I'm only going to reply to the replies on the first page here. Later replies will go further into the thread!
I think any teenager who does not have proper support from his or her family might be affected by the video game they play.
The study controls for parenting style.
I would like to know if the study took into account the family background of the subjects.
At my age (WAAAY closer to 60 than 50) the game has absolutely no effect on who I am as a person.
Are you sure? One of the weaknesses of the study (which is acknowledged by the researchers) is that it uses self-reporting, which can be somewhat... unreliable.
As to the rest: Does the game change who they are? or does it allow them to become what they would be without consequences?
The study found a correlation - a strong one - between playing video games, throughout one's teenage years, wherein the protagonist engages in risky behaviours, and an increased propensity towards risky driving behaviours as an older teenager.
I question these articles, especially when they can't even link their own study. What was their methodology?
It's clearly stated in the summary paper Brian posted.
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.
That would be to misunderstand the study. It's not drawing a direct link between video game violence and proper violence. Indeed, that's specifically mentioned in the lit review as something where there is no definitive correlation. The study models propensity to engage in risky behaviours using the construct of playing "risk-glorifying video games" as a predictor, and finds a correlation. Rather than it being a conscious process, this might be related, for example, to influencing how the brain processes assessments of risk, which might not even be a conscious process.
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.
But that's not what the study investigated.
I find this study doubtful, if it was slightly serious, it would have shown the good side of video games (thinking process, ability to learn things faster, social interactions (yes, yes), strategy, relaxation effect etc...) and not just "video games are bad and if your kid plays he'll not only fail in our glorious society but also become a junkie with HIV and personality troubles"....
Well, first of all, that wasn't part of the research question. Secondly, that's neither what they argued nor what they found.
Behavior comes from perception. If people perceives the game they play as another perception of their reality and do it too often, of course it will change the way they behave. As would do watching too many horror movies or reading too many studies from people who claim themselves to be experts...
Dunning and Kruger would be proud.
I always take any articles like that with a pinch of salt, at the minimum.
It's clear that different people are differently susceptible to suggestion.
Taking above into consideration, IMHO no research can be flagged opinion-worthy until influence of game on one's personality is measured over time, with psychological evaluation not only focusing on "after", but also on "before".
In other words, determining how susceptible to suggestion the patient is BEFORE exposed to 3-4 years of playing brutal games, is more than important, and should precede studying the effects of brutal games exposure.
Without that, the image is incomplete and simply cannot be treated as representative.
I have been exposed to brutal games my entire life.
And yet I find it hard to role-play brutal, ruthless characters (never had Mass Effect 3 clearly bad character, always found choosing ass-hat responses leaving bad taste in my mouth).
And yet I find real-life violence unacceptable, and even when attacked, I try to minimize my self-defense to the least necessary use of violence in return. And even then, I feel guilty I actually kicked someone's ass.
I am who I am, and my conscious is what it is, I can't change that.
How dose that stack up in regards to article?
Just like I said: these studies should analyze one's psyche before long-time exposure to brutal games, and evaluate them equally thoroughly afterwards.
The study was longitudinal in that it followed the sample over a period of five years. One weakness in the study is that it's difficult to assess 13 year olds' risky driving behaviours at the age of thirteen. That's why the researchers used a multi-factor model for the entire period of the study, taking into account parenting style, rebelliousness, sensation-seeking and video game use as contributory factors. They found that playing "risk-glorifying video games" was a stronger predictor of the participants'
propensity to engage in risky driving behaviours as older teenagers than parenting style.
The conclusions aren't 1-to-1 definitive causal statements, such statements are impossible in statistical analyses. The researchers
did, however,find a strong correlation between the two, meaning that while certain individuals may not have fit the model, a large number of participants did.
I'm old enough to have seen attempts to link "violent behaviors" to literally anything from hard rock to comics, depending on the "thinking fashion" of the time. I have a definition for all this: .
The paper didn't look at viloent behaviours. Did you actually read it?
Where's the data for the people they tested that didn't play video games, is that on this exert? I'd like to see what non-video gamers are getting up to with their drinking, driving and sex habits.
It is. All people who didn't play video games on the initial interview were recorded as such.
In our sample, 35.5% of participants reported that they did not play video games, 15% reported that their parents never allowed them to play mature-rated games, and the remaining 49.5% of participants reported that their parents allowed them to play mature-rated games at least occasionally. Among those participants who reported that they did play video games, 32.4% reported that they had played Spiderman II, 12.3% Manhunt, and 57.9% Grand Theft Auto III
That's 57.9% of all the thirteen year olds in the study (n=5019). While th number of participants who actually completed the study is far smaller (expected in longitudinal studies like this), that's still a lot of kids beating up prostitutes and crashing cars.
More later. I have to change trains now.