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New Study Finds No Link Between Violent Video Games and Behavior (dailydot.com)

An anonymous reader quotes a report from The Daily Dot: Scientists have been investigating the impact of violent video games on behavior for more than two decades, and the results are still being debated. In a 2015 resolution on games, the American Psychological Association reported that multiple studies found a link between violent game exposure and aggressive behavior, though critics at the time questioned the findings. Now, a new study published by researchers at the University of York in the journal Computers in Human Behavior further challenges the connection.

It has long been theorized that exposure to in-game concepts like violence has a "priming" effect on players that ultimately impacts behavior, leading scientists to believe that a player exposed to in-game violence will be more susceptible to displaying such violence in real life. The new study found the exact opposite to be true in some instances. In a series of experiments with a little over 3,000 participants (more than any past study to date), university researchers found that exposure to video game concepts like violence won't necessarily impact behavior. It also found that increasing the realism of violent video games does mean aggressive behavior in gamers will increase.

34 of 200 comments (clear)

  1. It's hard to find time to be violent by JoeyRox · · Score: 4, Funny

    When you're sitting on the couch in your underwear playing video games 10 hours a day.

    1. Re: It's hard to find time to be violent by Anonymous Coward · · Score: 2, Insightful

      Yeah how many Wolfenstein players are out in the streets shooting Nazis?

      - You're so right, not nearly enough.

    2. Re: It's hard to find time to be violent by Anonymous Coward · · Score: 2, Insightful

      And on the other hand, if a few more people had stood up nazis when it counted, it would have saved millions of lives. And before you ask, yes, the same is true of communists and jihadists and plenty of other fundamentalists besides.

    3. Re: It's hard to find time to be violent by Opportunist · · Score: 2

      There is this old German joke about a doctor's congress in the Third Reich where one of the participants greeted with "Heil Hitler" and got the reply "Why me, you're the shrink".

      (the joke hinges on "heil" being (also) the imperative of "cure, heal" in German)

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  2. Does NOT Mean by mentil · · Score: 3, Informative

    It also found that increasing the realism of violent video games does mean aggressive behavior in gamers will increase.

    This error is in the article as well, but reading on makes it clear that this sentence is missing a 'not'. To wit:

    it was expected that those exposed to the more realistic game would choose more violent words. Surprisingly, the researchers found no significant difference between the word choices of players exposed to either game.

    --
    Corruption is convincing someone that the selfless ideal is the same as their selfish ideal.
  3. Re:Social Science = Junk Science by hey! · · Score: 4, Insightful

    The fact that the study accepted the null hypothesis argues against this being junk science. The flux in the field, with established concepts like priming being vigorously challenged, is actually good sign.

    --
    Post may contain irony: discontinue use if experiencing mood swings, nausea or elevated blood pressure.
  4. I'm Skeptical of This Particular Study by mentil · · Score: 4, Insightful

    This study has a few problems. For one, the participants were all adults; the argument is usually that violent video games have a harmful effect on children whose minds are still developing, and these experiments don't assess that. Furthermore, several studies found that short-term aggression was increased by playing violent video games, but there was a lack of evidence for any long-term effects. This experiment didn't study long-term effects, either.

    IMO the theories on how violent video games might mentally harm children approach Intelligent Design levels of pseudoscience, pushed by moral guardians who have a knee-jerk "think of the children!" reaction. I've played lots of violent video games, and the ones that most realistically depict violence are pretty disturbing; they make me less likely to want to employ violence, if anything.

    What I'd REALLY like to see is if a VR game where you use motion controllers to punch people makes the players more likely to employ punches in real life afterward (in say some roleplay with a dummy where a punch, kick, or handshake can be employed.) I wonder if muscle memory (pressing a button on a Dualshock is nothing like throwing an actual punch) and feeling that the game isn't real (VR takes this away) are the main things stopping a connection between in-game violence and real-life aggressive tendencies. However, there's a big difference between "I'm curious if" and "I'm certain, therefore it must be made illegal immediately." I also chuckle at the idea that 'ragdoll physics' apparently equals 'realism' now; all those hours playing UT2003 and I never realized how REAL it was.

