Any article that quotes 'a study' and doesn't link it, is making it up.
To me what this study is trying to show is that this could (not will) lead to more reckless choices being made in the real world.
This is the same thinking as "Listening to rock music will make my child worship the devil and drink the blood of the innocent"
The sentiment has always been brought up by the older generation to explain why the new thing is bad because "think of the children".
If it wasn't the radio, it was the television, if it wasn't the television, it was videogames, now it's not videogames anymore, it's smartphones.
Some people are afraid of change, and because of that the try to ruin innovation for everybody (kind of the subtext to a large part of the ED community)
As I stated/questioned above: ANYONE who does not have good family support/values will (playing the percentages) develop less than good habits. The ONLY thing a video game might do is get them their quicker.
Any article that quotes 'a study' and doesn't link it, is making it up.
I question these articles, especially when they can't even link their own study. What was their methodology? When it comes to playing games, if I am playing a FPS and go around murdering the opposite team I do not then think about going out to do anything violent. If I RP a murdering space prate, that is not going to reflect on reality. With a brain I can distinguish between a game and real life. Maybe some people out there can't but I would suspect that without video games, they might get into real trouble whereas video games might placate them.
I'd never go and blast someone to smithereens in reality, if I did have a space ship though in ED I might give it a go. Separating a virtual life to a real life is obvious and if you aren't able to do that, you are crazy and need to seek help.
They can also ruin someone day in game, depens on what someone likes. I certainly never had any need for the players who play the bad guys in over a year I spend in the game so far.For Elite to be Dangerous in open, we need the bad guys to. Its a game, and what is a game without danger and risk. But in the real world we don´t need the "psychos" and "sociopaths" because they ruin life for normal good people.
Would you if there were no consequences and lots of other people were doing it and it was borderline socially acceptable?
I worry about these kinds of studies because their finding may well be true but that doesn't indicate in any way, cause and effect.
I actually have to agree with the line "you are what you pretend to be" as I am certainly what I am in the game as I am in real life. I have had polite chats, social light flashing and wing wagging and also defended a CMDR Python I found floating aimlessly, from a load of NPC's while it seemed the player wasn't paying attention (turns out he was away and thanked me when he got back). So for me, my character is me.
I'm not saying everyone is the same though but I can't help believing there is an undercurrent of negative feeling in those that get enjoyment out of annoying or even just inconveniencing others.
...teenagers who play mature-rated, risk-glorifying video games are more likely subsequently to engage in a wide range of behaviors beyond aggression, including alcohol use, smoking cigarettes, delinquency, and risky sex.
No, more RISKY sex... so like ... you know ... not missionary .. and in a public place .. all because they played GTA V.WHAT??? Teenagers playing killer games are more likely to have sex??? Obviously something changed dramatically since I was that age.
I've take the time to read the paper fully (and not just the report). Its interesting and seems well constructed, the following comments are more about how it should be read than how it was written.
One very important question came to mind as I read it, and I was wondering how they would address it. Well, its addressed by this phrase "Causal Interpretations Remain Speculative" in the "Limitations" section. Said more simply: All though they find statistically significant data that (risk-glorifying) gaming precedes risky driving, that have not shown that such games causes risky driving. As the report mentions, the first time respondents are interviewed, they are even too young to drive. How do we know that this is not simply a case of people who are pre-disposed to risky driving may also be more attracted to gaming? Some people seek thrills, and gaming is one way to get your thrills.
The paper also finds that this gaming correlates more strongly to driving accidents than gender or parenting style. 50% of their survey played these games. Despite those findings, teenage driving fatality rates have been in long term decline since 1975, when I assume very few teenagers were playing GTA III.(http://www.iihs.org/iihs/topics/t/teenagers/fatalityfacts/teenagers). Sure other things have changed too (safer cars, better driver training), but some of the finding are somewhat counter-intuitive - this does not make them wrong, but I will to see further research before I reach any sweeping conclusions.
The final sentence of the paper reads: "More work is needed to understand how game playing behaviors might lead to higher risk taking generally, but the present study provides key evidence about this association in the domain of driving." Don't read more into the data that is actually present: "Association" is not the same as "Cause".
... many of us are possibly quite set in our ways and would like to think nothing can change us... or can it?
This should perhaps have the qualifier "while we are pretending".'We are what we pretend to be, so we must be careful about what we pretend to be,'
Insightful post +Rep.
I'll be sure to read both links at some point today. You raise the interesting emotion, empathy, which I too have heard kicks in later with men than with women - (Mods and everyone else do not mistake this for sexism please) I'd always put this down to primal instincts based on Women looking after the children of the tribe while the men go out to hunt.