“My goal today is to be better than yesterday so wait until you see what I do "tomorrow."” - Alien Ness

Monday, July 4, 2011

The Reality Check Episode 85

Do Violent Video Games Lead To Violence? + Alcohol in Soft Drinks + Hangover Cures
Part 1: 
So, do violent video games lead to violence? 
One of the most common criticisms of video games is that they allegedly increase violent tendencies among youth. However, several major studies by groups such as The harvard Medical School Center for Mental Health, The Journal of Adolescent Health, and The British Medical Journal have shown no conclusive link between video game usage and violent activity." One study did find an increase in reports of bullying, noting, "Our research found that certain patterns of video game play were much more likely to be associated with these types of behavioral problems than with major violent crime such as school shootings. One of the first widely accepted controversial video games was developer Exidy’s 1976 title Death Race, in which players controlled cars that ran over pixelated representations of "gremlins". The game caused such an outcry that it was pulled from store shelves and profiled on 60 Minutes. Long Island PTA president Ronnie Lamm pushed for legislation in the early 1980s to place restrictions on how close video game arcades could be to schools, asserting that they caused children to fight. Portrayals of violence allegedly became more realistic with time, and so politicians such as U.S. Senator Joe Lieberman conducted hearings during the 1990s regarding what he referred to as "violent video games" which, in his opinion, included such games as Mortal Kombat . His sentiments have been echoed by certain researchers, such as Dr. Craig A. Anderson who testified before the Senate, "Some studies have yielded nonsignificant video game effects, just as some smoking studies failed to find a significant link to lung cancer. But when one combines all relevant empirical studies using meta-analytic techniques it shows that violent video games are significantly associated with: increased aggressive behavior, thoughts, and affect; increased physiological arousal; and decreased pro-social (helping) behavior.” Anderson himself was later criticized in a 2005 video game court case for failing to cite research that differed from his view. Much of the research has been criticized for overstating effects, ignoring negative results and using unstandardized and unreliable measures of aggression.
Disbarred attorney Jack Thompson has filed lawsuits against the makers of violent games, alleging the simulated violence causes real-world violence.
An example of video game controversy Grand Theft Auto: Vice City came under similar criticism, also for implying allegedly racist hate crimes: The game, taking place in "Vice City" in 1986, involves a gang war between Haitians and Cuban refugees, and the player often serves both gangs to plot against one another. Haitian and Cuban anti-defamation groups highly criticized the game for these actions, including using phrases such as "kill the Haitian dickheads". After the threat of being sued by the Haitian-American Coalition, Rockstar removed the word "Haitians" from this phrase in the game's subtitles.
Lt. Col. David Grossman, a former West Point psychology professor, has written several books that pertain to the subject of violence in the media, including On Killing and Stop Teaching Our Kids to Kill. During heights of video game controversy he has been interviewed on the content of his books, and has repeatedly used the term "murder simulator" to describe first-person shooter games. He argues that video game publishers unethically train children in the use of weapons and, more importantly, harden them emotionally to the act of murder by simulating the killing of hundreds or thousands of opponents in a single typical video game.
A study by Craig A. Anderson et al. says "The 14-year-old boy arguing that he has played violent video games for years and has not ever killed anybody is absolutely correct in rejecting the extreme “necessary and sufficient” position, as is the 45-year-old two-pack-a-day cigarette smoker who notes that he still does not have lung cancer. But both are wrong in inferring that their exposure to their respective risk factors (violent media, cigarettes) has not causally increased the likelihood that they and people around them will one day suffer the consequences of that risky behavior.”
Other studies, however, reach the conclusion that violence in video games is not causally linked with aggressive tendencies. This was the conclusion of a 1999 study by the U.S. government, prompting Surgeon General David Satcher to say, "We clearly associate media violence to aggressive behavior. But the impact was very small compared to other things. Some may not be happy with that, but that’s where the science is."A meta-analysis by psychologist Jonathan Freedman, who reviewed over 200 published studies and found that the "vast and overwhelming majority" did not find a causal link, also reached this conclusion. A US Secret Service study found that only 12% of those involved in school shootings were attracted to violent video games, while 24% read violent books and 27% were attracted to violent films. An Australian study found that only children already predisposed to violence were affected by violent games.
In Grand Theft Childhood: The surprising Truth About Violent Video Games and What Parents Can Do, researchers/authors Lawrence Kutner, PhD, and Cheryl K. Olson, ScD, refute claims of violent behavior increase caused by violent video games. The researchers' study shows that adolescents that don't play video games at all are most at-risk for violent behavior (but without statistical significance), claiming that video game play is part of an adolescent boy's normal social setting. However, they do not completely deny violent (M-rated) video games' negative influences on pre-teens and teenagers.
It is also worth noting that violent crime rates in the USA have declined dramatically since the early 1990s, among both juveniles and adults, even as sales of violent video games exploded and such games became increasingly graphic over time.
According to media scholar Henry Jenkins:
According to federal crime statistics, the rate of juvenile violent crime in the United States is at a 30-year low. Researchers find that people serving time for violent crimes typically consume less media before committing their crimes than the average person in the general population. It's true that young offenders who have committed school shootings in America have also been game players. But young people in general are more likely to be gamers — 90 percent of boys and 40 percent of girls play. The overwhelming majority of kids who play do NOT commit antisocial acts. According to a 2001 U.S. Surgeon General's report, the strongest risk factors for school shootings centered on mental stability and the quality of home life, not media exposure. The moral panic over violent video games is doubly harmful. It has led adult authorities to be more suspicious and hostile to many kids who already feel cut off from the system. It also misdirects energy away from eliminating the actual causes of youth violence and allows problems to continue to fester.
Some researchers believe that while playing violent video games leads to violent actions, there are also biological influences that impact a person's choices. According to Sean P. Neubert of Rochester Institute of Technology, a person who is biologically predisposed to aggression will be more strongly influenced by violent scenes and thus will have a greater risk for carrying out destructive actions. For example someone with Antisocial personality disorder, like Charles Manson, has a greater risk of going out and shooting someone after playing hours of Grand Theft Auto or a game of a similar nature. By exposing someone to violence who is already predisposed to lack a sense of judgment and be reclusive is like turning on a switch and giving them the fuel to go out and perform dangerous acts of violence on themselves and others around them.
Part 2:
So, are there alcohol in soft drinks? 
The story is that a student found out that a soft drink that he was drinking said it has less than 0.05% of alcohol in it. The student panicked and told teachers, who told the principal, who told someone else, and then it was all over the news.
Science Myth of the Week:
So, can you cure a hangover?
The answer is sadly no.

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