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Research Credibility In the Video Game Violence Debate

An anonymous reader writes "Two researchers who have a history of publishing studies that claim violent video games lead to violence have now published a new study claiming that they've come up with an 'objective' way to measure why violent video games lead to violence. They've taken the names of people who signed an amicus brief on the upcoming Supreme Court case on an anti-violent video game law in California, and decided that if you added up the number of publications by each side the ones who supported 'video games lead to violence' had more publications, and thus that was 'proof' that they had more credibility. Yes, quantity is more important than quality. The fact that the researchers who published this 'study' also wrote the amicus brief that supported the same claim seems to call their objectivity into question as well."

154 comments

  1. huh? by cranil · · Score: 0

    Sounds like crap...

    1. Re:huh? by Anonymous Coward · · Score: 0, Troll

      Why? That's how the Climate Change consensus works!

    2. Re:huh? by mwvdlee · · Score: 1

      I will objective proof that it is indeed crap by adding up the number of adjectives by each side found in this very post.

      Crap, crap, good, crap, crap, crap, good, crap.

      There you go; objectively proven. "Crap" has far more publications than any other word in this post, therefore it is far more credible.

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    3. Re:huh? by Phoghat · · Score: 1

      Ach! It's all bollocks!

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  2. An earlier Slashdot article... by ThePromenader · · Score: 1

    ...proved quite nicely (and objectively) that violent video games incite an ~insensivity~ to violence, rather than promote violence itself. But whatever...

    --

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    ThePromenader
    1. Re:An earlier Slashdot article... by Anonymous Coward · · Score: 0

      ...so players of violent games would have no problem stabbing someone else with a big knife a few times because they became insensitive to violence?

    2. Re:An earlier Slashdot article... by Anonymous Coward · · Score: 1

      Let's write two Slashdot articles, better even three, proving that violent video games _demote_ violence. This would close the argument, at least here on Slashdot.

    3. Re:An earlier Slashdot article... by cheekyjohnson · · Score: 2

      They might desensitize people to some forms of violence (though I doubt many people would still be able to react normally in the face of such if it happened to them in real life). But what does it matter? That just means that they'd be more calm in said situation, not that they'd begin voluntarily participating in violence. I'd say it's a good thing if people react more calmly.

      Also, a lot of people claiming something is true does not make it so. The validity of the studies must be questioned, as well as what the studies really prove, if anything. Many of them merely link violent entertainment to temporary aggressive thoughts, from what I've seen. Those aggressive thoughts likely disappear soon enough, and almost never amount to anything.

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      Filthy, filthy copyrapists!
    4. Re:An earlier Slashdot article... by Anonymous Coward · · Score: 4, Interesting

      I saw an essay once by a anthropologist who made the claim that video games and sports do not increase violence. His argument in a nutshell was the humans like all mammals have a very deep seated sense of play vs serious business. even though play often has mock violence aspects is isn't the same thing. Children and teenagers, like dogs, instinctively understand the difference between the two.

    5. Re:An earlier Slashdot article... by mcvos · · Score: 1

      Becoming insensitive to something doesn't automatically imply you lose all morals concerning it. It just means you're not shocked when somebody does get stabbed. You might be less disgusted by the idea of stabbing someone, but you still need the right lack of morals or conscience to actually do it.

    6. Re:An earlier Slashdot article... by Anonymous Coward · · Score: 0

      Well, I dunno, but I play quite alot of violent games, including realistic FPS and I was still extremely shocked when I hit (and killed T_T) a roe deer with my car one night on a windy country road. I can't even imagine what it would be like with a human...

    7. Re:An earlier Slashdot article... by Anonymous Coward · · Score: 0

      Usually the people most anti- war/violence/hatred/etc are the most insensitive. You need to be exposed to something to learn how deeply and fundamentally you despise it,

    8. Re:An earlier Slashdot article... by Internetuser1248 · · Score: 1

      Better yet, lets crowdsource bogus studies that prove that. "I looked under my fingernails and there was dirt, this proves that video games don't cause violence." By the metric this guy is using it is not the quality but the quantity. If we get some gamers together we could publish thousands of bogus studies and video games would cease to cause violence, saving many lives. Think of the children.

    9. Re:An earlier Slashdot article... by Alex+Belits · · Score: 4, Funny

      So it's like goatse -- you aren't shocked anymore to see a stretched anus on the screen, but you still aren't inclined to stretch your anus in front of other people or cameras?

      --
      Contrary to the popular belief, there indeed is no God.
    10. Re:An earlier Slashdot article... by maxwell+demon · · Score: 1

      Actually I can prove that video games are completely harmless. It's easy: There are far more Slashdot comments saying that video games are harmless than comments saying they are harmful. And I'm pretty sure that the number of Slashdot comments is larger than the number of studies on this subject, therefore Slashdot comments clearly take priority.

      What? Peer reviewed? Yes, we have that on Slashdot, too. It's called moderation.

      --
      The Tao of math: The numbers you can count are not the real numbers.
    11. Re:An earlier Slashdot article... by Anonymous Coward · · Score: 0

      Insensitivity to violence can't be attained without repeated forced witnessing (or committing) violence. Humans have deeply embedded loath to it and only strong emotions, determination, or forced repetition of violent act for real can overcome the accompanying nausea. Career killers (peasants, butchers, hunters, close combat soldiers, snipers, executioners, assassins, gangsters ... ) have to be broken into it, and I am sure they don't like it, at least not when it begins. Computer games I've seen so far luckily don't posses sufficient reality in them, expressions, sounds and smells.

    12. Re:An earlier Slashdot article... by cheekyjohnson · · Score: 1

      Computer games I've seen so far luckily don't posses sufficient reality in them, expressions, sounds and smells.

      Not to mention the ability to fool the player into believing that the people in them are real. That would be a pretty important factor, too.

      --
      Filthy, filthy copyrapists!
    13. Re:An earlier Slashdot article... by Xiph1980 · · Score: 1

      [citation needed]

      --
      Manuals are your last resort only
    14. Re:An earlier Slashdot article... by jmac_the_man · · Score: 1

      Let's write two Slashdot articles, better even three, proving that violent video games _demote_ violence.

      Better still: Write the same article, and then publish it three times.

    15. Re:An earlier Slashdot article... by PopeRatzo · · Score: 1

      ...so players of violent games would have no problem stabbing someone else with a big knife

      There's very little violence in Portal 2, but after playing it for three hours I'm ready to kill a whole bunch of people.

      Of course, I was ready to kill a whole bunch of people before I started playing Portal 2, but my point still stands. If I had a point.

      --
      You are welcome on my lawn.
    16. Re:An earlier Slashdot article... by Anonymous Coward · · Score: 0

      Trust me, you don't want to know. I was in the military in Desert Storm (the First Gulf War, they call it now) and killed a person in a very personal manner. Close enough that I could see their eyes and hear their breath as it left them.

      It has been twenty years and I still have nightmares about that. Very few people know what happened there. It is not something I talk about or relive with any enthusiasm. There is an overwhelming sense of guilt about it, despite the fact that it was literally him or me. Being the instrument of some other person's death carries a price well beyond what most people can pay. I hope you never have to experience it and I pray for all the young men that are paying that price right now.

      The most surprising part of this for me has been how I project on to other people my sense of guilt. I see someone looking at me and think they know I killed someone, they know what I'm capable of and they are judging me for it. I KNOW that's not the case, but still, those thoughts come to me even after all this time.

    17. Re:An earlier Slashdot article... by Securityemo · · Score: 1

      If you are exposed to something that triggers a traumatic reaction, I suppose you could either lash out at it/avoid it, or accept it as a new part of your worldview. Or both, at the same time.

      --
      Emotions! In your brain!
    18. Re:An earlier Slashdot article... by g0bshiTe · · Score: 2

      After playing Portal2, I'm finding myself having increasingly more violent confrontations with automated turrets throughout my workday. I fear this may lead to workplace violence against them.

      Had this been studied prior to Portal2 release, I may have rethought my purchase in order to avoid this type of aggression against turrets.

      --
      I am Bennett Haselton! I am Bennett Haselton!
    19. Re:An earlier Slashdot article... by Mr.+Slippery · · Score: 1

      They might desensitize people to some forms of violence (though I doubt many people would still be able to react normally in the face of such if it happened to them in real life). But what does it matter?

      It matters because human being have two levels of inhibition against killing. The first is intellectual, the conscious decision somewhere up in the forebrain that "I'm not going to kill anyone." The second is the instinctive inhibition against killing one's one species, deeper in the brain and common with most mammals. Both have to be turned off to make a killer.

      Desensitizing people to killing -- a deliberate goal of military training, and a possible outcome of some sorts of violent video games -- does not affect the intellectual, conscious decision to not kill, but it does affect the instinctive one.

      If a person's intellectual inhibition then falls because they become extremely agitated to the point of irrationality, or because they are socialized to regard some group of people as not fully human (commonly used in times of war), then they will be capable of killing.

      --
      Tom Swiss | the infamous tms | my blog
      You cannot wash away blood with blood
    20. Re:An earlier Slashdot article... by cheekyjohnson · · Score: 1

      Desensitizing people to killing -- a deliberate goal of military training, and a possible outcome of some sorts of violent video games -- does not affect the intellectual, conscious decision to not kill, but it does affect the instinctive one.

      I see. I lost the "instinctive" one long ago, and I have no plans to ever kill anyone. I'm against violence, in fact.

      If a person's intellectual inhibition then falls because they become extremely agitated to the point of irrationality, or because they are socialized to regard some group of people as not fully human (commonly used in times of war), then they will be capable of killing.

      And, judging from the amount of people that view/play violent entertainment, this does not appear to happen often (the killing), if at all (if it happens, there's no real evidence for it). So, as far as I see, either it doesn't desensitize very many people, or they just aren't 'insane' enough to kill other people merely because they would be more calm about it.

      --
      Filthy, filthy copyrapists!
    21. Re:An earlier Slashdot article... by Anonymous Coward · · Score: 0

      They might desensitize people to some forms of violence (though I doubt many people would still be able to react normally in the face of such if it happened to them in real life). But what does it matter?

      It matters because human being have two levels of inhibition against killing. The first is intellectual, the conscious decision somewhere up in the forebrain that "I'm not going to kill anyone." The second is the instinctive inhibition against killing one's one species, deeper in the brain and common with most mammals. Both have to be turned off to make a killer.

