Tag Archives: correlation is not causation

Leaders: don’t waste money on violent-game studies

Dear President Obama,

This month, you said two things: First, that you asked Congress to allocate $10 million to the Centers for Disease Control to study the “the relationship between video games, media images and violence.” Second, that “We won’t be able to stop every violent act, but if there is even one thing that we can do to prevent any of these events, we have a deep obligation, all of us, to try.”

That’s why I’m writing to you today. I’m not an avid player of video games. I don’t work in the game industry. I’m a journalist, writer and mom who has spent the past several years reading and writing about the relationship between kids, violent video games, and real-life violence. So far, what I’ve learned is that there isn’t one.

Yes, there are hundreds of studies, particularly from researchers Craig Anderson, Brad Bushman, and Doug Gentile, suggesting there may be a link between playing violent video games and short-term aggressive behavior immediately after switching off the game. But they haven’t been able to show that video games _cause_ that behavior, or that post-game aggression translates into violent acts later on. Some people are amped up after playing a particularly intense game of football, too, but we haven’t spent millions of dollars researching whether it makes kids bring guns to school.

If you dig deep into each of these researchers’ studies, they say as much.

There are other studies that reveal the positive influences of these games. For example, two studies from Ohio State University researchers David Ewoldsen and John Velez showed that when kids play violent games cooperatively – as many do – they come out of the games feeling pretty good. Canadian researcher Jayne Gackenbach has shown that playing violent video games can help soldiers overcome nightmares induced by the traumas of war, an outcome that seems like it could apply to other gamers trying to make sense of our violent world overall.

In Somalia, video-game-play is on the rise, and many parents are glad, because it’s keeping their kids off the dangerous streets. That’s also true at home: University of Texas at Arlington researcher Michael Ward found that in towns with more video-game retailers, juveniles commit fewer violent crimes – because they’re too busy playing to get into trouble.

By far the best text on the benefits of violent games and aggressive play for kids is Gerard Jones’ book “Killing Monsters.” I interviewed Jones in 2011 for a Wired.com article on why violent video games are good for teens, written at the time the Supreme Court voted against a ban on the sale of these games to minors. He said:

“For the world of adolescents, [reality has] mostly gotten more stressful and bleaker,” he said, citing the dire economy, stressed-out parents, the increasing demands of public education and two lengthy wars in the Middle East. “This is not a cheerful time to be coming of age in America. The need for escape, the need for fantasies of potency, and the need for a community of peers is greater than it’s been in a long time.” He has said, in other moments, that we cannot expect teens to accept forms of entertainment that have been sanitized of the violence they know exists around them every day.

However, one of the most important sources of information on the relationship between violent video games and young players is the players themselves. As a nation we have spent far too much time studying the supposed affects of games on gamers, and almost no time asking gamers questions about why they enjoy them. If you ask, they will tell you that they love the escape, the chance to explore violent ideas safely and without hurting anybody, the opportunity to play the hero, and much more. I interviewed and surveyed dozens of young gamers for a book I wrote for parents – a book that, given our current cultural climate, I believe parents need more than ever, but unfortunately has found almost no support in the publishing world.

So far, Congress has been smart, vetoing just about every bill that proposes a study of violent video games and young players. To start spending money now on such studies would be a tremendous waste of money that could be put to more productive use, such as providing more mental-health support for violent teens and their struggling families. If Congress does wind up putting money into video-game studies, however, please make sure those studies look at the potential benefits of violent games, not just our preconceived notions of harm, which hundreds of studies have already failed to support.

Thank you.

28 percent blame games for Sandy Hook. Sort of.


A memorial to Sandy Hook. Photo by Flickr user NorthEndWaterfront.com.

With all this talk of violent video games, it’s about time someone asked the real experts — random newspaper readers — whether games cause mass shootings like Sandy Hook. Thank goodness NJ.com did.

The poll headline asks, “Do you blame video games, movies for tragedies like Newtown shooting?” But the actual poll asked something different: “Will you limit violent content for your kids?”

28.4 percent said: “Yes. I returned video games on my kids’ holiday gift list and talked to them about violence.”

A sensible 57.7 percent said: “No. There is no link between entertainment and kids behavior.”

And another 14 percent said: “I don’t think movies are to blame, but I will try anything to end violence,” which is about like saying “yes,” considering that the end result is the same: people getting rid of video games because of the shooting, even though there’s no link between the two.

