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Ten year study: No link between violent video games and aggressive behavior

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Re: Ten year study: No link between violent video games and aggressive behavior

#561

Earlier quoted context omitted.

Yes it's mostly deaths related to suicide. With a few domestic homicides or children playing with weapons. But suicide thoughts can happen to everyone, yourself in the future perhaps, or someone you care about and where you didn't see or ignored the signs. About USA: https://www.nytimes.com/2015/10/09/upshot/gun-deaths-are-mos... In France where weapons are relatively rare except for hunting : https://www.liberation.…

I think we should let the individual decide based on their own situation. Taking away the choice to own a gun for self defense, or suggesting in a blanket statement that people should sell their gun or make it inaccessible (useless for self defense), is not something I support. Maybe your perspective is different, and that's fine. That French page is not very useful - total numbers of firearm deaths is not as importa…

I understand your point. My perspective on having easily accessible firearms for self defense is different indeed, and is also related to the law where I live : weapons must be stored in an approved safe that is bolted to the house.

I think the main issue with firearms and suicide is the easyness and effectiveness. For sure someone very sick and determined may find other methods. I don't know if it's easy to compare suicide rates and weapons usage among various countries. Perhaps with fewer guns USA would get a lower suicide rate among males. Perhaps not.

So yes it's your choice. From my perspective, having a easily accessible gun is not worth the risk for me and my family considering the data and the likelyhood of needing a gun for self defense.

Re: Ten year study: No link between violent video games and aggressive behavior

#562
It's interesting that many games show violence but not many show suffering and pain. People just drop dead when shot. Quake 2 had very painful death animations for the weakest enemies. Games that want a PG16 rating need to remove blood splashes.

In most game, your shots don't hurt bystanders. There are no ricochets and usually no civilians. No one's running away, putting out fires, crying over dead bodies.

Re: Ten year study: No link between violent video games and aggressive behavior

#563

Earlier quoted context omitted.

I agree with you that zero tolerance is stupid and that victims should be able t fight back. But is there any evidence that bullying is more rampant than ever? All statistics I have seen point to kids being more well behaved, less violence, less drugs, fewer teen pregnancies ect.

I agree that most of those have been decreasing (yay!). Unfortunately, bullying is said to affect 1 in 4 students during their school careers, the highest it's ever been. https://www.tctimes.com/news/why-bullying-has-become-so-prev...

Ah that is sad to see.

Re: Ten year study: No link between violent video games and aggressive behavior

#564
post #291

Earlier quoted context omitted.

I think his point is that sex is a normal part of living whereas violence is generally not. For example, the last time I was in a real physical fight was in kindergarten. If I watch/play violent media, it can't affect the way I fight because I do not fight. Sex is something I might actually do though, so overexposure to twisted versions of it could actually color my real world experience. I still tend to think that m…

Once again, violence isn't a part of living? What world are you living in? Have you ever driven in traffic, seen someone arrested, paid your taxes? Violence is a part of life. May be shooting a gun isn't a part of life but violence is definitely a part of everyday life.

I live in the world of the average, law-abiding working man in the USA. Violence is not an every-day part of life for me or anyone I know. Unless you live in an extremely bad neighborhood or a third-world country, violence isn't part of every-day life.

And anyway, if actual physical violence is a daily or weekly occurrence, the supposed bad influence of video games is probably the least of your worries.

"Have you ever driven in traffic, seen someone arrested, PAID YOUR TAXES?" (emphasis mine)

What the heck are you talking about regarding taxes? Also, traffic accidents don't really count as "violence" in the context of this discussion. Arrests are something that generally happen for a reason, so again not a normal part of life for most people.

Re: Ten year study: No link between violent video games and aggressive behavior

#565

Earlier quoted context omitted.

