Exactly. That's why this is bogus science.Mimsofthedawg said:But these studies look at things all wrong. They don't look at positive outcomes, they don't look at how they might help a person, etc. Each one of these studies is flawed from the very beginning because of the initial question being asked "What cumulative negative effects do violent video games have?" A better question would be "How do video games effect stress levels?" or some scientificy title about hormones or something. This is like confirmation bias. You expect the results and therefore you obtain them.
Just a few?Xanadu84 said:Few problems here...
Yeah, all I got out of it was 'violent game players possibly more obnoxious than non-violent game players'... and possibly 'researchers lack dynamic social group'.1) External validity. What kind of aggression does he think he is measuring? Because, "hitting someone with a baseball bat" and "trash talk at the poker table" seem to both be measured as aggression. Blasting loud sounds is no Milgram study. Ive done worse things to my friends as a form of camaraderie, and I suspect that most people have. Sure, he may be measuring, "Aggression", and that's all well and good, but in this study, aggression may be nothing more then the context given to a friendly, engageing competition. Maybe he never said as such, but the message seems to be assuming that aggression that is being measured is undesirable. In fact, a rational and balanced passion to achieve is aggression. Lack of aggression could be calm, or it could be a predisposition to becoming withdrawn and depressed.
*shrugs* Then the paper would be "Horror films turn viewers into sociopathic misogynists"... You can't lose when you pull shit out of your arse and call it 'Science!'2) I really don't see how his story stem tests have anything to do with anything except basic pattern recognition. Basically, this study might as well be a bunch of people watching Friday the 13th movies, and researchers being shocked that after a few sequels, most of the audience figured out that Jason was going to hurt the slutty teenage girl.
Yeah, this is a big problem... without a baseline and comparisons taken from other activities you can't really say as to the scale of any result.3) Whats the baseline? increased aggression may seem all scary, but how does that aggression compare to, say, after watching a violent movie. Or after watching a football game (You can define that however you want, still works). or after a beer or 2. or after a spirited debate. Or after sex. Or after a whole world of human experiences. Aggression levels may be elevated, but it could be raised to a random and insignificant blip on the scale of human experiences.
They're rarely quite that honest.4) Lets not even go into participant bias. You know just maybe, the participants who were in a lab and given a violent game to play figured out that maybe the researchers were looking for violent reactions. Oh, and who was the sampled population? You know most preliminary research that gets done should have tacked on to the title, "...among college aged Psych 101 students. Who needed extra credit."
It especially doesn't say anything about cumulative long term effects unless you commint unnatural acts on the English language with regards to the defintions of 'cumulative' and 'long term'.Basically, the research itself may be useful as a start, but it is highly unlikely that it is actually saying anything that the average reader, or possibly even the researchers, think its saying. This paper may say a decent amount, but it doesn't say much about games having a negative effect on peoples behaviors here in the real world.
I would be interested to see if the control group (playing racing games) thought the lead character would commit traffic offences (speed off on their dirt bike).Andy Chalk said:The students were assigned to play either violent games - Call of Duty 4, Condemned 2 and The Club - or non-violent ones - S3K Superbike, Dirt 2 and Pure - once per day, for 20 minutes at a time. At the end of each session, they were given the beginning of a story and asked to list 20 things the lead character would say or do in it. The students who played violent games were more likely to think that the character would behave aggressively or violently, a belief that grew stronger with each passing day; those in the non-violent pool did not show any increased expectations of hostility.
I'm noticing that most of these games have a thing in common with each other is that almost all of them (if not all of them) have multiplayer-modes or just have a competitive aspect of some sort.Andy Chalk said:The research looked at 70 French university students who were told they were participating in a study on the effects of videogame brightness. The students were assigned to play either violent games - Call of Duty 4, Condemned 2 and The Club - or non-violent ones - S3K Superbike, Dirt 2 and Pure - once per day, for 20 minutes at a time.
What the hell does this have to do with the players themselves getting more aggressive? Do they somehow think that people are going to start behaving like them? Because I'd sure like to see someone take ten bullets to the face and just walk away like nothing happened.The students who played violent games were more likely to think that the character would behave aggressively or violently, a belief that grew stronger with each passing day;
...I'm getting the feeling that they're using this "research" to generalize all violent games, which is a surefire-way of getting someone to call "Bullshit" on you."However, there is no theoretical reason to think that aggression would decrease over time, as long as players are still playing the violent games."