People are entitled to get rid of things in their own homes they think are harmful if they want to, but it’s too bad they’re going on misguided science and gut instincts, rather than actual facts.

Don’t even get me started on the drive to destroy violent games in Connecticut. Actually, do; I’ll have more on that plan later this week.

Violent games didn’t cause Sandy Hook shooting


Did Call of Duty make Adam Lanza kill? Not likely.

I don’t know if this seems fishy to anyone else, but over the weekend, politicians and the press began speculating that violent video games must have had something to do with the Sandy Hook Elementary shooting. For example, you had Connecticut’s own senator, Joe Lieberman, saying things like, “Very often these young men have an almost hypnotic involvement in some form of violence in our entertainment culture – particularly violent video games. And then they obtain guns and become not just troubled young men but mass murderers.”

That’s not the fishy part. Well, okay it is, but it gets fishier: a few days later, the UK’s oh-so-reputable Sun unearthed a plumber who swears that shooter Adam Lanza played Call of Duty for hours every day. I don’t even know where to start.

It’s hard to imagine how a plumber could have a good window into someone’s behavior over time, unless for some reason he lived in the Lanza home. So there’s that.

Let’s say, for the sake of argument, that Lanza did play the game. Then there’s the fact that more than 55 million people play Call of Duty. Sure, Anders Breivik also played Call of Duty. I bet both Anders Breivik and Adam Lanza also ate toast, or wore pants, or saw The Sound of Music. In other words, this is a pastime so common that it can’t be linked to any particular sort of behavior. All sorts of people play Call of Duty. It has wide, massive appeal. One or two of them is potentially going to go off the deep end in ways we couldn’t have predicted. Their gaming habits aren’t relevant.

This week, the Internet has been awash with writeups arguing that video games did — or didn’t — lend a hand in the Sandy Hook shooting. I’m not going to go through them exhaustively, but you can check them out on the Backward Messages Pinterest boards. I do want to call two pieces of news and commentary to your attention.

In the first, Sen. Jay Rockefeller (D-W.Va.) has introduced a bill to study the impact of violent video games on children. What a complete waste of taxpayer money. We’ve had dozens, even hundreds of studies — and even those that suggest a correlation between violent video games and aggression a) cannot prove that games lead to actual violence, b) only rarely show any verifiable link at all, and c) can’t prove whether it’s players’ need for an aggressive outlet which draw them to the games, rather than the games leading to aggression. Visit this blog’s video-games category to see articles on many of these studies.

In the second, the Washington Post looked at video games and gun violence in 10 countries and found, basically, “that countries where video games are popular also tend to be some of the world’s safest (probably because these countries are stable and developed, not because they have video games). And we also have learned, once again, that America’s rate of firearm-related homicides is extremely high for the developed world.”

A decade ago, studies showed that mass shooters tended to be kids who played video games less than average. Now that pretty much everyone plays a video game now and then — much more so than 10 or 20 years ago — it’s probably safe to say that these killers do play. But again, gaming is now so common that it’s akin to watching television or blockbuster movies; you just can’t say that engaging in it will lead to any specific outcome. And you can’t use one violent act to justify taking games away from the millions and millions of people who enjoy them safely.

In fact, it’s likely that Lanza enjoyed them safely, too. It’s likely that his gaming had nothing to do with his crime. It’s also likely that something in his mind went awry, and the fact that his mom trained him to shoot gunsnot the fact that he’d played a shooter video game — gave him the means to act on his brain’s break with reality.

Can’t we make up our minds about video games?


Video games are bad for kids. No, wait, they’re not. Who’s right? Photo by Flickr user sean dreilinger.

It’s 2012, and video games have been with us for almost 40 years. Kids of all ages have been playing them for that entire time. If video games were going to cause massive changes in the behavior or psychology of young gamers, we’d know about it by now.

And yet there are large chunks of society that cling tightly to the idea that video games — violent video games in particular — are bad for kids. Take, for example, a recent article on Wired.com that asks, “Do Violent Video Games Make Kids More Violent?” In it, GeekMom writer Andrea Schwalm writes about appearing on Al Jazeera’s The Stream on the topic of kids and gaming. The show focused, specifically, on Call of Duty: Black Ops II, of which she writes:

While my teenaged sons do play some M-rated games (currently, Halo 4 and Dishonored are in heavy weekend rotation), I wasn’t familiar with the Call of Duty franchise. After watching some YouTube clips of the game online, I wondered, “Is this how foreign countries think American children spend all of their free time?”