      Desensitizing people to killing -- a deliberate goal of military training, and a possible outcome of some sorts of violent video games -- does not affect the intellectual, conscious decision to not kill, but it does affect the instinctive one.

      If a person's intellectual inhibition then falls because they become extremely agitated to the point of irrationality, or because they are socialized to regard some group of people as not fully human (commonly used in times of war), then they will be capable of killing.

      The second can be turned off by Prozac as the Columbine shootings proves so why is there no concern about this? Anybody?

    22. Re:An earlier Slashdot article... by Mr.+Slippery · · Score: 1

      I lost the "instinctive" one long ago,

      A curious statement. Unless you've been in a situation where you've had all intellectual impediments to killing removed and seen that you were in fact able and willing to kill, I'm not sure how you can assert this. Have you killed a human being?

      judging from the amount of people that view/play violent entertainment,

      "Viewing" and "playing" are completely different. Viewing does not train a behavior, playing does.

      if at all (if it happens, there's no real evidence for it)

      Remarkable how the /. groupthink simply disregards the existence of evidence on this issue. One can certainly argue that the evidence is not conclusive, but to say that it's nonexistent demonstrates either gross ignorance or a strong unwillingness to step beyond one's personal biases and look at the matter scientifically. It takes only a few minutes of Google-fu to turn up studies like these:

      Is the evidence conclusive? Maybe not. Does any amount of evidence that games cause an increase in aggression potential justify censorship? No. Censorship is real violence.

      --
      Tom Swiss | the infamous tms | my blog
      You cannot wash away blood with blood
    23. Re:An earlier Slashdot article... by GooberToo · · Score: 2

      I saw an essay once by a anthropologist who made the claim that video games and sports do not increase violence. His argument in a nutshell was the humans like all mammals have a very deep seated sense of play vs serious business

      I can tell you authoritatively that guy in an idiot.

      Most professional athletes got where they are specifically because their play is a "serious business." There are many a player who have no problem breaking your arm so they can make that catch. They justify it as the risks of playing the game and a risk you willingly accepted when you started playing.

      The simple fact is, people perceive the world in different ways. For some people, a silly, friendly game is just that. For others, that same game is a means of proving they are better than someone else and they'll do anything they can make that statement. Its not really a question of games, its a question of the person.

      Certain people in our society can rationalize anything or have little concern for the societal fallout. In many cases, these people go on to become sports stars, successful businessmen, or serial killers.

    24. Re:An earlier Slashdot article... by cheekyjohnson · · Score: 1

      Unless you've been in a situation where you've had all intellectual impediments to killing removed and seen that you were in fact able and willing to kill, I'm not sure how you can assert this.

      You're right. It's mere speculation. Judging from my past and current feelings, though, that's what I believe.

      "Viewing" and "playing" are completely different. Viewing does not train a behavior, playing does.

      So you say. But my point still stands nonetheless. There's plenty of people who play violent video games. The effect, if it exists, appears to be extremely small and not worth worrying about.

      One can certainly argue that the evidence is not conclusive, but to say that it's nonexistent demonstrates either gross ignorance or a strong unwillingness to step beyond one's personal biases and look at the matter scientifically.

      It's amusing how one of the few statements that I didn't add "that I've seen" to got picked out for that so quickly. Anyway, that is not what I meant. I meant that, as far as I know, no study has linked real-world violence to violent entertainment. It would be very difficult to do so accurately. You talked about desensitized people going 'insane' and then killing people. How often does that happen, I wonder? What studies can accurately prove this? Were the people even 'normal' to begin with? The studies you linked to do in some way relate to that, but as you said, they're not really very conclusive at all.

      --
      Filthy, filthy copyrapists!
    25. Re:An earlier Slashdot article... by Labcoat+Samurai · · Score: 1

      I don't actually understand why insensitivity is so feared. Doctors are desensitized due to the way they have to essentially be biological mechanics for human beings. Hunters are desensitized by actually killing real living things and butchering them (the fact that human beings have analogous parts to such animals would be disquieting without at least some degree of desensitization). And of course, we actively encourage this in our military personnel and call them heroes rather than being terrified of the monsters we must have turned them into.

      And do we really think violent video games desensitize to even near the degree that those things do? I find that extremely unlikely. I've played a lot of violent video games and I'm still sickened by stories of civilians being decapitated by militant extremists or of bodies being dragged through the streets.

      There's a lot of horror in this world, and video games or no, I still find it horrifying.

    26. Re:An earlier Slashdot article... by Anonymous Coward · · Score: 0

      I see people get far more violent over a football game televised on national tv than anyone playing video games. These people are just pissed their parents didn't buy them a nintendo when they were in pre-school!

    27. Re:An earlier Slashdot article... by Muros · · Score: 1

      I saw an essay once by a anthropologist who made the claim that video games and sports do not increase violence. His argument in a nutshell was the humans like all mammals have a very deep seated sense of play vs serious business

      I can tell you authoritatively that guy in an idiot.

      Most professional athletes got where they are specifically because their play is a "serious business." There are many a player who have no problem breaking your arm so they can make that catch. In many cases, these people go on to become sports stars, successful businessmen, or serial killers.

      I agree. Let us ban professional sports throughout the globe, and usher in a new age of world peace.

    28. Re:An earlier Slashdot article... by GameboyRMH · · Score: 1

      I don't blame you

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    29. Re:An earlier Slashdot article... by liquiddark · · Score: 1

      Speak for yourself!

    30. Re:An earlier Slashdot article... by GooberToo · · Score: 1

      What the hell are you talking about?

  3. I love to fart. by Anonymous Coward · · Score: 0

    Seriously.

    1. Re:I love to fart. by Anonymous Coward · · Score: 0

      http://www.youtube.com/watch?v=aD4k148YcDU

  4. The Three Stooges by PolygamousRanchKid+ · · Score: 4, Insightful

    As someone growing up watching The Three Stooges back in the 70's, I can't fathom why all the school kids didn't poke each others' eyeballs out, tear each others' hair out, etc, etc, etc.

    You can't canny get more violent than that.

    I guess our parents told that stuff in films . . . shouldn't be carried out in street fights . . .

    --
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    1. Re:The Three Stooges by Xiph1980 · · Score: 1

      There is a very real difference between an observed media type like TV, and a immersive media type like computer games. With one you're only looking at a scene. In the other, you're actually participating, and that's psychologically a completely different ballgame.
      I wouldn't go as far as pointing to video games as a direct cause of turning someone in a murderer, but I can imagine, given an already unstable personality, that a video game could tip him (or her for that matter) over the edge while a TV show would not. That would only make it a factor though, of which parental upbringing and guidance and predisposition to violence would be a far greater factor.

      --
      Manuals are your last resort only
    2. Re:The Three Stooges by tbannist · · Score: 2

      There is a very real difference between a temporary media type like movies and an immersive media type like TV...
      There is a very real difference between a written media type like novels and an immersive media type like movies...
      There is a very real difference between a factual media type like non-fiction and an immersive media type like novels...

      There let it be shown that novels, movies, TV and video games are all responsible for plunging our society into the 30 year violence lows that we are currently experiencing. Obviously, without these diabolical media types we'd be at 100 year lows!

      With all due seriousness, I'm not convinced it can even be identified as "a factor". After all before video games we used to play mock violent games where we ran around and "killed" each other. Those seem more immersive than sitting in a chair in the dark and shouting obscenities into a microphone while shooting the other team's players over and over again.

      I'm pretty sure it was only about 20 years ago that the same argument was being held over TV, and Mighty Morphing Power Rangers, Teenage Mutant Ninja Turtles, and Beavis and Butthead. People fear new things. That's why around of the turn of the century, the same charlatans were telling people that novels were ruining the youth of America and turning them into violent sociopaths. All that fiction was dangerously inciting their imaginations. Hell, I think it was in the 1930s that the Sky Is Falling Charlatans were trying to convince people that pinball was inciting the youth to murder.

      The theories just never seem to hold up very well.

      --
      Fanatically anti-fanatical
    3. Re:The Three Stooges by Xiph1980 · · Score: 1

      Yes, there are a lot of different media types, and I could've listed them all in the order I think they scale, but that is out of the scope of the post I'm replying to. The articles is talking about games. PolygamousRanchKid (1290638) was talking about a particular TV show. If someone asks you how to boil an egg, would you start by explaining how to take care of fowl?

      I never said that media types are responsible for plunging our society into the 30 year violence lows as you so enthusiastically start your post with. I actually commented against that. I do however think games, TV, and even books and newspapers will be a factor in tipping someone who is already on the edge, over, and immersive media moreso.
      There are actual phobia treatments available that use immersive media to help people get over their fears. Those people know very well that what they see isn't real, and is a product of a computer program displaying spiders or whatever on their desks. Knowing very well that what they see isn't real, they still get the fight or flight phobia response. By desensitizing people this way, they are able to achieve great results. This is actual reprogramming of the brain using immersive media.
      If it can be used in this way, do you have any doubt that immersive media, even though knowing very well that the people you kill in a first person shooter are only digital data in RAM, can have an effect on the psyche?
      Again, I'm not saying that media is the root cause. I still think factors like predispositions to crime, bad parenting, low income, and lack of social security like sufficient unemployment pay are root causes depending on the person committing the crimes, however I do think that games and other media could play a role in tipping someone over the edge by desensitizing them to violence.

      --
      Manuals are your last resort only
    4. Re:The Three Stooges by Zerth · · Score: 1

      Before video games, those phobia treatments were performed with movies.

      Before movies, they were performed with props, and before that they were done with the imagination alone.

      Perhaps it is the therapy, and not the tools?

    5. Re:The Three Stooges by AJH16 · · Score: 1

      In fairness, the tools wouldn't be replaced if the new tools were not better at doing the job. My question would be in the case of a sociopath, do conditions exist that need to be broken down though? Immersive media does wonders for allowing someone to build up tolerances to a situation they find uncomfortable. (ex, soldiers being able to kill other people because it is necessary for their job) but it does not remove it. The need to protect is higher than the need to not kill, but it is still a barrier that has to be overcome, even with desensitization. If this is true, then how can the same thing push someone to do something without the justification unless they a) didn't have anything to be desensitized to or b) had a warped sense of justification that would have gotten there anyway.