    --
    Corruption is convincing someone that the selfless ideal is the same as their selfish ideal.
    1. Re:I'm Skeptical of This Particular Study by clovis · · Score: 5, Interesting

      I did see a study done back in the 1990's sort of like what you're describing.
      They observed some groups of the kids for some time before bringing in games, and the kids were graded on how many times they acted aggressively (toy-stealing, shoving, hitting, etc). Kids are people. Most are decent and some are jerks.

      Then some groups got non-violent video games and some got violent video games.
      In the places that got non-violent games, the individual kids aggression levels remained much the same before and after.
      In the groups that got violent games, what they observed is that the non-aggressive kids remained the same, but the aggressive kids got worse, and some much worse.

      This sort of thing has been born out in other studies in various populations and situations.
      It looks to me like healthy people aren't affected by exposure to violent shows, porn, criminal caper TV shows or whatever. People who aren't mentally healthy get worse. I suspect those people whose lives get devoted to playing Everquest, CoD, Warcraft or whatever, would get "addicted" to something else, perhaps poker playing, perhaps collecting Hummel figurines, if the games did not exist.

      I read many studies on the topic of media-induced behavior changes, and I am very sure that the people who have an agenda know this about the differing reactions of healthy and non-healthy people and design their studies in such a way to take advantage of this phenomenon.

      For example, suppose that the people who did the study I described above chose to not differentiate ( not publish those measurements) between the known violent and non-violent kids, but just published the group's number e.g. "before violent games, the group had 5 assaults per hours, and after there were 10 assaults per hour". If you didn't know that only one kid in the group was doing all the assaults, you would get a different conclusion that if you did know that fact.

    2. Re:I'm Skeptical of This Particular Study by mentil · · Score: 3, Interesting

      That's interesting that it was shown that only the kids with violent tendencies tended to be more violent when exposed to violent video games... but also pretty obvious. I've heard it suggested several times on Slashdot before (although that's different from proof, maybe they read the same study.)
      However, politicians will say that there's no way to prevent ONLY the violent kids from accessing these violent materials, and thus they ruin it for everybody and it has to be restricted to adults only. Media that contains violence/aggression is so ubiquitous that even with a ban that somehow wasn't struck down by SCOTUS, again, these kids would essentially have to be kept in quarantine to ensure they don't see/hear it, and the value of doing so is questionable. A more sane idea is to redirect the effort of doing these violent media studies, and figure out a way to treat these violent kids to be, you know, less violent.

      --
      Corruption is convincing someone that the selfless ideal is the same as their selfish ideal.
  5. Re:Inconsistent by Anonymous Coward · · Score: 2, Insightful

    False equivalence.

    It is entirely possible that violent video games do not make people more violent, whereas sexist video games do increase the degree to which one subscribes to sexist ideals.

    This study covers violence. It says nothing on the topic of sexism. So, this study lends evidence to the claim that there is no link between violent video games and violence. We cannot infer from this that there is no line between sexist video games and sexism.

  6. Re:Social Science = Junk Science by Anonymous Coward · · Score: 2, Insightful

    I don't think we need any additional proof that social science is mostly junk science. Priming, intersectionality, trigger warnings all brought to you by these clowns.

    I used to think that. My degree is in physics and I got a job later in life teaching community college physics. I got interested in the teaching craft and started taking master's level teaching courses and was forced to read these kinds of studies.

    What I learned: The science for learning now humans work is way harder to study in a scientific manner than physics or math. That is, to study correctly. We don't even know how to form the questions well. We didn't even know what all the questions are. Yes, a lot of what you're seeing is in fact shit, but a big reason is that we really are only beginning to learn how humans work.
    However wrong phlogiston, Aristotelianism, Ptolemaic astronomy, Dalton and so on are, they don't deserve ridicule because they're the foundation of our learning how the world works. It's the same with social sciences.

  7. Don't Video Game and Drive by neoRUR · · Score: 2

    When you play a video game, doesn't need to be a violent one, your brain goes into a state of hyper-arousal. Some games are more intense then others, depends on how long you have been doing it, your age, and if its a new game.
    But right after you finish playing, for example GTA, your driving around with a car and not really obeying street laws.
    Right when you get done, don't go out and drive a real car, take a few minutes to get back to reality.