And yet, as the host of The Stream pointed out, the truth is, the game sold $500 million in its’ first 24 hours, was a trending topic on Twitter, and is played by children. If you look at the incarceration rates in America, it seems a legitimate question: does the ubiquity of video game violence beget real-life violence?

This is the kind of ridiculous logic that sends so many people down the wrong rabbit hole. The main problem here is, she doesn’t explain who is being incarcerated — if she took a look, she would realize it isn’t kids. America’s hefty incarceration rate, in large part, is due to the massive “War on Drugs” as well as the disproportionate number of minorities being jailed; it isn’t gamer teens winding up behind bars.

Fortunately, she turns to Doug Gentile. Now, I haven’t agreed with Gentile much on this site, but there are moments where I think he’s on the right track, moments where he puts his findings in broader context, and I’m glad to see at least one mom listening:

The only way that anyone does something seriously violent is if they have multiple risk factors and limited protective factors for violent behavior, and thankfully most of our children have a great many protective factors, can consume a lot of violent video games, and still never do anything violent.

Slightly more logical is a recent Kotaku piece from Phil Owen, which asks, “Do Video Games Make Depression Worse?” Owen also turns to Gentile who, after conducting a study on just that topic — and finding evidence that video games were indeed somehow making his test subjects’ depression worse — actually argued that it’s more complex than his results would suggest:

“I don’t really think [the depression] is following. I think it’s truly comorbid. … As you get more depressed you retreat more into games, which doesn’t help, because it doesn’t actually solve the problem. It doesn’t help your depression, so your depression gets worse, so you play more games, so your depression gets worse, etc. It becomes a negative spiral.”

Still, we can’t listen to the All-Doug-Gentile-All-The-Time Channel, can we? Thankfully, we also have the International Society for Research on Aggression releasing studies that show exposure to violent media increases the risk of aggressive behavior. (Oh, wait, Gentile is on the commission.)

This is one of those times when researchers look at the existing research and cobble it together to come up with some kind of meta-finding. The problem is, most of the research to date has been slanted in the negative direction — that is, it finds some relationship between violent video games and youth aggression, but that’s because it’s what society and researchers wanted to find, and because the research showing no such links — or showing violent games’ upsides — is just beginning to catch up.

IRSA chair Craig Anderson said, “Having such a clear statement by an unbiased, international scientific group should be very helpful to a number of child advocacy groups.” But any group that includes Anderson and Gentile — whose work overwhelmingly supports the violent-game/aggression theory — can’t be called “unbiased.” Sorry, guys.

So why is all this attention focused on video games? Has the sexuality and violence vanished from blockbuster movies, television shows, or young-adult fiction? Hardly. But for some reason, there’s little to no research — or public furor — focused on those old-hat forms of entertainment. Dan Houser, cofounder of Rockstar Games (home of the Grand Theft Auto franchise, among others), recently took note of video games’ pariah status in a recent Guardian interview highlighted on Kotaku:

“We never felt that we were being attacked for the content, we were being attacked for the medium, which felt a little unfair. If all of this stuff had been put into a book or a movie, people wouldn’t have blinked an eye.”

But it isn’t all doom and gloom. Plenty of people see the good in violent video games, or at least the harmlessness.

If violent video games — first-person shooters, say — are such lousy influences, then how are they capable of engendering sympathy? Jens Stober, a game designer and PhD student in Germany, is developing a video game in which players can assume the roles of Australian border guards or foreign refugees. Stober has written other border-centered games, such as “1378,” in which players can assume the roles of border guards or refugees fleeing East German communists. In that game, the guards can shoot fugitives, which earned Stober death threats.

But, as with many games, it’s all in the eye of the beholder:

[Stober] claims [the games] actually penalise players for shooting, and that the main aim is to educate people about political issues using game mechanics.

“You can have a gun, you can use it, but if you use it you will lose points and lose the game,” he says.

The players who are refugees must cooperate to evade the border guards while the guards try to arrest them. Along the way, the game dishes out educational factoids designed to provoke deeper thought about the issues.

Another recent article, by Brian Hampel for Kansas State University’s The Collegian, makes quite a different case for violent video games and society as a whole: he argues that our media is so violent because, well, we just like violence: “Popular culture isn’t a thermostat that dictates our tastes and trends; it’s a thermometer that shows us tastes and trends that already exist in the cultural zeitgeist,” he writes.

