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(RedOrbit)   "Even girls were more likely to eat extra chocolate and to cheat and to act aggressively when they played Grand Theft Auto versus the mini golf or pinball game"   (redorbit.com) divider line 26
    More: Obvious, Grand Theft Auto, violent video games, Brad Bushman, Columbine High School, self-control, chocolates, economic surplus  
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1284 clicks; posted to Geek » on 28 Nov 2013 at 7:25 AM (51 weeks ago)   |  Favorite    |   share:  Share on Twitter share via Email Share on Facebook   more»



26 Comments   (+0 »)
   
View Voting Results: Smartest and Funniest
 
2013-11-28 07:18:11 AM  
Newsflash: excitement leads to indulgence.
 
2013-11-28 07:30:19 AM  
Aren't violent video games more stressful than the control games they used? And doesn't stress lead to compulsive eating?
 
2013-11-28 07:35:31 AM  

WORLD EXCLUSIVE


PEOPLE LIKE PLAYING GOOD GAMES MORE THAN SHIATTY GAMES

 
2013-11-28 08:12:57 AM  
I blame the parents

captionsearch.com
 
Juc
2013-11-28 08:30:41 AM  
from the abstract:
"Violent video games glorify and reward immoral behaviors (e.g., murder, assault, rape, robbery, arson, motor vehicle theft). "

That's the first sentence of the abstract, they don't even know what a violent video game IS.
I stopped reading right there.
also has anything since custers revenge on the atari even have the player commiting rape in it?
 
2013-11-28 08:37:38 AM  
The study researchers found these effects were strongest in teenage participants who scored high on a scale for moral disengagement - the capacity for an individual to convince themselves that ethics don't apply in a certain situation.

So, what the study really says is that sociopaths are more likely to engage in immoral and violent behavior, and you can exacerbate the issue by letting them play a game that requires you to be amoral and violent.

/Sky is also blue
//Grass is green
 
2013-11-28 08:40:29 AM  

Juc: from the abstract:
"Violent video games glorify and reward immoral behaviors (e.g., murder, assault, rape, robbery, arson, motor vehicle theft). "

That's the first sentence of the abstract, they don't even know what a violent video game IS.
I stopped reading right there.
also has anything since custers revenge on the atari even have the player commiting rape in it?


Violent video games have violence. Film at 11.
 
2013-11-28 08:43:39 AM  
I can make parallels to other games as well.  Including the ones that aren't violent.
So, what about the Super Mario series?  Sure, it's a wholesome game suitable for everyone, if those ratings are to be believed, but look at what it's all about.
You have to commit multiple acts of violence(stomping, kicking, smashing, throwing, kicking, etc) against various "monsters" that are different than you (xenophobia and possible extinction), wipe out an entire family of Koopas (genocide), and you have to save a helpless Princess(misogyny, kidnapping, assault, and possible sexual deviancy) .  When you kill creatures, you earn points and money.  That's being rewarded for violence.  You eat mushrooms that give you lives and make you stronger--possible drug use.  Flowers give you magical powers involving fireballs--more drug use and hints toward arson.  Bird feathers make you fly in Super Mario World--LSD/Angel dust reference.  And wearing animal suits gives you powers as well--furry reference here.
After that series came on in the 80s, look at what happened.  Violence went up.  Drug use involving psychotropic and psychedelic chemicals went up.  The Internet became a cesspit of deviant sex websites including furries and misogynistic-themed porn.  And videogames became even more popular, as well as more violent.
Therefore, the Super Mario series is the root cause for everything that is wrong in the world.
 
2013-11-28 09:12:49 AM  
Just to poke at the abstract of the study as that seems to be all I can find:

"we predicted that violent games would increase multiple immoral behaviors (i.e., lack of self-control, cheating, aggression), especially for people low in moral disengagement."

We predicted and worked with the assumption that people who are disenfranchised for whatever reason would not necessarily conform to the expected social norms imposed upon them.   Also, despite having the majority of our researchers in Europe we can't spell behaviour.

