New Study Which Made 90 Adults Play 'GTA' or 'The Sims 3' For At least 30 Mins Every Day For 2 Months Finds 'No Significant Changes' in Their Behavior (arstechnica.com)
A new, longer-term study of video game play from the Max Planck Institute for Human Development and Germany's University Clinic Hamburg-Eppendorf recently published in Molecular Psychiatry found that adults showed "no significant changes" on a wide variety of behavioral measures after two straight months of daily violent game play. From a report: To correct for the "priming" effects inherent in these other studies, researchers had 90 adult participants play either Grand Theft Auto V or The Sims 3 for at least 30 minutes every day over eight weeks (a control group played no games during the testing period). The adults chosen, who ranged from 18 to 45 years old, reported little to no video game play in the previous six months and were screened for pre-existing psychological problems before the tests. The participants were subjected to a wide battery of 52 established questionnaires intended to measure "aggression, sexist attitudes, empathy, and interpersonal competencies, impulsivity-related constructs (such as sensation seeking, boredom proneness, risk taking, delay discounting), mental health (depressivity, anxiety) as well as executive control functions." The tests were administered immediately before and immediately after the two-month gameplay period and also two months afterward, in order to measure potential continuing effects. Over 208 separate comparisons (52 tests; violent vs. non-violent and control groups; pre- vs. post- and two-months-later tests), only three subjects showed a statistically significant effect of the violent gameplay at a 95 percent confidence level.
I'm not concerned with video games changing peoples' behavior, turning normal people into psychopaths.
What I would like to see studied, is the potential for video games to make psychopathic and sociopathic people more efficient in their anti-social abilities.
For example, I don't think playing ultra-realistic first person shooters will necessarily make anyone want to go out and shoot someone, but it seems to me, if you're a psychopath and you're into those games, they can train you to be a much more efficient psychopath when it comes time to assaulting a school or public place.
I'm not saying violent games lead to violent behavior, but their study seems kind of flawed in that the idea behind the claim is that violent games during childhood development desensitizes the child to violence, leading to them being more inclined to resort to using it down the road. That's nowhere near the same thing as claiming fully developed adults playing violent video games will start becoming violent themselves.
When I played GTA V, it took a lot less than 2 months for me to start acting like my hero, Trevor Philips. I don't know what it was about that guy, but I found him a rather touching tragicomic character.
The scene after he gives Patricia Madrazo back to her Mexican gangster husband after kidnapping her and he's driving away from the exchange and "If You Leave Me Now" by Chicago starts playing in the car had me laughing and crying at the same time. Except for the credits sequence in Saints Row IV, I don't think anything in a video game has ever affected me so profoundly.
https://youtu.be/bPADGxsf8a8
You are welcome on my lawn.
A recent study of Slashdot shows a 90% likelihood of dupes being posted by incompetent editors who don't use their own site's search function.
https://games.slashdot.org/sto...
'No Significant Changes' in Their Behavior - apart from playing a computer game for at least 30 minutes a day all of a sudden. Errrm?
Of course news about a fake are Fake News.
i mostly ride the motocross bike around the mountains & desert for fun, i love bikes but damn near killed myself on one so i dont have a bike in the real world anymore so i pretend to ride on GTA5 i play it about an hour a day, sometimes a little more, sometimes less, plus i can be a bad boy and make the cops chase me around, its easy to lose em on the dirt bike in the mountains & desert, sometimes i get away sometimes i get killed, but its just a video game fantasy, its not real life, i know i could never get away with that in the real world, i would be dead or in prison
Politics is Treachery, Religion is Brainwashing
This study found the truth because it looked at actual behavior instead of proxies for negative behavior.
The problem with looking at proxies (besides their being no need to measure them when you can measure the real stuff) is that Video games are proxies for real life.
So when you try to see if a proxy for violence results in the presence of proxies for violent behavior, surprise surprise. Fake sugar tastes sweet but does not have calories. That is why you use sugar substitutes. Same thing for video games. You use fake violence instead of real violence.
excitingthingstodo.blogspot.com
Study finds obvious conclusion.
Go jump off a curb.
Everyone knows you can't teach an old dog new tricks.
sed -e 's/Chuck Norris/Rajnikant/g' joke > fact
I've honestly never played GTA anything.
You want to know what makes me want to kill people using my car?
Idiots in rush hour driving back and forth to work.
I've seen so many road rage incidents around me that I just got to the point where I just leave a huge cushion of space between me and the person in front of me, waiting for them to do something totally stupid and unexpected, like 4 lane swerves, jamming their brakes on for no reason...
