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	<title>Comments on: Video Game Violence</title>
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	<link>http://theness.com/neurologicablog/index.php/video-game-violence/</link>
	<description>Your Daily Fix of Neuroscience, Skepticism, and Critical Thinking</description>
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		<title>By: atg5108</title>
		<link>http://theness.com/neurologicablog/index.php/video-game-violence/comment-page-1/#comment-46728</link>
		<dc:creator>atg5108</dc:creator>
		<pubDate>Wed, 28 Nov 2012 19:37:12 +0000</pubDate>
		<guid isPermaLink="false">http://theness.com/neurologicablog/?p=4550#comment-46728</guid>
		<description>I agree with Sanclus in the sense that this study does not correlate with acts of real life violence. It merely improves the subjects’ accuracies. Video game violence does stimulate the subject’s mind, but not in a way that it can transfer to real life situations. A lot of people often blame violent acts seen in children on video game violence. Children are a primary apprehension when it comes to violent video games because they are still growing and developing. They could interpret violence as something that is normal in society, but they do not or at least there are not any studies done to prove it. In a way, violence in real life would probably not give children, or people in general, the same brain stimulation that violence does in video games. In most video games, people become violent in order to achieve some sort of goal such as killing enemy soldiers to win a war or blowing up zombies to get to the next level. In reality, people do not feel as much, if any, form of self-achievement after committing such acts of violence because they are not rewarded. Overall, violence in a virtual reality setting cannot contribute to violence in real life.</description>
		<content:encoded><![CDATA[<p>I agree with Sanclus in the sense that this study does not correlate with acts of real life violence. It merely improves the subjects’ accuracies. Video game violence does stimulate the subject’s mind, but not in a way that it can transfer to real life situations. A lot of people often blame violent acts seen in children on video game violence. Children are a primary apprehension when it comes to violent video games because they are still growing and developing. They could interpret violence as something that is normal in society, but they do not or at least there are not any studies done to prove it. In a way, violence in real life would probably not give children, or people in general, the same brain stimulation that violence does in video games. In most video games, people become violent in order to achieve some sort of goal such as killing enemy soldiers to win a war or blowing up zombies to get to the next level. In reality, people do not feel as much, if any, form of self-achievement after committing such acts of violence because they are not rewarded. Overall, violence in a virtual reality setting cannot contribute to violence in real life.</p>
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		<title>By: Sanclus</title>
		<link>http://theness.com/neurologicablog/index.php/video-game-violence/comment-page-1/#comment-43778</link>
		<dc:creator>Sanclus</dc:creator>
		<pubDate>Tue, 05 Jun 2012 18:47:14 +0000</pubDate>
		<guid isPermaLink="false">http://theness.com/neurologicablog/?p=4550#comment-43778</guid>
		<description>Wow!  I just read through the study and I am amazed that time and money were spent on it.  Just the opening line of this study alone weakened the entire argument:  &quot;Video games are excellent training tools.&quot;  There is zero evidence to support the assertion that playing video games, violent or otherwise, contributes in any way to real life violence.  I can only guess that the reason for such a study is to feed into someone&#039;s foregone conclusion, possibly supporting and solidifying the assertion that violent games lead to violent real-life acts.  Acts of violence are emotional acts, even those that seem to be perpetuated by cold, unemotional individuals.  
With the evidence provided in this and similar studies, I can effectively calculate that a person going to Disneyland for two days, a person spending two days reading Grimm&#039;s fairy-tales, a person spending two days walking through the woods, a person spending two days at a spa and a person spending two days playing a violent video game have the same probability of committing a violent act.   Human behavior is complicated and not easily nailed down into neat little compartments, but this same type of argument has been used against every new form of media that has been released in the modern age.  I can easily imagine that there were folks in ancient times who believed that the writing and reading of stone tablets led to violence too!  I just wish there could be more time and money spent on legitimate science related to human behavior without resorting to studies of various forms of media and their effects.</description>
		<content:encoded><![CDATA[<p>Wow!  I just read through the study and I am amazed that time and money were spent on it.  Just the opening line of this study alone weakened the entire argument:  &#8220;Video games are excellent training tools.&#8221;  There is zero evidence to support the assertion that playing video games, violent or otherwise, contributes in any way to real life violence.  I can only guess that the reason for such a study is to feed into someone&#8217;s foregone conclusion, possibly supporting and solidifying the assertion that violent games lead to violent real-life acts.  Acts of violence are emotional acts, even those that seem to be perpetuated by cold, unemotional individuals.<br />
With the evidence provided in this and similar studies, I can effectively calculate that a person going to Disneyland for two days, a person spending two days reading Grimm&#8217;s fairy-tales, a person spending two days walking through the woods, a person spending two days at a spa and a person spending two days playing a violent video game have the same probability of committing a violent act.   Human behavior is complicated and not easily nailed down into neat little compartments, but this same type of argument has been used against every new form of media that has been released in the modern age.  I can easily imagine that there were folks in ancient times who believed that the writing and reading of stone tablets led to violence too!  I just wish there could be more time and money spent on legitimate science related to human behavior without resorting to studies of various forms of media and their effects.</p>
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		<title>By: Harker067</title>
		<link>http://theness.com/neurologicablog/index.php/video-game-violence/comment-page-1/#comment-43674</link>
		<dc:creator>Harker067</dc:creator>
		<pubDate>Wed, 30 May 2012 15:26:33 +0000</pubDate>
		<guid isPermaLink="false">http://theness.com/neurologicablog/?p=4550#comment-43674</guid>
		<description>What I actually want to know is how long you can go from playing the game to shooting for there to still be this effect. 

