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Showing posts with label games. Show all posts
Showing posts with label games. 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.
Read the original article, or other columns in the series


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Wednesday, October 2, 2013

A comic repeat with video games and violence

An article in the Guardian Headquarters blog discusses the not very clear evidence for the link between computer games and violence and makes a comparison to the panic over ‘horror comics’ in the 1950s.

The Fifties campaign against comics was driven by a psychiatrist called Fredric Wertham and his book The Seduction of the Innocent.

We’ve discussed before on Mind Hacks how Wertham has been misunderstood. He wasn’t out to ban comics, just keep adult themes out of kids magazines.

However, his idea of what ‘adult themes’ might be were certainly pretty odd. This is Wertham’s testimony to a hearing in the US Senate.

I would like to point out to you one other crime comic book which we have found to be particularly injurious to the ethical development of children and those are the Superman comic books. They arose in children’s fantasies of sadistic joy in seeing other people punished over and over again, while you yourself remain immune. We have called it the “Superman complex.” In these comic books, the crime is always real and Superman’s triumph over [evil] is unreal. Moreover, these books like any other, teach complete contempt of the police…

I may say here on this subject there is practically no controversy… as long as the crime comic books industry exists in its present form, there are no secure homes. …crime comic books, as I define them, are the overwhelming majority of all comic books… There is an endless stream of brutality… I can only say that, in my opinion, this is a public-health problem.

The ‘Superman causes sadism’ part aside, this is a remarkably similar argument to the one used about violent video games. It’s not a matter of taste or decency, it’s a public health problem.

In fact, an article in the Mayo Clinic Proceedings had a neat comparison between arguments about 1950s comic books and modern day video games which turn out to be very similar.

Moral of the story: wait for sixty years when the debate about violent holograms kicks off and they’ll leave you to play your video games in peace.

Link to ‘What is the link between violent video games and aggression?’
Link to article on video games and comic panics in Mayo Clinic Proceedings.


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Sunday, September 15, 2013

10 Things You Didn’t Know about Playing Video Games

What do you think of when you hear the phrase “video games?” Unhealthy, overweight man-boys addicted to living in an imaginary world, in which they shoot off the faces of their opponents?  Okay, this is the case some of the time, but really, video games are so much more. I have found out that there are many surprising benefits to playing video games, so I am slightly less embarrassed to admit that I play them myself.

A variety of video games have been created that involve a team of people (whether in your living room or in a different state) working together toward a common goal.

Did your mother ever tell you to not to stare at your computer screen for too long? Okay, she was correct in that your eyes need a break every now and again, but a study was conducted by a psychologist that may have proof that detailed video games involving aiming and shooting at objects improve declining vision.

Have you ever watched the sitcom Scrubs? The main character and his friend, a surgeon, often partake in seemingly adolescent activities, one of them being video games. It turns out that this fictitious surgeon was likely more skilled at laparoscopic surgery due to the increased hand-eye coordination from these electronic games.

In The Sims game, you might be controlling many different characters at once. You need to figure out how to coordinate their actions to achieve the best results in the game. This ability can transfer to tasks like driving a car and dealing with distractions inside of the car as well as keeping track of the cars around you.

Video games give you the ability to get lost in a world you can control without true problems or consequences. An article in the New York Times highlighted a woman dealing with depression with the game Bejeweled. This does not go for all video games, but certain games can even give you a Zen-like feel where you can play without real effort or boredom.

Studies have showed that patients who were allowed to play video games requested less pain killer. The thought is that the patients were so engrossed in the game that their pain seemed miles away. As a result, there is a lower chance of addiction to powerful pain medications.

Are you completely shocked? Before writing this post, I was a tad ashamed to admit I have spent hours upon hours playing The Sims games and more recently Sims 2 (no, I have not splurged for Sims 3 for fear of never leaving my laptop again). This game is anything but violent. The entire premise is living life. You can get a job, build a house, have numerous babies and raise a whole family of dogs if you wish. You can go to college, meet your true love and graduate with honors. Okay, yes, that sounds a little sad to be doing all of this in a video game, but stay with me and check out some of the benefits of playing video games.

Many video games have physical aspects (and rightfully so). You can pretend you are playing anything from bowling to boxing to participating in a dance competition. There are even games specifically engineered to improve physical fitness.

I was completely taken aback when I witnessed a three year old playing a game on her mom’s ipad. Younger children are learning to play with electronic devices, so a variety of educational video games have been created to enrich the young mind. It is even thought that video games are an interactive venue that will soon replace textbooks…however crazy that sounds.

