Science Current Events | Science News | Brightsurf.com
 

Violent video games alter brain function in young men

December 02, 2011
INDIANAPOLIS -- Sustained changes in the region of the brain associated with cognitive function and emotional control were found in young adult men after one week of playing violent video games, according to study results presented by Indiana University School of Medicine researchers at the annual meeting of the Radiological Society of North America.

This is the first time the IU researchers, who have studied the effects of media violence for more than a decade, have conducted an experimental study that showed a direct relationship between playing violent video games over an extended period of time and a subsequent change in brain regions associated with cognitive function and emotional control.

The controversy over whether or not violent video games are potentially harmful to players has been debated for many years, even making it as far as the Supreme Court in 2010. There has been little scientific evidence demonstrating that the games have a prolonged negative neurological effect.

"For the first time, we have found that a sample of randomly assigned young adults showed less activation in certain frontal brain regions following a week of playing violent video games at home," said Yang Wang, M.D., assistant research professor in the IU Department of Radiology and Imaging Sciences. "The affected brain regions are important for controlling emotion and aggressive behavior."

For the study, 28 healthy adult males, age 18 to 29, with low past exposure to violent video games were randomly assigned to two groups of 14. Members of the first group were instructed to play a shooting video game for 10 hours at home for one week and refrain from playing the following week. The second group did not play a video game at all during the two-week period.

Each of the 28 men underwent functional magnetic resonance imaging (fMRI) analysis at the beginning of the study, with follow-up exams at one and two weeks. During fMRI, the participants completed an emotional interference task, pressing buttons according to the color of visually presented words. Words indicating violent actions were interspersed among nonviolent action words. In addition, the participants completed a cognitive inhibition counting task.

The results showed that after one week of violent game play, the video game group members showed less activation in the left inferior frontal lobe during the emotional Stroop task and less activation in the anterior cingulate cortex during the counting Stroop task, compared to their baseline results and the results of the control group after one week. After the video game group refrained from game play for an additional week, the changes to the executive regions of the brain returned closer to the control group. Stroop task tests an individual's ability to control cognitive flexibility and attention.

"These findings indicate that violent video game play has a long-term effect on brain functioning," Dr. Wang said. "These effects may translate into behavioral changes over longer periods of game play."

Dr. Wang said that another important point of the study was that the young men were supplied with laptop computers and played at home in their "natural environment." Some of the previous research was done with players participating in a lab setting.

Indiana University School of Medicine


Related Violent Video Games Current Events and Violent Video Games News Articles


Violent video games not linked to aggression in adults with autism
Following the 2012 shooting in Newtown, Connecticut, some in the media and the public speculated a link existed between autism spectrum disorder and violence and, in particular, that violent video games may cause gamers with autism to act violently.

The benefits of storytelling in video games
A wealth of studies have shown that violent video games contribute to antisocial and aggressive behavior.

​Immersed in Violence: How 3-D Gaming Affects Video Game Players
Playing violent video games in 3-D makes everything seem more real - and that may have troubling consequences for players, a new study reveals.

'Broad Consensus' that Violent Media Increase Child Aggression
Majorities of media researchers, parents and pediatricians agree that exposure to violent media can increase aggression in children, according to a new national study.

Are children who play violent video games at greater risk for depression?
While much attention has focused on the link between violent video game playing and aggression among youths, a new study finds significantly increased signs of depression among preteens with high daily exposure to violent video games.

Becoming bad through video games
Previous studies show that violent video games increase adolescent aggressiveness, but new Dartmouth research finds for the first time that teen-agers who play mature-rated, risk-glorifying video games are more likely subsequently to engage in a wide range of deviant behaviors beyond aggression, including alcohol use, smoking cigarettes, delinquency and risky sex.

Feelings of failure, not violent content, foster aggression in video gamers
The disturbing imagery or violent storylines of videos games like World of Warcraft or Grand Theft Auto are often accused of fostering feelings of aggression in players.

