Tag Archives: teens

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.

Chantel Garrett’s “Three Steps to Fix Our Mental Health System and Prevent Violence”


Brain images from people with schizophrenia. Photo by Flickr user http://www.cihr-irsc.gc.ca.

In the month since the shootings at Sandy Hook Elementary (which as far as we know, was not committed by someone with mental illness), I’ve been encouraged by how much of the conversation has been framed around mental health and the lack of services for those who need them. We saw that front-and-center with Liza Long’s powerful “I Am Adam Lanza’s Mother” post. We’ve seen it elsewhere, too. I want to call attention another such story today, because it makes great points about what’s missing and what society needs to do — not only to curb mass shootings, but also to help the many, many nonviolent people who struggle with mental illness daily but can’t get the help they need because it doesn’t exist or isn’t available to them.

Chantel Garrett wrote this piece about her brother, Max, who suffers from paranoid schizophrenia. In her article, she doesn’t just talk about how difficult it is for Max to stay afloat. She also offers concrete steps for repairing the system so that Max and others like him might hope for functional, fulfilling lives.

Mostly, I want to let Garrett do the talking here, because she does it well:

2) Change the law to more easily help an adult loved one get involuntary care when they desperately need it – before anyone gets hurt.

We must begin to fill the gaps in the mental health care system that could have potentially helped to prevent recent massacres at the hands of people in need of psychiatric intervention. Studies show that early intervention greatly improves the prospect for recovery. In my own experience with my brother, a first dose of anti-psychotics during a psychotic episode palpably reduces paranoia and hallucinations.

A few years ago, Max went off his medication, barricading himself in his apartment and warning his family to stay away. In an extremely psychotic state, he plastered the Web with terrifying words and images, predominantly aimed at the people who love him most. While punishing to read, as the time and severity of his symptoms wore on, his posts became our only proof that he was still alive – our only hope that he could still get help.

For two months, my parents and I campaigned the local police to knock down his door and get him to a hospital. My dad became a fixture at the police station. We sent the police chief Max’s blog and threatening emails. We explained his diagnosis, his years of involuntary hospital commitments and dire need for care before he did more permanent damage to his brain. His neighbors also called the police to complain. The police went to his house multiple times but said they didn’t have cause to forcefully enter. Their response was always the same. “We understand that he’s very sick, but what has he done? Call us when he’s done something and we’ll pick him up.”

Males with schizophrenia most often become symptomatic in their late teens to early 20s. From a legal standpoint, parents hands are often tied trying to get help for their sick child who is of legal age, with the current standard of “danger to oneself or others” far too hazardous.

The “dangerous” bar is too high to get someone with acute psychotic symptoms care when they need it most – and when they are the largest threat to themselves and, potentially, their family and community. Why should it not instead be a standard of gravely disabled – unable to care for oneself or for others? Surely, if the police could have somehow glimpsed at him and his apartment, they would have immediately seen that he was unable to care for himself.

We need to change the law, and create a mental health workforce working alongside officers and families to provide more proactive, onsite assessment of people who are credibly unable to care for themselves – before it gets to the point of “dangerous.”

Do you know someone who’s mentally ill and prone to violence when they’re in their darkest periods? If so, what do you think would help them the most?

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.

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.

How RPGs make you more confident & successful

In light of Monday’s post about the negative flak directed at Maine Senate candidate Colleen Lachowicz and her WoW alter-ego, I thought it would be nice to end the week with his video from the PBS “idea channel” on the benefits of role-playing games — and how they can make you a more confident and successful person.

It gets into all kinds of good stuff, from Martin Heidigger’s concept of thrownness to how gaming can help players overcome shyness, disorganization, and other attributes that don’t fly so well when you’re trying to succeed. Not to mention how to cope with the random chance that life tosses your way.

Remarkably, many of the comments on the video’s YouTube page are thoughtful and coherent (something YouTube comments aren’t known for). Most of them bolster the idea that RPG builds skills that are useful and important in everyday life. What do you think?

Kids keep telling us that heavy metal is good for them. So why don’t we listen?


Heavy metal: it’s good for your kid. Photo by Flickr user rolle-.

