriate adjustments if necessary.

    The insistence that you are somehow superior to every aspect of life and can only be affected if you allow it is just immature arrogance.

    --
    Faith is a willingness to accept something w/o complete proof and to act on it. Reason allows you to correct that faith.
    1. Re:It's how it affects you, not if by brkello · · Score: 1

      I guess I am smart enough when I read these things to know that people want to know if it is a positive or negative influence and to what degree. I don't think anyone is claiming that they are unaffected...they are claiming they aren't adversely affected. It is implied that when you say something has no affect on you, you mean it didn't alter you significantly. If you saw your mom die, it would affect you. If you saw some random person fake die on TV, it isn't going to affect you. Oh, it might make you a little sad or something, but you aren't going to hold a funeral for the tv character and wear black for a week (unless you are stupid).

      People want to say video games alter people to the point where they are normal one day and killers the next. So to that we say we have played them all our lives and it has no affect on us. Obviously, it has some small affect, but not a significant one in the context we are talking about. So I find it completely appropriate to say it has no affect on us.

      And to back seat, psycho-analyze you back...you somehow think you are better and more observant than others because you want to think other people are saying all these things don't affect them at all when really you lack contextual reading comprehension skills. In other words, you are being immature and arrogant because you think you know better than everyone else.

      --
      Support a great indie game: http://www.abaddon360.com
    2. Re:It's how it affects you, not if by Nevyn · · Score: 1

      they are claiming they aren't adversely affected

      What do you mean by "adversely"? If Coke make me think one of their drinks is better than one of Pepsi's, does it matter if I change my opinion or not? Where is the adversity?

      People want to say video games alter people to the point where they are normal one day and killers the next

      Some do, yeh, but not many people here ... and I doubt that is what the GP post was arguing against. Mostly intelligent people often say things like "advertising doesn't affect me", which I don't take to mean "Yeh, they can get me to buy their product but I don't instantly start worshipping the company and give them all my money" I take it to mean "in a double blind test nothing different would happen" ... and in the general case I find it really hard to take that on faith.

      --
      ustr: Managed string API with ave. 44% overhead over strdup(), for 0-20B
    3. Re:It's how it affects you, not if by Anonymous Coward · · Score: 0

      Does reading slashdot 12 times a day affect you? Yes.

      Of course reading Slashdot doesn't affect ... *beep, beep, beep* ... I must kill Frank Drebben ...

    4. Re:It's how it affects you, not if by zen_sky · · Score: 1

      Exactly! This is a classic conditioning exercise. Whether done in a video game or with flash cards, *you are going to be conditioned*! :) Of course, this rarely translates IRL as cleanly, but, *you are going to be conditioned*! :) If something is repeated often enough, in whatever form, *you are going to be conditioned*! :)

    5. Re:It's how it affects you, not if by clone53421 · · Score: 1

      What do you mean by "adversely"? If Coke make me think one of their drinks is better than one of Pepsi's, does it matter if I change my opinion or not? Where is the adversity?

      Actually, it's not necessarily that they want you to think of Coke as better. They just want you to think of it... if you're thinking of Coke, you'll be more likely to choose it when you see the Coke and Pepsi side-by-side in the supermarket.

      As far as the adversity question is concerned: if you spend more than you should or consume more sugary drinks than you ought, that is an adverse effect. Whether or not the advertising made you do this is debatable, but the general idea behind advertising is that it should cause you to choose their product more often.

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
  32. wii fit had an immediate real-world impact by mrcdeckard · · Score: 1

    i know this isn't quite what the article is getting at, but i found myself conscious of my stance and walking after the first time playing with the wii fit. may not seem like much to many of you, but i was immediately struck at how a seemingly simple piece of technology can have leave a real and lasting impression.

    everything about the wii is just clever from an engineering/programming standpoint. it might not seem like it now, but i bet in 10 years, the wii will be cited as one of the great advancements in VR -- mainly because i think it will get us thinking differently about VR than the "lawnmower man" mentality.

