owl Posted April 27, 2007 Share Posted April 27, 2007 Here is an interesting article that just appeared in Slate. Given all the discussion that there is around this subject, along with potential for influence by other forms of media, I thought I'd give it a link here for anyone interested. I think it's foolish to outright assert that these things have no effect on behavior whatsoever. I'm not sure how anyone could be so positive about the negative- or positive- effects. I think that many aspects of pop culture have positive and negative effects on people, from video games to tv to movies to music to magazines. This is worth investigating, in my opinion, not just throwing around as the cause of all of our problems. I know, for one, (shallow and stupid as it may seem) that Rolling Stone magazine made me really want to experiment with drugs, and that turned out...mostly bad for me. But hey, I was an impressionable teenager at the time. Anyway, here is the article: Don't ShootAmanda Schaffer On The Daily Show on Thursday, April 26, Jon Stewart made short work of the suggestion that the Virginia Tech shooter, Cho Seung-Hui, might have been influenced by violent video games. (Cho may or may not have played the popular first-person-shooter game Counter-Strike in high school.) A potential video-game connection has also been dangled after past killings, to the irritation of bloggers. The reports are that shooter Lee Boyd Malvo played the game Halo before his sniper attacks around Washington, D.C., and that Columbine killers Eric Harris and Dylan Klebold loved Doom. Does the link between video games and violence hold up? Pathological acts of course have multiple, complex causes and are terribly hard to predict. And clearly, millions of people play Counter-Strike, Halo, and Doom and never commit crimes. But the subtler question is whether exposure to video-game violence is one risk factor for increased aggression: Is it associated with shifts in attitudes or responses that may predispose kids to act out? A large body of evidence suggests that this may be so. The studies have their shortcomings, but taken as a whole, they demonstrate that video games have a potent impact on behavior and learning. Sorry, Jon Stewart, but you needn't be a fuddy-duddy to worry about the virtual worlds your child lives in. Three kinds of research link violent video games to increased aggression. First, there are studies that look for correlations between exposure to these games and real-world aggression. This work suggests that kids who are more immersed in violent video games may be more likely to get into physical fights, argue with teachers, or display anger and hostility. Second, there is longitudinal research (measuring behavior over time) that assesses gaming habits and belligerence in a group of children. One example: A study of 430 third-, fourth-, and fifth-graders, published this year by psychologists Craig Anderson, Douglas Gentile, and Katherine Buckley, found that the kids who played more violent video games "changed over the school year to become more verbally aggressive, more physically aggressive," and less helpful to others. Finally, experimental studies randomly assign subjects to play a violent or a nonviolent game, and then compare their levels of aggression. In work published in 2000, Anderson and Karen Dill randomly assigned 210 undergraduates to play Wolfenstein 3-D, a first-person-shooter game, or Myst, an adventure game in which players explore mazes and puzzles. Anderson and Dill found that when the students went on to play a second game, the Wolfenstein 3-D players were more likely to behave aggressively toward losing opponents. Given the chance to punish with blasts of noise, they chose to inflict significantly louder and longer blasts than the Myst kids did. Other recent work randomly assigned students to play violent or nonviolent games, and then analyzed differences in brain activation patterns using fMRI scans, but the research is so far difficult to assess. Each of these approaches has its flaws. The first kind of correlational study can never prove that video-game playing causes physical aggression. Maybe aggressive people are simply more apt to play violent games in the first place. Meanwhile, the randomized trials, like Anderson and Dill's, which do imply causation, necessarily depend on lab-based measures of aggression, such as whether subjects blast each other with noise. This is a respected measure, but obviously not the same as seeing whether real people hit or shoot each other. The longitudinal work, like this year's elementary-school study, is a useful middle ground: It shows that across the board, playing more-violent video games predicts higher levels of verbal and physical aggression later on. It doesn't matter why the kids started playing violent games or whether they were already more aggressive than their peers; the point is that a year of game-playing makes them more aggressive than they were when they started. If we had only one of the three kinds of studies, the findings wouldn't mean much. But taken together, the body of research suggests a real connection. The connection between violent games and real violence is also fairly intuitive. In playing the games, kids are likely to become desensitized to gory images, which could make them less disturbing and perhaps easier to deal with in real life. The games may also encourage kids (and adults) to rehearse aggressive solutions to conflict, meaning that these thought processes may become more available to them when real-life conflicts arise, Anderson says. Video games also offer immediate feedback and constant small rewards Quote Link to post Share on other sites
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