      --
      AJ Henderson
  5. I found this bit interesting... by cranil · · Score: 0

    from here "The data for the study came from the PsycINFO database, which provides more than 3 million references to the psychological literature from the 1800s to the present, including peer-reviewed journal articles, book chapters or essays, and books." Something's wrong, I think. 3 million references is a lot!

    1. Re:I found this bit interesting... by maxwell+demon · · Score: 3, Funny

      from here
      "The data for the study came from the PsycINFO database, which provides more than 3 million references to the psychological literature from the 1800s to the present, including peer-reviewed journal articles, book chapters or essays, and books."

      Something's wrong, I think. 3 million references is a lot!

      I wonder what the violent video games from the 1800s looked like.

      --
      The Tao of math: The numbers you can count are not the real numbers.
    2. Re:I found this bit interesting... by Tsingi · · Score: 0

      from here "The data for the study came from the PsycINFO database, which provides more than 3 million references to the psychological literature from the 1800s to the present, including peer-reviewed journal articles, book chapters or essays, and books."

      Something's wrong, I think. 3 million references is a lot!

      Three million references to what? It doesn't say that the three million references were to anything related to violence, just that there are three million references.

      Wikipedia has over 9 million articles. Not sure how any references the average article has, let's guess low, say 20. So that's 180 million references.

      So Wikipedia has 180 million plus references that are irrelevant to the issue at hand, a clear winner.

  6. WTF!? by CTU · · Score: 1

    /. could get it's members to write a lot of publications about how video games are not responsible for violence. If their logic is true, then they would have to admit defeat and admit they are wrong, but I am sure something "new" would show up allowing them to remain on their moral high horse.

    1. Re:WTF!? by mcvos · · Score: 1

      Of course they wouldn't admit defeat. They're not looking for truth, they're looking for support for their beliefs. Any facts that don't support them will be ignored and declared irrelevant. It's a very bad but surprisingly popular way to do "science".

    2. Re:WTF!? by PFI_Optix · · Score: 1

      It's what happens when science becomes someone's religion. Creationist groups like the ICR work the same way: start with your conclusion and work backwards, rejecting anything that doesn't support the conclusion. More and more scientists with political motives are doing this sort of thing. It's frightening.

      --
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    3. Re:WTF!? by Trubadidudei · · Score: 1

      Jesus christ guys, RTFA. The summary is a biased piece of crap.
      All that the researchers did was to show that very few of the people who supported the brief that denied that violent video games was a risk factor for agression had done any research on the topic, and that the little research that had been done by the people on that side was not good enough to be published in any major scientific journal. If you wanted to distinguish between two large groups of "experts", and wanted to asess what side actually knew what they were talking about, how would you have done it differently?

    4. Re:WTF!? by tbannist · · Score: 1

      In short, yes.

      1. Percentage of signatories who published in a journal is meaningless, it means if someone who hasn't published signs a brief the "quality" of the brief decreases.
      2. The researchers who published this chose to examine only one brief on each side. Comprehensive analysis would suggest that all briefs on both sides should receive similar treatment.
      3. The researchers who published this are also signatories of one of the briefs, this means they are participants in the process and can hardly be deemed objective.

      The study is of questionable value, and obviously biased. If an impartial group had done a thorough review and found the same results, I'd be a little more inclined to pay attention. However, given the self-promotion aspect and the obvious flaws, it really isn't worth wasting time on.

      --
      Fanatically anti-fanatical
    5. Re:WTF!? by Muros · · Score: 1

      Thats not really the best indicator of the value of their opinions though. Lots of people have enormous expertise in various fields without ever having written about it. A lot of people write about things they know little about. My father never wrote much beyond signing cheques his entire life; that doesn't mean some academic who wrote about such things would know more about how real men did an honest days labour in agriculture or construction in the 60s-80s. I would still take his opinion or those of men like him more seriously than those of people who know less about that particular subject. The same thing goes with the first article; it says absolutely nothing about the substance of the evidence that various "experts" might give in court; it outright says that more weight should be given to certain arguements that are presented as scientific in nature, merely because more people have said the same thing. And in the particular fuzzy subject in case, even if those arguements are peer reviewed, what is that supposed to mean? The topic in question does not have an accepted answer. Peer review is going to boil down to either agreeing or disagreeing with the person's findings.

  7. wheres the study....? by metalmaster · · Score: 3, Insightful

    That links violent literature, film, music, and other such media to violent behavior? The earliest "videogames" came about in the late 40's depending on such a definition. Other media, and violent people, have been around much longer. Why do we blame video games now?

    Let's assume video games are to blame for all of the anger issues young people exhibit today; why aren't the shop keepers, parents and other such "guardians of merchandise" to blame for essentially enabling the behavior? A 10 year old kid shouldn't be able to walk in and buy the latest blood and gore exhibition from any reputable game store. Don't try to trash the gaming industry. Instead, throw the parents/guardians under the bus. They're responsible for letting the child play the game. They don't monitor the kid's behavior and correct them when they are out of line.

    1. Re:wheres the study....? by Anonymous Coward · · Score: 0
    2. Re:wheres the study....? by gl4ss · · Score: 1

      not all people know what violence existed 40 years ago. in fact, many people think that it's a modern invention and those same people think that modern refers to some frozen space time what constitutes what they think of "today". they're idiots of course, but they gotta do something all day long, we all have to - which is why video games are so friggin great, they don't pollute much yet they offer a positive time wasting ratio - a good game wastes a lot more time from a lot more people than what it took to produce that game - not many hobbies can say the same. and for these people that hobby is "helping others" by trying to get them to do nothing instead of playing a game.

      of course it's pretty safe to just ignore such people, they'll have hard time telling tomorrow what day it is so they'll have a hard time noticing if anyone cares about what they do, what they've done now has been to built a whole community that is self feeding - so they'll feel like they're doing something while they're not.

      --
      world was created 5 seconds before this post as it is.
    3. Re:wheres the study....? by Anonymous Coward · · Score: 0

      Not everybody agrees video game 'violence' has any negative effects. Some have suggested they reduce actual violent behavior. From appearances it would look to me as though actual violence has decreased and I'm damm sure you can back that up with statistics the past 40 years or so as more violent media and games have become available to young audiences. I think reality suggests that people are using it as an excuse for one reason or another. Either they violated, were violated, or are otherwise authoritarians clinging to position of "look at me look at me do what i say not what i do". The violence is coming from those who would prevent video games being sold to minors. They are the ones who are PHYSICALLY acting upon something. Not the children or adults who play violent video games. Any people don't play JUST violent video games. They play video games of all sorts. Some are violent. These studies are leading us in directions which are bogus.

    4. Re:wheres the study....? by Trubadidudei · · Score: 1

      There has been alot of research on the effects of media violence before video games were as big as they are today, and the general conclusion was that media violence was in fact a risk factor for increased agression. The reason you don't hear that much about it is because that debate is pretty much settled, but you can find plenty of the studies you are looking for by simply typing in "media violence" on google scholar.

    5. Re:wheres the study....? by lwriemen · · Score: 1

      "We came home and found our son lying dead on his bed of a gunshot wound.
      He had his headphones on and there was an Ozzy record on the turntable, so we called our lawyer." from Triumph of the Swill by the Dead Kennedys

      "Bad facts make bad law, and people who write bad laws are in my opinion more dangerous than songwriters who celebrate sexuality. Freedom of speech, freedom of religious thought, and the right to due process for composers, performers and retailers are imperiled if the PMRC and the major labels consummate this nasty bargain. " from Frank Zappa in testimony before the Committee on Commerce, Science, and Transportation.

    6. Re:wheres the study....? by Inda · · Score: 1

      Reminds me of a chat I had with my father about knife crime in the UK. He's an old retired police officer, if that makes any difference.

      His final say on the matter was full old man, get-off-my-lawn statement.

        -- We didn't have knife crime in my days... We had knuckle dusters and coshes.

      --
      This post contains benzene, nitrosamines, formaldehyde and hydrogen cyanide.
    7. Re:wheres the study....? by Anonymous Coward · · Score: 0

      Don't try to trash the gaming industry. Instead, throw the parents/guardians under the bus. They're responsible for letting the child play the game. They don't monitor the kid's behavior and correct them when they are out of line.

      Most definitely! They are to blame for not keeping up with their kids. Back in the late 70s or 80s if we had modern games like these we would not be having this conversation. I grew up with parents that kept tabs on what ever I did and back then it was just expected of the parents to be on top of it. None of this blame the industry to clean themselves up crap.

    8. Re:wheres the study....? by frogjimmy · · Score: 1

      It's a strange parallel.

      If...

      guns don't kill people, people kill people

      then certainly on that logic,

      video games don't kill people, people kill people

      or

      "__________" don't kill people, people kill people.

      I admire the convenience of the 'who's responsible' argument. It's worked against my parents for years.

    9. Re:wheres the study....? by IICV · · Score: 1

      Let's assume video games are to blame for all of the anger issues young people exhibit today; why aren't the shop keepers, parents and other such "guardians of merchandise" to blame for essentially enabling the behavior?

      What anger issues are you talking about? The ones that aren't reflected in crime rates, maybe? In the USA, at least, crime rates have either dropped or remained more or less stable over the last few decades.

      People seem to be stuck with this idea that crime is on the rise, but it's really not.

    10. Re:wheres the study....? by metalmaster · · Score: 1

      lets not pretend that anger and violence dont exist now. I know plenty of angry kids. My nephew is 10, and I cant believe the things he does or says and gets away with. Is it because of the games he plays? Certainly not. Its because his parents let him do things without taking action. Thats not to say his parents dont let him play games like GTA orSaints Row though. If I had done or said some of the things he does I'd be sending this from the graet PC in the sky.

    11. Re:wheres the study....? by Anonymous Coward · · Score: 0

      Who cares. Argument from consensus trumps everything, didn't you hear? Truth is democratic, and since the majority says video games are a causal factor in violence, it must be true.