    of course, the other game is GTAIV, because of it's great simulation. although i do think it's a step backward form san andreas -- what i think would be a great thing to happen is for more cross-pollination in vide games -- eg, GTA has a great city/driving/shooting simulation, but not much else, really. "skate" has a great skateboarding simulation -- civilization has great AI, etc. if producers licensed their core engines, and made them modular, you could buy add-ons. eg, if you wanted skateboarding in GTA, you could buy the "skate" add-on.

    ok, enough conjecture, more coffee. . .

    mr c

    --
    "Physics is like sex. Sure, it may give some practical results, but that's not why we do it." - R. Feynman
  33. Statistics are valid anyways, right? by jonaskoelker · · Score: 3, Insightful

    <sarcasm>Good to see they're using a nice large group of test subjects.</sarcasm>

    The article is here: http://www.jneurosci.org/cgi/reprint/29/4/1046.pdf

    Could you please point to which of their inferences you think breaks down because of statistical problems caused by the sample size?

    If no such problem exists, the sample size was fine.

    I recall reading a set of guidelines for writing psych papers (discussing and critiquing an article). They said quite explicitly that complaining about sample size was about the cheapest shot available, so don't do it unless you can really back it up.

    To the mods who think my parent is insightful: could you please spell out to me what the insight is? Because I haven't seen any problems with the sample size, only an unsubstantiated claim.

    1. Re:Statistics are valid anyways, right? by Missing_dc · · Score: 1

      Funny, I read this and thought:

      "His inability to substantiate the claim may be due to the sample size."

      which made your gripe sound like defensive whining to me

      I'm just sayin, ya know?

      --
      How amazed would you be to suddenly find that you just forgot what I wrote and you needed to reread my post.... again.
    2. Re:Statistics are valid anyways, right? by Anonymous Coward · · Score: 0

      Yeah, the rare individuals who actually play bicycling games are morons and thus more likely to be influenced by this conditioning... :p

    3. Re:Statistics are valid anyways, right? by Daniel+Dvorkin · · Score: 1

      I'm just sayin, ya know?

      What you're saying is that you don't want to be bothered to (a) read the article and (b) calculate for yourself whether or not the sample size is large enough to determine significance of the claimed effect, so you're going to go with your gut feeling rather than crunching the numbers. And then tell people who point this out that they're just "defensive whiners." Classy.

      --
      The correlation between ignorance of statistics and using "correlation is not causation" as an argument is close to 1.
    4. Re:Statistics are valid anyways, right? by jonaskoelker · · Score: 1

      "His inability to substantiate the claim may be due to the sample size."

      Huh? His (parent(n)s) inability to substantiate the (implicit) claim that the sample size was too small may be due to the sample size?

      That is, the sample size is just fine (like I suggested it might be)? And then you say that my post is a defensive whine?

      *headsplode*

    5. Re:Statistics are valid anyways, right? by Daniel+Dvorkin · · Score: 1

      To the mods who think my parent is insightful: could you please spell out to me what the insight is?

      The "insight" exists in the minds of people who don't want to put forth the intellectual effort to understand sample size and power calculations, and who find the misuse of statistical jargon convenient to dismiss study results that make them uncomfortable. The authors could have used just about any sample size and we'd still see the same comment ... unless it was so large that nobody could reasonably quibble on that point, in which case the wilfully ignorant would fall back on "correlation is not causation," of course.

      --
      The correlation between ignorance of statistics and using "correlation is not causation" as an argument is close to 1.
    6. Re:Statistics are valid anyways, right? by clone53421 · · Score: 1

      Could you please point to which of their inferences you think breaks down because of statistical problems caused by the sample size?

      Unnecessary. Margin of error is a function of sample size; if the sample size is small, margin of error is large. As the margin of error approaches the magnitude of the difference in the results (75% - 25% = 50% in this case), the value of your study approaches utterly worthless.

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
    7. Re:Statistics are valid anyways, right? by Ironica · · Score: 1

      The article is here: http://www.jneurosci.org/cgi/reprint/29/4/1046.pdf

      Can I have your login so I can read it?