  8. My own experience by raymorris · · Score: 3, Interesting

    Here's my experience.

    When some of my friends were frequently talking about their twice-weekly poker game, I heard them several times and starting thinking about if I might like to play poker. I ended up playing poker with them, twice a week.

    Later, was flying home from a business trip in Vegas and wanted something to read on the flight. I ended up with three poker books. Later I put them in my reading room (bathroom). I was always reading *something*, and that month I read about poker. While driving or whatever, I'd think about what I read - think about poker. I ended up writing a poker- playing bot, spending quite a bit of time analyzing poker as I created software that played poker.

    I doubt I would have spent thousands of hours on poker had I never starting hearing about it from my friends. I wouldn't have written poker software if I had read model airplane books.

    Whatever book I get, I spend several hours reading about it, and several more hours thinking about it. Whichever TV series I'm into, that's what's in my head.

    As a teenager, I was into heavy metal music. I constantly had heavy metal themes pumped into my head, so a lot of my thoughts were around topics in the lyrics.
    Later, I started listening to Christian music. I find that when I hear a song about forgiveness, I tend to think about forgiveness. When I'm thinking about forgiveness, I'm more likely to forgive. I'm also more likely to be grateful for the forgiveness I've received, if that's what I'm thinking about because that's what I'm hearing on my way to work.

    From my experience, it seems obvious that whatever I'm exposed to a lot affects what I think about. What I think about a lot tends to affect what I do.

    Does that mean that if I hear you say the words "eat cheese" I'm going to immediately run to go eat cheese? Of course not? But if people are constantly offering me different kinds of cheeses, talking about which cheese goes well with what, I just might try some cheese every so often.

    If my mind is on violence several hours per day, sure whatever I think about a lot is going to tend effect what I'm more likely to do.

    1. Re:My own experience by Anonymous Coward · · Score: 3, Insightful

      I feel like the accurate analogy would be you suddenly sitting down and starting to deal a poker table in the middle of a busy street because you're thinking about poker. It's what you think about exactly that counts, not the "area" of thinking you're doing. Even if the area contains violence, thinking doesn't automatically become violence only. Even if the area contains card dealing, thinking doesn't automatically become card dealing only.

      In video games, the violence is only the act. The substance comes from what is around the act. Just like with any hobby, really.

    2. Re:My own experience by AmiMoJo · · Score: 2

      This effect is well understood in politics too. By constantly talking about certain things and framing them in certain terms it is possible to move people's frame of acceptability, which in turns makes it easier to sell them more and more extreme ideas.

      As you say, it's not like playing Street Fighter makes you want to go out and dragon punch someone, but there are more subtle effects in play (excuse the pun).

      --
      const int one = 65536; (Silvermoon, Texture.cs)
      SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
    3. Re:My own experience by Kiuas · · Score: 4, Interesting

      From my experience, it seems obvious that whatever I'm exposed to a lot affects what I think about. What I think about a lot tends to affect what I do.

      This is correct obviously, but there are 2 important distinctions that you left out that make a huge impact on the discussion about games/media and violence,

      Firstly, as an avid gamer since my teens I've played a lot of violent games, and I find myself often thinking about them when I'm not playing, but those thoughts are not violent in nature. That's because I don't think of shooting a virtual enemy as an act of violence anymore so than I think about capturing a pawn on a chess board as an act of violence. I find myself thinking about stuff like level layouts, how to improve my use of cover, etc stuff that relates to my goal, which is completing the game. I don't play the games because they're violent, I play them because I enjoy puzzles and challenges, and games offer that. Some of them with a violence as a mechanic, some of them without it. I've never had violent thoughts towards real people as a result of playing a lot of games, because my mind is perfectly capable of discerning between actual violence, and a a virtual character on screen being 'shot' at.