"High school students (N = 172) who had completed a measure of moral disengagement were randomly assigned to play one of the Grand Theft Auto (GTA) violent video games, or a nonviolent game."

As a reward for what we consider abhorrent behaviour we let them play video games.

"Self-control was measured using the weight of uneaten chocolates (i.e., M&M's) in a bowl by the computer."

Kids like sweeties.  This never occurred to us.  Nor did it occur to us that leaving food within reach would result in them not getting up.

"After gameplay, participants could cheat on a test to win raffle tickets for attractive prizes (e.g., iPad)."

After we rewarded the children with video games we gave them further incentive to break established rules but offering them a chance to win an expensive and highly desirable prize if they cheated on a test.  We were mystified when all children cheated on the test.

"Aggression was measured using a competitive task in which participants could give an ostensible partner unpleasant noise blasts through headphones. Results showed that violent video games decreased self-control and increased cheating and aggression, especially for people high in moral disengagement. "

Children do not like each other.  They cheated on tests to win expensive prizes, played video games when offered as a reward and ate lots of sweeties.  This is a total surprise and it must be the fault of video games.


What is this BULLshiat and did it fall out of a clown car?
 
2013-11-28 09:16:39 AM  
fluffy2097:

So, what the study really says is that sociopaths are more likely to engage in immoral and violent behavior, and you can exacerbate the issue by letting them play a game that requires you to be amoral and violent.


Morals != Ethics. It also doesn't say they were being violent only not conforming.  Someone standing up in class and calling bullshiat on what the teacher is say or otherwise questioning authority also and equally fits the description given in the abstract.  Or in short: average and perfectly normal teenagers.
 
2013-11-28 09:19:27 AM  
I'm not naive, violence, even simulated, has an effect on everyone. I just seriously doubt it makes non-violent people turn violent. If someone is more likely to cheat or show aggression after playing a game that gets your emotions going, then that has far more to do with their personal lack of self control.
 
2013-11-28 09:26:59 AM  

Herr Morgenstern: I'm not naive, violence, even simulated, has an effect on everyone. I just seriously doubt it makes non-violent people turn violent. If someone is more likely to cheat or show aggression after playing a game that gets your emotions going, then that has far more to do with their personal lack of self control.


They offered the kids a chance to win expensive goods up to and including an iPad if they cheated on the test. What kid wouldn't want so expensive bit of electronics and they knew the test wasn't counting towards anything but this study...

The whole thing reads like "we gave massive incentives to teenagers to misbehave, they misbehaved but we don't think it's because of the incentives".
 
2013-11-28 10:04:53 AM  

Herr Morgenstern: I'm not naive, violence, even simulated, has an effect on everyone. I just seriously doubt it makes non-violent people turn violent. If someone is more likely to cheat or show aggression after playing a game that gets your emotions going, then that has far more to do with their personal lack of self control.


criminals are born, not made as they say
 
2013-11-28 10:14:18 AM  

Vaneshi: Just to poke at the abstract of the study as that seems to be all I can find:

"we predicted that violent games would increase multiple immoral behaviors (i.e., lack of self-control, cheating, aggression), especially for people low in moral disengagement."

We predicted and worked with the assumption that people who are disenfranchised for whatever reason would not necessarily conform to the expected social norms imposed upon them.   Also, despite having the majority of our researchers in Europe we can't spell behaviour.

"High school students (N = 172) who had completed a measure of moral disengagement were randomly assigned to play one of the Grand Theft Auto (GTA) violent video games, or a nonviolent game."

As a reward for what we consider abhorrent behaviour we let them play video games.

"Self-control was measured using the weight of uneaten chocolates (i.e., M&M's) in a bowl by the computer."

Kids like sweeties.  This never occurred to us.  Nor did it occur to us that leaving food within reach would result in them not getting up.

"After gameplay, participants could cheat on a test to win raffle tickets for attractive prizes (e.g., iPad)."

After we rewarded the children with video games we gave them further incentive to break established rules but offering them a chance to win an expensive and highly desirable prize if they cheated on a test.  We were mystified when all children cheated on the test.