      Could you please point to which of their inferences you think breaks down because of statistical problems caused by the sample size?

      If no such problem exists, the sample size was fine.

      Quantative Analysis was over six years ago now, so I'm rusty... but, let's work through this a little:

      Two jersies. Two chairs. Subject sits in one chair, so there's a 50/50 chance they'll pick each jersey (assuming they randomized which jersey was closer to the door, and made everything else as even as possible). So, for 22 respondents, if there's no effect of the game experiment, your expected result would be that 11 would sit with one jersey, 11 would sit with the other.

      Instead, 75% sat with one jersey. That's... 16.5. Um. Well, let's say it was 17 people, then, instead of 11. What you need is the probability of that happening *just by chance*, when there's a 50/50 probability on each trial.

      Oh, hell. I can't possibly remember how to do the math, not without a lot more coffee. Someone else take over here? And if someone can do a Pearson's N or Chi Square or something, that'd be cool too. What's the margin of error? Is it larger than the deviation?

      --
      Don't you wish your girlfriend was a geek like me?
    8. Re:Statistics are valid anyways, right? by ChinggisK · · Score: 1

      Well, if it makes you feel any better, I was going for funny, not insightful, nor do I claim to have any idea what I'm talking about. But please, feel free to keep flaming people and bolstering your ego.

    9. Re:Statistics are valid anyways, right? by Anonymous Coward · · Score: 0

      I recall reading a set of guidelines for writing psych papers (discussing and critiquing an article). They said quite explicitly that complaining about sample size was about the cheapest shot available, so don't do it unless you can really back it up.

      Not to make an even cheaper shot, but psychology is absolutely rife with small sample sizes. Not surprising given them limited funding for such research, but compared to studies in fields with a lot more on the line, like pharmacology, such groups would be unacceptable.

      So, might I suggest perhaps that it's not surprising that people writing guidelines on how to critique other papers in the same field might want to knock out a criticism that would apply widely across the field.

    10. Re:Statistics are valid anyways, right? by Dr.+Hellno · · Score: 1

      If you flip a coin 22 times, it's hardly inconceivable that it'll come up heads 16 times. If even one or two subjects surmised the purpose of the study and decided based on that hunch, or if one of the logos was somebody's favorite color or shape, or if one of the chairs was closer (or if the majority of the participants had, say, a dominant right eye, making the right chair perhaps seem nearer)... These are things that could sway a few people. They would theoretically be null for a larger sample size but aren't here. I don't see a statistically significant correlation. Even if I did, I think the study itself is flawed in that it only tests if an individual can be physically conditioned to subconsciously dislike an image. I'm pretty sure this has been proven before. The involvement of video games isn't even relevant.

    11. Re:Statistics are valid anyways, right? by jonaskoelker · · Score: 1

      But please, feel free to keep flaming people and bolstering your ego.

      I didn't mean it as a flame, and none of the mods who cared about what I said saw it that way either.

      Sorry if I came off that way.

      ISTR from my statistics course that you could say something reasonably accurate from a surprisingly low sample size. OTOH, it didn't give as solid a theoretical foundation as I would have liked.

    12. Re:Statistics are valid anyways, right? by sabt-pestnu · · Score: 1

      Perhaps they meant "interesting". In the same way that "momentarily" is used when "imminently" is meant. (Yeah, I want the play to land momentarily, alright. The pilot needs more touch-and-gos!)

      Or perhaps they did mean "insightful", in that you seem to have read something useful about statistics as applied to sample size despite not having made reference to anything other than the original article on the study.

      But then, RTFA is always good for +1 (something). :)

  34. Forcible taste-association marketing by jwietelmann · · Score: 1

    It doesn't even say anything about marketing until they can figure out a way to forcibly deliver good/bad-flavored beverages to your mouth.

    Imagine it now. Coke buys ads in a video game. You're playing, and every time you see the Coke logo, it forces some Coke into your mouth. Then you play a little more and the Pepsi logo shows up. It forces vinegar into your mouth. Happy gaming!

