Video games do not enjoy the best of reputations. Violent games in particular have been linked with aggression, antisocial behaviour and alienation among teens. For example, one study found that playing a mere 10 minutes of a violent video game was enough to reduce helping behaviour in participants.
However, some experts are sceptical about whether games really cause aggression and, even if the games are to blame, it remains unclear what drives their harmful effects. Earlier studies identified empathy as a key trait that may be affected by violent gameplay. Now a study by Laura Stockdale at Loyola University Chicago and her colleagues in Social Affective and Cognitive Neuroscience has taken a closer look at how gamers and non-gamers differ at a neural level, uncovering evidence that suggests chronic violent gameplay may affect emotional brain processing, although more research is needed to confirm this.
Last week, Facebook’s founding president Sean Parker admitted his concerns that, by focusing on social validation, Facebook was designed to exploit “a vulnerability in human psychology”. Added to this, and amidst the current furore around fake news, imagine if adverts on Facebook could be adapted to target your personality, significantly increasing the odds that people like you will click on the ads and then buy the associated products or vote differently in an election. A timely study in PNAS shows just how easy and effective it is to target web users according to their personality, a technique that the researchers call “psychological persuasion”.
When technological advances paved the way for digital books, films and music, many commentators predicted the demise of their physical equivalents. It hasn’t happened, so far at least. For instance, while there is a huge market in e-books, print books remain dominant. A large part of the reason comes down to psychology – we value things that we own, or anticipate owning, in large part because we see them as an extension of ourselves. And, stated simply, it’s easier to develop meaningful feelings of ownership over a physical entity than a digital one. A new paper in the Journal of Consumer Research presents a series of studies that demonstrate this difference. “Our findings illustrate how psychological ownership engenders a difference in the perceived value of physical and digital goods, yielding new insights into the relationship between consumers and their possessions,” the researchers said.
By the time a terrorist attack has begun, the security services have already failed. But the challenge they face in detecting potential attacks is substantial, especially since the tactic of terrorism has increasingly been taken up by individual attackers inspired by, but not directly beholden to, formal movements. Spotting a lone wolf among the flock is no easy task, especially when it relies on a bottleneck of human analysis. A new paper in the journal Aggression and Violent Behavior uses a test case of a real lone wolf attack to explore ways we may be able to deal with this in the future. Using online language analysis tools, it hunts within blocks of text for the warning signs we might otherwise miss, with the hope of helping us to more effectively detect the predator.
No sooner had the American Psychological Association released their 2015 task force report supposedly confirming that violent video games make players aggressive than the criticisms of the report started pouring in, of bias and bad practice. On the issue of whether violent games breed real-world aggression, there’s not much that you can say for certain except that there’s a lot of disagreement among experts. So of course, one more study is not going to settle this long-running debate.
But what a new paper in Brain Imaging and Behaviour does do is provide a good test of a key argument made by the “violent games cause aggression” camp, namely that over time, excessive violent gameplay desensitises the emotional responsiveness of players. Using brain scanning to look for emotional desensitisation at a neural level, Gregor Szycik at Hannover Medical School and his colleagues in fact found no evidence that excessive players of violent video games are emotionally blunted.
Reading with a young child is important for their language development and early literacy skills. But does it matter if you read from an electronic book (e-book) or traditional print? As any parent knows, toddlers are generally keen on screens. So the finding, from a new study in Frontiers in Psychology, that very young children enjoy e-books more than print picture books, may not come as a huge surprise – but these additional findings might: both parents and toddlers behaved differently when reading electronic vs. print picture books. And the toddlers who read the e-books learned more.
Taking selfies makes us feel self-conscious and sends tremors through our self-esteem, according to new research published in the Journal of Personality and Individual Differences. One group of undergraduates at Yonsei University in Seoul used their phone’s camera to take a selfie, while a control group photographed a cup on a desk. Afterwards selfie takers showed signs of increased social sensitivity, at least according to a test that involved detecting the direction of arrows on a computer screen. The arrows appeared in locations previously occupied by the features of a face and the idea was that participants would be more focused on these facial features, and thus quicker to detect the arrows, if they were in a socially vigilant state.
The fact that selfie takers showed enhanced social sensitivity (they were quicker to detect the arrows) is consistent with the way that our social sensitivity goes up when we are in front of a mirror or when someone else points a video camera at us, making us acutely aware of the imperfections we have on show.
The researchers, graduate students at the university, used this indirect measure to assess social sensitivity because they thought people might not respond honestly if they were simply asked how they were feeling.
In a similar vein, the researchers used an indirect measure to test if taking a selfie affected participants’ self-esteem, specifically whether it shrunk their written signature compared to its size at the start of the study (past research has linked bigger signatures with greater self-esteem). It did, but only for selfies not posted to social media, but simply saved to the phone. The authors speculated that the act of taking a selfie hurts self-esteem by bringing feelings about personal imperfections to the fore, but this wound can be salved through the self-promotional aspect of sharing your image to the wider world. On this reading, selfie-taking is a self-esteem rollercoaster, one that might put you back more or less where you started.
Coming up with the perfect recipe for crisps or the ideal marketing strategy for a soft drink used to depend on explicit measures. In focus groups and surveys, consumers were asked which product tasted best or which commercial was most appealing. But these measures are imperfect: consumers may choose to hide their true opinions or they might not be fully aware of their own preferences. Food and drinks companies need more objective measures. Currently their best hope is functional magnetic resonance imaging (fMRI).
The idea is that somewhere in the brain, a “buy button” is hidden away: a region (or combination of regions) that influence your purchase decision. The promise of neuromarketing is that one day, we will be able to find this region, record its activity when you watch an ad or sample a product, and then predict how well this product will sell. So far, the success has been limited. But in a recent study in NeuroImage, Simone Kühn from the University Clinic Hamburg-Eppendorf and her colleagues claim to have found “multiple ‘buy buttons’ in the brain”.
If you spend time building your physical strength and stamina in the gym, you can expect to carry these benefits into everyday life. It will be easier for you to lug heavy shopping bags around or run for the bus. You will likely reduce your chances of developing cardiovascular and other illnesses. A new review of brain training games in Psychological Science in the Public Interest – the most comprehensive ever conducted – shows that unfortunately the same principle does not hold for these games. When you spend time completing mental exercises on your phone or computer, you will most likely only become better at those exercises or very similar tasks. Currently available evidence suggests you probably won’t see consequent improvements in your performance at school or work, or reductions in your chances of experiencing age-related mental decline. Continue reading “Brain training exercises just make you better at brain training exercises”→
At work or study, whenever you choose to break away from your main task to do something else – such as leaving an email you’re in the middle of writing to go check Facebook instead – you are effectively interrupting yourself. It’s obvious that self-interruptions risk hurting your focus, but you might not realise just how much. A new study in Computers in Human Behaviour shows that in certain contexts interrupting yourself can be even more disruptive than an external interruption, and that it has to do with the brain power that’s needed whenever you make a decision to pause your main task to do something different. Continue reading “Interrupting yourself can be more disruptive than being interrupted by someone else”→