But his conclusions come quite close to things I’ve said at Backward Messages before, so I’d like to close with them:

It turns out that the real [culprits] behind youth violence are depression, delinquent peer association and negative relationships with adults. Who would have guessed?

You wouldn’t know it from watching news networks’ coverage of school shootings, but it’s true. Not only is violence not caused by the media, but it’s also in decline. I guess it’s easy to get the impression that we’re violent by watching the news, which could very well be the most violent medium of all.

Do video games make teens aggressive, or do aggressive teens like aggressive games?


A new study finds that teens who play violent video games are more aggressive than those who don’t. Or does it? Photo by Flickr User soleface23.

A new longitudinal study of 1,492 teens at eight high schools in Canada looks at those who play violent video games regularly, and those who don’t, and asks them questions about their behavior. Here’s what Brock University researchers Teena Willoughby, Paul Adachi, and Marie Good say they found:

Sustained violent video game play was significantly related to steeper increases in adolescents’ trajectory of aggressive behavior over time. Moreover, greater violent video game play predicted higher levels of aggression over time, after controlling for previous levels of aggression, supporting the socialization hypothesis. In contrast, no support was found for the selection hypothesis. Nonviolent video game play also did not predict higher levels of aggressive behavior over time.

Right now, there’s no way to access the full study without paying for it, and the writeups in the Telegraph and Kotaku don’t shed a lot of light on the study’s details. Importantly, though, Kotaku did ask:

However, the study leaves open the distinction between correlation and causation. Publicly available materials leave unclear in which direction the link might actually go: do the games cause teenagers to act aggressively, or are teenagers with aggressive dispositions more likely also to play violent games?

(In that light, it’s important to note that the Telegraph’s headline, “Violent video games make teenagers more aggressive, study finds/Teenagers who play violent video games over a number of years become more aggressive towards other people as a result, a new study has found” is misleading.)

At any rate, I do wonder how this study went down, and that’s partly because I’m familiar with the work of Jonathan Freeman. In his book Media Violence and Its Effect on Aggression: Assessing the Scientific Evidence, he points out that when study subjects are given permission to be more aggressive, they are more likely to be. (If you click through to that link, you can see some examples of what he’s talking about.)

Now, not all the kids in the Brock study were aggressive. The researchers found that only the teens playing violent video games became more aggressive; the ones playing nonviolent games weren’t aggressive. But here’s the thing: did the kids know what was being studied? Do they know, by now, that many people think violent video games make you violent? If so, wouldn’t that seem like a kind of permission, at least to a teenager? At the very least, maybe they are unconsciously living up to some kind of expectation.

It’s also a concern that kids are self-reporting their actions, without any objective measure to back up what they’re saying. Maybe those who play violent games are more comfortable with aggressive behavior, and with reporting it. Or maybe they think it’s cool, so they brag about little incidents, or exaggerate and say they were aggressive when they weren’t. Teens are trustworthy plenty of the time, but there could be enough in a study like this, who may not take it seriously, to skew the results.

Or, as Kotaku points out, it may simply be that kids who are more aggressive in general are also drawn to video games where aggression is okay. Which brings us to another question: How much more aggressive are aggressive kids who don’t play violent video games? That’s worth studying, too.

By the way, Backward Messages may be taking a little vacation over the next couple of weeks. I’ll post if I can, but things may not be back to normal until early November.

Is it video games — or just plain hormones — that make teens reckless drivers?


A new study finds that kids who play video games that “glorify” reckless driving are risky drivers in reality. What if it’s the other way around?

You can tell the universities are back in session, because suddenly video-game studies are hitting the news again. This time, a cadre of researchers at Dartmouth College, led by Jay G. Hull, looked at the relationship between gamers who play
video games that “that glorify reckless driving” and their real-life driving habits.

Over a four-year period, Hull and his team worked with 5,000 teens aged 14 to 18. Half of the teens said their parents let them play M-rated games; the others weren’t allowed. Once the kids turned 16 and were old enough to drive, the researchers asked about their behind-the-wheel behavior:

A quarter of them answered “yes” when asked if they engaged in any unsafe driving habits, the researchers said. By the final interview, 90 percent said they engaged in at least one unsafe driving habit, including speeding (78 percent), tailgating (26 percent), weaving in and out of traffic (26 percent), and running red lights (20 percent).