    Or you're playing, and every time you see the label for Old Milwaukee, it delivers Old Milwaukee to your mouth. Then you go out into the world and see the logo and... well, perhaps Old Milwaukee's marketing team should steer clear of this.

  35. Re:Good god no! -- oh yes, YES, YESSS! by Gizzmonic · · Score: 1

    Where have you been? Ads posing as video games are nearly 30 years old.

    As for the political stuff, I don't think it's gonna happen. There are a lot better ways to conduct opinion polls than through a game, which has to be ENTERTAINING first and foremost or it will be raked over the coals.

    And in most cases, ads aren't the game itself anyway (the linked above is an exception). Usually, they're just branding tacked onto another game. Fender Guitars sponsors Rock Band, so your character can play virtual representations of actual Fender guitars. Snowboarding companies sponsor SSX Tricky and the like. It's not that obtrusive and actually adds to realism if it's done right.

    --
    (-1, Raw and Uncut is the only way to read)
  36. Definitely true! by cyn1c77 · · Score: 1

    I believe it!

    Doom taught me that when an imp throws a fireball at your face, you need to dodge the fireball and then kill the imp or it will keep attacking.

    Diving out of your chair still results in your character getting hit with the fireball.

    Tricky imps.

  37. This has happened to me by MobyDisk · · Score: 1

    1) Someone turned on a buzz-saw outside, and I immediately hunched down and felt a fear of something dangerous above me. I realized after a moment that the sound was reminiscent of the flying buzz-cutting robots in Half Life 2.

    2) I started a job at a BioScience company, and there is an area with a whole bunch of machines that make a humming sound, like a refrigerator running. One day one of the fluorescent lights on the walls was flickering on and off and I immediately felt that foreboding caution like walking into a new room in Doom 3. The humming is very much like the machinery in that game, and the flickering light took it to the next level. Now, every time I walk by there, I hear the narrator saying "The molecular fuel storage compactor..." and I imagine a Cacodemon coming around the corner. (It makes me like my job a bit more...)

  38. How Much Conditioning? by PineHall · · Score: 1

    You and many others are talking about conditioning. How then do violent video games, like GTA, condition the players? I think it is safe to say that the end result is not making people into murderers. But I believe there must be some conditioning effect. Maybe players end up less respectful of life and others, or also in the case of GTA less respectful of the law and authority. How big is the conditioning effect from violent video games?

    1. Re:How Much Conditioning? by Anonymous Coward · · Score: 0

      From my own experience, here are the effects I've noticed:

      1: I tend to be very good at pathfinding, i.e. I can keep a 3D map of my surroundings in my head, and I generally have a very good sense of direction. I almost never get lost anymore, and I attribute this directly to constantly wandering mazes in video games.

      2: I can generally keep more than one task list in my head at the same time, juggling objectives relatively easily. Video games are practice for multitasking.

      3: Whenever I'm walking through an unfamiliar area, like a park at night, or towards a building, I'll subconsciously evaluate different approaches and pick the safest one. When I want to get somewhere, I'll usually be able to find the best path there almost immediately.

      I haven't noticed any violent tendencies; I'm a pacifist. Most of the effects I've noticed have been related to visual/spatial memory.

    2. Re:How Much Conditioning? by Ironica · · Score: 1

      I would think that the conditioning effect in there would be to bring self-interested actions to the fore, even in situations where there might be harm to others. In many cases, other considerations would override (legality, the risk of getting fired, not wanting to get kicked out of the house) but, in situations where you won't "get caught," it might change behavior (such as making someone more likely to cut into a line of cars, or tear the stems out of the mushrooms before buying them... yes, I actually saw a guy doing this at the supermarket one time).

      --
      Don't you wish your girlfriend was a geek like me?
  39. Same Experience by Anonymous Coward · · Score: 0

    Back in college I played a marathon 36 hours at a LAN party, mostly first person shooters like Counter Strike. I remember going to get some food and, on the way, seeing someone I thought I knew in the distance. My first instinct was to raise my sniper rifle and see who it was through the scope.