I, however, choose to be in denial that cats can use electronics.

Video games not only provide endless entertainment, but there are surprising benefits. If you have not already, consider picking up a game to boost your mental (and possibly physical) capabilities.

Find out more games that chill you out: 10 Relaxing Online Games to Help Chill You Out

Featured photo credit: Young couple playing video games in their apartment via Shutterstock

Over-sharing blogger at Diary of a Semi-Health Nut (link above!). Future dietitian. Semi-healthy baker. Flawed but forgiven. Runner. Social media addict (links above!). Current ASCM personal training student. Twin Cities transplant from Nebraska. (Go Huskers!) Firm believer that lifestyle changes trump any fad diet AND that in order to change your body, you need to love yourself. (<--While you're at it, love others too!)


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Thursday, July 11, 2013

9 great talks to watch for Video Games Day

playlist

thinkstock_96083991_586x357Gamers, unite! Today, July 8, is officially known as Video Games Day. Whether you lose hours to your Xbox or stay glued to your smart phone to play, today is dedicated to all those games that rile you up and drive you crazy. These days, the most riveting video games use motion sensors, animation and artificial intelligence —  technologies that the creators of Pong probably couldn’t have imagined. The nine TED Talks below, organized by year, show not only the science behind, but also the evolution of, your favorite games. Grab some snacks, clear your schedule and embark on this epic video game adventure.

And a bonus talk from the year 2010: Gabe Zichermann’s “How gaming makes kids smarter.” Think all gamers are lazy and unmotivated? Gabe Zichermann explains why video games are actually making kids productive, problem-solvers in his TEDxKids@Brussels talk.

PS: TED has lots more talks on video games and gaming — this search will uncover them.


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Wednesday, October 26, 2011

New Majesco Cooking Mama 2 Dinner With Friends Product Type Ds Game Configuration J Video Games

New Majesco Cooking Mama 2 Dinner With Friends Product Type Ds Game Configuration J Video GamesTitle: Cooking Mama 2: Dinner With Friends. Genre: Simulation Video Game. Studio: MAJESCO. Marketing Coordinator: Pete Rosky Director of Creative Services: Leslie Mills DeMarco Logo, Package & Manual Design: Vic Merritt PR Account Director: Matt Schlosberg PR Account Coordinator: Laura Paul SVP of Publishing: Jo Jo Faham SVP of Business and Legal Affairs: Adam Sultan IT Manager: Paul Campagna Burn Room Technician: Kevin Tsakonas QA Manager: Eric Jezercak Project Lead: Jonathan Black Lead Tester: Manny Hernandez, Tito Jimenez Tester: Damion DeStefano, Larry Contreras, Jorge Cosme, Marc Dunyak, John Moran, Gina Giacobbe, Martin Sanelli, Phillip Johnson, John Rocco, Joseph Ronquillo, Onix Alicea, Joey Goldstein, Justin Rivera.

Price: $57.31


Click here to buy from Amazon

Thursday, January 27, 2011

Games that launch companies, games that heal: Q&A with Jane McGonigal

Jane McGonigal is a game designer with an apparently simple idea: some of the billions of hours we spend playing games can be used to solve real world problems, and it can be done by playing games. Her new book, Reality Is Broken, explores the power of games to change people’s lives. It’s just out this week. The TED Blog caught up with her in the middle of the release to talk about games, saving the world, and the simple power of Angry Birds.

Since your TEDTalk, you’ve managed a full run of Evoke, you social entrepreneurship game.

It was really exciting! We were just formally announcing Evoke at TED. That was our first glimpse to see if people would be interested in it, excited about it. We were able to run the game a few months later, a ten-week crash course in changing the world. Our original goals were to try to enroll a thousand students in the game, and we wound up enrolling just under 20,000. We had them from over a 130 countries, all playing the same game and collaborating with each other, which was really amazing.

The most eye-opening outcomes were how many real-world businesses, real-world social enterprises were founded by players of the game over the course of the ten weeks, and then actually launched in the summer following the game. We have more than fifty social enterprises started by gamers. Companies that were designed to deal locally with issues like food security, clean water access, women’s education. That was pretty much a first; the idea that you could come play a game and ten weeks later wind up with a real social enterprise.