Criticism of Violent Video Games Has Decreased as Technology Has Improved, Gamers Age, MU Study Finds
Members of the media and others often have attributed violence in video games as a potential cause of social ills, such as increased levels of teen violence and school shootings.

Genetics linked to children viewing high amounts of violent media
The lifelong debate of nature versus nurture continues-this time in what your children watch. A recent paper published in the Journal of Communication found that a specific variation of the serotonin-transporter gene was linked to children who engaged in increased viewing of violent TV and playing of violent video games.

Teens 'Eat More, Cheat More' After Playing Violent Video Games
Playing violent video games not only increases aggression, it also leads to less self-control and more cheating, a new study finds.
More Violent Video Games Current Events and Violent Video Games News Articles

Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy

Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy
by Craig A. Anderson (Author), Douglas A. Gentile (Author), Katherine E. Buckley (Author)


Violent video games are successfully marketed to and easily obtained by children and adolescents. Even the U.S. government distributes one such game, America's Army, through both the internet and its recruiting offices. Is there any scientific evidence to support the claims that violent games contribute to aggressive and violent behavior?

Anderson, Gentile, and Buckley first present an overview of empirical research on the effects of violent video games, and then add to this literature three new studies that fill the most important gaps. They update the traditional General Aggression Model to focus on both developmental processes and how media-violence exposure can increase the likelihood of aggressive and violent behavior in both short- and long-term contexts. Violent Video Game...

Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do

Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do
by Lawrence Kutner (Author), Cheryl Olson (Author)


Listening to pundits and politicians, you'd think that the relationship between violent video games and aggressive behavior in children is clear. Children who play violent video games are more likely to be socially isolated and have poor interpersonal skills. Violent games can trigger real-world violence. The best way to protect our kids is to keep them away from games such as Grand Theft Auto that are rated M for Mature. Right?Wrong. In fact, many parents are worried about the wrong things!In 2004, Lawrence Kutner, PhD, and Cheryl K. Olson, ScD, cofounders and directors of the Harvard Medical School Center for Mental Health and Media, began a $1.5 million federally funded study on the effects of video games. In contrast to previous research, their study focused on real children and...

Violent Video Games (At Issue)

Violent Video Games (At Issue)
by Roman Espejo (Author)




A Window Opens: A Novel

A Window Opens: A Novel
by Elisabeth Egan (Author)


“Egan’s delightful debut is a fresh, funny take on the age-old struggle to have it all.” —People

*People, Summer’s Best Books*Entertainment Weekly, 8 Big Fat Beach Reads*Woman’s Day, Great Summer Reads*Publishers Weekly, Best Summer Books*Good Housekeeping, Your Ultimate Summer Reading List*Minneapolis Star Tribune, 10 Novels Not to Miss*Coastal Living, Great Summer Reads *Time Out New York, Summer Reading List*Goop Newsletter, Best Summer ’15 Reading*

Fans of I Don’t Know How She Does It and Where’d You Go, Bernadette will cheer at this “fresh, funny take on the age-old struggle to have it all” (People) about what happens when a wife and mother of three leaps at the chance to fulfill her professional destiny—only to learn every opportunity comes at...

Reset Your Child's Brain: A Four-Week Plan to End Meltdowns, Raise Grades, and Boost Social Skills by Reversing the Effects of Electronic Screen-Time

Reset Your Child's Brain: A Four-Week Plan to End Meltdowns, Raise Grades, and Boost Social Skills by Reversing the Effects of Electronic Screen-Time
by Victoria L. Dunckley (Author)


A no-cost, nonpharmaceutical treatment plan for children with behavioral and mental health challenges

Increasing numbers of parents grapple with children who are acting out without obvious reason. Revved up and irritable, many of these children are diagnosed with ADHD, bipolar illness, autism, or other disorders but don’t respond well to treatment. They are then medicated, often with poor results and unwanted side effects. Based on emerging scientific research and extensive clinical experience, integrative child psychiatrist Dr. Victoria Dunckley has pioneered a four-week program to treat the frequent underlying cause, Electronic Screen Syndrome (ESS).