"Aggression was measured using a competitive task in which participants could give an ostensible partner unpleasant noise blasts through headphones. Results showed that violent video games decreased self-control and increased cheating and aggression, especially for people high in moral disengagement. "

Children do not like each other.  They cheated on tests to win expensive prizes, played video games when offered as a reward and ate lots of sweeties.  This is a total surprise and it must be the fault of video games.


What is this BULLshiat and did it fall out ...


This is called academic writing and it fell out of a PhD program somewhere.
In academic writing, people with advanced degrees engage in multidisciplinary fields of study, conduct experiments, and communicate said results gained from said experiments, and calculate the correlation of confidence using statistical analysis.  Then, when the entire process of experimentation and verification of results have terminated to a satisfactory degree, said researchers then engage in the process of written communication of said results using multisyllabic, pedantic, and sesquipedalian words that have conceptual meaning to people in said academic field but little to no meaning to non-academic people, thereby obfuscating elementary concepts and ideas into a verbose and non-comprehensible form of expression that would be comprehensible had they composed their research paper in a concise and cogent manner.
 
2013-11-28 10:16:48 AM  

Vaneshi: Herr Morgenstern: I'm not naive, violence, even simulated, has an effect on everyone. I just seriously doubt it makes non-violent people turn violent. If someone is more likely to cheat or show aggression after playing a game that gets your emotions going, then that has far more to do with their personal lack of self control.

They offered the kids a chance to win expensive goods up to and including an iPad if they cheated on the test. What kid wouldn't want so expensive bit of electronics and they knew the test wasn't counting towards anything but this study...

The whole thing reads like "we gave massive incentives to teenagers to misbehave, they misbehaved but we don't think it's because of the incentives".


You reading the article like that has more to do with your lack of reading ability than the article actually stating any of the things you read in it.

The article clearly says the incentives were the same for people who played different video games. People playing the violent video games cheated and ate far more than the children who had the opportunity to cheat but played a nonviolent game.

So it is not just the incentives and opportunities that create the thief but also the type of games played.
 
2013-11-28 10:24:01 AM  

I know more than you: You reading the article like that has more to do with your lack of reading ability than the article actually stating any of the things you read in it.


Exceptionally unlikely.  0/10, no doughnut.
 
2013-11-28 10:25:50 AM  

eyeq360: Vaneshi: Just to poke at the abstract of the study as that seems to be all I can find:

This is called academic writing and it fell out of a PhD program somewhere.
In academic writing, people with advanced degrees engage in multidisciplinary fields of study, conduct experiments, and communicate said results gained from said experiments, and calculate the correlation of confidence using statistical analysis.  Then, when the entire process of experimentation and verification of results have terminated to a satisfactory degree, said researchers then engage in the process of written communication of said results using multisyllabic, pedantic, and sesquipedalian words that have conceptual meaning to people in said academic field but little to no meaning to non-academic people, thereby obfuscating elementary concepts and ideas into a verbose and non-comprehensible form of expression that would be comprehensible had they composed their research paper in a concise and cogent manner.


So the opposite of what you just typed would have been better? Got it. *wink
 
Juc
2013-11-28 10:48:34 AM  

Tyrone Slothrop: Juc: from the abstract:
"Violent video games glorify and reward immoral behaviors (e.g., murder, assault, rape, robbery, arson, motor vehicle theft). "

That's the first sentence of the abstract, they don't even know what a violent video game IS.
I stopped reading right there.
also has anything since custers revenge on the atari even have the player commiting rape in it?

Violent video games have violence. Film at 11.



The dictionary definition of violence is thus:
behaviour involving physical force intended to hurt, damage, or kill someone or something.

Violent acts aren't nessarily immoral (like tearing down a wall is violent, but if you're a demo man that's your work life). Here's a small handful of violent games that are not immoral:
Punch Out (a boxing game)
Monster Hunter
Final Fantasy
Zelda
Boom Blox
Mario
and I could go on and on.
 