The study found that playing mature-rated, risk-glorifying games was associated with an increase in self-reported risky driving, as well as sensation seeking and rebelliousness — qualities measured by the teens’ rating of themselves with regard to such statements as “I like to do dangerous things” and “I get in trouble at school.” And higher rankings in thrill seeking and rebelliousness were directly linked to risky driving habits, car accidents and being stopped by police, according to a statement from the American Psychological Association (APA)

However, statistics from the AAA Foundation (PDF) show that teenage drivers — particularly males — are already the most aggressive drivers on the road:

When analyzed with respect to age, the proportion of fatal-crash-involved drivers for whom any potentially-aggressive actions were coded decreased steadily with increasing age from the teenage years through about age 60, before increasing again. For example, 58.8 percent of 16-year-old drivers, 35.3 percent of 35-year-old drivers, and 26.5 percent of 60-year-old drivers had any potentially-aggressive actions coded.

There are a number of possibilities here, very few of which play into the old Jack Thompson malarkey that blames Grand Theft Auto for everything that’s wrong with kids today. There is absolutely a subset of teens who engage in riskier behavior; when Jeffrey Jensen Arnett studied metal fans in the 1980s and 1990s, he found tons of them listening to heavy-metal music. But, as with metal, I suspect it’s that thrill-seeking teens love intense experiences, and seek out those experiences in fantasy — such as video games — as well as reality.

In other words, it could be the love of risk that makes kids interested in high-stakes driving games — not the other way around. And, as long as these kids are playing out their wishes on the screen, they’re not engaging them behind the wheel, an option that keeps them much safer in the long run.

I’d also like to see some side-by-side driving statistics for teens who play these games and teens who don’t. I suspect they’re actually much more similar than Hull found — and that the problem is adolescence and hormones, not video games.

But Hull doesn’t think so. In fact, he takes it to a very slippery-slope place:

“Playing these kinds of video games could also result in these adolescents developing personalities that reflect the risk-taking, rebellious characters they enact in the games and that could have broader consequences that apply to other risky behaviors such as drinking and smoking.”

All right, readers: do you play games where reckless driving is rewarded? Why do you like such games? Does it influence your real-life driving? How so?

Here’s some “interfaith” violent-video-game fearmongering for you — happy holidays!


Should the absence of good science be reason enough to keep kids from playing violent video games? Photo by Flickr user scottfidd.

Just in time for holiday gift-unwrapping, two members of the Interfaith Social Justice Committee for Temple Emanu-El and St. Martha Catholic Church — in Sarasota, Florida — have penned a scaremongering editorial urging parents to keep kids from violent video games at all costs: “Do not purchase them, return those received as gifts, destroy or give away any currently owned; and deny the right to play them wherever you live.”

I’ve spent a lot of time on this blog scanning the studies that suggest both positive and negative consequences from playing violent video games. Most recently, I looked at a Swedish study that said, decisively, the jury’s still out on violent gaming and its effect (if any) on young people. So why do Frank Schaal and John McGruder say parents should keep their kids from video games at all costs?

Well, they start with throwing science and reason right out the window:

More detailed studies of video games and their psychological effects are warranted, but as responsible adults, can we afford to wait? There may be no more causal relationship between violent video games and aggressive behavior than there was between a moral crisis and the hip gyrations of Elvis in the 1950s; then again, 1950s research about cigarettes was also inconclusive.

That’s … sort of a good point. But their missive goes quickly downhill from there:

We know these facts: Award-winning video games such as “Grand Theft Auto,” thrive on murder, theft and destruction. Gamers increase their chances of winning by making a virtual visit to a prostitute who can be subsequently mugged.

… Actually, that isn’t true. It’s true that GTA allows you to do this, if you choose, but it isn’t required to do so in order to advance the game. In the scenario they describe, you break even at best; prostitutes in GTA, as in real life, cost money. (And let’s not even get into the idea that visiting a sex worker is somehow wrong. It’s illegal, yes, but that’s another matter.)

And high school students who committed mass murders were heavy gamers; some even customized the game “Doom” to eerily match the crimes they committed.

… That’s also not true. According to the Secret Service, “Only 1 in 8 school shooters showed any interest in violent video games; only 1 in 4 liked violent movies.” In fact, school shooters are much less interested in video games and violent video games than their peers. At least one study has suggested that juvenile criminals might be less likely to harm people if they’re busy playing video games instead, getting their aggressions out virtually rather than in reality.

