Book Opinion: Grand Theft Childhood

May 5, 2008

I was reluctant in buying that book because some of the content were already known to me and I had access to their published journal articles. So I could’ve saved some money. However, the book contained valuable information that raised eyebrows and some surprising opinions from various experts. The book was well written for a public-oriented audience and had addressed issues parents might have, such as video game violence, addiction, advertisement video games (that was a surprise), etc. I will address some things that I noticed during my reading of this book (as an wanna-be scholar).

As Kutner and Olsen noted, opinions differed based on training, professional background and personal experience (p.63). Throughout the book, they expressed doubts on everything including their own findings. IMO, Besides the persuasive evidence they brought up, another factor I have in mind are the authors’ background, since they’re from a clinical psychological background while other researchers, such as Craig Anderson of Iowa State University are of social psychology background. To elaborate in general, clinical psychologists look for vulnerable groups and what personal and environmental characteristics that may impede these groups’ normal functions within society, in this case whether certain groups are vulnerable to violent video games. This is apparent in their scepticism whether their statistical results apply in real life (see chapter 4). In contrast, social psychologists look for results that apply to individuals of a representative population. So, they may take many factors in consideration and try to see if a variable of interest has an interactional effect with considered factors or an effect beyond such factors. This, I believe, explains why R.L. Huessman’s arguments that violent video games are a public health risk. So, the opinions of experts depend on how they interpret the situation at hand. IMO, Kutner and Olsen seemed to take a pragmatic approach to this problem. Read the rest of this entry »


Bloodlust spell from bloody video games (Barlett et al., 2008)

April 14, 2008

There are a variety of choices for my latest post and things I should do:

1- My comparison of the Byron Report with the NIMF’s and other reports, mainly on the presentation of the research on video games and their recommendations.
2- My post on the connection between violent video games and violent behaviours of people, i.e. violent crime and such. I thought of writing it for weeks, thinking of expanding on what is currently known, but never had the spare time.
3- An overhyped journal article about first person shooters and the third person effect.
4- My seminar paper for my class on Nick Yee’s Proteus effect.
5- Writing up my C.V. for a part-time job.
6- My reading of an issue in the American Behavioral Scientist.

However, compelling circumstances lead me to post about an interesting article from Christopher Barlett, a grad student at Iowa State University.

Abstract

The current study utilized the General Aggression Model, with an emphasis on aggression-related priming, to explore the different effects on hostility, physiological arousal, and state aggression in those who played a violent video game (Mortal Kombat: Deadly Alliance) with differing levels of blood (maximum, medium, low, and off). Simple effects analyses showed that those in the maximum blood and medium blood conditions had a significant increase in hostility and physiological arousal, while those in the low blood and no blood conditions did not have such an increase in arousal and hostility. Further analyses indicated that those in the maximum and medium blood conditions used the character’s weapon significantly more often than those in the low and blood absent conditions. Implications and future research are discussed.

Read the rest of this entry »


Playing violent video games and aggressive political opinions (Eyal et al., 2006)

April 3, 2008

Reasons why I shouldn’t be writing this blog at this moment:

  1. Writing my draft for my thesis paper
  2. Writing my detailed opinion piece on the Byron Report (due last week)
  3. Writing my seminar paper
  4. Finding a part-time job

But the one reason I’m writing is because I’m worried that I would forget the eureka moment I had during my seminar class when someone talked about political conservatism as a motivated social cognition and the mechanism behind, one of them on priming. Since VG research also touches on priming, I found one interesting article that deals with such relations. Hope someone writes me a summary.

Abstract

This study examines the relationship between young people’s exposure to media violence and their aggressive political opinions (APO), which were defined as support for positions that involve forceful resolution to social or political issues. Students from 2 U.S. universities completed surveys assessing their APO, exposure to violent media, authoritarianism, trait aggressiveness, political leaning, personal experience with crime, and demographics. Results revealed that violent television exposure significantly predicted several forms of APO above and beyond the control variables. Playing violent video games, however, predicted only a few aggressive political opinions. The results of this study support the reliability and validity of the APO measure, shed light on the relationship between exposure to violent media content and political opinions, and suggest some important differences between television and video game content in the effects process.

