September 30, 2009 by Wai Yen Tang
Via gamepolitics, this study examined FPS players’ hormonal responses towards an in-group versus an out-group in a competitive setting. I can understand the evolution part, but I’m a complete beginner in neurobiology, I can’t understand the entire results section.
Abstract
For 14 teams of three young men, salivary testosterone and cortisol were assessed twice before and twice after competing in within-group and between-group video games that simulated violent male–male competition. Men who contributed the most to their teams’ between-group victory showed testosterone increases immediately after the competition, but only if this competition was played before the within-group tournament. High-scoring men on losing teams did not show this immediate effect, but they did show a delayed increase in testosterone. In contrast, high-ranking men tended to have lower testosterone and higher cortisol during within-group tournaments. The results are consistent with the hypothesis that men’s competitive testosterone response varies across ingroup and outgroup competitions and is muted during the former. The testosterone response during the between-group competition also suggests that violent multiplayer video games may be appealing to young men because they simulate male–male coalitional competition.
I’ve emailed one of the authors for clarification, if the study has an implied link with aggression. Continue Reading »
Posted in Aggression, Evolutionary Psychology, Neuropsychology, Video games | 1 Comment »
September 24, 2009 by Wai Yen Tang

*sigh*
This (troubledteenhelp.com) came in this morning in my google alert mailbox and when I read the contents, well the above image is the best descriptor. The website reports on a study that found 10% of teens (wrong!) being addicted to online and video games, the study has already been discussed more than five months ago (See Gentile, 2009).
I don’t mind the late reports since I see them quite often, but this particular report has so many faults and biases. It’s so bad that’s both funny and depressing, I have to take it apart so everyone can mock them for their apparent ignorance. Continue Reading »
Posted in Gullibility, Video games | 1 Comment »
September 22, 2009 by Wai Yen Tang
Whenever I need to track something down, be it a journal article, a soundtrack or participants. I become very obstinate in my search; I can’t stop searching because whenever I think of a new method or lead, it gives me hope. And it really bothers me that I don’t possess it or can’t use it. It’s like having hoarder’s guilt or something like that.
This is the second part of studies investigating the relation between MMOGs and internet addiction. Scott Caplan, Dmitri Williams and Nick Yee examined how some aspects of MMOGs might contribute to the development of internet addiction.
Abstract
The current study examined problematic Internet use (PIU) among people who play MMO games and sought to determine whether aspects of the MMO experience are useful predictors of PIU. The study sought to determine whether game-related variables could predict PIU scores after accounting for their relationships with psychosocial well-being. Novel methods allowed us, for the first time, to connect ingame behaviors with survey results of over 4000 MMO players. The results revealed that MMO gaming variables contributed a substantively small, but statistically significant amount of explained variance to PIU scores.
Wanted: I’m looking for a paper that compared Americans’ versus Asians’ computer mediated communication styles. I remember the findings described that Americans’ were more ‘confrontational’ or something like “I stand by my opinion because it’s better than yours” whereas the Asians were less ‘confrontational’, were more ‘agreeable’ or something like in the line of “let’s look over our opinions”. I’m not sure if it involves MMOGs. Continue Reading »
Posted in Addiction, Video games | 2 Comments »
September 17, 2009 by Wai Yen Tang
I’ve recovered from a mild flu several days ago, it’s aggravating to be sick and a lot of things suddenly piled up when you’re away, especially when there are seven video game-related articles published just this month. So, I’ve decided to review two articles because they examined the same topic.
This is part 1 of 2 of studies investigating the relationship between MMOGs and internet addiction. Ming Liu and Wei Peng of Michigan State University examined how cognitive and psychological predictors of problematic internet use might be applicable to players with problematic use of MMOGs.