    12. Re:wheres the study....? by Dabido · · Score: 1

      I agree, parents etc need to take some responsibility in this. I remember a study from the 50's that linked violent behaviour to exposure to violence. This probably didn't include video games at the time, but it did use a number of factors, such as violence at home and violence in movies. Basically if an impressionable mind sees that violence is a way of getting what it wants, then the child starts using violence. If the child grows up being beaten, or seeing its mother beaten by its father then it doesn't think there is anything wrong with that. I've heard many a parent that still beat their kids now-a-days claiming that they were beaten as a kid and it never harmed them ... I should point out that I used to work for the WA Police and one of my jobs was looking after delinquents, so I've had some exposure to 'violent people'. Most of these delinquents also don't respond well to violence as a deterrent either, they just regard it as a consequence of 'getting caught'. I've also seen a turn around in kids behaviour when removed from violent sources. So, I do believe there is some truth to violent video games causing violence in those who are predisposed towards reacting that way. But, it still comes back to the parents. One thing I used to hate hearing is parents saying, 'They're going to do (insert bad thing) anyway, so why should we stop them?' as an excuse to why they let their kids do stupid and illegal things.

      --
      Sure enough, the cow costume was hanging up next to the superhero outfit and sailors uniform. (S,Spud)
  8. The Solution is Simple... by Haedrian · · Score: 1

    Someone else publish more papers than [these two researchers] saying that [video games don't cause violence].

    The additional quantity will disprove them.

    1. Re:The Solution is Simple... by Trubadidudei · · Score: 1

      You seem to not have read TFA.
      The main point in the article, is how almost none of the few published papers by the people signing to "video games don't cause violence" brief were published in respectable psychological journals. So unless you can do proper science that disproves that video games are a risk factor for agression, which incidentally is very hard to find (why is that I wonder), your solution won't get you anywhere.

    2. Re:The Solution is Simple... by cheekyjohnson · · Score: 1

      The main point in the article, is how almost none of the few published papers by the people signing to "video games don't cause violence" brief were published in respectable psychological journals.

      But did they even look at the actual studies to determine if any of them were valid? What's the point of this? The fact that they aren't published in "respectable psychological journals" does not alone prove them wrong or warrant doubting them without even seeing them.

      So unless you can do proper science that disproves that video games are a risk factor for agression

      I'm not too worried about aggression, especially if it's temporary, as many of the studies seem to imply.

      --
      Filthy, filthy copyrapists!
    3. Re:The Solution is Simple... by Genrou · · Score: 1

      The main point in the article, is how almost none of the few published papers by the people signing to "video games don't cause violence" brief were published in respectable psychological journals.

      The reasoning is flawed anyways: no matter how much people repeat something that is wrong, it doesn't become right. It just doesn't follow -- if the studies were all biased and badly conducted, no matter how many of them exist, their conclusions are wrong.

      Following their reasoning: respectable (to astrologers) astrology journals have published much much more studies on the relevance of astrology than respectable psychologists published on video game violence. Thus, according to their arguments, astrology must be right. Same for every pseudoscience out there. And, here is one thing to think about: there is a lot of criticism on how research is conducted on psychology -- many people consider it borderline pseudoscientific.

  9. Shitty Complaint by dcollins · · Score: 1

    So granted that Slashdot is all "hey-man-don't-regulate-my-games". I mean, I'm in the same boat, video game engineering was my employment at one point, and I'd tend to not want restrictions on the source of both my paycheck and entertainment. (The "who's ox is getting gored" bias, as we'd say down on the farm.)

    But honestly, this summary/article is a pretty shitty, rambling, poorly-founded, juvenile, knee-jerk complaint. Assessing the level of expertise in differing camps is a fairly common technique nowadays -- analyzing published articles in the subject matter at hand, the prominence of the journals in question, the influence as measured by citations, etc. "And, again, the entire basis of this result is a meaningless dataset." Meaningless? Uh, no. It's just an analysis whose conclusion you don't like. (Or as I might tell my stats students: "You'll do a month of statistics, present it to your boss who doesn't like the result, and then he'll tell you to go to hell.")

    Final line FTA: "They're starting with an established position and trying to figure out ways to present evidence to support that. That's not science." Um, actually, that's pretty damn close to the actual definition of science (hypothesis, followed by experimental design). As long as you're intellectually honest enough to admit when the results contradict your starting position.

    --
    We know where leadership by an anti-intellectual "strongman" who scapegoats minorities and likes boisterous rallies goes
    1. Re:Shitty Complaint by digitig · · Score: 1

      Final line FTA: "They're starting with an established position and trying to figure out ways to present evidence to support that. That's not science." Um, actually, that's pretty damn close to the actual definition of science (hypothesis, followed by experimental design).

      No, it's the direct opposite of science. In science you start with an established position and try to figure out ways to refute it, not support it. Starting with a hypothesis and looking for support for the hypothesis is what all the pseudoscientists, snake-oil merchants and quack healers do. And they never have to "admit when the results contradict [their] starting position", because if they're not looking for evidence that contradicts their position then they'll never find it, the most that will happen is that they won't find evidence in favour, and then they can just cite "absence of evidence isn't evidence of absence". Ever heard of falsifiability?

      --
      Quidnam Latine loqui modo coepi?
    2. Re:Shitty Complaint by Alarash · · Score: 1

      Shouldn't they take into account the fact that - maybe - there are more incentives to study the "bad effects" of video games? I can really see a lot of groups ordering reports from scientists to prove video games are bad for children. That would increase the number of papers on the topic by a not insignificant margin I think. You see much less groups ordering reports that prove video games are not bad for children / make children violent, etc.. This is not only science, politics (I would go as far as saying "populism") are involved, too.

    3. Re:Shitty Complaint by dcollins · · Score: 1

      I teach falsifiability. But what happens in practice is that people go looking for tests to accrue additional evidence for their position. Surely you know how rarely null-hypothesis results get published.

      If anything, researchers look for ways to refute their competitor's position.

      --
      We know where leadership by an anti-intellectual "strongman" who scapegoats minorities and likes boisterous rallies goes
    4. Re:Shitty Complaint by digitig · · Score: 1

      I teach falsifiability. But what happens in practice is that people go looking for tests to accrue additional evidence for their position.

      Then what happens in practice isn't really science (although it can be a useful precursor to science, as there's not much point in putting effort into falsifying something that was never particularly plausible in the first place).

      Surely you know how rarely null-hypothesis results get published.

      If anything, researchers look for ways to refute their competitor's position.

      Then that's not science, it's marketing. Surely you know of the many meta-study techniques that are applied to identify whether the number of null-hypothesis results is statistically plausible, especially whether deviations correlate credibly with the population sample sizes used in the experiments.

      --
      Quidnam Latine loqui modo coepi?
    5. Re:Shitty Complaint by TheTurtlesMoves · · Score: 1

      Unfortunately very true. Science is just like every other human endeavor. We have our dogma, our prejudices and all the rest. And it will be a cold day in hell before we give them up. Only non practicing scientists go on and on about the scientific method....

      --
      The Grey Goo disaster happened 3 billion years ago. This rock is covered in self replicating machines!
    6. Re:Shitty Complaint by mwvdlee · · Score: 1

      You cannot prove the non-existance of something.
      Just like you cannot prove there is no god, you cannot prove that violent games do not cause violent behaviour.
      It's only logical there are more studies claiming violent games result in violent behaviour, therefore using a comparison of the number of studies as evidence is deeply flawed.
      It may be a reasonable technique in a field where different theories are all provable, but not in any "exists/not-exists" type scenario.

      --
      Slashdot social media options: AIM, ICQ, Yahoo, Jabber and Mobile Text. Why no MySpace?
    7. Re:Shitty Complaint by Hatta · · Score: 1

      Meta analysis is bunk, even when it's "properly" done. This isn't even a well done meta-analysis, this is dick waving. "My guys are more prolific than your guys, so we must be right" isn't science. Still, might be enough to sway the Supreme Court.

      --
      Give me Classic Slashdot or give me death!
    8. Re:Shitty Complaint by coinreturn · · Score: 1

      I have proof there is not god. Unfortunately, there isn't enough room in this comment box for it and I don't want to link to a pdf.

    9. Re:Shitty Complaint by tepples · · Score: 1

      Then link to Google's text version of the PDF.

    10. Re:Shitty Complaint by coinreturn · · Score: 1

      Whoosh!

    11. Re:Shitty Complaint by GameboyRMH · · Score: 1
      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    12. Re:Shitty Complaint by GofG · · Score: 1

      Whoosh!

      --
      GFA/M/S d-- s: a--- C++++ UBL++$ P+ L+++ !E- W++ N+ !o K- w--- !O !M !V PS++ PE Y+ PGP+ t+++ 5- X+ R tv@ b++ DI++++ D+ G
    13. Re:Shitty Complaint by mwvdlee · · Score: 1

      You should read the paper. From what I read he basically says that because people accept axioma for scientific field, every axioma can be accepted, including those required to prove a negative, without regards to the merits of those axioma.

      --
      Slashdot social media options: AIM, ICQ, Yahoo, Jabber and Mobile Text. Why no MySpace?
    14. Re:Shitty Complaint by GameboyRMH · · Score: 1

      Well then how about this instead?

      http://en.wikipedia.org/wiki/Evidence_of_absence#You_can.27t_prove_a_negative

      You can scientifically prove a negative and even disprove the existence of something. That's good enough for science, but it may not be good enough for those who would argue for the existence of Russell's teapot. Are we using scientific standards of proof or philosophical ones?

      Science could prove that video games do not cause violent behavior (if that's where the evidence points) or the non-existence of a 20lb bowling ball claimed to exist inside a sealed (and empty) cardboard box (by measuring its weight or inertia).

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    15. Re:Shitty Complaint by mwvdlee · · Score: 1

      The Wikipedia article basically states that because you can't know anything with absolute certainty, proof for a negative can be good enough.
      Please correct me if I misinterpreted that one.

      --
      Slashdot social media options: AIM, ICQ, Yahoo, Jabber and Mobile Text. Why no MySpace?
    16. Re:Shitty Complaint by GameboyRMH · · Score: 1

      That's basically right. "Absolute certainty" doesn't really exist in science. That's more of a philosophical concept.

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    17. Re:Shitty Complaint by mwvdlee · · Score: 1

      So just because nothing is ever 100% certain but only, say, 99.999% means you should accept anything less than 100% as equally certain?
      I'm sorry, but the whole reasoning that because nothing is absolutely certain we should just ignore known uncertainties just doesn't make sense to me.

      --
      Slashdot social media options: AIM, ICQ, Yahoo, Jabber and Mobile Text. Why no MySpace?
    18. Re:Shitty Complaint by dcollins · · Score: 1

      You seem to confuse the functioning of the institution of science (by logically falsifying theories) with the activities of individual scientists (who generally seek more evidence for for their favored theories). They don't have to be the same. For example, Karl Popper (popularizer of the falsification criteria) compared scientific theories to evolution. Likewise in that case you need two separate and distinct operations: mutation and natural selection. Ultimately, competition is how the institution uses individual theories as an engine for progress.