    I also had a friend who played lots of Team Fortress, in which the rocket launcher has a red laser dot to guide it. You could make him jump if you hit him with a laser pointer, at which point he'd be all embarrassed by his conditioned response.

  40. I found it helped by ShooterNeo · · Score: 1

    Before I went to Army Basic Training, I had spent hours playing the game "America's Army". Among other features, that game has an extremely accurate simulated shooting range that is almost identical to the real one. (you shoot these green 'pop up' targets that are man-sized)

    In the game, you had to score 'expert' in order to be issued a sniper rifle in online multiplayer battles. So I replayed that part of the game dozens of times in order to finally hit expert.

    Anyways, shooting my real M-16, I found that the skill translated. My own breathing and the wobbling of my iron sights seemed just like the game, and I 'clicked' on each target. Hit 38/40 without any problems, 'expert' level.

    I would say it was actually easier to do this in real life than in the video game.

    I've read soldiers manning fixed machine gun turrets saying that shooting back felt just like a video game as well.

  41. DUMBASS by Anonymous Coward · · Score: 0

    Nothing like learning to read. The article says the players learned to FAVOUR on teams jersey, and it had nothing to do with FLAVORED drinks.

    1. Re:DUMBASS by clone53421 · · Score: 1

      Perhaps you should read more than the first two paragraphs... flavour was most definitely a factor.

      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.

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
    2. Re:DUMBASS by Anonymous Coward · · Score: 0

      From TFA
      "If cyclists from their same team â" as indicated by a jersey design â" 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."

  42. 3/4 of 22 by Anonymous Coward · · Score: 0

    They "recruited 22 volunteer subjects." ... "Three-quarters of the subjects sat in the chair that reminded them of juice."

    IANAM, but I'm pretty sure 3/4 of 22 is 16.5...

    So was there a test subject who sat in the chair that only partially reminded him of juice?

    1. Re:3/4 of 22 by clone53421 · · Score: 1

      No, but there was this one guy who wasn't in the room when they checked because he'd suddenly had an irrepressible urge to urinate...

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
  43. 1890 called.. they want Pavlov back... by uncledrax · · Score: 1

    What? Pavlov's Classical Conditioning still works?

    Oh well.

    If I demonstrate classical conditioning on some other video game, can I get in the news too? Pretty please?

    --
    ----- The internet has given everyone the ability to have their voice heard equally as loud.. even if they shouldn't be
  44. With a whole... by AlmondMan · · Score: 1

    22 people this test is extremely statistically significant.

  45. GTA San Andreas by psydeshow · · Score: 1

    This is why I try to wear green in public and avoid wearing purple at all costs.

    I don't want anyone to put a cap my ass before they remember that they aren't playing a videogame.

  46. Fire extinguisher by Chess+Piece+Face · · Score: 1

    Had to use a fire extinguisher for the first time in real life the other day, and after using them several times in games (notably San Andreas) found that it was almost an instinct to arm it, point at the base of the fire, and shoot. My co-workers were amazed.

  47. Re:Good god no! -- oh yes, YES, YESSS! by MarkvW · · Score: 1

    I'm thinking that a rich virtual environment, with multi-thousands of participants, would have room for lots of advertising.

    For instance: Enter the virtual room, watch a video about our product, or take a survey about our candidate, and in exchange get a plasma blaster and 400 rounds of ammunition.

  48. Glad to know I'm not the only one by jeko · · Score: 1

    Same here. Had some helicopter IRL buzz kind of low after I finished that game, and the first thing that went through my head was "*curse* find it, Find It, FIND IT!"

    My wife, who tends to know what I'm thinking before I do, saw the thought flit through my head and laughed for five minutes straight.

    --
    He put his boots up on the table and made a face. "The sig," he smirked. "You can waste your life in search of the sig."
  49. Weird Science by CarpetShark · · Score: 1

    What on Earth is surprising, or even interesting, about showing that putting a game controller in a person's hand doesn't thwart this method of learning?