One example is this great project called Libraries Across Africa. The idea is basically, what if there were a McDonalds of libraries? What if you could have a franchise for libraries and that the people who would implement and start a library in a village, or anywhere, that it would be a money-making venture, a self-supporting venture, and that other enterprises could pop up around the act of lending books to people: selling them food, selling them phone service or internet access. What a super-creative, novel idea to try to franchise libraries. That came out of the game, and it’s actually in development now. They have their first library prototype in the field.

That’s fantastic. It sounds like you’ve gotten a great reception.

Yeah, when I talk to the media they really sink their teeth into these problem-solving games, but I want to say, the first half of the book is about the way that games integrate into our real life, to improve our health and happiness. What you would call ordinary video games. When I talk to readers that’s the part they’re interested about, but when I talk to media we almost never get to that.

The subtitle is “Why games make us better, and how they can change the world.” I’m really interested in not just these world-saving problem-solving games, but also in how games like Angry Birds, Farmville and World of Warcraft can actually make our lives better. So, the first half of the book is full of science, looking at things like the fact that people who play Rock Band and Guitar Hero are more likely to learn how to play a guitar. This is fascinating, to see that games, rather than distracting us from our real-life goals, seem to be a springboard to real-life goals. There’s science that shows that when we play cooperative games we’re more likely to help strangers, friends, family members in real life. Thirty minutes of playing a co-op game changes for an entire week how cooperative we are in real life. We’re more likely to see opportunities to help someone, and more likely to act on them.

Playing with avatars that are powerful in a game world, or avatars that we find attractive, makes us more confident and optimistic, so that we’re more likely to successfully flirt with strangers or negotiate in a workplace meeting. Just ninety seconds of playing with an avatar can change your odds for success in a real-world situation for 24 hours.

So, there’s all these ways we’re starting to see that the line between the games we play and the lives we lead is much more porous than we imagined. I think this is really great news. It shows that we don’t have to play fewer video games in order to lead the lives that we want to lead. There are all kinds of games that can actually support our real-life goals, strengthen our real-life relationships. That’s such a transformative way to look at games, to realize that they’re not distracting us from our lives. They’re filling our lives with more strength and better relationships. Even the tiniest game, like Angry Birds, can power us with optimism and resilience throughout the day. It’s really remarkable.

Why do you think the default assumption is the exact opposite?

I think it’s two things, one is very old and one is very new. There’s this old, old sense that there’s a divide between productivity and play, and that playing games is somehow not productive. In fact, my research shows that playing games literally produces some very good things. It produces positive emotion. It produces social bonds. It produces more ambitious goals. Yes, it doesn’t produce economic capital; it doesn’t produce consumer goods. But we should ask ourselves, why does “productive” mean producing economic or consumer things? Why isn’t productive producing things that really matter, like improving quality of life? But that’s an old thing, that goes back before video games — games were seen as not productive.

Then, for the last twenty years there’s the idea that the virtual is somehow removed from real life, that we have avatars that are “alternate identities,” and that’s not who we are really are, we get to be somebody else. Of course, we are the same person when we play games. It’s not like we dissociate and become somebody else; it is us. The games increasingly are real in physical ways. Like the X-Box 360 Connect, and how amazingly physical that is, and how real the dancing is. It’s not fake dancing, it’s real dancing. You look at how many people are playing games on Facebook with their real-life friends and families. I’m playing Cityville with people I know in real life, people I really like. it’s not like playing with “strangers on the internet.”

We have this misguided notion that somehow games are just totally virtual. At the very least, the feelings they produce in us are real. The science shows that it doesn’t matter where you get your positive emotions; if you feel a positive emotion it has the same impact on your health and happiness regardless of where it comes from. We need to stop thinking that just because something is digital that it doesn’t have a real impact on our minds and bodies and hearts.

You had a very personal experience with that, designing a game to help yourself recover from a severe concussion.

When I first decided to make this game, I had a very epic, important meeting with my doctor. It had been about a month, and I was having very slow recovery from the concussion, so they diagnosed post-concussion recovery syndrome. She said that if I was feeling stress and anxiety or depression or loneliness — that these emotions get in the way of the brain healing itself. They see in a lot of patients this vicious cycle. You get depressed because you’re not getting well, and then that depression slows you down even more. You have to break that cycle. If you miss the first month of recovery, then on average it’s three months, and if you miss that window then it’s six months, and if you miss that then it’s a year. I was looking forward to possibly a year of not being able to think straight, of not being able to be in public spaces. It made me so depressed and anxious and despairing that I thought there was no way I was going to break the cycle.