I think we should let the individual decide based on their own situation. Taking away the choice to own a gun for self defense, or suggesting in a blanket statement that people should sell their gun or make it inaccessible (useless for self defense), is not something I support. Maybe your perspective is different, and that's fine. That French page is not very useful - total numbers of firearm deaths is not as importa…

I understand your point. My perspective on having easily accessible firearms for self defense is different indeed, and is also related to the law where I live : weapons must be stored in an approved safe that is bolted to the house. I think the main issue with firearms and suicide is the easyness and effectiveness. For sure someone very sick and determined may find other methods. I don't know if it's easy to compare…

And given the relatively low occurence of situations that would require a gun if you don't use it for sport, your choice seems rational and reasonable. I think you're also right about the sick people comment. The two people I know who committed suicide were elderly and started experiencing alzheimer's. Their decisions seemed quite final. I suppose if I were in a similar situation, I would probably find it a rational decision, but I'm not sure if it would be reasonable.

I've heard the argument before (temporary idea and effective means), which probably is true of the non-terminally ill. I haven't seen any data supporting it so far. I've also haven't seen any definitive evidence against it, only suggestive stuff.

There are some states with restrictive gun laws that show a slight decrease, but others seem to be unaffected (continue to increase). Just as there were less restrictive states that show the same mixed behavior. (CDC data referenced by both sides)

One thing that I saw in the CDC data was that suicide rates have risen over the past 30 or so years for all states. Non-firearm suicides are 27% more common since the 80s, but it didn't look at why firearms are decreasing as a percentage. RAND says the number of homes with at least one firearm has stayed fairly consistent over that time (40% -/+ 5%). So it seems that there isn't a substantial reduction in suicides based solely on gun control laws, but it seems it's also impossible to say if the number would have been higher without those restrictions. The fact the ownership has stayed the same, but firearms are a lower percentage of suicide cases could just be demographic or preference issue, but we don't know.

One interesting thing I observed which I didn't see studies about (because both sides are focused on just confirming their positions on pro/anti gun policies) is the correlation between mental healthcare service ratings and suicide. This is just rough, but I found these two maps appearing to be more correlated than the gun ownership and suicide maps/studies. Just something I found interesting and would need an actual study to look into it.

https://www.mhanational.org/issues/ranking-states

https://www.cdc.gov/nchs/pressroom/sosmap/suicide-mortality/...

Re: Ten year study: No link between violent video games and aggressive behavior

#566

Earlier quoted context omitted.

Honestly I feel like the mainstream games industry is pretty chaste. A large part of the audience is younger, and it is their parents who are buying the games. You want something to be engaging, maybe even edgy, but not so edgy that mom and dad wouldn't want little johnny playing it. Part of the equation is that combat is interesting to simulate. It has clear rules ( live or die ), a lot of different ways you can twe…

GTA3, Vice, SA, 4, and 5 are chaste? Far Cry 3, 4, 5? Red Dead Redemption series? God Of War 1, 2, 3, Reboot? The Witcher series? Mass Effect series? Are you sure we're talking about the same game industry?

Compared to Midsommar, Audition, Texas Chainsaw Massacre, Antichrist, A Clockwork Orange, American History X, or The Human Centipede?

Yeah I would describe GTA as pretty tame compared to those movies some of which have broken through to the mainstream. The average horror movie is more violent and gruesome than even the worst we see from video games.

The Witcher and Mass Effect? Those are adult games with very lame sex scenes all of which are consensual. I don't see that as particularly scandalous.

Re: Ten year study: No link between violent video games and aggressive behavior

#567
post #530
post #425

Earlier quoted context omitted.

Yes. Total violence going down doesn't prove that violence from video games isn't going up.

Lets say the effect is 1 additional violent crime per 1000 gamers per year. With 2.4 billion gamers we should have seen increase by 2.4 million violent crimes per year in last few decades. It's very unlikely that data hides such an increase, especially given the fact that in different countries game adoption and crime follows slightly different curves so it should be possible to separate changes caused by other facto…

If the question is whether or not there is a high chance of someone committing a violent crime caused by playing video games, then you are correct. If the question is whether there is any causation link between violent video games and committing real life violence, then you need more data than what you are using.