Dr. Dunckley has found that everyday use of interactive screen devices — such as computers, video games, smartphones, and...

Grand Theft Childhood: The Surprising Truth About Violent Video Games and

Grand Theft Childhood: The Surprising Truth About Violent Video Games and
by Dr. Lawrence Kutner (Author), Dr. Cheryl Olson (Author)


Listening to pundits and politicians, you'd think that the relationship between violent video games and aggressive behavior in children is clear. Children who play violent video games are more likely to be socially isolated and have poor interpersonal skills. Violent games can trigger real-world violence. The best way to protect our kids is to keep them away from games such as Grand Theft Auto that are rated M for Mature. Right? Wrong. In fact, many parents are worried about the wrong things! In 2004, Lawrence Kutner, PhD, and Cheryl K. Olson, ScD, cofounders and directors of the Harvard Medical School Center for Mental Health and Media, began a $1.5 million federally funded study on the effects of video games. In contrast to previous research, their study focused on real children and...

Asking for It: The Alarming Rise of Rape Culture--and What We Can Do about It

Asking for It: The Alarming Rise of Rape Culture--and What We Can Do about It
by Kate Harding (Author)


Every seven minutes, someone in America commits a rape. And whether that's a football star, beloved celebrity, elected official, member of the clergy, or just an average Joe (or Joanna), there's probably a community eager to make excuses for that person.

In Asking for It, Kate Harding combines in-depth research with an in-your-face voice to make the case that twenty-first-century America supports rapists more effectively than it supports victims. Drawing on real-world examples of what feminists call "rape culture"—from politicos' revealing gaffes to institutional failures in higher education and the military—Harding offers ideas and suggestions for how we, as a society, can take sexual violence much more seriously without compromising the rights of the...

Boys Adrift: The Five Factors Driving the Growing Epidemic of Unmotivated Boys and Underachieving Young Men

Boys Adrift: The Five Factors Driving the Growing Epidemic of Unmotivated Boys and Underachieving Young Men
by Leonard Sax (Author)


Something scary is happening to boys today. From kindergarten to college, American boys are, on average, less resilient and less ambitious than they were a mere twenty years ago. The gender gap in college attendance and graduation rates has widened dramatically. While Emily is working hard at school and getting A’s, her brother Justin is goofing off. He’s more concerned about getting to the next level in his videogame than about finishing his homework. Now, Dr. Leonard Sax delves into the scientific literature and draws on more than twenty years of clinical experience to explain why boys and young men are failing in school and disengaged at home. He shows how social, cultural, and biological factors have created an environment that is literally toxic to boys. He also presents...

Video Games and Learning: Teaching and Participatory Culture in the Digital Age (Technology, Education--Connections)

Video Games and Learning: Teaching and Participatory Culture in the Digital Age (Technology, Education--Connections)
by Kurt Squire (Author)


Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the ''gamer generation?'' This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analysis of games, games cultures, and educational game design. Building on over 10 years of research, Kurt Squire tells the story of the emerging field of immersive digitally mediated learning environments (or games) and outlines the future of education.

Barron's AP Psychology, 6th Edition

Barron's AP Psychology, 6th Edition
by Allyson J. Weseley Ed.D. (Author), Robert McEntarffer (Author)


This updated manual offers detailed preparation for the AP Psychology exam and includes:

Updated content and test questions based on the most recent version of the AP Psychology course objectivesThree full-length exams--one diagnostic test and two full-length practice testsAll test questions answered and explainedA review of all AP test topics, including research methods, the biological basis of behavior, sensation and perception, states of consciousness, learning, cognition, personality, and treatment of disordersAn abnormal psychology chapter completely overhauled to reflect the latest changes to the DSMFifteen additional multiple-choice practice questions for each unit with explained answersAn analysis of the test's essay section with a sample annotated essay

The manual...

© 2015 BrightSurf.com