2013-11-28 11:31:40 AM  
I react more violently as well.  due to the fact that i stupidly paid $60 for the game.  I know that past San Andreas they suck, yet I went and bought it anyway.
 
2013-11-28 11:54:25 AM  
GTA V is one of the most successful video games of all time, having broken 7 Guinness World Records since its release. These being:

1. Best-selling action-adventure video game in 24 hours
2. Best-selling video game in 24 hours
3. Fastest entertainment property to gross $1 billion
4. Fastest video game to gross $1 billion
5. Highest grossing video game in 24 hours
6. Highest revenue generated by an entertainment product in 24 hours
7. Most viewed trailer for an action-adventure video game

It's sold over 30 million copies so far. That's 30 million people playing a very violent video game.

So, here's my question. Where is the global crime wave? Where is the spike in incidents of violent crime? Have entire demographics become more aggressive since September?

In 2011, according to this link, there were 1.2 million violent crimes committed in the United States.

Now let's say that around 20 million of those 30 million copies were sold in the USA. That's 20 million gamers who became gibbering, foaming-at-the-mouth, aggression filled, rage sacks all because of GTA. If only 1% of those gamers took their amoral, twisted psyche to the streets in order to fark shiat up on a violent GTA-inspired rampage, that would be at least 200,000 extra incidents of violent crime in the last two months alone (which would amount to a doubling of an equivalent period in 2011).

Does anyone think this actually happened?
 
2013-11-28 12:23:49 PM  
That Jack The Ripper must have been an avid gamer.
 
2013-11-28 12:37:39 PM  

ZeroCorpse: That Jack The Ripper must have been an avid gamer.


He knew that if you killed the hooker you didn't have to pay her.
 
2013-11-28 02:56:39 PM  

Juc: Violent acts aren't nessarily immoral (like tearing down a wall is violent, but if you're a demo man that's your work life). Here's a small handful of violent games that are not immoral:
Punch Out (a boxing game)
Monster Hunter
Final Fantasy
Zelda
Boom Blox
Mario
and I could go on and on.


How dare you include history's greatest monster (zelda, clearly) among such passive giants..
 
2013-11-28 03:13:26 PM  

Devil's Advocaat: 3. Fastest entertainment property to gross $1 billion


I remember Phantom of the Opera (the musical) bragging about doing that in its adverts. It took them something like two decades.
 
2013-11-28 09:42:49 PM  

Devil's Advocaat: GTA V is one of the most successful video games of all time, having broken 7 Guinness World Records since its release. These being:

1. Best-selling action-adventure video game in 24 hours
2. Best-selling video game in 24 hours
3. Fastest entertainment property to gross $1 billion
4. Fastest video game to gross $1 billion
5. Highest grossing video game in 24 hours
6. Highest revenue generated by an entertainment product in 24 hours
7. Most viewed trailer for an action-adventure video game

It's sold over 30 million copies so far. That's 30 million people playing a very violent video game.

So, here's my question. Where is the global crime wave? Where is the spike in incidents of violent crime? Have entire demographics become more aggressive since September?

In 2011, according to this link, there were 1.2 million violent crimes committed in the United States.

Now let's say that around 20 million of those 30 million copies were sold in the USA. That's 20 million gamers who became gibbering, foaming-at-the-mouth, aggression filled, rage sacks all because of GTA. If only 1% of those gamers took their amoral, twisted psyche to the streets in order to fark shiat up on a violent GTA-inspired rampage, that would be at least 200,000 extra incidents of violent crime in the last two months alone (which would amount to a doubling of an equivalent period in 2011).

Does anyone think this actually happened?


It's easier for people to blame a video game, as these people would rather not shine a light on the actual causes of violent crime, as those can only be fixed with higher taxes and socialism.
 
2013-11-29 07:04:39 AM  
Meh, several studies have shown aggressive confrontational behavior after playing video games.  But then you could probably say the same thing about a good game of full court basketball, or flag football with your friends.  Doesn't mean video games are any different than any other competitive activity.  (However, the angry denialists who knee-jerk insist video games have no effect are a little overboard. They sound like fundies defending the bible.)
 
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