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Mental health and PC games don't mix PDF Print E-mail
By Michael Jones
 
The ongoing discussion regarding the effect of media violence on behaviour has been revisited by scientists in a study conducted by researchers at the University of Missourri-Columbia.
 
The study added to the debate by looking at the responses of participants playing popular computer/video games, such as Doom, Mortal Kombat and Grand Theft Auto.
 
These games involve the participants in brutal killings, often using high-powered weaponry, and behaviour that in their day to day life would be considered criminal, to solve situations that are presented to them. Thirty-nine long term gamers were studied and were found to have altered brain activity. An electroencephalograph machine was used to measure the response in the brain by recording brain waves as the viewer was presented with a particular image. The resulting measurement, known as a P300 response, is a reflection of the viewers evaluation of the emotional content of an image.
 
If a person is surprised or disturbed by an image this brain activity response will be larger. The participants were shown a variety of real-life images interspersed with violent scenes and other non-violent images. In the subjects with the most experience of playing violent games the P300 brain activity response to the violent images was less and somewhat delayed. However their responses were still normal for the non-violent images.
 
Psychologist Bruce Bartholomew, who led the research, said "people (in the study) who play a lot of violent video games didn't see them as much different from neutral images" (presented to them). The researchers suggest that this adds support to previous studies in which avid players of violent games become desensitised to depictions of otherwise "shocking" acts of aggression. Critics of this line of thought argue that previous studies correlating such games with aggressive behaviour have only shown a tendency for already aggressive people to gravitate towards such games.

This University of Missourri-Columbia study however demonstrates an actual change in brain activity, suggesting a causal link between long term exposure to violent computer games and desentistisation to violence in other circumstances. Such desensitivity has been well documented and has resulted in the use of similar games to prepare soldiers for scenes of war.

Further on in the study the game players were given an opportunity to "punish" an imaginary opponent in another game. Those with the greatest reduction in brain activity were the most enthusiastic "punisher's". In an early report of the study, published on newscientist.com, the website of the scientific journal, Bartholomew says, "as far as I'm aware this is the first study to show that exposure to violent games has effects on the brain that predict aggressive behaviour". Even when a subjects possible pre-existing hostility was allowed for the games' experience and reduced brain activity were strongly correlated with increased aggressiveness.

The full study can be found in the Journal of Experimental Social Psychology.

In a similar vein is a study conducted by the University College London, and appearing in the journal Nature, where magnetic resonance brain imaging was used to measure the responses of volunteers who were required to reward or punish actors participating in a money investment game.

The actors were to be given a mild electric shock in response to behaviour that was perceived as "fair" or "unfair" in the context of the game. When the actor perceived as acting fairly received the shock both male and female volunteers showed empathy activation in pain related areas of the brain. When the actor perceived as acting unfairly received a shock female volunteers showed similar "empathic" brain image responses. The male volunteers however showed no such response but did show a surge in activity in the "reward" region of the brain.
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