    Well, these days, common sense or self-evident truths (as in, "we hold these truths to be self-evident: that all people are created equal...") seem to be unacceptable to most people, so you end up with stupid studies convincing stupid science-bound people of things that more well-rounded people know, and not only know, but feel and connect with at the core of their being.

  50. Re:Good god no! -- oh yes, YES, YESSS! by Gizzmonic · · Score: 1

    They do that on Playstation Home (for the PS3). Except, instead of giving rewards, they make you pay for costumes. There are previews for upcoming Sony/Columbia movies and ads for PS3 and PSN games. Playstation home is a spectacular failure any way you slice it, though.

    --
    (-1, Raw and Uncut is the only way to read)
  51. Video Games Saved My Life...lol by Colonel+Korn · · Score: 1

    Last week video game conditioning, and some attentiveness, saved my car from being totaled and me from...who knows what. I was driving down an icy road and, to get to the point, an opposing driver was rear ended and launched directly toward me with a 60-70 mph speed differential. Keeping in mind that I was in packed snow, not asphalt, I used by awesome video game-honed reflexes to instantly but not wildly react, steering myself left and into the oncoming lanes of traffic in order to avoid the car that was launched at me, which ended up rolling across my lanes and up a sidewalk, and the giant car that launched it, which ended up spinning into the sidewalk on its own side of the street. As a bonus, I managed to confirm that a real car on snow behaves a lot like a car in GTA4 on pavement.

    --
    "I zero-index my hamsters" - Willtor (147206)
  52. And, yet... when violence is involved... by Valdrax · · Score: 3, Interesting

    It seems very strange to suppose that intentionally creating an association between visual and taste stimuli would magically not work, just because a video game is involved.

    And, yet, when violence is involved everyone on this site strongly presumes that there is absolutely no link between stimuli that rewards violent or aggressive behavior and real life aggression. Not a smidgen, not an amount that almost all sane people can control and thus not an amount that has marginal effect on society. None.

    'Cause everybody knows that the issue is all about evil politicians and busybodies wanting to control your life. The subject is always black and white -- never gray.

    --
    If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").
    1. Re:And, yet... when violence is involved... by Dr.+Hellno · · Score: 0, Flamebait

      you're a moron. The two situations are not related. If violent games gave you tasty juice in real life for performing in-game violence, you might have something there. What you (and about 90% of this thread's participants) seem to miss is that these scientists used proven psychological conditioning methods to elicit a response, and then pointed their fingers at the video game they'd put in the room as a scapegoat. If they'd replaced the game with two still images of the jerseys, shown one after the other, the effect would have been the same; that's basic Pavlovian conditioning (or skinner, I always get those two mixed up.)

    2. Re:And, yet... when violence is involved... by pete-classic · · Score: 3, Insightful

      Well, I hope your comments aren't directed at me. I'm 100% for parents controlling the media their children consume. I convinced my step-mother not to allow her child to play GTA III.

      I do, however, absolutely believe that I am better equipped to choose what media I consume than any politician. GTA III is one of my all-time favorite games.

      -Peter

    3. Re:And, yet... when violence is involved... by Valdrax · · Score: 1

      What you (and about 90% of this thread's participants) seem to miss is that these scientists used proven psychological conditioning methods to elicit a response, and then pointed their fingers at the video game they'd put in the room as a scapegoat.

      So, then you're simply asserting that video games are utterly incapable teaching behavior due to a lack of a tangible reward? Getting a high score doesn't matter? Getting an Achievement on Xbox Live doesn't matter? A particularly enjoyably gory special effect doesn't matter?

      Just plain having fun doesn't matter for conditioning? I don't think you understand how conditioning works. Dopamine is dopamine.

      [T]hat's basic Pavlovian conditioning (or skinner, I always get those two mixed up.)

      But obviously, I'm the "moron" who doesn't understand psychology at all. Generally speaking, video game violence and this study would be considered operant conditioning, not classical conditioning.

      --
      If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").
    4. Re:And, yet... when violence is involved... by Valdrax · · Score: 1

      Well, I hope your comments aren't directed at me.