      Secondly, even if one's thinking about violence, that does not automatically mean one will become more likely to be violent. Here as an example I'll use my brother who in his teens was actually quite aggressive and short tempered as many young males especially are and often got into fights. Then he started kickboxing, which is an extremely violent sport by all metrics. Now, is he thinking more about violence these days than in his teens? Very likely so, he watches matches, practices a lot and teaches techniques etc. But he's not gotten into fights outside the ring since he became an adult because he's now found himself a 'game' in the real world that has given him an avenue to deal with violence in a manner that's more sensible, and also more rewarding as it is a competition. He's learned a lot about respecting other people via the sport. So for him not only thinking but actively engaging in more violence in a controlled setting has actually made him less likely to be a risk for others in the world. He's much more in tune with his emotional responses to situations now, and while he still gets angry and loud easily, he doesn't transition from yelling to actually punching someone but has instead learned to walk away from the situations before they spiral out of control. That self-control is entirely the rest of a combat sport (and good coaches) teaching him discipline.

      The primary question with regards to games and media of a violent nature is therefore not 'does the media make people think about violence more?' because even if it does that's not necessarily a bad thing, but 'does the media lessen people's impulse control and/or dehumanize other individuals so that they're more likely to use violence in the real word?'. To me there's no evidence that this is the case. Violent crime has gone down and is going down in pretty much all advanced societies, even though the amount of violent media in different and more graphical forms (think Game of Thrones cutting of limbs and dicks and burning people alive, murdering children etc) has exploded.

      Now it's also obvious that people with pre-existing violent tendencies still likely gravitate towards violent entertainment, but as is the case with my brother, I remain unconvinced that that is necessarily a bad thing, because these are precisely the people who in fact need to think about violence and their own relation to it more in order to attain control over their own impulses and behavior towards others, and it's far better for them to do it via something like a game or sport rather than actually getting themselves into violent situations.

      --
      "It is the business of the future to be dangerous" -Alfred North Whitehead
  9. Re:Old News by freeze128 · · Score: 2

    My mom still doesn't believe any of the reports...

  10. Re:Social Science = Junk Science by NicknameUnavailable · · Score: 2

    However wrong phlogiston, Aristotelianism, Ptolemaic astronomy, Dalton and so on are, they don't deserve ridicule because they're the foundation of our learning how the world works. It's the same with social sciences.

    It's not about being wrong, it's about being wrong and simultaneously applying that wrongness to change society. They're like monkeys with atomic bombs, poisoning society with psychology the way an a-bomb would with radiation. The ends are little different. Being wrong is great, that's how people learn, being wrong and applying that en mass (or even in their shitty social experiments like MK Ultra) isn't just being wrong, it is wrong.

  11. Re:Social Science = Junk Science by gfxguy · · Score: 2

    Is it? Just because the narrative that violent video games causes violence didn't turn out to fit reality, that doesn't mean that violent video games doesn't affect behavior. Granted, it's not just video games, but violence in media, including video games, may beget violence, but desensitizes people to it. That can affect behavior in ways they aren't looking at, like how one reacts to certain news stories - like how one reacts to stories (either way) violence happening throughout the world, which affects how you might donate time or money, or whether you support your government's reaction (or lack thereof) to it, or what you do when your neighbor is beating their spouse or kids.

    --
    Stupid sexy Flanders.
  12. Re:Playing video games is disconnecting from reali by ShanghaiBill · · Score: 4, Insightful

    those who spend huge amounts of time playing video games avoid personal growth and avoid connecting with the world.

    Do you have any actual evidence for this? Or are you just spouting off the same "conventional wisdom" that is debunked by this study?

    Sure, introverts may be socially isolated and play a lot of video games. But that doesn't imply that the games caused the isolation, nor does it imply that the isolation is actually harmful, to the introverts or to the rest of society.

    When I was a kid, there were no video games (other than "Pong"), yet we still had socially isolated people, watching Star Trek on TV, reading SciFi, and playing D&D. So are interactive video games "worse" in some way compared to likely alternative activities? I have seen zero evidence for that.

  13. Re:Old News by IckySplat · · Score: 2

    It seems like a study is done every 7 years saying the same thing since the 80s?
    Before that it was cartoons...

    It should go away soon... Gamers are getting older and this kinda crap is getting less and less traction as the non-gaming geriatrics are kicking the bucket.
    Politicians are starting to realise that gamers are a wealthy(ish) demographic, and that it doesn't pay to piss on or off; least they start loosing votes

    --
    Help! help!, the termites are eating my DRAM!!!
  14. Re:Probably by elainerd · · Score: 2

    Interesting statement. Of course, my argument was as to whether or not video games made people violent, not as to whether they changed people in some way.

