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Showing posts with label Teens. Show all posts
Showing posts with label Teens. Show all posts

Friday, December 6, 2013

Do violent video games make teens ‘eat and cheat’ more?

By Tom Stafford, University of Sheffield

The Headlines

Business Standard: Violent video games make teens eat more, cheat more

Scienceblog.com: Teens ‘Eat more, cheat more’ after playing violent video games

The Times of India: Violent video games make teens cheat more

The story

Playing the violent video game Grand Theft Auto made teenagers more aggressive, more dishonest and lowered their self control.

What they actually did

172 Italian high school students (age 13-19 years old), about half male and half female, took part in an experiment in which they first played a video game for 35 minutes. Half played a non-violent pinball or golf game, and half played one of the ultra-violent Grand Theft Auto games.

During the game they had the opportunity to eat M&M’s freely from a bowl (the amount they scoffed provided a measure of self-control), and after the game they had the opportunity take a quiz to earn raffle tickets (and the opportunity to cheat on the quiz, which provided a measure of dishonesty). They also played a game during which they could deliver unpleasant noises to a fellow player as punishments (which was used to measure of aggression).

Analysis of the results showed that those who played the violent video game had lower scores when it came to the self-control measure, cheated more and were more aggressive. What’s more, these effects were most pronounced for those who had high scores on a scale of “moral disengagement” – which measures how loose your moral thinking is. In other words, if you don’t think too hard about right and wrong, you score highly.

How plausible is this?

This is a well designed study, which uses random allocation to the two groups to try to properly assess causation (does the violent video game cause immoral behaviour?).

The choice of control condition was reasonable (the other video games were tested and found to be just as enjoyed by the participants), and the measures are all reasonable proxies for the things we are interested in. Obviously you can’t tell if weakened self-control for eating chocolate will mean weakened self-control for more important behaviour, but it’s a nice specific measure which is practical in an experiment and which just might connect to the wider concept.

The number of participants is also large enough that we can give the researchers credit for putting in the effort. Getting about 85 people in each group should give a minimum of statistical power, which means any effects might be reliable.

As an experimental psychologist, there’s lots for me to like about this study. The only obvious potential problem that I can see is that of demand effects, subtle cues that can make participants aware of what the experimenter expects to find or how they should behave. The participants were told they were in a study which looked at the effects of video games, so it isn’t impossible that some element of their behaviour was playing up to what they reasonably guessed the researchers were looking for and it doesn’t look like the researchers checked if this might be the case.

Tom’s take

You can’t leap to conclusions from a single study, of course – even a well designed one. We should bear in mind the history of moral panics around new technology and media. Today we’re concerned with violent video games, 50 years ago it was comic books and jazz. At least jazz is no longer corrupting young people.

Is our worry about violent video games just another page in the history of adults worrying about what young people are up to? That’s certainly a factor, but unlike jazz, it does seem psychologically plausible that a game where you enjoy reckless killing and larceny might encourage players to be self-indulgent and nasty.

Reviews suggest violent media may be a risk factor for violent behaviour, just like cigarette smoke is a risk factor for cancer. Most people who play video games won’t commit violent acts, just like most people who passive smoke won’t get cancer.

The problem is other research reviews into impact of violent entertainment on our behaviour suggest the evidence for a negative effect is weak and contradictory.

Video games are a specific example of the general topic of if and how media affect our behaviour. Obviously, we are more than complete zombies, helpless to resist every suggestion or example, but we’re also less than completely independent creatures, immune to the influence of other people and all forms of entertainment. Where the balance lies between these extremes is controversial.

For now, I’m going to keep an open mind, but as a personal choice I’m probably not going to get the kids GTA for Christmas.

Read more

The original paper: Interactive Effect of Moral Disengagement and Violent Video Games on Self-Control, Cheating, and Aggression

@PeteEtchells provides a good summary of the scientific (lack of) consensus: What is the link between violent video games and aggression?

Commentary by one researcher on the problems in the field of video game research: The Challenges of Accurate Reporting on Video Game Research

And a contrary research report: A decade long study of over 11,000 children finds no negative impact of video games

Tom Stafford does not work for, consult to, own shares in or receive funding from any company or organisation that would benefit from this article, and has no relevant affiliations.

The Conversation

This article was originally published at The Conversation.
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Thursday, November 22, 2012

TEDxYouthDay teens answer the question: What’s a dream you commit to making real?