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Relations between violent video games, family violence or intrinsic violence motivation (Ferguson et al., 2008)

March 25, 2008

WHY at this time?! I have my thesis presentation due tomorrow, my draft paper due the day after and now Brandon Erickson posted a paper by Christopher Ferguson, whose growing presence in my Video Game Psych-Research library is getting my full attention. But why at this time?!

Someone at gamepolitics.com mentioned getting a copy of the paper, but I think the publishers would want monetary compensation. Now that’s a big problem where journalists can’t get their hands on first-hand scientific information, but that’s another story. But I’m an undergrad with access…

Well for now I’m going to skip the rationale and theoretical part of the paper, it’s best to read Brandon’s post before moving on to my post here. Anyways I skimmed on to the methods and results section and skipped their discussion or interpretation part.

Abstract

Two studies examined the relationship between exposure to violent video games and aggression or violence in the laboratory and in real life. Study 1 participants were either randomized or allowed to choose to play a violent or nonviolent game. Although males were more aggressive than females, neither randomized exposure to violent-video-game conditions nor previous real-life exposure to violent video games caused any differences in aggression. Study 2 examined correlations between trait aggression, violent criminal acts, and exposure to both violent games and family violence. Results indicated that trait aggression, family violence, and male gender were predictive of violent crime, but exposure to violent games was not. Structural equation modeling suggested that family violence and innate aggression as predict.

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Longitudinal study on internet and video game use and psychosocial predictors (Willoughby, 2008)

March 14, 2008

If I knew someone at Brock University was studying media psychology, I would have applied grad studies there… Why did I miss her?! Maybe I should contact her to see if anyone else is also interested in media psychology. 

Abstract

Prevalence, frequency, and psychosocial predictors of Internet and computer game use were assessed with 803 male and 788 female adolescents across 2 time periods, 21 months apart. At Time 1, participants were in the 9th or 10th grade; at Time 2, they were in the 11th or 12th grade. Most girls (93.7%) and boys (94.7%) reported using the Internet at both time periods, whereas more boys (80.3%) than girls (28.8%) reported gaming at both time periods. Girls reported a small decrease over time in the frequency of hours spent per day on overall technology use, mostly due to a decrease in gaming. Both linear and curvilinear relations were examined between parental relationships, friendship quality, academic orientation, and well-being measured in early high school and the frequency of technology use in late high school. Being male significantly predicted both computer gaming and Internet use. There also were trends in favor of higher friendship quality and less positive parental relationships predicting higher frequency of Internet use. Importantly, moderate use of the Internet was associated with a more positive academic orientation than nonuse or high levels of use.

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Role of violent video games in adolescent boys’ development (Olson et al., 2008)

March 3, 2008

Now at gamepolitics.com, Cheryl K. Olson and colleague Lawrence A. Kutner, had a book that’s going to be published in April and a lot of the commentators seem so excited over news that support their beliefs about violent video game effects. Well, I’m not really excited, just interested to hear what she and her colleagues has to say about the violent media research. You can read some excerpts from their website at grandtheftchildhood.com. By the way, I commented that I read her papers, it turns out to be the wrong person, it was Sheryl L. Olson. Well, they sound similar, so it’s a normal and understandable mistake.

 Abstract

Numerous policies have been proposed at the local, state, and national level to restrict youth access to violent video and computer games. Although studies are cited to support policies, there is no published research on how children perceive the uses and influence of violent interactive games. The authors conduct focus groups with 42 boys ages 12 to 14. Boys use games to experience fantasies of power and fame, to explore and master what they perceive as exciting and realistic environments (but distinct from real life), to work through angry feelings or relieve stress, and as social tools. Boys did not believe they had been harmed by violent games but were concerned that younger children might imitate game behavior (especially swearing).

Read the rest of this entry »


Parents’ and boys’ opinions on video game play (Kutner et al., 2008)

March 3, 2008

Now at gamepolitics.com, Cheryl K. Olson and colleague Lawrence A. Kutner, had a book that’s going to be published in April and a lot of the commentators seem so excited over news that support their beliefs about violent video game effects. Well, I’m not really excited, just interested to hear what she and her colleagues has to say about the violent media research. You can read some excerpts from their website at grandtheftchildhood.com. By the way, I commented that I read her papers, it turns out to be the wrong person, it was Sheryl L. Olson. Well, they sound similar, so it’s a normal and understandable mistake.