Schall and McGruder cap their nonsense with this frightening line of argument:

The consequences of this pollution contribute to the degeneration of society. Bullying, fighting, gang warfare, and other aggressive crimes, including murder, are committed by young people, concomitantly spreading destruction and devaluing the gifts of life and freedom. Inevitably, many youths are incarcerated, often with long sentences and always with life-altering ramifications. In Florida alone, close to 100 men are now serving life sentences without parole for crimes committed when they were young.

While it’s true that juveniles are going to prison for crimes they committed, there’s still no evidence that it’s video games that put them there. For those who did enjoy a game or two, there were many other factors — from upbringing and trauma to mental health and desperation — that were much more prominent in these criminals’ lives. Even teen-killer “expert” Phil Chalmers — who thinks video games do contribute to delinquency — says it’s one factor among many.

So, no, parents don’t need to worry. They don’t need to start burning video games like they’re books or records. They can let their kids play games, keep an eye on them, and relax.

Study: it’s probably not the violent video games making your kid aggressive


A new Swedish study finds no reason to blame video games for kids’ anger and aggression. Photo by Flickr user mdanys.

Those Swedes sure do things differently, what with the neutrality and the guaranteed school placement for young kids and the crappy science top-ranked science programs.

Maybe that explains how they looked at the same research that led American scientists to believe video games are harmful to kids, and come out with the completely opposite conclusion.

Here’s what happened: the Swedish Media Council looked at more than 100 studies of kids, violent video games, and aggression published between 2000 and 2011. At first blush, their findings look the same: they found a statistically significant link between violent gaming and aggressive behavior.

However, they don’t think the games have anything to do with the behavior:

Many of the studies use different methods to measure aggression, many of which lack a clear connection to violent behaviour.

In addition, a great deal of the research exploring causal links between violent computer games and aggressive behaviour “suffer from serious methodological deficiencies” and don’t provide sufficient evidence to establish a causal relationship.

The few studies that have attempted to examine other causes of aggression found that factors, such as poor physical health or family problems, can explain both violent behaviour and a propensity to play violent computer games.

(Emphasis mine.)

According to a statement from the council, “there is no evidence that violent computer games cause aggressive behaviour … If research can’t provide any simple answers about how games make children aggressive, perhaps we adults should stop judging the games children play based on whether they are violent or not.”

Those wacky Swedes. Who’s going to believe that, right?

I’d love to do a more detailed analysis of the study (PDF) and its methodology, but unfortunately, I don’t speak Swedish. And, admittedly, I am skeptical of studies-of-other-studies because I feel as though they can replicate the same biases of the original studies. In this case, that doesn’t seem to have happened.

So, who is the Swedish Media Council, then? In America, a group like that would be an independent firm, maybe something like Common Sense Media (which, by the way, has come out against violent video games for kids.) “The Swedish Media Council is a center for information on children and young people’s use of media such as the Internet, computer games, film, and TV. The Media Council is part of the Swedish Government’s Ministry of Culture and located in Stockholm.”

So they’re a government-funded agency. And they’re saying violent video games don’t hurt kids. And the folks saying this come from a country that puts some of the biggest emphasis on science, research, and innovation in the world.

I dunno. Should we believe them?

Shocking study makes teen gamers gamble, finds that their brains similar to gamblers’!


Ghent University researchers studied teen gamers’ brains — and compared them to gamblers’. Photo by Flickr user eyeSPIVE.

In dozens of studies, scientists have speculated about what’s going on in kids’ brains when they are playing video games. Numerous studies have attempted to give us this information, but with no solid results. Recently, researchers at Ghent University in Belgium took a direct approach: they rounded up 154 14-year-olds who play video games, and put them in an MRI machine to check things out.

What they found was interesting: teens who play plenty of video games have an enlarged portion of their brain associated with rewards. This portion, called the ventral striatum, is also often larger in gamblers and others who engage in compulsive behavior.

Of course, we don’t know for sure whether playing video games enlarges this part of the brain, or whether people whose brains are more developed in this area tend to gravitate toward gaming. To find that out, you’d have to take a bunch of non-gamers, make them play video games for years, and see if that portion of their brain got bigger. And it’s hard to get permission from parents to subject kids to potentially brain-altering activities. In a scientific context, anyway.