At TED, we’re constantly impressed by the accomplishments of young innovators. With talks like Adora Svitak’s “What adults can learn from kids,” 12-year-old Amy O’Toole assisting Beau Lotto in “Science is for everyone: kids included,” and Thomas Suarez, who was developing apps before he could drive, we can’t help but be hopeful for the future. That is why we are thrilled to announce the third anniversary of TEDxYouthDay, a series of independently-organized TEDx events designed to empower and inspire teens and kids worldwide.

This Saturday and Sunday more than 100 TEDx events will participate in TEDxYouthDay, with youth conferences going down in 42 countries — including Egypt, Spain, India, Hong Kong, Brazil, Taiwan and the United States. A whopping 26 of these TEDxYouthDay events will be livestreamed through the TEDxYouthDay website. Additionally, more than 100 youth leaders — some as young as 11-years-old – have volunteered to report on these events, and will be writing, photographing and tweeting from events across the globe. You can follow their reporting on Twitter live on the 17th and 18th by following the hashtag #TEDxYouth.

TED will also be participating in the fun with TEDYouth in New York City, a free, day-long event for high school students. More than 20 scientists, designers, technologists, explorers, artists and performers will dazzle participants with mind-shifting stories as well as incredible lessons on what they do best. (While the in-person event is fully booked, TEDYouth will also be livestreamed for FREE on Nov. 17, from 1 to 6pm EST, and interpreted into Spanish and Arabic. Sign up for a livestream reminder notification here.)

This year’s TEDxYouthDay theme is “Dream Big…Then Do It!” For the past month, youth from around the world have been sharing their big ideas for a better world. Here, some selections from the TEDxYouthDay photo campaign, for which young people completed the sentence, “A dream that I commit to making real is…” The breadth, depth, and creativity of these answers have astonished us — like the answer above from Instagram user shenjustshen – and we can’t wait to see what these dreamers will accomplish.

Also from Instagram user shenjustshen, a TEDxYouthDay participant writes that her dream is “to show the world that there is no such thing as perfection in art.”

A participant from TEDxYouth@DiscoveryCollege says he hopes to be the first man on Mars and Pluto.

TEDxYouthDay reporter Serena Chao shares her dream, to stay true to herself.

A TEDxParkCityDaySchool team member shares his dream, “Finding a enjoyable and successful job.”

Instagram user sritahereje says she commits to the “spread of creative messages.”

A participant of TEDxYouth@DiscoveryCollege shares her dream: “To prove everyone wrong.”

TEDxYouthDay Reporter Jahbari Wallace aims high with his dream, filling in the sentence with the words “doing the right thing in every situation.”

A TEDxParkCityDaySchool team members share her dream “to help stop starvation.”

This weekend, join us as we celebrate the extraordinary accomplishments and drive of our youth to keep this world an ever-incredible place. Settle down, make yourself a sandwich, and stay glued to the TEDxYouthDay website, where TEDxYouthDay events will be livestreaming throughout Saturday and Sunday.

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Saturday, February 12, 2011

The 7 Habits Of Highly Effective Teens

The 7 Habits Of Highly Effective TeensBased on his father's bestselling The 7 Habits of Highly Effective People, Sean Covey applies the same principles to teens, using a vivacious, entertaining style. To keep it fun, Covey writes, he "stuffed it full of cartoons, clever ideas, great quotes, and incredible stories about real teens from all over the world... along with a few other surprises." Did he ever! Flip open to any page and become instantly absorbed in real-life stories of teens who have overcome obstacles to succeed, and step-by-step guides to shifting paradigms, building equity in "relationship bank accounts," creating action plans, and much more.

As a self-acknowledged guinea pig for many of his dad's theories, Sean Covey is a living example of someone who has taken each of the seven habits to heart: be proactive; begin with the end in mind; put first things first; think win-win; seek first to understand, then to be understood; synergize; and sharpen the saw. He includes a comical section titled "The 7 Habits of Highly Defective Teens," which includes some, shall we say, counterproductive practices: put first things last; don't cooperate; seek first to talk, then pretend to listen; wear yourself out... Covey's humorous and up-front style is just light enough to be acceptable to wary teenagers, and down-and-dirty enough to really make a difference. (Ages 13 and older) --Emilie Coulter

Price: $15.99


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