The paper claims to have accounted for previous experience as a gamer which didn&#039;t affect the findings. Many shooters reward aiming for the head so its not unreasonable to assume some of the subjects with previous experience played games that rewarded this behavior. Yet this didn&#039;t show a significant correlation. This suggests to me a short term primeing affect and not necessarily a long term result. I&#039;d be interested in seeing a similar experiment but where the time between playing the game and going to the shooting range was varied to see if this trend carries over into the future.</description>
		<content:encoded><![CDATA[<p>What I actually want to know is how long you can go from playing the game to shooting for there to still be this effect. </p>
<p>The paper claims to have accounted for previous experience as a gamer which didn&#8217;t affect the findings. Many shooters reward aiming for the head so its not unreasonable to assume some of the subjects with previous experience played games that rewarded this behavior. Yet this didn&#8217;t show a significant correlation. This suggests to me a short term primeing affect and not necessarily a long term result. I&#8217;d be interested in seeing a similar experiment but where the time between playing the game and going to the shooting range was varied to see if this trend carries over into the future.</p>
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		<title>By: Malavander</title>
		<link>http://theness.com/neurologicablog/index.php/video-game-violence/comment-page-1/#comment-43576</link>
		<dc:creator>Malavander</dc:creator>
		<pubDate>Thu, 24 May 2012 22:46:26 +0000</pubDate>
		<guid isPermaLink="false">http://theness.com/neurologicablog/?p=4550#comment-43576</guid>
		<description>This article is very careful to speak specifically about the mechanics of the interactive software being studied (shooters simulating human targets), as well as the input devices and how they matter.  Focus is put on the tasks being performed rather than just the general activity of playing video games.  Unfortunately, most journalism out there is not so careful.  The sweeping generalization implied by a title like &quot;video game violence&quot; often continues throughout a piece.  

As a game developer, it&#039;s annoying that some of the highest profile video games these days are the most violent ones (Call of Duty, Grand Theft Auto, etc.)  When I was a kid, the first thing that popped into your head when someone said &quot;video game&quot; was Pac-man, Tetris, Q*Bert, etc.  They were clearly games meant to be fun and whimsical, inspired by puzzles and games that came before computers. 

Often these days, when I tell laypeople and outsiders I work in the video game industry, even older ones seem to have suffered amnesia about the video games that are actually games instead of high-tech simulations.  They assume every project in development these days involves exploding heads.  They&#039;re worried that if their kid plays too much Wii Sports or Angry Birds or Farmville (simply because they&#039;re &quot;video games&quot;) they may become unruly.