      Or as written in this week's New Yorker: "Physicists are ontological detectives. We think of scientists as wholly rational, open to all possible arguments. But to begin with a conviction and then to use one's intellectual prowess to establish support for that conviction has worked for scientists..." -- Rivka Galchen, "Dream Machines" (on quantum computing), New Yorker 5/2/11

      --
      We know where leadership by an anti-intellectual "strongman" who scapegoats minorities and likes boisterous rallies goes
    19. Re:Shitty Complaint by digitig · · Score: 1

      No, I'm not confusing them. Rather, I think you are assuming that everything scientists do is science. They're (usually) human beings too, and have lives to live. When they look for evidence in support of their theories it's aberrant behaviour as far as science is concerned (though perfectly normal as far as their humanity is concerned). Looking for support for one's pet theories is not the mutation side of Popper's scientific evolution analogy, the refinement of existing theories is. Maybe "to begin with a conviction and then to use one's intellectual prowess to establish support for that conviction has worked for scientists", but it's not science.

      --
      Quidnam Latine loqui modo coepi?
  10. Original seems valid analysis by Anonymous Coward · · Score: 0

    Hmmm... I would say the original article is actually trying to assess quality rather than quantity by looking at the number of publications by the signatories rather than the number of signatories. Number of publications in peer-reviewed journals is actually a fairly common standard for measuring academic credentials. If what they claim is true one wonders how those many signatories with no publications are involved, they might well be from the gaming industry.

    This of course still does not prove that violent games cause violence (which I strongly), but it does add to the credibility of this idea.

    1. Re:Original seems valid analysis by cheekyjohnson · · Score: 1

      but it does add to the credibility of this idea.

      It does? Only if the original studies were actually valid and truly proved what they were attempting to prove. I've seen none that actually link real-world violence to violent entertainment. Only temporary aggressive thoughts which almost never amount to anything.

      --
      Filthy, filthy copyrapists!
  11. LOL how Ironic by 7-Vodka · · Score: 1

    Instead of reading as "two researchers prove their point" this thing reads more like "two researchers prove their own idiocy"

    --

    Liberty.

  12. If quantity was proof... by AK+Marc · · Score: 1

    When I hear things like that, I point out that more people claim to have been abducted (not just seen, but actually touched) by aliens than saw Jesus in the flesh after he rose. So, if pure numbers makes an argument, then there's more proof in the existence of aliens then Jesus.

    Not that I'm arguing for or against anything, just pointing out the absurdity of the arguments...

    1. Re:If quantity was proof... by Anonymous Coward · · Score: 0

      Holy crap, you're right! From this day forth I shall believe in ET. Or better yet, ET must be JESUS!!!!

      I shall burn Reeses pieces in an Easter basket to Him.

    2. Re:If quantity was proof... by Anonymous Coward · · Score: 0

      wasn't the world population much lower around 33CE than it is in the modern age of UFO abductees? isn't it much easier for UFO abductees to find an outlet to be heard than every peasant, soldier or politician who might have been around, or passing through when Jesus rose? even if their literacy rates are roughly the same?

      how do you miss the fact that millions upon millions of people, who never saw Jesus rise from the dead, believe that it happened based on those few biblical accounts, while many more UFO abductees than gospel writers, with good video equipment and unexplained phenomena captured on it, can't get their own relatives to believe with them?

      not saying i believe them either, but before anyone wants to try and say i do, ask yourself first whether you believe in Jesus, and then laugh at yourself regardless of the answer.

  13. Mean World Syndrome by Anonymous Coward · · Score: 0

    Violence in the media does not lead to violent behavior. It leads to a fear of being victimized. That is why gun sales are up, and polls show people are more paranoid despite crime being at a 30-year low.

    All this anti-video game BS needs to stop.

  14. Similar to: Porn, Gun control by Anonymous Coward · · Score: 0

    Just as romance novels can lead (or at least are related to) *some* women having unreasonable expectations from men, and how porn can lead (or at least is related to) *some* men being more likely to view women as sex objects, they are still "legal" and freely available for public consumption. In the USA there is still *some* protection for free speech under the constitution (assuming that the content isn't "obscene" - and I know it when I see it...).

    I have a feeling that many people who react so strongly and shout "video games aren't related to ANY violence at all!" fear their favorite entertainment medium being threatened/regulated. Which is a reasonable fear, considering some countries, such as Australia's, stance on video games. However, it can be easily shown that some video games are related to the release of endorphins and adrenaline, which is why they are "fun." Guess what? Some of those chemicals released in the brain are related to violence.

    I guess what I'm saying is: there is at least *some* evidence, through empirical research, that Video Games are related to violence. It just seems so silly to see slashdot, which is a well informed community, deny evidence. The evidence, however, does NOT mean that playing a game is a magic bullet that will "cause" a person to be violent. I play games myself, but the theory of carthesis has been pretty much shown to be bull, and I still hear gamers say "it helps me relax." When hooked up to sensors, however, playing a game does anything but make a gamer relax (heightened blood pressure, pulse, release of adrenaline, etc.).

    Guns are used to kill people, and yet they are still legal. I think no one can deny that guns were developed as a means to kill - be it animals, humans, etc. But something that is so clearly related to violence is still legal. Video games, even if found to cause violence, should also still be legal.

    Sometimes I feel like users on slashdot are a bunch of 13 year old boys, scared that their mom will take away their games if any evidence that games are linked to violence is accepted. Just accept it already, get on with your lives, and raise a stink if the big bad FCC comes in.

    1. Re:Similar to: Porn, Gun control by cheekyjohnson · · Score: 1

      "video games aren't related to ANY violence at all!"

      I can't speak for them, but I speculate that most of them probably mean that any 'normal' person wouldn't be so drastically effected by a video game that it would change them completely.

      However, it can be easily shown that some video games are related to the release of endorphins and adrenaline, which is why they are "fun."

      That almost never amounts to anything. Temporary aggressive thoughts, maybe. But given the amount of people who view/play violent entertainment, you'd think that more people would be violent. The effect is likely so miniscule that it doesn't do anything to the average person, even if they are children.

      --
      Filthy, filthy copyrapists!
    2. Re:Similar to: Porn, Gun control by Anonymous Coward · · Score: 0

      However, it can be easily shown that some video games are related to the release of endorphins and adrenaline, which is why they are "fun." Guess what? Some of those chemicals released in the brain are related to violence.

      Good job, you just argued that all sports should be banned. They cause the release of far more of these evil chemicals than playing video games, thus causing far more violence.

      Ban sports! For the children!

    3. Re:Similar to: Porn, Gun control by Labcoat+Samurai · · Score: 1

      I play games myself, but the theory of carthesis has been pretty much shown to be bull, and I still hear gamers say "it helps me relax." When hooked up to sensors, however, playing a game does anything but make a gamer relax (heightened blood pressure, pulse, release of adrenaline, etc.).

      Relax is not the right word. It helps you escape. Your regular life may be full of worry, stress, and insecurity. Perhaps you have feelings of powerlessness and you're afraid to take action. A game is empowering and makes you feel good. After it's over you can ride that high and let your body cool down and relax and you'll feel more satisfied than you did before when you felt powerless and used by the system. In that sense, it does help you relax. You're not relaxing *while playing*, but it can help you to relax later since it took your mind off of all the things that were stressing you out.

      I have a feeling that many people who react so strongly and shout "video games aren't related to ANY violence at all!" fear their favorite entertainment medium being threatened/regulated. Which is a reasonable fear, considering some countries, such as Australia's, stance on video games. However, it can be easily shown that some video games are related to the release of endorphins and adrenaline, which is why they are "fun." Guess what? Some of those chemicals released in the brain are related to violence.

      Meh, it's trivial. Sure, I get excited when I play a game. I'm more aggressive. But I'm harmlessly aggressive. My aggression is directed at a fantasy. I'm more dangerous if I get a lecture from my boss that pisses me off, because at least then my aggression is targeted at a real person. Is it impossible that a person could commit a violent act in a moment of heightened aggression from playing a video game? I guess not.... but why single out video games? They are one of many, many activities that result in increased aggression, and they are generally played in a relatively safe and nonthreatening setting where a violent situation is unlikely to arise.

      Also, is there a difference between violent and nonviolent games? That is, if you're playing Gears of War which has gore all over the place vs a platformer where you're getting frustrated by falling and dying repeatedly. I've noticed that a violent easy game tends to make me less agitated than a challenging (or worse, cheap) non-violent game. I've had moments where I really wanted Mario to die in a fucking fire. ;)

  15. The Earth is flat! by Exitar · · Score: 1

    I just went to citeseer and searched for "spherical earth": 149 documents found.
    A search for "flat earth" gave me 231 documents, so the Earth must be flat!

    1. Re:The Earth is flat! by lxs · · Score: 1

      I interpolated those results and concluded that the earth is an ellipsoid with an eccentricity of 0.645
      Science is awesome!

  16. Relative to? by mr100percent · · Score: 1

    Studies show that sedentary activities for hours increases heart disease, even if you exercise during the week as well.

    What would kill more people, violence stimulated by video games, or heart attacks and strokes at younger ages due to lack of exercise?

    1. Re:Relative to? by Anonymous Coward · · Score: 0

      Studies show that sedentary activities for hours increases heart disease, even if you exercise during the week as well.

      What would kill more people, violence stimulated by video games, or heart attacks and strokes at younger ages due to lack of exercise?

      Wait, are you complaining that video games are not causing enough physical violence?

  17. Video Games reduce violence by Anonymous Coward · · Score: 0

    I believe the fact that video games reduce violence is fairly simple to see for anyone who has access to the data.

    Look at it like this. The first console generation began in 1972. Prior to that, we had a GREAT DEAL more wars than after that. In fact, a vast majority of wars (including the horrors of WWI and WWII) occurred *before* the first video game was even conceived!

    How can anyone, anyone at all, argue that video games *increase* violence when the numbers show that conflicts following video game production are, proportionally, less than a fraction of a fraction of a percent of all conflicts prior to the invention of video games? Further, considering how much larger our population is now, each conflict should be considered to be even *less* due to being a far smaller portion of the total population as opposed to conflicts which occurred when the population of the world was in the millions.