Don't even get me started about when weather conditions become less than ideal.
I live out my fantasies in GTA. Let's see how long I can keep them there.
Can't find enough dumb stories to post so they post the same shite as last week!!! WTF
I mean, both games are about as equally violent. Have you ever played The Sims and turned the fridge backwards? Or let your Sims go swimming, then remove the ladder so they cannot escape? Or when the house catches fire, simply remove the front door? That game is violent as fuck y0!
There were changes in their behavior. They will creep into more and more time spent playing as they are rewarded like a gambler. Sh%t didn't get done in other areas of their lives.. In ten years, they will have compressed discs in their backs from spending so much time sitting. It will be even harder to go exercise, due to back pain. Their motivation for real world activities will decline. They will start to wonder WTF happened to years of their lives. Granted, in game memories will be as real as the real world, but the game is a smaller fishbowl. They will wish they had spent younger years enjoying the real world, instead of waiting to an older age, where video games increase cognitive abilities, and their F%&king backs are in pain anyway. Go ahead and fund studies about gamer's not shooting up places, maybe they will launch a campaign much like what happened to tobacco companies, after they realize the true issues.
Pointing the finger at violent video games/media is really shorthand for a broader concern: a culture which excuses or promotes violence. This culture is so pervasive in the USA (even outside of media) that a little extra exposure likely makes no significant difference, particularly since most violent games have little or nothing to say on the value of violence in society.
I suspect a larger effect would be found if subjects were made to either listen to NRA Radio for 30 minutes every day for two months, or to listen to a comparable anti-violence media source (sorry can't think of a good one right now) the same amount. I'm not putting the blame solely on the NRA, it's just a good example of a steady drip of new info that can be consumed for 30 minutes each day; a gangsta rap Spotify playlist might have the same effect.
Corruption is convincing someone that the selfless ideal is the same as their selfish ideal.
That's 30 hours total.
This seemed like one of those studies that is paid by a corporate sponsor to come up with the desired results. First, adults are the wrong people to be testing. They have already established that the logic part of the brain doesn't fully develop until later in life. It should have been tested with teenagers. What anti-social teenager only plays for thirty minutes per day? It is more like 4 to 6 hours per day.
90 adult participants ... three subjects showed a statistically significant effect of the violent gameplay
So, about 3% of people can have effects from consuming violent media... so only 10 million Americans are at risk.
The Brits banned any Gran Turismo players from the real racing circuits because they were too fast.
This study is so good they did it twice..
https://games.slashdot.org/sto...
Is the Sims 3 violent? Or was there a parallel study checking whether diamonds would start spontaneously appearing over people’s heads in the real world?
#DeleteChrome
1) Does being forced to play violent games make a random mature person violent? I don't think anyone was thinking it would, but this study suggests what most people believe.
2) Do people who have an inclination toward violent behavior also tend to like these games in any useful indicator? Probably not, the sample size of video game players is so high compared to the actual violent offenders. While it may be the case that violent people like these games, there are so many more non-violent people who indulge.
3) Do developing youths become more violent as a result of video games? I think that's the key question people wonder about. I think there are plenty of people who have not been made particularly worse by video games. Maybe it *could* contribute to someone getting more violent, but it seems the probability is low.
4) Do video games help refine violent skills? Pretty sure the answer, if anything, is to make those skills worse (they tend to try to make the player feel like it's realistic, but make the player feel awesome by succeeding by cheating for them... a lot).
Keep in mind, while things are more graphic and gory than pre-video games, kids have long been playing 'chase each other and pretend to kill each other' games. Whether it's been 'cops and robbers' or presumably 'knights and knaves'.
XML is like violence. If it doesn't solve the problem, use more.
About half the friends I had growing up liked to play violent video games. The half that didn't play violent video games retained their empathy and never became violent. The half that played violent video games all became murderous psychopaths. The violent half never actually killed anyone, but it was only because they had great difficulty finding their victims after going blind from masturbating too much.
...but it's hard to take this one seriously.
Sample size of 90.
Adults.
Playing 30min/day for 2 months?
Jesus, you could probably smoke CIGARETTES for 30min a day for 2 months and not see an impact.
Or was this 'study' intended to disprove the videogame/behavior link?
-Styopa
3 of 90 is over 3% of a very huge population of millions and millions and millions of gamers. It the study's anywhere near predictive, that's a lot of damage.
I hate to say it because I spend a lot of time playing violent video games. And hey, no one's accusing me of very overly calm or patient. I'm certainly sexist, and I'm certainly not whatever interpersonally competent is.
Do I get to blame the games?