Violent video games may get a lot of attention but they&#039;re still a small fraction of the industry.  I would love to see a semantic distinction emerge between interactive entertainment products that are more like &quot;simulations&quot; and those that are more like classic &quot;games&quot; to help avoid the whole medium being hit with the stigma of being all about adolescent male power fantasies potentially influencing bad behavior.  

Plenty of game developers don&#039;t care about cutting edge graphics technology or realistic rendering techniques and just want to make a fun game with pleasing aesthetics and intuitive usability.  Call of Duty isn&#039;t really a game like Tetris was a game.  It&#039;s more of a simulation.  You could say there are two sub-industries now within video games - the game industry and the simulation industry - on opposite ends of a continuum with plenty of gray area in between.  Each cares about different things and has access to many of the same tools but uses them in very different ways.  Arguments can be had about how influential the cartoon violence of a Mario game can be, but most of the hubbub about violence should be directed toward the &quot;simulation&quot; industry, and by all means, come talk to the &quot;game&quot; industry about the brain-training skill concerns.</description>
		<content:encoded><![CDATA[<p>This article is very careful to speak specifically about the mechanics of the interactive software being studied (shooters simulating human targets), as well as the input devices and how they matter.  Focus is put on the tasks being performed rather than just the general activity of playing video games.  Unfortunately, most journalism out there is not so careful.  The sweeping generalization implied by a title like &#8220;video game violence&#8221; often continues throughout a piece.  </p>
<p>As a game developer, it&#8217;s annoying that some of the highest profile video games these days are the most violent ones (Call of Duty, Grand Theft Auto, etc.)  When I was a kid, the first thing that popped into your head when someone said &#8220;video game&#8221; was Pac-man, Tetris, Q*Bert, etc.  They were clearly games meant to be fun and whimsical, inspired by puzzles and games that came before computers. </p>
<p>Often these days, when I tell laypeople and outsiders I work in the video game industry, even older ones seem to have suffered amnesia about the video games that are actually games instead of high-tech simulations.  They assume every project in development these days involves exploding heads.  They&#8217;re worried that if their kid plays too much Wii Sports or Angry Birds or Farmville (simply because they&#8217;re &#8220;video games&#8221;) they may become unruly.</p>
<p>Violent video games may get a lot of attention but they&#8217;re still a small fraction of the industry.  I would love to see a semantic distinction emerge between interactive entertainment products that are more like &#8220;simulations&#8221; and those that are more like classic &#8220;games&#8221; to help avoid the whole medium being hit with the stigma of being all about adolescent male power fantasies potentially influencing bad behavior.  </p>
<p>Plenty of game developers don&#8217;t care about cutting edge graphics technology or realistic rendering techniques and just want to make a fun game with pleasing aesthetics and intuitive usability.  Call of Duty isn&#8217;t really a game like Tetris was a game.  It&#8217;s more of a simulation.  You could say there are two sub-industries now within video games &#8211; the game industry and the simulation industry &#8211; on opposite ends of a continuum with plenty of gray area in between.  Each cares about different things and has access to many of the same tools but uses them in very different ways.  Arguments can be had about how influential the cartoon violence of a Mario game can be, but most of the hubbub about violence should be directed toward the &#8220;simulation&#8221; industry, and by all means, come talk to the &#8220;game&#8221; industry about the brain-training skill concerns.</p>
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		<title>By: Neon Genesis</title>
		<link>http://theness.com/neurologicablog/index.php/video-game-violence/comment-page-1/#comment-43565</link>
		<dc:creator>Neon Genesis</dc:creator>
		<pubDate>Thu, 24 May 2012 15:31:06 +0000</pubDate>
		<guid isPermaLink="false">http://theness.com/neurologicablog/?p=4550#comment-43565</guid>
		<description>By the way, what happened to the Skeptics&#039; Guide to the Universe forums?  They&#039;ve been down for the last two days.</description>
		<content:encoded><![CDATA[<p>By the way, what happened to the Skeptics&#8217; Guide to the Universe forums?  They&#8217;ve been down for the last two days.</p>
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		<title>By: Karl Withakay</title>
		<link>http://theness.com/neurologicablog/index.php/video-game-violence/comment-page-1/#comment-43561</link>
		<dc:creator>Karl Withakay</dc:creator>
		<pubDate>Thu, 24 May 2012 14:48:19 +0000</pubDate>
		<guid isPermaLink="false">http://theness.com/neurologicablog/?p=4550#comment-43561</guid>
		<description>SteveA,