    The numbers don't lie here people. Video games decrease wars. Also the lack of pirates contributes to global warming.

  18. Manny, Moe, and Jack by Anonymous Coward · · Score: 0

    Those guys were hilarious.

  19. Wheres the proof? by Anonymous Coward · · Score: 0

    These researchers have published a new study, but where is the proof that its results are true?

    They better start publishing more on this topic....

  20. This makes me angry (nt) by Anonymous Coward · · Score: 0

    nt

  21. This story by urusan · · Score: 1
  22. Popularity by lyinhart · · Score: 1

    The problem is that one side of the argument is clearly the obvious side to take, even though it's not necessarily true. Sort of like the climate change debate, most folks already have their mind made up. So thanks to the wonders of groupthink, studies that come down on video games get the funds and publicity, so subsequent studies are done with the same unconscious bias.

    --
    Freedom is drinking a beer in the park when you're supposed to be at work.
  23. Anderson and Bushman ~ Credentials by Rhalin · · Score: 1

    Having read quite a lot that these two have published, as well as literature from the opposing side, it's quite clear that these two don't really know what the hell they're talking about. They consistently create experimental conditions comparing games that aren't comparable to test for violence effects, with silliness like 'lets see if Unreal Tournament causes people to have higher arousal than those playing Farmville!'. While they -may- be experts on aggression, they clearly have no idea the mechanics or theory involved in actually playing video games. While "games research" is kind of new, it also still requires specialization to work with, part of which is an actual understanding of games, gameplay, and mechanics. From the literature these two publish, it is fairly evident that they don't have it. Dmitri Williams said it best - "People researching games should PLAY GAMES", and it seems like these guys haven't touched a video game in their lives.

    Yes, the "video games are violent" people publish a lot. But the quality of their experiments, and result reporting is very very lacking. This is evident by the methodology mention in TFA which "provides strong support" according to Bushman. No, it does not. If anything, it shows people staggering and back tracking to find support for something they suspect based on opinion, and realize they haven't done a reasonable job proving.

    If you actually -read- the literature, and start poking it with a stick there is some evidence that starts to form to make a clear picture. That picture is that there -is- an effect of violence in video games, the effect is incredibly short term (hours) and very small, and that there are cognitive -benefits- to playing video games that quite longer term. Additionally, the small, short-term effect seems to only be a risk condition for people with very specific personality issues who would need to fit other risk-factors anyways for it to actually be an issue.

  24. TFA tells a whole different story by Trubadidudei · · Score: 1

    I'm a first year student studying psychology, and I happened to write a paper on the subject of the effect of violent video games, and I have some opinions on this subject.
    First of all, I'd like to say RTFA. The summary above is one of the worst summaries I have seen, presenting the matter in an extremely biased fashion. First of all, what the researchers in question (Bushman, Anderson, Sacks) did is not so outrageous as the article suggests. To rephrase it in a less biased way, they looked at the people who signed both the pro and con amicus briefs, and looked at how many had actually published something within the topics of the effects of video game violence or media violence. They then looked at how many of these published studies were published in respectable journals ("respectability" was calculated using a method called "impact factor", which measures the relative amount of references to articles in a certain journal). Here they found that the signers of the brief supporting the link between violent video games and violent behaviour, had 48 times more studies published in respectable journals then the opposing side, fourty eight TIMES more studies. They did this to asess the credentials and credibility of the people signing each brief, not to somehow directly prove that violent violent games cause agression, such as the OP suggests, and I would say their assesement is legitimate. What they did here was to show that almost none of the people (17%) calling themselves "experts" who signed to the fact that violent video games did not cause agressive behaviour had published a single study on the subject area, and that the studies that they had published were only accepted by obscure journals with very little credibility to them (ie. they are of very low quality). They did not prove that violent video games cause agression, but they did prove that almost all the people who said that it didn't had almost no credentials whatsoever, and that the opposing side had plenty. Make of that what you will.

    This assesement paints a picture of the situation that is pretty much in agreement to what I discovered when I wrote a paper on the subject: that there are only three (Ferguson, Kilburn, Freedman) serious researchers who deny the link between violent video games and agression, and that the rest are industry funded dickheads whose only purpose is to confuse the public into thinking that there is a real debate on the topic. All of the most recent experimental, cross-sectional and longitudal studies with a decent number of citations and credibility all supported the fact that violent video games are a risk factor for increased agression (by agression I mean agressive behaviour, cognition and affect). The largest and most credible meta-study I could find (done by Anderson et al in 2010), showed without any doubt that almost all psychological research done on the subject points to the fact that this risk factor is real.
    Denying the link between exposure to video game violence and increased risk of agressive behaviour, cognition and affect goes against all relevant psychological theory, former research on media violence, and even current research on the topic. The research that the OP dismisses clearly show that the people that are still denying it are the same industry funded idiots who have always denied any proper science being done on the subject of media violence, people who have no real scientific credibility. Note that we are talking about a risk factor here, not a causal link. The research doesn't show that all kids who play violent video games become violent individuals; it does however show that in combination with other factors it can play a role in making them so.

    1. Re:TFA tells a whole different story by matunos · · Score: 1

      I read a study published in EGM that says there's no such link, and if disagree, I'll pop you right in your mouth.

    2. Re:TFA tells a whole different story by Rhalin · · Score: 1

      You apparently read a much different 2010 study than I did by Anderson et al. The one I read âoeViolent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countriesâ has several major flaws. Many of which are pointed out by Ferguson âoeMuch ado about nothing: The misestimation and overinterpretation of violent video game effects in Eastern and Western nations: Comment on Anderson et al.(2010).â Which received a reply âoeMuch ado about something: Violent video game effects and a school of red herring: Reply to Ferguson and Kilburn (2010).â by Bushman that completely failed to address most of the issues Ferguson pointed out, and instead sought to attack Fergusonâ(TM)s credentials (sound familiar?). Furthermore, the studies cited by Anderson and his group generally have a very major fatal flaw, in that they compare the results of playing incredibly different games, where itâ(TM)s not clear that they are actually controlling for violence or if one of the hundred, to thousands of other differences in the games could be causing incredible variance in their results. Itâ(TM)s quite clear upon reading their work that 1) they do have a solid understanding of violence and aggression in media effects. Good for them, but 2) that they donâ(TM)t understand video games at all, and it seems like they havenâ(TM)t actually played any of the games they use in their experiments, or made any effort to understand the subject their researching. Itâ(TM)s like someone running experiments on television viewing who has never watched TV or a movie before, they make lots of mistakes in their experimental setup.

    3. Re:TFA tells a whole different story by tibit · · Score: 1

      Perhaps the most informative post of this whole thread. Thank you!

      --
      A successful API design takes a mixture of software design and pedagogy.
  25. A "Novel" Method by Nailer235 · · Score: 1

    The article says that the researcher's developed a "novel" method. However, I'm pretty sure the Salem Witch Trials used this first. If the majority called "Witch!" off to the fires she went.

  26. Wrong Solution... by VortexCortex · · Score: 1

    Someone else publish more papers than [these two researchers] saying that [video games don't cause violence].

    The additional quantity will disprove them.

    No, no... There's a much better solution: Bring back the Colosseum. Make a spectacle of violence, nay, revel in it. Let the lions eat the criminals. Let the gladiators slay men and beasts... Who would want to play a silly violent video game when you can see / hear / smell / taste / participate in the real thing?

    Face it, we're animals. Some of us have more animosity than others. Ever since the first human fell down and the others laughed we've been entertained by violence. Today, we consume our violent entertainment safely from the comfort of our sofas and desks in the form of movies, books, video games, eBullying... There's no need to trip or pull the chair out from under your friends for laughs (risking minor injuries) when you can virtually murder them in a game, or watch hundreds of unfortunates injure themselves on Youtube (or a Funniest Video show -- yes, that's right: By and large society says, "It's funny when people get mildly injured").

    Would the censors rather us return to actually watching real murders for fun? Is liking violence perverse? Not if the majority of people enjoy it in some form or another -- Perverts are outliers, ergo, it's the prude pro censorship dolts that are perverse.

    As to the topic of whether or not video games make children more violent -- No. Absolutely not. My nephew spends all his free time playing video-games -- He's living a far less violent life than those I know who grew up without them: Running loose outdoors, torturing of defenseless critters on occasion, and having the odd fist fight for no good reason.

    Perhaps I've just led a less sheltered life than some -- I consider myself a good person, but I can tell you from experience: In a pinch, exhibiting violent behavior can be a real life saving trait.

    TL;DR: We are animals; Are life forms that kill, such as lions, "violent"? Are snakes? Frogs? Fish? ...mosquitoes? Amoeba? Venus fly traps? Mosses? Even trees rob life giving light from other plants -- Violence is part of life. Deal with it.

    1. Re:Wrong Solution... by cheekyjohnson · · Score: 1

      Is liking violence perverse? Not if the majority of people enjoy it in some form or another

      The answer to that is subjective. Whether or not a majority of people agree or disagree with something is irrelevant.

      --
      Filthy, filthy copyrapists!
    2. Re:Wrong Solution... by mwvdlee · · Score: 1

      If you define "perverse" as "a deviation from the statistical norm", then quantitative measurements are perfectly objective.
      If you define "perverse" as "a deviation from what I say should be the norm", then it is indeed subjective.
      "The majority of people" is perfectly valid, depending on which definition you choose. So what definition are you using?

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    3. Re:Wrong Solution... by cheekyjohnson · · Score: 1

      I suppose if you're going by the first definition, it would make sense. You should clarify that you are, though.

      --
      Filthy, filthy copyrapists!
    4. Re:Wrong Solution... by mwvdlee · · Score: 1

      The GP basically spelled out that he meant perversion as a statistical outlier.

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      Slashdot social media options: AIM, ICQ, Yahoo, Jabber and Mobile Text. Why no MySpace?
    5. Re:Wrong Solution... by cheekyjohnson · · Score: 1

      Oh, you're right. It seems I heavily misinterpreted him there.

      --
      Filthy, filthy copyrapists!
  27. After having read TFA... by metacell · · Score: 1

    ... I'd like to point out that the researchers are not claiming to have settled the issue of video game violence by counting the credentials. They're merely pointing out that there is more scientific credentials behind one of the two briefs delivered to the court.