You would think that during such a study, the scientists would put kids in the MRI machine while they were playing video games to track, you know, how their brains looked.

They didn’t. They had the kids play two games in which they made bets on certain outcomes. In other words, they made them gamble.

So they started with the idea that video gaming might be somehow related to addiction or compulsive behavior, similar to gambling. They picked a bunch of kids who play video games, made them gamble, and — lo and behold — found that their brains were like gamblers’ brains!

Anyone else see the problem here?

Then you get headlines like:

“Children who love video games have brains like gamblers.”

“Study: Video games may change brain”

At least the LA Times didn’t join in the hysteria: “Frequent gamers have brain differences, study finds.” There, was that so hard?

What are parents to think, reading these headlines? They probably picture their kids pulling the lever on a slot machine or doubling down at the poker table, losing everything they have. But there are so many other studies suggesting the benefits of video games — and then there are the numerous stories from players themselves. Do gamblers talk endlessly about how gambling saved their lives? Some might. But it seems unfair to compare the two pastimes, even if there are a few similarities there. It’s certainly unfair to study gamers’ brains — but make them gamble while you do it.

Until we study their brains while they are playing video games, we aren’t getting anywhere.

Study: heavy metal makes you suicidal, after all


In 1990, Judas Priest was sued for allegedly inspiring the suicides of two teen fans. They were cleared of all charges. Was the judge wrong? Photo by Flickr user Fernando Catalina Landa.

By now, the old moral panic over heavy metal and suicidal behavior is so old-hat that it’s almost laughable, right? Bands like Judas Priest and Ozzy Osbourne were taken to court over allegations that their music had inspired suicide attempts among fans, but the judges in those cases found them innocent of all charges. Heavy-metal researchers like Jeffrey Jensen Arnett have gone deep into the subculture to find out why some kids love metal so much — and found that the music provides solace for all kinds of listeners. Sure, depression, suicide, and dark music sometimes go hand in hand, but it’s usually the depression that came first.

Not so fast, according to University of Melbourne researcher Katrina McFerran. She has just published a new study claiming heavy metal causes depression and suicidal feelings in listeners. (Editor’s note: the link to the news item about the study lists it as number 666! Coincidence?) Since the actual study appears to be unavailable, we’re going to just have to go on what it says in the press release:

“The mp3 revolution means that young people are accessing music more than ever before and it’s not uncommon for some to listen to music for seven or eight hours a day,” she said.

“Most young people listen to a range of music in positive ways; to block out crowds, to lift their mood or to give them energy when exercising, but young people at risk of depression are more likely to be listening to music, particularly heavy metal music, in a negative way.

“Examples of this are when someone listens to the same song or album of heavy metal music over and over again and doesn’t listen to anything else. They do this to isolate themselves or escape from reality.

“If this behavior continues over a period of time then it might indicate that this young person is suffering from depression or anxiety, and at worst, might suggest suicidal tendencies.”

Whenever I like a song — whether it’s a heavy metal song or not — I do tend to listen to it a lot. I think this is pretty normal among people who passionate about music (as opposed to folks who simply have a passing interest in it). I clearly remember listening to Duran Duran’s “Save A Prayer” and Cyndi Lauper’s “Time After Time” on endless loop. And, yes, I’ve done this with plenty of heavy-metal songs, too. It wasn’t to block anything out. It was because the song touched me.

Now, McFerran may have a point. Some kids who are already depressed may also listen to the same piece of music over and over, to find comfort in it. But she suggests that this behavior on its own is worrisome and might mean a kid is at risk of suicide. There are already well established warning signs of teen suicide, and “listening to heavy metal on endless loop” isn’t one of them. Generally, people listen to music to make them feel better. Even if it doesn’t seem on the surface that they feel better, it’s keeping them from feeling worse, and that’s an important distinction.

What I’m getting at is: there may be a correlation between depression, suicidal feelings, and love of heavy metal (although fans of any kind of music are certainly susceptible), but that correlation doesn’t suggest that heavy metal is causing those feelings — or that it’s making them worse. But McFerran is suggesting it does, and that’s like suggesting Bic Macs cause bank robberies simply because some bank robbers have eaten them every day for several weeks. (If anything could be said for such eating habits, you could say it causes you to make documentaries. Right?)

At any rate, I suspect McFerran is seeing things a bit backwards — and putting out information that might frighten, rather than assist, parents.