Lately, there’s been a spate of commentaries on heavy-metal music, particularly from young fans who want to sing its praises. On this, my 200th post for Backward Messages, I wanted to share some of those perspectives. After all, it’s not like, in 2012, America is suddenly celebrating metal music as a teen passion.

The first comes from Ivan Maheca, writing for MyHighSchoolJournalism.org:

It is time for people to see and appreciate the beauty of this music because it does have it. Metal musicians, according to people who have studied music appreciation and who know about music, have more talent and are capable of playing almost any other genre and style of music there is. Musically Metal has been underestimated as merely “noise” but in reality it is harmony and melody that simply defies the logic and laws of music, therefore under-seen as just noise by those who close their mind to a whole new world of expression.

When I researched my book, many of the kids and adults I talked to said one of the top misconceptions about metal is that it’s just noise, or that it takes zero skill to play. On the contrary, its virtuosity appeals to many young fans — and inspires some of them to take up instruments, and even form bands.

Another common misconception is that metal makes kids depressed or angry. Actually, many find that it brings them out of such moods, to a place of calm. It gives them what they need to feel like they can tackle the world again. Here’s Claire Martens, talking about how that happened for her:

I clung to music in my deepest moments. It was a constant in my life, something I depended on when nothing seemed certain or predictable. Even today, when I really don’t want to do something, I put on a good hard-kicking, air-punching album, very loudly, and allow it to invigorate me or cradle me, or be whatever it is I need it to be.

(Full disclosure: Claire links to Backward Messages in her post.)

Claire suggests that parents introduce young kids to metal, in order to broaden their budding musical palates: “Not only will your kids develop discerning musical tastes and an ear to make any music producer proud, but will live to be well-adjusted creatures.”

Amen.

With so many articulate teens and former teens singing heavy metal’s praises, why don’t more people listen to them?

Expert: Youth violence is complex, media doesn’t cause violence, reporting on it is tough


A mural in Chicago’s Logan Square. Photo by Flickr user Zol87.

This morning, Poynter.org hosted a chat with Carl Bell, acting director of the Institute for Juvenile Research and a professor in the University of Illinois’ Department of Psychiatry and in the School of Public Health, on how journalists can do better when covering youth violence. The chat was prompted by recent coverage of a wave of youth-involved shootings in Chicago.

Most of the time, Backward Messages focuses on all the things that don’t cause youth violence, even though various sources have claimed they do. Things like violent video games, the occult, and heavy-metal music. I also like to look at the ways reporters get off track when reporting on youth crime — and the ways that misreporting leads us to look for the wrong causes.

So when I heard Bell was co-hosting the chat with Poynter.org managing editor Mallary Tenore today, I jumped in to listen, and to ask questions. Here are some of the highlights:

Carl Bell: I have been studying violence since 1976 and I have learned there are several types of violence – predatory violence, interpersonal altercation violence, gang related violence, etc. There is also mob violence, hate crime violence, violence by mentally ill, systemic violence, etc.

Mallary Tenore: As you’ve studied these various types of violence, what have you noticed about journalists’ coverage of them?

Carl Bell: It has been my experience that journalist regularly do not differentiate these types of violence very well and they mostly get portrayed as predatory violence.

Mallary Tenore: That’s interesting … why do you think that is?

Carl Bell: I think that people are often confused with complexity. … I think journalists have a difficult time. They have to report on complex issues, but keep them simple and they have to get past the editor.

Mallary Tenore: Yes, time can definitely a factor.

Carl Bell: Unfortunately, much that is published or reported on has to have a great hook, i.e. something that appeals to the flight, fight, or freeze response in the brain, not the thinking, discernment, wise part of the brain. So, there is a lot of distortion in the media.

Beth Winegarner: Carl, on the topic of mass murder/school shootings, why do you think reporters so often make reference to a youth’s music tastes or video-game habits when describing youth perpetrators of mass violence?

Carl Bell: There are so many ideas that people have for the causes of violence. When we did the Surgeon General’s report on youth violence we learned, based on science, that many of the things we think cause violence do not cause violence at all.

Beth Winegarner: That’s an interesting response, since many people still refer to the Surgeon General’s report. What things mentioned in it don’t cause violence after all?