We have roughly 380 violent crimes per 100k people each year in the US. Just to keep it simple, let's assume they are committed by unique people. Half of adults play video games and about half of those play violent video games. (Very rough numbers but the right ballpark.) So in 100k people, you have 25,000 who play violent games of some sort. Of those violent video games, if only a certain type can create violence, you may be looking at only 10,000 people or fewer (per 100k people) who are playing the games that could cause violence. It also seems likely that the ability to cause violence would be tied to genetic and environmental issues in the person playing the video games. On top of that, for the violence to manifest itself, the person would need to find themselves in a circumstance where it could manifest. (Being bullied at school, etc.)

It seems very likely that by the time everything that might have an impact on violence is considered, you might be only dealing with 1,000 people out of every 100k who would be in the at risk group. If the effect for the at risk group is very high, say 1 out of 1,000, you are talking about one more violent crime per 100,000 people.

It would seem that an increase like this could easily be hidden due to other programs to reduce crime like cleaning up lead pollution, or better training teachers to to identify at risk students.

(And please understand, I'm not saying that there is a link. Just pointing out how it would be likely to show up if there was.)

Re: Ten year study: No link between violent video games and aggressive behavior

#568

Earlier quoted context omitted.

I don't think it is the case that physical violence generally is okay in video games. For example, if you learned that someone played very realistic torture simulators you might feel uncomfortable about that, or about leaving your children with them. I think the idea is that guns and bombs and such are cool, and probably lots of people have the impulse to just let loose some destructive volley, blow something up, sho…

I take it you've never removed the ladder from your Sims pool after they hop in for a quick swim?

To be fair, I was like 10 years old back then!

Re: Ten year study: No link between violent video games and aggressive behavior

#569
post #80

I have noticed that many social science articles posted on Hacker News bring out critical comments about study design, doubts about the strength of the study's conclusions, that kind of thing. This submission, on the other hand, is a link to some kind of gaming news website, which links to an abstract for an article in a Cyberpsychology (?) journal which costs $60 to access, and there is widespread and uncritical agr…

Didn't we just have a HN about a depressing amount of food studies being sponsored by food conglomerates?

Here on the HackerNews, we have a lot of fretting about facebook manipulating the moods of people, the control of people by targeted social networking ads, and many other mind manipulations as a result of our media and (mis)information firehose society.

Yet we get to the effect of ultraviolent gun-worship games, and the reaction is swift to absolve them of any role in our society.

Still smells like "the preciousssss" undercurrent on pot legalization. Which I'm in favor of only because of the failures of the drug war, especially in destabilizing Mexico and Central America into narco mafia states.

America has radicalized around guns and gun violence, to the point they are religions. Sure, go ahead and say there are no effects from violent gun games, then go talk to your kids about the school shooting drills. Sure we can argue that gun manufacturers and partisan wedge politics have elevated gun worship and not 25 years of shooter games.

I get there aren't smoking gun game studies. But we are way far from the days of cartoon Doom.

Re: Ten year study: No link between violent video games and aggressive behavior

#570

I'm one of those people who is entirely bemused by violent videogames and films (I'm sure there are plenty of people who would be bemused by my pastimes too). I'm not trying to argue to stop anyone doing it, but I would really like to understand it better. Many video games are essentially simulators of things that we're prevented from doing in reality, because of the laws of nature or society. Whether that's dropping…

I think in general a taboo is something the majority of people cannot see themselves doing. If our civilization evolved in a way where you were rewarded for having as many children possible with as many partners as possible perhaps sexual violence would be a feature of video games.

One way to look at it is violence in video games is a mechanism for “completing a mission” (neutralize those preventing it), financial ends, or survival (whether your pursuers have good reason or not). Those things are tangentially related to our day to day lives but the farthest end of what most people might consider themselves capable of doing in pursuit of extreme success or survival. Plus, death is a normal part of life, so is death by force. It’s normalized in modern life.

But in terms of sexual violence, there’s no real world corollary of survival or prosperity mapped to something so heinous. The real life perpetrator feels some twisted satisfaction over another person, but that’s it. It doesn’t preserve an individuals life or advance their station in life. So it’s not relatable to the majority of folks, even in the deep parts of their mind on what they’d be realistically capable of doing to just live or survive.

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