    --
    Faith: Belief in Truth. Superstition: Belief in Falsehood.
  15. Re:Not true by Hal_Porter · · Score: 4, Funny

    "If Pac-Man had affected us as kids, we'd all be running around in dark rooms, munching pills and listening to repetitive electronic music."

    * Marcus Brigstocke

    --
    echo -e 'global _start\n _start:\n mov eax, 2\n int 80h\n jmp _start' > a.asm; nasm a.asm -f elf; ld a.o -o a;
  16. Re: Social Science = Junk Science by Hal_Porter · · Score: 3, Informative

    No, but they're not sciences in the way that, say, particle physics is. As Lubos Motls pointed out the number of sigma required to verify a hypothesis is very different

    https://motls.blogspot.com/201...

    Some disciplines of science try to be as hard and reliable as particle physics so they adopted the same 5-sigma (1 in 3 million) standard for discovery; most other disciplines, especially soft sciences such as medical research, climate science, psychology, and others, are often satisfied with 3-sigma (1 in 300) or even 2-sigma (1 in 20) evidence.

    That's assuming there's enough data for this sort of thing, which there most likely isn't for history where you're relying on a couple of second hand sources.

    That doesn't mean history is junk, it just means you can't be as certain of it as you can with physics. And in fact new discoveries turn up all the time and change the consensus view of historical events. Similarly the consensus on economics can change pretty drastically - e.g. Keynesianism took a major beating in the 80's due to stagflation. Arguably post Keynesian economics did post 2008, though that may be coming to an end.

    Social sciences have fuzzy data and the interpretation of the data is influenced by politics - that's especially true of climate change and economics. They're not at all like particle physics with its spectacular 5 sigma near certainty. You could probably find examples of present day politics influencing linguistics too.

    Incidentally literature isn't science and it definitely isn't junk. And good literature isn't influenced by politics, except in the extreme Orwellian case where a worst case totalitarian regime ends literature.

    http://www.orwell.ru/library/e...

    Literature has sometimes flourished under despotic regimes, but, as has often been pointed out, the despotisms of the past were not totalitarian. Their repressive apparatus was always inefficient, their ruling classes were usually either corrupt or apathetic or half-liberal in outlook, and the prevailing religious doctrines usually worked against perfectionism and the notion of human infallibility. Even so it is broadly true that prose literature has reached its highest levels in periods of democracy and free speculation. What is new in totalitarianism is that its doctrines are not only unchallengeable but also unstable. They have to be accepted on pain of damnation, but on the other hand, they are always liable to be altered on a moment's notice. Consider, for example, the various attitudes, completely incompatible with one another, which an English Communist or 'fellow-traveler' has had to adopt toward the war between Britain and Germany. For years before September, 1939, he was expected to be in a continuous stew about 'the horrors of Nazism' and to twist everything he wrote into a denunciation of Hitler: after September, 1939, for twenty months, he had to believe that Germany was more sinned against than sinning, and the word 'Nazi', at least as far as print went, had to drop right out of his vocabulary. Immediately after hearing the 8 o'clock news bulletin on the morning of June 22, 1941, he had to start believing once again that Nazism was the most hideous evil the world had ever seen. Now, it is easy for the politician to make such changes: for a writer the case is somewhat different. If he is to switch his allegiance at exactly the right moment, he must either tell lies about his subjective feelings, or else suppress them altogether. In either case he has destroyed his dynamo. Not only will ideas refuse to come to him, but the very words he uses will seem to stiffen under his touch. Political writing in our time consists almost entirely of prefabricated phrases bolted together like the pieces of a child's Meccano set. It is the unavoidable result of self-censorship. To write

    --
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  17. Flawed abstraction. by Togden · · Score: 2

    The idea that you will go out and be violent because you've seen, and been involved in violence in games is a flawed abstraction of the idea that you repeat what you are exposed to.