Abstract
This study integrates research on problematic Internet use to explore the cognitive and psychological predictors of negative consequences associated with playing massively multiplayer online games (MMOGs). Participants recruited from online discussion boards completed self-report measures on their online game-related cognitions and psychological condition, social skills, psychological well-being, and negative life outcomes associated with game playing. The results demonstrated the important roles that psychological dependency and deficient self-regulation play in negative consequences associated with online gaming. The results also indicated that psychological dependency on MMOGs was predicted by cognitive preference for a virtual life—a construct that is negatively related to social control skills.
During my convalescence, I spent some time researching in Encyclopedia Dramatica. They did say laughter is the best medicine. Continue Reading »
Posted in Addiction, Video games | Leave a Comment »
September 15, 2009 by Wai Yen Tang
Dr. Gary Marcus wrote a blog post on the Psychology Today website about his opinion of why a lot of people like to play Guitar Hero. He argued that the sense of control is what makes these games so good and popular.
Posted in Motivation and Emotion, Video games | Leave a Comment »
September 14, 2009 by Wai Yen Tang
Via gamepolitics, Christopher Ferguson has published an article about the influence of violent video games, family, peers and depression.
Abstract
Objective
To examine the multivariate nature of risk factors for youth violence including delinquent peer associations, exposure to domestic violence in the home, family conflict, neighborhood stress, antisocial personality traits, depression level, and exposure to television and video game violence.
Study design
A population of 603 predominantly Hispanic children (ages 10-14 years) and their parents or guardians responded to multiple behavioral measures. Outcomes included aggression and rule-breaking behavior on the Child Behavior Checklist (CBCL), as well as violent and nonviolent criminal activity and bullying behavior.
Results
Delinquent peer influences, antisocial personality traits, depression, and parents/guardians who use psychological abuse in intimate relationships were consistent risk factors for youth violence and aggression. Neighborhood quality, parental use of domestic violence in intimate relationships, and exposure to violent television or video games were not predictive of youth violence and aggression.
Conclusion
Childhood depression, delinquent peer association, and parental use of psychological abuse may be particularly fruitful avenues for future prevention or intervention efforts.
As before, this post is a detailed summary to Ferguson’s succinct summary, but I will be omitting some parts like the authors’ structural equation modeling analysis which is too much. Continue Reading »
Posted in Aggression, Developmental Psychology, Social Psychology, Video games | Leave a Comment »
September 6, 2009 by Wai Yen Tang
For almost a year, I’ve spent much of my gaming time at Kongregate that I questioned, for a little while, my identity as a gamer. Perhaps I’m not a gamer anymore in the eyes of other gamers or perhaps I’m a different type of gamer.
Today, a game called “Gray” caught my attention when I felt like going for a little run on Canabalt. The game is at first confusing, all I could do is follow the game’s instructions and converted “white” rioters into “black” rioters. But then, my character suddenly seem to convert himself from black to white and I continued the process of converting rioters to “my” side, which is how I interpret it as such.
I will stop at this point, I’ve given enough spoilers. I recommend playing this game and when it ends I am sure that it leaves a thought provoking message about an age-old human problem. You can visit their forums and read what others think about this game’s message. This may seem like a viable research project in the future.
The link to this game is here. This game is developed by Intuition Games.
Posted in Education, Gullibility, Politics, Video games | 1 Comment »
August 31, 2009 by Wai Yen Tang
School has started for many and will have to adjust their habits for the rigors of schooling and homework. That also means managing their time with video games. So I found this nifty article from Marjut Wallenius whom, by my knowledge, is one of the few concerned about the interaction between parenting (at least an aspect of it) and video games among children.
Abstract
The aims of this research were to describe Finnish adolescents’ different motives for digital game playing, and to examine relations between digital game playing and parent–child communication, school performance, sleeping habits, and perceived health. A questionnaire was used to assess a nationwide postal sample of 12–18-year-old Finns (6761 respondents response rate 69%) inwinter 2003. Among respondents, 4085 adolescents played digital games and answered questions on digital game motives. Two main motives emerged: instrumental (learn new things and procedures, have a common topic for conversation, use and develop game playing skills, experience different roles/worlds) and ritualized (pastime, entertainment; recover, relax; escape everyday life, forget worries). The importance of all motives increased for participants with longer playing times. Instrumental motives were more important to boys and younger respondents. They were associated with earlier bedtime, worse perceived health better mother communication, and better school grades, but only among boys. The importance of ritualized motives increased with age and was related to better school performance, worse sleeping habits, and worse perceived health in both sexes. Digital games seem to have the same basic functions as media in serving adolescents’ mood management and stimulation seeking among boys, gaming is part of the male socio-cultural communication context.