I've always wanted to be a member of the 1%. I suppose being a part of the 3% is pretty close.
That is nothing like the typical game playing of a teen. It also ignores that teens are far more impressionable than adults.
While I personally don't believe games cause such issues, 30 mins a day is hardly a valid test. Most of the people they claim are affected are those doing 8-12 hour sessions a day. If you are going to do a test at least do it right and actually include the right demographics and usage patterns.
Click-bait on slashdot? Say it ain't so. Where is the study of kids in their formative years... sadly missing a parent/parents guidance?
Have you ever played The Sims 3? I'd expect that being forced to play that game daily would increase homicidal behavior substantially.
I wouldn't make it two weeks.
Other studies have shown that exposure to children causes a 90% increase in violent behavior among video game characters.
The closest 99% of them will get to the weapons they've "trained" on is an AR15, and an untrained (by real live practice) civilian is going to be laughably bad with it. For example, the Dark Knight shooter illustrates the point. Out of like 80 rounds fired before being captured, he mostly wounded and only got like 15 fatalities. And remember, that happened in a theater, which is a veritable kill box, at a time when it was going to be fully packed with victims.
Fact is it works in our favor that they're learning from CoD and not living at the range doing real tactical training. If they did, you better believe the body count would be much worse because they'd be able to plan from real life understanding of what the weapons they can efficiently acquire can do.
Let's say that there's a genetic contribution to the issue of game violence affecting people. Let's say 1 in 100 are affected. A study of 90 people has an excellent chance of only looking at those who wouldn't be affected.
Let's say it takes 8 hours gaming a day - fairly typical for serious gamers. Half an hour will show nothing.
No, you start by finding those who purport to be affected, then look to see what makes them abnormal, neurologically and genetically. You then create a hypothesis that some permutation of these factors is relevant.
You then conduct a study to determine rarity, then a third study of sufficient size to guarantee a statistically significant number of interesting people are present.
In this study, you measure traits, then assign each person a UUID. It has to be double blind. They don't know what you're measuring, the observer doesn't know who had what traits.
Your hypothesis is that those who are vulnerable will show neurological changes as predicted. You do not rely on self-reporting other than to get the initial candidates, nor do you ever rely on psychology.
This is how you tell who is affected, how and why.
It's expensive, but you do this once and not once every few weeks. This strategy of producing the illusion of work actually costs more in the long run and answers nothing.
It's a small world and it smells funny; I'd buy another if it wasn't for the money; Take back what I paid (SoM)
and how gun culture pertains to it. But we've got laws against that here in the States.
Hi! I make Firefox Plug-ins. Check 'em out @ https://addons.mozilla.org/en-US/firefox/addon/youtube-mp3-podcaster/
Maybe another idea is to require everybody play these games. They might learn valuable skills like dodging and taking cover so they can have a better chance of not getting turned into leaky meat next time some democrat sprat's antidepressants run out.
I dunno. Somebody who smokes cigarettes for 30 minutes a day for 2 months is definitely going to develop an addiction.
We would have a LOT more violent acts by smokers if their cigarettes became suddenly completely unavailable. They would only need to be completely unavailable for like a half a day for a lot of violence to crop up.
Another study made 25% of the subjects play King's Quest, 25% played Space Quest, another 25% played Police Quest and the last 25% played Leisure Suit Larry.
Those who played King's Quest saw no change.
Those who played Space Quest saw no change either.
Those who played Police Quest also saw no change.
Those who played Leisure Suit Larry haven't called back yet.
#DeleteFacebook
Addiction doesn't work like that.
https://en.wikipedia.org/wiki/Rat_Park
Let's track some of the kids who are playing violent video games for hours and hours a day for years.
..actual military training being available.
you have a basically open for all applicants as a right military training that pays money. you could also go play airsoft or paintball.
playing gta or call of duty has little effect on your skills to perform in said task in real life.
americas army game even doesn't have that much effect, it's mostly about squad tactics.
a much more sane response but not so popular would be to ban gyms - they would have a much higher effect as regards to training. maybe, just MAYBE you should pay more attention to the education in the 14 to 20 range. they're not adults yet - banning antisocial people from school due to something inane as smoking a cigarette is just a fucking stupid tactic if you're not planning on alienating said persons from other pupils on purpose. put them in a special group in the school or whatever, banning them from the school(their entire social circles for daytime) entirely is just stupid.
anyways.. the fps games are largely not even trying to be simulations. there are plenty of game genres in which the games try to be simulators that could be applied to criminal behavior, but did they ban ms flight simulator? who the fuck would want to live in a society that bans ms flight simulator?
world was created 5 seconds before this post as it is.