&quot;Interesing. I figured a plaga would erupt from a dead host regardless of how the host died.&quot;

There is always a possibility of plaga erupting form any host, but it&#039;s far more likely with head shots.</description>
		<content:encoded><![CDATA[<p>SteveA,</p>
<p>&#8220;Interesing. I figured a plaga would erupt from a dead host regardless of how the host died.&#8221;</p>
<p>There is always a possibility of plaga erupting form any host, but it&#8217;s far more likely with head shots.</p>
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		<title>By: SteveA</title>
		<link>http://theness.com/neurologicablog/index.php/video-game-violence/comment-page-1/#comment-43551</link>
		<dc:creator>SteveA</dc:creator>
		<pubDate>Thu, 24 May 2012 11:23:27 +0000</pubDate>
		<guid isPermaLink="false">http://theness.com/neurologicablog/?p=4550#comment-43551</guid>
		<description>Sorry, Regenerators, not Replicators...</description>
		<content:encoded><![CDATA[<p>Sorry, Regenerators, not Replicators&#8230;</p>
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		<title>By: SteveA</title>
		<link>http://theness.com/neurologicablog/index.php/video-game-violence/comment-page-1/#comment-43550</link>
		<dc:creator>SteveA</dc:creator>
		<pubDate>Thu, 24 May 2012 11:20:53 +0000</pubDate>
		<guid isPermaLink="false">http://theness.com/neurologicablog/?p=4550#comment-43550</guid>
		<description>Karl Withakay: &quot;The point after the lake (ch 2-1) where you get the first plaga head. From this point on, head shots have a very high probability of producing plaga heads, which are a pain to deal with.&quot;

Interesing. I figured a plaga would erupt from a dead host regardless of how the host died.

I loved that game. I still shudder when I think of the Replicators.</description>
		<content:encoded><![CDATA[<p>Karl Withakay: &#8220;The point after the lake (ch 2-1) where you get the first plaga head. From this point on, head shots have a very high probability of producing plaga heads, which are a pain to deal with.&#8221;</p>
<p>Interesing. I figured a plaga would erupt from a dead host regardless of how the host died.</p>
<p>I loved that game. I still shudder when I think of the Replicators.</p>
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		<title>By: Neon Genesis</title>
		<link>http://theness.com/neurologicablog/index.php/video-game-violence/comment-page-1/#comment-43547</link>
		<dc:creator>Neon Genesis</dc:creator>
		<pubDate>Thu, 24 May 2012 06:01:41 +0000</pubDate>
		<guid isPermaLink="false">http://theness.com/neurologicablog/?p=4550#comment-43547</guid>
		<description>So according to this study, given my long hours playing The Legend of Zelda, I should be an expert sword fighter already and Mario Kart Racing is the best tool for teaching kids how to drive.</description>
		<content:encoded><![CDATA[<p>So according to this study, given my long hours playing The Legend of Zelda, I should be an expert sword fighter already and Mario Kart Racing is the best tool for teaching kids how to drive.</p>
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		<title>By: HHC</title>
		<link>http://theness.com/neurologicablog/index.php/video-game-violence/comment-page-1/#comment-43543</link>
		<dc:creator>HHC</dc:creator>
		<pubDate>Thu, 24 May 2012 02:23:00 +0000</pubDate>
		<guid isPermaLink="false">http://theness.com/neurologicablog/?p=4550#comment-43543</guid>
		<description>eiskrystal,  The point was that your current enemy could be maimed but still have a life after war.</description>
		<content:encoded><![CDATA[<p>eiskrystal,  The point was that your current enemy could be maimed but still have a life after war.</p>
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