New Book Cuts Through Violent Video Game Myths 213
Terry Bosky suggests a recent interview from Game Couch with one of the authors of an upcoming book which fights the "myths and hysteria" surrounding violent video games. Dr. Cheryl K. Olson explains how many of the studies linking aggression with video games were flawed or misguided, and she discusses some of her own findings. Quoting:
"Until now, the most-publicized studies came from a small group of experimental psychologists, studying college students playing nonviolent or violent games for 15 minutes. It's debatable whether those studies are relevant to real children, playing self-selected games for their own reasons (not for cash or extra credit!), in social settings, over many years. But media reports and political rhetoric often ignore that distinction. Also, the most-published researchers have built their careers around media violence. Their studies were designed under the assumption that violent video games are harmful, which dictated the questions they asked and how they framed their results. Media violence is just a small part of what we do, so we could look at the issue with fresh eyes and no agenda."
Re:Maybe I read that wrong (Score:5, Informative)
Re:An accurate sampling? (Score:-1, Informative)
I am a researcher in this field (Score:2, Informative)
Now, before you naysayers get your panties in a bunch, keep in mind, we are professionals. No one in my group had any agenda apart from doing good research. We had no stake in the outcome, and were not funded by anyone who would be able to influence our results. We controlled for all the variables you can think of and plenty you can't.
The results are good, and I trust our conclusions.
And if even one of you tries that "correlation is not causation" thing you love I'll scream, especially since it doesn't even apply to our study.
Re:An accurate sampling? (Score:5, Informative)
Re:An accurate sampling? (Score:5, Informative)
You're being to simplistic -- the sample size needed for good predictions isn't directly related to the total number of gamers. The size of the sample needed is related to error introduced by the measures used and the phenomenon measured. If you have a robust methodology, you may need only a few subjects. If there are huge errors introduced by your methodology (political polling is a good example of this), you may need thousands of subjects.
I didn't read the article (this is slashdot, after all...), but any good psychologist would include statistics indicating the probability that the results were caused by error or random chance, usually this number should be very low, 5% or lower. See the wikipedia article on P-values [wikipedia.org] for more on this.
But to answer your question: many psychological experiments are done with a much smaller number of subjects (50 or so), and get very low P-values. The effect being tested here may be harder to reliably measure, but the sample size is also pretty large. So there's no reason to think that 1,200 is too low, unless the stats say otherwise.
-Esme