    "The justices were presented with two briefs, arguing opposite sides, and they may think the contradictory briefs simply cancel each other out," Bushman said.

    Still, I don't think it's a very strong argument, and it can easily be misused.

    1. Re:After having read TFA... by microbox · · Score: 1

      Still, I don't think it's a very strong argument, and it can easily be misused

      Indeed it can. For example, an uneducated person with money may dislike Fact X, so they create a camber of echoes for Fact Not-X, using whatever scrappy nonsense they can pay people to pull together. Then the general public will think both sides are ideologues. This is precisely how public opinion is shaped in a modern democracy.

      --

      Like all pain, suffering is a signal that something isn't right
    2. Re:After having read TFA... by Anonymous Coward · · Score: 0

      in the end it doesn't even matter what your credibility is. ptolemy said the earth was the center of the universe and you weren't going to find a higher "scientific" authority in that society at the time. even if the majority of studies were published by people with better credentials, it still means nothing. it is proof of nothing, just something to help you hedge a futile bet. by the time it could ever be proven, your currency will be worthless. much the same way nobody bothers to laugh at ptolemy today.

  28. Clearly, they're right by matunos · · Score: 1

    The fact that the researchers who published this 'study' also wrote the amicus brief that supported the same claim seems to call their objectivity into question as well.

    On the contrary, it means they've corroborated their story. And the more such support they discover, the more they're going to get their findings published, and thus, the more their findings will be corroborated.

    It's called argumentum ad bootstrapum. Google it.

    1. Re:Clearly, they're right by Anonymous Coward · · Score: 0

      The fact that the researchers who published this 'study' also wrote the amicus brief that supported the same claim seems to call their objectivity into question as well.

      On the contrary, it means they've corroborated their story. And the more such support they discover, the more they're going to get their findings published, and thus, the more their findings will be corroborated.

      It's called argumentum ad bootstrapum. Google it.

      lmao. exactly correct matunos. Also what this shitty metadata analysis fails to consider is whats called the publication bias. When you look at a relationship between two things, say "violence in games and real life behaviour" and DON'T find a link, its near impossible to publish. No one wants to hear, "hey guess what, I didn't find out anything useful!"

  29. Big Lie by paic · · Score: 1

    "If you repeat a lie often enough, it becomes the truth."

    1. Re:Big Lie by Anonymous Coward · · Score: 0

      Exactly! And what's the big deal being in a bunch of publications anyway, several dozen may be owned by/represent the views of one maybe two companies? Maybe one has stock in a gamer treatment center.

  30. Yes there are violence in games. by Tei · · Score: 1

    Games for mature people. Most people is ignorant, and don't know there are games for mature people. Not all videogames are for childrens.

    The problem is... ..some people is ignorant.

    Heres the problem that need fixing.

    --

    -Woof woof woof!

  31. I will spam slashdot comments by Drakkenmensch · · Score: 1

    And thus be the all-governing supreme authority on everything!

  32. The upside... by Volante3192 · · Score: 1

    Well, since volume of work determines what's true, guess this closes the book on the whole climate change 'debate' since 100% of the peer reviewed papers are in support of it. Sucks that video games cause violence, but one must pick their battles. Eat it, warming deniers!

  33. No more studies by coinreturn · · Score: 1

    If they publish one more study putting down violence in my video games, I'm going to kick there motherfucking assholes!

    1. Re:No more studies by Anonymous Coward · · Score: 0

      I'm going to kick [their] motherfucking assholes!

      I don't think that's physically possible. Not the kicking, the fucking of one's mother with one's asshole.

  34. Science doesn't put food on the table by tepples · · Score: 1

    If anything, researchers look for ways to refute their competitor's position.

    Then that's not science, it's marketing.

    By that definition, science doesn't put food on a researcher's table; marketing does. So if you disagree with the mixture of science and marketing that characterizes research over the past decade at least, then how do you recommend to promote the progress of science?

    1. Re:Science doesn't put food on the table by digitig · · Score: 1

      I don't necessarily "disagree with the mixture of science and marketing that characterizes research over the past decade at least", but I think it's essential to science to recognize that it is a mix of science and marketing and to know which bit is which.

      --
      Quidnam Latine loqui modo coepi?
  35. Video games made me do it! by Anonymous Coward · · Score: 0

    My parents took away duck hunt before I started taking a handgun to the local goose population. I was an angry 12 year old, I tell you...

  36. keep an eye out by Anonymous Coward · · Score: 0

    Keep an eye out for their upcoming catagorical and objective proof:

    After giving 1000 violent young offenders a video game to play, 1000 of them were still violent young offenders.

    Furthermore,

    After giving 1000 non-violent young offenders a video game to play, all 1000 of them had committed some acts of virtual violence - and therefore were now violent young offenders.

  37. The evidence for video game violence is solid by shoutingloudly · · Score: 1

    I know /. is pro-game and anti-censorship. SO AM I. That said, I'm really disappointed by the proliferation of anti-scientific misunderstandings propagated by the OP and commenters. (For instance: OP needs to RTFA. The study measures both quantity AND quality.) As a media studies scholar, I've studied the evidence, and there really is a statistically significant correlation (which DOES NOT equal an effect 100% of the time or anywhere near that often) between consuming violent media and engaging in real-world violence.

    I'd say more, but these folks do a MUCH better job:

    http://www.rcgd.isr.umich.edu/aggr/articles/Huesmann/2003.Huesmann&Taylor.Case%20against%20thecase%20againstmedia%20viol.inGentile.pdf

    Read this chapter, read some more of the evidence, then share your thoughts based on the actual data. Don't oppose scientific findings based on policy preferences.

    1. Re:The evidence for video game violence is solid by Rhalin · · Score: 1

      This is a great read, and does follow quite a bit of what I've read from media effects studies on violence. That said there is a major issue here. If you follow the Games Effects literature much of it indicates that video games do NOT follow the same effect sizes, or results, as the same levels of exposure that individuals get from other visual media.

      One of the primary differences is that genre and game mechanics can drastically change the result (completely separate from the level of violent content). I want to be completely objective here. So, if you can find it, I would appreciate seeing an article that concludes that video games, (not media in general), can increase violent or aggressive tendencies for a duration longer than an hour, using a "violent" and "non-violent" game where the ONLY difference between the two is the violence factor. If that's too hard, then make it easier; find a study that uses games in the same genre.

    2. Re:The evidence for video game violence is solid by shoutingloudly · · Score: 1

      Glad you read the chapter!

      By video game tech standards, it's pretty dated (2003), and they suspect that's part of the limited effect size. Looking for violence effects from games that involve killing the grey blob with your blue blob (a not-too-uncharitable description of 8-bit gaming) created a lot of earlier studies with a more limited effect size. It's less obviously relevant to real life than film or TV footage of real people committing much more realistic-looking violence. That's NOT the same thing as finding no effect--just a diminished effect. They provide citations to the best, most relevant lit to that point.

      I'm not a violence effects researcher specifically (though I did my PhD at a school where everyone learns a lot about this work, and I’ve done a good bit of reading since then), so I'm not sure how estimates of effect size have changed over time. That said, the quality research in the last decade has only cemented findings of a causal effect with real-world significance. The experiments continue to provide further evidence of a causal link, and the correlational and longitudinal studies continue to find that these effects take place in the real worldnot just in laboratories.

      Here is a not-necessarily-definitive list of a few more recent studies that are video game specific and come to the same conclusions:

      1. Anderson, C. A., Gentile, D. A., & Buckley, K. E. (2007). Violent video game effects on children and adolescents. New York: Oxford University Press.

      Obviously, buying or borrowing and reading a whole book is overkill. This contains a shortened version of the same findings:

      2. Video Game EffectsConfirmed, Suspected, and Speculative: A Review of the Evidence
      Bartlett, Anderson, & Spring (2008), Simulation & Gaming 42(1).

      http://sag.sagepub.com/content/40/3/377.abstract

      Here’s a relevant quote:

      Aggressive behavior. Many methods and tools are used to measure aggressive behavior (see Bushman & Anderson, 1998; Ritter & Eslea, 2005, for a review of laboratory-based methods). Methods used to assess aggressive behavior range from observations of children at play (e.g., Schutte, Malouff, Post-Gordon-Joan, & Rodasta, 1988) to reports by oneself, teachers, parents, and peers (e.g., Anderson et al., 2007, Studies 2 and 3), to standard laboratory paradigms (e.g., Konijn, Nije, & Bushman, 2007). Results using these and other measures show strong support for the causal relationship between violent video game exposure and aggressive behavior. Overall, experimental, cross-sectional, and longitudinal studies have all found that exposure to violent video games leads to increased physical aggression (for comprehensive reviews, see Anderson, Berkowitz, et al., 2003; Anderson & Bushman, 2001; Anderson et al., 2004; Anderson et al., 2007). (p. 382)

      3. Longitudinal Effects of Violent Video Games on Aggression in Japan and the United States
      Anderson et al. (2008), Pediatrics 122(5). [Speaking of publication quality, the 2009 ISI citation analysis ranked Pediatrics as the 3rd most-cited of the 94 included journals in the pediatrics category.]

      http://pediatrics.aappublications.org/cgi/content/abstract/122/5/e1067

      This is a longitudinal study of both US and Japanese youth. A significant result was found in these real-world conditions (for those of you who would dismiss experimental studies as failing to establish results that matter in the real world).

      4.Correlates and Consequences of Exposure to Video Game Violence: Hostile Personality, Empathy, and Aggressive Behavior
      Bartholow, Sestir, & Davis (2005), Personality and Social Psychology Bulletin 31 (11).

      http://psp.sagepub.com/content/

    3. Re:The evidence for video game violence is solid by Rhalin · · Score: 1

      Apologies, but I trolled you, and was sort of hoping you would use these specific examples, as they are considerably bad research design. I should mention that I do a considerable amount of reading and research on video game effects before continuing.

      I asked for an actual experiment, with very specific kinds of evidence. The book, and the lit review do not provide any of these. The lit review, I know because I've spent quite a lot of time with it and the material it covers, the book, I admit I'm assuming, because I've read pretty much everything else Anderson has written, and where video games are concerned, he consistently does not provide proper controls for his experiments, among other issues â" which are easier to point out from the rest of what you posted.