    When people are exposed to violence, real or in games, the constant practiced activity between both situations is that it demands of them to observe the situation and then learn to change how they make decisions for a better outcome for themselves. They can either enforce their decisions on the others present, or find a solution that doesn't require that. When you are exposed to real violence, often there is no way to get a positive outcome for yourself without enforcing your decisions on others, this unfortunately when practiced becomes habit and leads to more violence. Video games have a fixed rule system, you cannot enforce any kind of logic of your own unless you cheat, and certainly not on other, real people who can argue back, so this negative re-enforcement cannot happen. Video games while in use, prevent the player from practicing learned behaviors that lead to violence.

  18. What about other links? by houghi · · Score: 3, Interesting

    OK, if there is no link between violent games and violence. How come we are not allowed to see female nipples on tv? Or cursing?
    Is that different somehow? And if it is not, how come ads are effective?

    People will be influenced by what they pick up. I am sure that violent games will not cause violence, but it might raise the bar a little bit on a much wider scale,

    We think rape in prison is funny. Many believe that police violence is just a way to best solve things.

    So what it might do is change the norm about violence.

    --
    Don't fight for your country, if your country does not fight for you.
  19. Half truths ... by johnlcallaway · · Score: 3, Interesting

    I remember the first time I watched Smokey and the Bandit at the movies. When I got in my car, I wanted to speed all over the place.

    But I didn't ... because I'm not stupid and know I could crash, kill someone or me, or at least get a ticket.

    I'm sure violent video games can make violent people more likely to be violent.

    That doesn't mean the other 99% (made up statistic) of society should be kept from playing them.

    --
    I rarely read replies, it's my opinion and if you thought about your opinion a little more, I'm OK with that.
  20. Re:Inconsistent by PolygamousRanchKid+ · · Score: 2

    Most people who play video games where you get a gun and kill other people, never dream of killing people in real life at all (most, especially non-Americans, don't have guns and have never handled one).

    When they kick at your front door
    How you gonna come?
    With your hands on your head
    Or on the trigger of your gun?

    I guess that question is answered for non-Americans, then.

    I grew up watching "The Three Stooges" with other school kids. We didn't go into the schoolyard and gouge eyeballs out, tear out hair or put heads in vices.

    Now we see the violence inherent in the system . . .

    Whether a child is violent or not has one overwhelming factor: The parents, or lack thereof.

    Don't blame schools, video games or Global Warming on your child's behavior.

    Bad parenting, period.

    --
    Schroedinger's Brexit: The UK is both in and out of the EU at the same time!
  21. Re:Let's hope this proves once and for all by Opportunist · · Score: 2

    Umm... you forgot to add how this is on topic in any way.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  22. Re:Inconsistent by Opportunist · · Score: 2

    So Tomb Raider, where I spend the entirety of the game staring at some shapely female butt, isn't sexist?

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  23. Re:No link to violence? by Opportunist · · Score: 2

    Really? It is possible to hurt people over the internet now?

    Damn, this guy really did it, I didn't believe him.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  24. Re:Playing video games is disconnecting from reali by beckett · · Score: 5, Funny

    i jaywalk becuase of Frogger

  25. Re:Porn is not sexist. by SuiteSisterMary · · Score: 2

    If a lifetime of playing video games, including first-person shooters, had ANY VALUE at all as 'target practice,' my IDPA ranking would be WAY higher than it is. Oddly enough, though, pointing a mouse cursor and clicking, or tilting a thumbstick and hitting a button, doesn't really magically translate into completely different sets of physical action.

    I mean, by that logic, you could go play Track & Field and become an amazing athlete.

    --
    Vintage computer games and RPG books available. Email me if you're interested.
  26. Video games are just the latest proxy... by EndlessNameless · · Score: 2

    We have had proxy activities for competition, aggression, and violence since the dawn of history. Everything from boxing, rugby, and polo to swimming and track to Go and chess.

    Video games are just a new spin on an ancient habit. We substitute relatively harmless activities as outlets for our less-than-friendly instincts. In this respect, we have reached a new zenith with the variety, ubiquity, and flexibility of computer games. Participation in previous sports or hobbies has never been as safe and widely appealing as video games.

    I'm not surprised there is no link between video games and violent behavior; the games themselves are the outlet for the urges that lead to violence.

    --

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    According to the latest ruleset, this post should be modded as Vorpal Flamebait +5.