Carl Bell: The reality is that risk factors are not predictive factors, due to protective factors. So, a lot of kids want violent videos or play violent video games, but the homicide rates are lower than the suicide rates (both are rare), so things protect kids.

To read the full chat, see the Poynter.org and click at the bottom to read the transcript.

Polish Catholics launch new exorcism magazine


Poland’s Father Aleksander Posacki with the debut issue of a new magazine devoted to exorcisms, called Egzorcysta.

This week, a brand-new magazine launched in Poland: Egzorcysta, a magazine all about exorcisms and spiritual warfare from a Catholic perspective. Poland is one of the most Catholic countries in Europe, with nearly 90% of the population belonging to the Catholic Church, and 50-60% observing the faith regularly.

But Poland has been a Catholic stronghold for a long time. Why the sudden increase in interest in exorcisms? Here’s what Father Aleksander Posacki, one of the magazine’s contributors, said:

“The rise in the number of exorcists from four to more than 120 over the course of 15 years in Poland is telling.

“It’s indirectly due to changes in the system: capitalism [which Poland adopted in 1989] creates more opportunities to do business in the area of occultism. Fortune telling has even been categorised as employment for taxation.”

Egzorcysta‘s chief editor, Artur Winiarczyk, added: “We are living in a time that is a veritable tornado of occultism, esotericism, divination, magic, energy healing and many other phenomena that suck people in.”

Unfortunately, what seems to be “sucking people in” is the exorcists themselves, who first convince people that their troubles (which could range from a bad string of luck to a serious mental illness) are the result of demonic possession — and then convince them that an exorcism will solve their problems.

This new magazine gives pro-exorcism Catholics an even wider platform to sell these claims — and to define the conversation around the practices of minority faiths and occult workers, whom Winiarczyk is suggesting could be causing people to become demonically possessed. For example, one article in the new issue calls New-Age practices “the spiritual vacuum cleaner.”

Of course, any religious organization has the right to publish what it likes, and promote ideas that are in line with its beliefs. That’s how they maintain a following. But when that comes at the expense of other, legitimate faiths and practices, that threatens Polish people’s right to freedom of religion.

It places a special burden on young people who might be questioning and exploring their faith — particularly those with more conservative, Catholic parents. If a teen is exploring paganism, the occult, or new-age ideas, and the parent believes they’re “possessed,” what then? And how does an exorcism resolve anything?

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?

Black-clad Denver stabber is probably not “goth”


Anne Hathaway as Catwoman in “The Dark Knight Rises”: not a goth.

A small article crossed my path this week about a violent break-in in Denver. Police say man forced his way into a woman’s condo, stabbed her, and left. They described him as “dressed in goth attire.”

Hmm. So he looked like this? Probably not. Here’s what they said:

The man, who was white and appeared to be in his 20s, was “dressed in all black,” she said, including a black cap and black eye liner.

So, he was basically dressed like anyone else trying to look like an outlaw? Hm.

I don’t think I’ve ever heard of anyone specifically dressing up like a goth to go and commit a crime. My guess is that the perp knew the victim, and that his choice of clothing (or eyeliner, if that’s what it was) had little to do with it.

The police’s choice to use the word “goth” in his description doesn’t help — it seems unlikely that this is someone who “dresses goth” habitually. As regular readers know, goths are generally nonviolent to a fault, often unwilling to defend themselves when directly attacked. All this does is reinforce wrong-headed ideas about goth culture — and not even in the name of tracking down a man who hurt someone.

That may be one reason that parents worry when their kids participate in goth culture. A teen recently wrote to the wonderful Ultimate Goth Guide site, asking for advice because her mom is clamping down on her style:

I’m afraid to talk to [my mom]. She thinks Goths are a bunch of depressed druggies who are crazed over horror, death, blood and guts. She refuses to listen if I start to explain otherwise. Any ideas? I need help!

The girl has already toned down her appearance, but it hasn’t helped. Amy Asphodel, who runs the site, has some excellent advice, including 1) continuing to dress goth but not using the term; 2) making compromises, but saving favorite pieces of goth clothing for when she moves out, and 3) asking her mom which clothes she objects to most, and working around that.

Parents, when your kids try to communicate with you, welcome it, even if it makes you uncomfortable. This is a way to build bridges, to understand each other better, to love more and worry less.