      Let's start with "Longitudinal Effects of Violent Video Games on Aggression in Japan and the United States" Firstly, he provides little explanation of how he's classifying violence in games. In one study, the explanation is that the sample population was asked to arbitrarily judge the violence themselves, which they say is "standard practice" â" a practice, that if you look at the citation, they established themselves in other very flawed studies. In another study in the same paper they say that specific GENRE of games have specific violence levels, which is absolutely not true. For instance, anyone claiming that Dead Space 2 and Unreal Tournament 2004 display the same relative level of violence has very clearly never played at least one of those games - but, they're in the same basic genre, FPS. For those arguing that they aren't the same specific genre, I agree, no they are not, but the video game violence research, particularly Anderson and Bushman, don't even seem to have a grasp of the basic classifications, repeated hundreds and thousands of times across many video game review websites.
      Continuingâ¦There is no list of the specific games mentioned at all. There is no information regarding how the same games participants rated differently were controlled or averaged for. There is no explanation or information for if they controlled for other risk factors in aggression â" which they full well know how to do if you read their aggression research that isn't attached to video games. Things like cultural background, income level, really really basic demographic information can all cause significant variance leading to exactly the same kinds of results they show in this paper. This paper also ignores the "violent people tend to play violent games" aspect which is found in other literature, often ignored by this team, and of considerable impact.

      Next, there is a major cultural issue in this paper, which thanks to doing linguistic and ethnographic work with Japanese individuals, I can point out for you â" American and Japanese cultures have drastically different views and exposure to violence, specifically at the age level children and young adults. Anderson does not mention how this was controlled for. If you'd like a subtle example, watch something like Sailor Moon in the original Japanese cut.
      Next, "Correlates and Consequences of Exposure to Video Game Violence: Hostile Personality, Empathy, and Aggressive Behavior"

      Firstly, they're using the same rating system mentioned above. Replicating a flawed study does not make the results valid. To further delve into this, they ask for the 5 favorite video games. They don't ask how often they're played. Final Fantasy 7 is one of my top 5, I haven't played it in at least a half dozen years. IF anything, what they've proven here is that there are personality factors involved with selection of favorite games, and that those factors also reflect violent tendencies.

      This paper is also one of my favorite counter examples of how not to select games for a study. In another study in the same paper, they use Unreal Tournament as their violent game, and Myst as their non-violent game. I'm sorry, no, this is an apples to elephants comparison.

    4. Re:The evidence for video game violence is solid by shoutingloudly · · Score: 1

      OK, I've been stuck in a crap airport for 8 hours because of a cancelled flight by a crap airline (airport and airline needing not to be specified), and I'm not even capable of being polite or coherent right now. But let's start with the foul language I'm keeping to myself but which you totally, totally deserve. Because you baited me (with, by your own admission, a trollishly innocent-sounding question), I wasted an hour I should have spent doing work on my own research or teaching prep--or just reading or relaxing. What you just did was 100% awful and shameful.

      Before I even think of responding, though, I'll put the burden on you. Produce a cite to a sound meta-analysis--that isn't by one of the hacks Huessman & Taylor diss and that uses sound meta-analytic methods--and comes to the opposite conclusion. You do research in this area? Great! Post some and let me tear it apart. Don't hide behind a bunch of two-sentence attacks on established research. (If this is all such obviously flawed work, why do the best journals keep accepting it?)

      I have more to say here (note how I'm not trolling you, jerk), but until you make more constructive contributions to this discussion, I'll hold off. Until then, put up or shut up.

    5. Re:The evidence for video game violence is solid by shoutingloudly · · Score: 1

      I forgot to mention: really and truly, I have no dog in this fight--and I'd happily relinquish the dissonance that comes with being anti-censorship despite my belief that violent media lead to real violence. Thus, I'm willing to be wrong here (or at least concede that there's a valid contrast between credible scientific studies), but you have to prove it with sound evidence, not resort to nitpicking.

    6. Re:The evidence for video game violence is solid by Rhalin · · Score: 1

      Genuine apologies, I really do feel bad about the baiting, it wasn't my intent to waste time, only facilitate discussion. Also, apologies for the tone in the previous response which wasn't as objective as it could have been, partially as a result of my almost daily 3 hour drive home from work. I was also really hoping you would have found something good as well. I'm not trying to disagree with you, or defend the "pro violence in games" people. I'm trying to point out that at the moment, it isn't possible to objectively take sides on the issue at all, and that the people doing so and claiming their results are absolutely conclusive are pushing an opinion and social agenda, rather than scientific research (whatever side they're on). This is also a very relevant topic to the court case, mentioned specifically by the Justices, in that the definition of violence is too subjective and ill-defined to allow for arbitrary state regulation (http://www.supremecourt.gov/oral_arguments/argument_audio_detail.aspx?argument=08-1448).

      The reason why journals keep publishing these kinds of things is a symptom of the larger problem. It's a relatively new area where the experimental method and design isn't entirely clear yet, and experts in other related fields get by peer-review probably because 1) they have established credentials in their other work, and 2) the "peer" reviewers aren't always peers in "game effects research" but in the related fields such as media effects and psychology, and they're assuming that the same rules apply.

      The larger problem itself is what I was getting at by deconstructing the methodology in these papers, and why I can't do really well what you're asking. The fields of game studies, and video game effects are so new that they're getting a lot of really bad work published, just to get established, generally from people who don't know enough about games to begin understanding how to study them. There are a lot of people trying to do ground breaking work, without first figuring out where the ground actually is. This creates an easy place for opportunists to get a lot of work published, even if it's not well done. That said, I'm not saying that the other side of this debate is publishing better work - they suffer the same problems. For example, this is a field where one of the primary measures used in many papers is "immersion" and everyone defines it differently and uses different scales to measure it, which makes it very difficult to create a standardized tool to generalize the results. In short, there isn't a good meta-analysis. There can't be a good meta-analysis, because the underlying research is not very good and the problem area isn't well defined.

      If you summarize a pile of crap, you don't end up with gold. A good meta-analysis in this case would consist of ignoring the normal meta-analytic tools at the beginning, actually looking objectively at methodology, participants and results of each study, and throwing out work that isn't very good before trying to summarize and meta-analyze what's left. It would require a lot of open discussion and dialog between authors for clarification of results and methodology, which would take a considerable amount of time. Additionally, this would probably never be publishable, because it would be too easy to corrupt with opinion, so there probably is no one working on it, and on the off chance it did get published, the authors would probably be labeled "hacks" or some other derogatory term for not using a purely quantitative approach.

      And I'm also not trying to say that there isn't a violence effect with games - that would be silly. Basic cognitive science and psychology gives us stimulus response effects, priming, training, and activations of similar and related mental schema, so we know there is something there. What isn't clear, specifically when it comes to games, is what that effect is, how large it is, and how are people self-regulating, socializing, and compartmentalizing the experience - because it is clearly not the s

    7. Re:The evidence for video game violence is solid by shoutingloudly · · Score: 1

      This is a much, much more thoughtful response. Thanks! Sorry I called you a jerk, glad you apologized. (Travel has a significant crankiness effect, even when controlling for other variables, though effect size depends on the scale used.) You're clearly a thoughtful researcher.

      I don't have time at the moment to read the articles or write an extended response, but I'll try to do so and reply here. Also, please do look me up (Bill Herman, pleasure to curse you out online) and send me a private email. I'd like to see your CV.

      One note, though, that made lead the 3.5 people still reading at this point astray: You and I both know the peer review process is double blind. The authors don't know who reviewed the manuscript, and in principle the reviewers don't know who authored the paper. Thus, Anderson and company don't have an obvious benefit from being established authorities in the field--however that field is defined. (I assume you mean that reviewers often recognize famous authors' work and that does shape their evaluations. This can happen, but it's less common than one might think. Further, if I think your work is bullocks, my anonymity allows me to say so without repercussions, which I've done repeatedly--although I try to be polite about it. That most of their peers think it's sound research says they're doing at least a respectable job.)

      Having served on both ends of that process, I know for a fact that most journal editors try to find reviewers who are experts in a paper's subject as well as its methods. If I were editing a journal and got any of these papers, I'd look for an expert on game effects to read it--and one not closely associated with the author(s). As you note, there aren't a lot of people who are gamers and media effects researchers, which definitely limits the pool, but every editor who's assigned reviewers has almost certainly tried hard to find them all. Are you an untapped resource here? If so, start publishing--even a more formalized version of what you're saying here is a good start.

      Thank you for the cites. I'll look into them at some point. Hopefully you will have been in touch by then.

  38. Cart before the horse by Maritz · · Score: 1

    "claiming that they've come up with an 'objective' way to measure why violent video games lead to violence."

    When you set out to do a study and you've already got your conclusion, you're an ideologue and a pseudoscientist, cherry-picking evidence to suit your pre-conceived agenda. The hypothesis that video games increase violent behaviour is dead and buried. Next.

    --
    I do not want your cheap brainburning drugs. They are useless for work. And I am a working man today.
  39. Medieval Times... by bwcbwc · · Score: 1

    Looks like 21st century research is reverting from scientific empiricism to medieval scholasticism.

    --
    We are the 198 proof..
  40. Researchers? by brkello · · Score: 1

    Calling them researchers is an insult to all people who actually do research.

    --
    Support a great indie game: http://www.abaddon360.com
  41. If they have a Halo suit hand we may see some prob by BlackBloq · · Score: 1

    I saw these kids trying to do UFC style chokes today.
    I told them to stop and that chokes are NOT cool. One kid got hurt after ignoring me. Douche bag adult there was doing nothing to stop them.I would say watching UFC lead to them trying chokes (when they say " I didn't tap"). If they have access to a grim reaper minigun then we may be in trouble! If kids can emulate, they will! But to emulate call of duty they would need an arsenal hanging around and some friends to shoot. Good luck with that. If you have that in your house then you have problems.

  42. Objectivity D.O.A. by volpe · · Score: 1

    claiming that they've come up with an 'objective' way to measure why violent video games lead to violence.

    The moment they said "why", rather than "whether", they ceased to be objective.

  43. Obligatory SMBC by Isaac+Remuant · · Score: 1
    --
    "Science can amuse and fascinate us all, but it is engineering that changes the world. " - Asimov.
  44. i will state by KingBenny · · Score: 0

    the same i do to every claim : since i took up gaming again, i haven't hit anyone over the head

    --
    Free speech was meant to be free for all... how can anyone grow up in a nanny state ?