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I wish I had time to read the whole post, but I don't. However, I at least want to congratulate you on your prize for your essay! I was very impressed by the essay when it appeared and have been following your blog ever since!

I just wanted to say I love this blog! I found it while researching a paper, and it has yet to disappoint. OK, it's only been about two weeks, but still.

On a more serious note, it is important to distinguish between different types of video games -- violent versus non-violent, individual versus multiplayer -- and also the length of engagement a player has with games in general. Casual players likely respond differently than more intense players.

Also, while brain imaging information is interesting, a chemical or biological response doesn't necessarily always translate into violent or antisocial behaviors.

Though this may fall in your "popular treatment" category, there is a body of literature on how many of these studies are self-selecting, i.e. kids tending towards violence choose to play violent video games, and that this type of play is cathartic, taking the place of rough and tumble games which young boys are rarely allowed to engage in anymore. I suspect you are aware of Steven Johnson's book "Everything bad is good for you"..?

Thank you for the mention of the 'mean world' syndrome; it sounds fascinating.

Hi, MW: You're right to bring up the question of self-selection. If researchers failed to account for it, their attempts to incriminate video games would be deeply flawed. Craig A. Anderson, however, did control for the child's general level of aggression (and for gender, which is a rough proxy for it) in analyzing the results of his data, and still found that violent video games increased aggressivity.

In "Children, Adolescence, and Media Violence" (see above for link), Steven J. Kirsh takes up the "catharsis" theory, that is, the notion that violent media allow children to vent safely their aggressive impulses. Verdict: "For the last fifty years, not only has research consistently failed to empirically support the catharsis effect, but frequently the opposite effect has been found." In other words, research shows that exposure to violent media tends to promote aggressive behavior rather than serve as a safe outlet for aggressive impulses.

As for brain imaging studies, they should indeed be taken with a grain of salt right now, because the field is quite young, and the equipment is so expensive that the sample sizes are usually quite small. But it holds promise, and I think there's some value in the clues that they provide, though I wouldn't value them as highly as, say, Anderson's results.

I am aware of Steven Johnson's book. It's entertaining, but I don't think it should be taken too seriously. In an afterword, Johnson himself admits that he made little attempt to engage with the empirical evidence. In his defense, there was even less when he wrote his book than when I wrote my article.

But on the few occasions that Johnson does try to produce evidence, he stumbles quite badly. In an end note, for example, he tries to support his claim that sophistication in television spurred a rise in intelligence by pointing to fluctuations in average verbal SAT scores. Unfortunately, average SAT scores can't be used to show trends in average intelligence, because the group of students who take the SAT varies from year to year, depending on the economy. To put it crudely, when the economy is doing well, more parents from middling socioeconomic backgrounds can afford to send their children to the fancy colleges that require the SAT. When times are flush, therefore, the SAT goes down. And when the economy contracts, only the children of the wealthy take the test, so the average score goes up.

More important: The best way to test Johnson's theory would NOT be to see whether average intelligence rose or fell at the same time that video games and TV shows grew more sophisticated. Even if you found that they did, you would only have found a coincidence. The best way would be to take two groups of children, see to it that one group watched more TV and played more video games than the other, and then look at their academic performance over the next decade or so. That would prove or disprove causation. But it would be immoral to experiment like that on children, so the best we can hope for is correlation. That is, we can survey children on their current media habits and see how their academic performance fares. Many people have done such studies, and almost all the evidence suggests that entertainment television degrades intellectual performance. So Johnson's out of luck there. I only know of a handful of studies into correlations between video games and academic performance (they're listed immediately above), but they don't support Johnson's thesis either.

Johnson would probably say that he's only arguing on behalf of superior television and video games, not the bad and crude kinds. But I think he's wildly overestimating the superiority of superior TV shows. To give an example: He boasts at one point in Everything Bad Is Good for You of how the TV show ER "doesn't talk down to its audience," and he praises its "willingness to immerse the audience in information that most viewers won't understand." To prove his point, he quotes at length a passage where a patient is said to be slipping into a "glucyna coma" and is diagnosed as having "peder permadicis." He writes that "the ratio of medical jargon to layperson translation is remarkably high," and he seems to be arguing that ER is deploying what in literary studies is sometimes called "the reality effect"—the unmotivated detail whose purpose is to bring to the audience some of the flavor of the real world's complexity and stubbornness.

The somewhat embarrassing fact, however, is that ER was doing no such thing. Johnson jokes about having to watch the show "with a medical dictionary in hand," but in fact a medical dictionary would be no use in explaining "peder permadicis" or "glucyna coma." That's because they aren't real medical terms at all. They aren't a sign that television has expanded to take in complex and detailed information about the real world. Rather, they're a sign that television thinks so little of its audience that it counts on their failure to distinguish real medical terms from gobbledygook. And indeed, Johnson himself gives no sign of having known that the terms aren't real. That's somewhat surprising, because medical vocabulary draws on a fairly limited set of Greek and Latin roots, and it's easy to tell that these are fake. The "dilithium crystals" of Star Trek sound much more plausible.

I can tell you now that I have worked as a video games programmer,. I'm pretty much a psychopath wanted on 2 planets,.. that one and the other one

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