It just came to me, coming home from the doctor, I have to make this a game. If I don’t make this a game I will never get out of depression. I’d already written the first few chapters of the book, and those are largely about the idea that gameplay is the opposite of depression. Clinically speaking, depression is a pessimistic sense of your own capabilities, and despondent lack of energy. The opposite of that, an optimistic sense of your own capabilities and an invigorating rush of activity, is the perfect textbook definition of gameplay.

So if I could just make this a game, I could do it. I couldn’t play regular video games because it was aggravating my concussion symptoms. So I was still in this mental fog, and there are these crazy videos of me from that day online on YouTube where I’m trying to design the game out loud, and you can see how much of a fog I’m in, and how much joy.

It was interesting even in that state to be able to reach into game design and design my way out, but it wasn’t until after I’d been playing for quite a while and was better that I was able to redesign it for other people to play. I started having friends test it for things like asthma, diabetes, knee surgery, chemotherapy. I started to get a lot of anecdotal and subjective feedback about how it was working.

The main point is to take the despair out of a diagnosis. You can use the strength of positive emotions and social connectivity to make the process of trying to get better, much, much better and faster.

I’m actually developing a personal version of this game that will be available to the public this summer. And we’re working right now on clinical trials to demonstrate the scientific medical validity of this game. That’s very exciting because there aren’t many games that have been through clinical trials.

There’s a lot of research now on the placebo effect, and how to harness it. It sounds like this is a way.

It’s interesting, somebody was asking me, “Isn’t it just a delusion? In games, to fly, or have an avatar with magic powers coming out their fingers? It’s just a fantasy, it’s an illusion of power.” But what the science shows is something very similar to the placebo effect, that having this imaginative capacity, that you somehow have this power, activates in us that we feel the positive. When the placebo effect is working, people are looking for positive outcomes, and that’s what they see. I think games — hopefully they have real impact — but even if we are just tapping into the power of people’s imaginations to imagine themselves better, that seems like a really good way to go.

Well, even if you are worried about the social transformation part, getting people used to using games to do things is a first step.

Exactly. The social transformation is a 10- to 25-year project. So, in the meantime we’re building these competencies and these skills.

Back to Evoke, with twenty thousand players, thousands interested in mentoring, it sounds like there’s been a good reception.

The reception was great. That’s the thing. When people ask me, “What’s different about the gamer generation?” I say it’s a sense of wanting to rise to the occasion, a sense of heroic purpose: If there’s a heroic mission and I could be the one who’s destined to fill it, I want to do that; I want to be that person. I want to be on a journey; I want to be on an adventure, or part of an adventure. And when we reach out to people, particularly in that gamer generation, and give somebody an opportunity to do something heroic — and it’s something authentically challenging. We weren’t asking people to donate five dollars. There’s nothing challenging about that other than if you don’t have five dollars — but actually to do something, they do rise to the occasion. That’s where a lot of my optimism comes from. We’re still in very early days of trying to harness what’s amazing about games and gamers, and so there’s a lot we really haven’t figured out yet.

The thing that evokes the most skepticism in the comments on the talk is, how do you translate solutions in the game to solutions in the real world?

That’s a great question. I should really take a lot of responsibility for this misconception. I didn’t really talk about my games in the TEDTalk very much.

The great thing about these games is that you don’t have to translate the solutions in the game to solutions in the real world. The game is all about doing things in the real world. So, in World Without Oil, you’re living your life as if there were an oil shortage. You are doing the things that would be the solution; you’re changing the way you eat and cook food, you’re changing the way you get to work. In Evoke you’re going out and you’re actually starting a community garden. You’re transforming how your laptop is powered from regular electricity to solar, or your iPod is getting powered by riding on your bike. You’re actually doing stuff, and it feeds back into the game.

I’m not a fan of simulations. Where, ‘Oh, we’ll go play a simulation of world peace and figure out how to make peace’ and then somehow magically that will get translated into the real world. No, that’s not the kind of games that I make. The games that we make, if it’s going to be a game about world peace, it’s going to be a game in which people go out and actually make friends with people that they’ve had disagreements with; they’re going to go out and do something to actually make a difference.

So, it’s not about simulation, but more about attaching the things about gaming that give people this sense of accomplishment to real-world activities.

Right. Real-world activities needs to be at the core of it.

– Interview by Ben Lillie

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