      Not, not really. I'll openly admit that I was just piggy-backing off of the post closest to the top most relevant to the little dig I wanted to make at Slashdot's collective "video game violence studies are always hogwash" position. I regretted using the word "everyone" as soon as I posted because I think I came off as accusing you too. My bad.

      I do, however, absolutely believe that I am better equipped to choose what media I consume than any politician.

      Oh, yeah. I totally agree there. I don't honestly think that video game violence causes any increase in crime levels -- I just think they increase aggression, and adults are more than capable of dealing with that responsibly unless they're mentally disturbed, and I also think that that risk is no grounds for restraining sane people's entertainment.

      --
      If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").
    5. Re:And, yet... when violence is involved... by pete-classic · · Score: 1

      So we're in 100% agreement? That's boring.

      I guess I'll fire up the Xbox 360 and play some Stabber-Man 7.

      -Peter

    6. Re:And, yet... when violence is involved... by ishark · · Score: 1

      This could be also because while studies have shown the effect of games in some cases (like this one, even if I fail to see the importance of being a video game, or other cases where people with phobias are "trained" around them using games), studies which find links between videogames and violence are non-existant. And still, it should be VERY easy to prove, just by looking at the percentage of minors in jail for violent crimes which are avid violent videogame players. I'm also sure you remember the statistics (posted here on slashdot) showing that in the years after the release of Doom, violent crime went down.....

  53. Twenty-Two?!?!? LOL!!! by Secret+Rabbit · · Score: 1

    Twenty-two people is hardly statistically significant. Call me when these people start doing real research.

  54. I've always wondered about about that.. by Anonymous Coward · · Score: 0

    Well, this would explain why every time I see an abandoned building, I feel compelled to wander through it looking for health packs and extra ammo.

  55. Conditioning by Aoet_325 · · Score: 1

    I sometimes wonder if this hasn't affected me.

    I've played a whole lot of adventure games and now every so often I'll see some random discarded object lying around on the ground somewhere and I get the odd feeling that if I picked it up and carried it around eventually I might figure out where I can use it for something.

     

  56. Name for this phenomenon? by mdmkolbe · · Score: 1

    This phenomenon seems to be common enough that there need to be a name for it if there isn't one already.

    (I've had the experience with Chess (forming pawn islands), Othello/Reversi (flanking) and a few video games.)

    1. Re:Name for this phenomenon? by clone53421 · · Score: 1

      There is. It's called the Tetris effect.

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
  57. EMM386.EXE by Anonymous Coward · · Score: 0

    Pac Man taught me to eat pills in the dark, moving to repetitive music. That has to be why I like techno. An important lesson of Pac Man - when you start eating too many pills - ghosts will chase you around. Once in a while, when you take that bigger dose however, the ghosts fuck right off. Oh - and eating fruit definitely helps when you've been sketching out for days on end... :-)

    Tetris has taught me to improve my spatial shape matching skills, and also increase my interest in electronic music.

    Asteroids has me thinking about Near Earth Objects, and the risk posed by them breaking apart after shooting them.

    Mario Bros has taught me to embrace the boiler repair knowledge I've learned from my father. That magic mushrooms can make you feel big - stumbling upon evil infected mushrooms can kill you, eating weird flower seeds makes you trip out and think you can do things like throw fireballs. Still need to find Princess Peach however...

    Mega Man has taught me to defeat science subjects one at a time, and then acquire skills that can be used to defeat the other subjects, while munching on pills (related to Pac Man). Thermodynamics = Heat Man, Lasers = Flash Man, Metallury = Metal Man, Explosives = Crash Man, Biology = Wood Man, Bongs = Bubble Man. :-)

    Grand Theft Auto has me avoiding cops, and doing
    criminal things - obviously related to Pac Man. The one thing that never made sense is - how does picking up a hooker off the street increase your health? I imagine that'd most likely slowly decrease your health...

    Dope Wars taught me about drug price variability, market opportunity and risk.

    Command & Conquer/Red Alert has generated an increased interest in world domination.