I’ve refrained myself from making a study review on video. After watching youtube videos from films for the fustilarian and Daniel Floyd, I’ve humbled myself into having realistic expectations. Continue Reading »
Posted in Developmental Psychology, Education, Motivation and Emotion, Video games | 2 Comments »
August 24, 2009 by Wai Yen Tang

Brought to you by the United Kingdom from Hetalia
I pulled this article out of the bottom of my studies’ barrel; it was dated on New Year’s Eve. This study, published from the United Kingdom, reviewed articles on the relation between children with behavioural and emotional difficulties and media use, mainly on television viewing and video game playing.
Abstract
Background
Possible associations between television viewing and video game playing and children’s aggression have become public health concerns. We did a systematic review of studies that examined such associations, focussing on children and young people with behavioural and emotional difficulties, who are thought to be more susceptible.
Methods
We did computer-assisted searches of health and social science databases, gateways, publications from relevant organizations and for grey literature; scanned bibliographies; hand-searched key journals; and corresponded with authors. We critically appraised all studies.
Results
A total of 12 studies: three experiments with children with behavioural and emotional difficulties found increased aggression after watching aggressive as opposed to low-aggressive content television programmes, one found the opposite and two no clear effect, one found such children no more likely than controls to imitate aggressive television characters. One case-control study and one survey found that children and young people with behavioural and emotional difficulties watched more television than controls; another did not. Two studies found that children and young people with behavioural and emotional difficulties viewed more hours of aggressive television programmes than controls. One study on video game use found that young people with behavioural and emotional difficulties viewed more minutes of violence and played longer than controls. In a qualitative study children with behavioural and emotional difficulties, but not their parents, did not associate watching television with aggression. All studies had significant methodological flaws. None was based on power calculations.
Conclusion
This systematic review found insufficient, contradictory and methodologically flawed evidence on the association between television viewing and video game playing and aggression in children and young people with behavioural and emotional difficulties. If public health advice is to be evidence-based, good quality research is needed.
Wait, 12 studies? I understand if it was video games, but there should’ve been more studies on television since it’s been in existence for more than a generation. Continue Reading »
Posted in Abnormal psychology, Aggression, Video games | Leave a Comment »
August 17, 2009 by Wai Yen Tang
One of the labs I’m volunteering in has computers with two screens. I never got the chance in trying them out, but it would’ve been nice in reviewing studies: the journal article on one screen and my reading notes on the other; or flipping through blog entries, news, and emails.
Craig Anderson and Nicholas Carnagey of Iowa State University have published a violent video games effects study. The study’s focus is on a counter-argument used by many gamers: competition is also responsible for the observed aggression in video game studies. Their study revealed much of the role competition has in violent video games, however the study’s implications are limited by its methodology.
Abstract
Three experiments examined the impact of excessive violence in sport video games on aggression-related variables. Participants played either a nonviolent simulation-based sports video game (baseball or football) or a matched excessively violent sports video game. Participants then completed measures assessing aggressive cognitions (Experiment 1), aggressive affect and attitudes towards violence in sports (Experiment 2), or aggressive behavior (Experiment 3). Playing an excessively violent sports video game increased aggressive affect, aggressive cognition, aggressive behavior, and attitudes towards violence in sports. Because all games were competitive, these findings indicate that violent content uniquely leads to increases in several aggression-related variables, as predicted by the General Aggression Model and
related social–cognitive models.
I suddenly have the urge to eat inarizushi.
Continue Reading »
Posted in Aggression, Video games | Leave a Comment »