Well, it may not be violent games then. Perhaps it's casual games like Pokemon Go.
Men reportedly attacked by man with tire iron over 'Pokemon Go'.
Actually no there is no evidence of such a thing. Please cite your evidence. My evidence is that in spite of having so many violent video game over 20 years, violence among young adult and kid either reduced or stayed stable. e.g. https://www.statcan.gc.ca/pub/... in this case totasl youth crime in canada sink quicker than general crime https://www.statcan.gc.ca/pub/... if violent video game had any impact, you would expect a rise somewhere between 2000 and 2015 when video game spread started to peak up for youth, you would not expect to drop it now that it is even more widespread. So what is your evidence that youth are desensitized by violence ? Because they certainly commit less crime today, kinda strange for people desensitized ? Or maybe you were spouting belief based on no evidence. Just sayin'.
C. Sagan : A demon haunted world:
http://www.amazon.com/gp/product/0345409469/
visit randi.org
In GTA you could engage in violent behavior or you could mostly avoid it.
Now, why not pick a different game by Rockstar Games: Manhunt.
I remember after having played it for ~5h my psyche was damaged for about one week. Seeing everyday objects triggered traumatic flashbacks to brutal game scenes including those objects.
I imagine, forcing people to play such games for (only) two months would cause quite a lot of trauma.
...the UK bans the sale of Omega Labyrinth Z to adults because they're worried about behavioural changes.
Hilarious!
How about doing a test that remotely approaches real life usage?
kid shoots another kid, in the head, because... (wait for it...) they wouldn't share a video game controller: https://www.usatoday.com/story...
I don't believe I've ever seen the claim that it changed adult behavior... you know, that's why we have a rating system that makes certain things unavailable to certain age groups (movies and games) so it seems kind of stupid that they only tested it on adults.
Also, others have made the comment but I'll just agree here: 30 minutes a day doth not a gamer make. Filthy casuals.
In Soviet Russia jokes are formulaic and decidedly non-humorous.
"adults chosen, who ranged from 18 to 45 years old, reported little to no video game play in the previous six months and were screened for pre-existing psychological problems before the tests."
So, only three (3) out of ninety (90) NON-GAMERS who were mentally strip-searched before entry had violent tendencies after playing games?
No Shirt, Hemlock!
(bowdlerized for your viewing comfort/sanitized for your protection)
Better still, even after being "subjected to a wide battery of 52 established questionnaires intended to measure {long list of normal human tendencies}"...
"immediately before and immediately after the two-month gameplay period and also two months afterward", only three test subjects retained enough sentience to react adversely. The remainder were presumably battered into submission by the 52 questionnaire batteries administered repeatedly over more than half a year.
Better, or worse: a sock full of batteries applied repeatedly to the back of their skulls?
Speaking of back, I want my grant money back!
(T)he (O)ld (M)an
I mean, the blurb seems to talk down the fact that 10% of the subjects, after just 2 months, became more violent.
Thats... Pretty significant, and at least suggest a LOT more research needs to be done.
Trying to play GTA on a sub par machine with glitchy internet connection resulting in missed scores, choppy graphics and terrible audio.
Now THAT'S enough to turn someone in a Mass Shooter.
When Fascism comes to America, it will call itself Anti-Fascism, and tell you to give up your guns.
Ugh. What a waste of time.
Seems like a better analogue to actual behavior.
Would you call a person who walked for 30 minutes a day addicted to walking? Nope. Gym rats who spend hours in the gym every day are addicted. Not being able to forego a workout while on vacation is indicative of an addiction. This study doesn't look deep enough. Furthermore, they questions they should be asking is whether or not players of violent video games have altered their value of human life.
See, the problem with large numbers is... they're large.
Only 3% showed any change? Great. One snag: there are 50 million students in the U.S. 3% of them = 1.5 million.
https://nces.ed.gov/fastfacts/...
(To say nothing of the other flaws in the study that others here have pointed out.)
Dear Slashdot: next time you want to mess with the site, add a rich-text editor for comments.
Getting paid to play GTA or The Sims? Where do I sign up?
Notice they said "adult". Not children, whose brains and personalities are still developing. I would exercise caution before assuming that video games have no negative effect on childrens behaviour. There is a lot of evidence that it does. For instance, there have been cases where stabbings had occurred over a fight over a video game among children.
Nicotine withdrawals aren't just 'addiction.'
I don't think its the single player experience in a video game that is the problem. But once someone goes online with a bunch of trolls it tends to trigger a lot of people. Perhaps this test should be redone with an online game experience to chat with some random people.