    Leading to larger scale, advanced strategy - like Civilization. Increasing my interest in trade, sociology, research funding, energy policy, and how to win all out nuclear war. :-)

    And then taking an interest in armed combat scenarios - like America's Army or Battlefield.

    Sim City taught me to identify stupid zoning decisions, road layouts, traffic problems, pollution, gentrification, economic downturns, and associated costs.

    Half-Life taught me to push crystals into energy beams. Now I do it as often as I can, hoping that one day, I will open that inter dimensional portal, and have to run around in an orange HEV suit, bashing alien creatures in the head with a crowbar, while having to fight the military at the same time. Hence why I'm studying photonics. :-) Come on inter dimensional portal!

    Haven't played any serious flight simulator games in a long time however.

    And the number one thing, and probably most beneficial skill I've learned from video games is credited to DOOM.

    How to edit batch files, remove memory managers, all leading to the downward information spiral of computers. When you're 13, and basically don't know anyone with any computer knowledge, this kind of experience is golden.

    There needs to be a video game that deals with drug abuse withdrawal though ... that one just doesn't seem to be covered yet.

  58. King of the Smartest. . . by Fantastic+Lad · · Score: 1

    People want to say video games alter people to the point where they are normal one day and killers the next. So to that we say we have played them all our lives and it has no affect on us.

    Killing target after target after target doesn't directly make people into trench coat killers, but it normalizes the event to the point where when you hear about such a thing happening in the real world, your automatic reaction is not one of disgust and outrage and a feeling that we must work to decrease violence. It's one of, "Oh. Kill it back".

    I'm not saying that automatic reactions are particularly good, but in the context of a world where people are cattle, being able to control how and which way they herd is valuable, especially if you want to keep people locked in a perpetual state of war.

    Some of the games being played today by both kids and adults would have been utterly shocking to the world back in the days of Pac Man. This appears to have changed.

    you somehow think you are better and more observant than others because you want to think other people are saying all these things don't affect them at all when really you lack contextual reading comprehension skills. In other words, you are being immature and arrogant because you think you know better than everyone else.

    Hm. Pardon my own psycho-analysis, but I didn't get that so much. I could be entirely mistaken, but the poster's comment struck me more as being driven by a frustration with mass self-deception rather than an attempt to win ego points in a game of, "I'm The Smartest!". --People locked into that game are more likely to be threatened by any statement of fact coming from a peer.

    Whatever the case. . . Answer a falsehood with what it calls for. The truth. If we can do that without trying to 'win' ego points, then we're doing well. It's hard to do. The ego is the gate keeper preventing us from seeing objective reality.

    -FL

  59. Burnout Paradise by dgbrownnt · · Score: 1

    I have to admit, after playing Burnout Paradise, I felt the urge to drive through any yellow blockades I saw in real life...

  60. I have a bad feeling about this... by Sparx139 · · Score: 1

    Why do I get the feeling that this will be taken out of context by extremists like Jack Thompson, to continue their campaign to destroy all video games intended for people over the age of 8?

    Yes, it is logical that we are affected by the same things in video games that we are in advertising, but it isn't as if it can completely turn around your behavior and morals.
    I mean, playing GTA, Doom, or Halo isn't going to cause you to go out, buy a gun and go on a murderous rampage. There are other things which are responsible, and the games that the majority of reasonable people play make a convenient scapegoat. And this research may just put a sign over games developer's heads saying "BLAME ME!!!"

    --
    Our culture doesn't get smarter, it just finds new ways of being retarded.
  61. hwere's ma admin? by bronney · · Score: 1

    I wish theirs an admin in life, or at least a votekick.

    I wish theirs aimbot in life, or at least a speel checker.

    I wish there's end turn in lines, or at least a build 0.

    I wish there's catch up assistance, or at least a Cessna in my garage.

    If your game bleeds into your RL, you should be grateful. I never seem to pwn in RL, posting to slashdot everyday.

  62. Flickering toilet lights by fforw · · Score: 1

    When the toilet lights at our company started flickering I became really edgy for not checking all bathroom stalls for enemies like Doom 3 had taught me.

    --
    while (!asleep()) sheep++