Abstract

Public policy efforts to restrict children’s access to electronic games with violent or sexual content are often predicated on assumptions about parental concerns. As an initial step in determining whether those assumptions are accurate, the authors conduct focus groups of 21 adolescent boys and 21 of their parents or guardians to explore parents’ concerns, compare parents’ and children’s perceptions, and see whether these are consistent with the focus of proposed legislation and other public policy efforts. Parents’ primary concern is that games not interfere with their children’s schoolwork, social skills, and exercise. They worry about exposure to violent content, but definitions of and opinions about what is harmful vary and may not match proposed public policies.

Read the rest of this entry »


Factors correlated with violent video games use by teenage boys and girls (Olson et al., 2007)

March 3, 2008

Now at gamepolitics.com, Cheryl K. Olson and colleague Lawrence A. Kutner, had a book that’s going to be published in April and a lot of the commentators seem so excited over news that support their beliefs about violent video game effects. Well, I’m not really excited, just interested to hear what she and her colleagues has to say about the violent media research. You can read some excerpts from their website at grandtheftchildhood.com. By the way, I commented that I read her papers, it turns out to be the wrong person, it was Sheryl L. Olson. Well, they sound similar, so it’s a normal and understandable mistake.

Abstract

Purpose: To compare the video and computer game play patterns of young adolescent boys and girls, including factors correlated with playing violent games.

Methods: Data collected in November/December, 2004 from children in grades 7 and 8 at two demographically diverse schools in Pennsylvania and South Carolina, using a detailed written self-reported survey.

Results: Of 1254 participants (53% female, 47% male), only 80 reported playing no electronic games in the previous 6 months. Of 1126 children who listed frequently played game titles, almost half (48.8%) played at least one violent (mature-rated) game regularly (67.9% of boys and 29.2% of girls). One third of boys and 10.7% of girls play games nearly every day; only 1 in 20 plays often or always with a parent. Playing M-rated games is positively correlated (p < .001) with being male, frequent game play, playing with strangers over the Internet, having a game system and computer in one’s bedroom, and using games to manage anger.

Conclusions: Most young adolescent boys and many girls routinely play M-rated games. Implications for identifying atypical and potentially harmful patterns of electronic game use are discussed, as well as the need for greater media literacy among parents.

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Comparison study among children with attention deficit/hyperactivity disorder and video games (Bioulac et al., 2008)

March 1, 2008

I decided to post at least one abstract of a journal article per week that relates to video games, no matter how insignificant it might be. Of course, since I’m still an undergrad student, so I won’t have time to make my summary and comments. But anyone with access to the original article can contribute, just leave a comment if you intend to and we’ll talk.

Abstract

Introduction This study describes and compares the behavior of hyperactive and control children playing video games.

Subjects and methods The sample consisted of 29 ADHD children and 21 controls aged between 6 and 16 years playing video games. We used the Child Behavior Checklist and the Problem Videogame Playing scale (PVP scale). This instrument gives objective measures of problem use, which can be considered as an indication of addictive videogame playing. We designed a questionnaire for the parents, eliciting qualitative information about their child’s videogame playing. There were no significant differences concerning frequency or duration of play between ADHD children and controls but differences were observed on the PVP scale. None of the controls scored above four whereas 10 hyperactive children answered affirmatively to five or more questions. These children presented a greater intensity of the disorder than the other ADHD children.

Conclusion While no differences concerning video game use were found, ADHD children exhibited more problems associated with videogame playing. It seems that a subgroup of ADHD children could be vulnerable to developing dependence upon video games.

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Graduate school response #2

February 29, 2008

Now I’m truly fucked, I got my rejection letter from the psychology department at the University of Michigan. So it seems I won’t research video game effects on aggressive behaviours.

Now I only have one grad school left to hear from. Ryerson University, my last backup grad school left. If you’re reading this and you’re a professional in the video game industry, journalism, advocacy group or anything related. If you’re looking for someone to hire in Montreal or somewhere “close-by”, I will graduating with a BA in psychology with extensive knowledge of video game research, I have good writing skills, excellent analytical skills, intensely hard-working on any tasks at hand, mellowed during stressful or boring times and a penchant for organization.

If you like what you read in this blog and would like to know more on video game psychological research. Please give me a sign of support (financially or sending recent journal articles to me or leaving a comment in the knowledge that someone is listening)