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Wednesday, November 29, 2006 | Science : Psychiatry and Psychology | print version Print | Comments |

Document Violent video games leave teenagers emotionally aroused

by Radiological Society of North America

Reposted from:
http://www.eurekalert.org/pub_releases/2006-11/rson-vvg112206.php

CHICAGO -- A new study has found that adolescents who play violent video games may exhibit lingering effects on brain function, including increased activity in the region of the brain that governs emotional arousal and decreased activity in the brain's executive function, which is associated with control, focus and concentration. The findings were presented today at the annual meeting of the Radiological Society of North America (RSNA).

"Our study suggests that playing a certain type of violent video game may have different short-term effects on brain function than playing a nonviolent—but exciting—game," said Vincent P. Mathews, M.D., professor of radiology at Indiana University School of Medicine in Indianapolis.

Video games are big business with nearly $10 billion in sales in the United States last year. But along with growing sales come growing concerns about what effects these games may be having on the young people who play them.

Dr. Mathews and colleagues randomly assigned 44 adolescents to play either a violent video game or a nonviolent video game for 30 minutes. The researchers then used functional magnetic resonance imaging (fMRI) to study brain function during a series of tasks measuring inhibition and concentration. One test used emotional stimuli and one did not.

fMRI measures the tiny metabolic changes that occur when a part of the brain is active. These changes will appear as a brightly colored area on the MR image, indicating the part of the brain that is being used to process the task. The two groups did not differ in accuracy or reaction time for the tasks, but analysis of the fMRI data showed differences in brain activation.

Compared with the group that played the nonviolent game, the group that played the violent video game demonstrated less activation in the prefrontal portions of the brain, which are involved in inhibition, concentration and self-control, and more activation in the amygdala, which is involved in emotional arousal.

"During tasks requiring concentration and processing of emotional stimuli, the adolescents who had played the violent video game showed distinct differences in brain activation than the adolescents who played an equally exciting and fun—but nonviolent—game," Dr. Mathews said. "Because of random assignment, the most likely factor accounting for these differences would be the group to which the volunteers were assigned."

The researchers hope to conduct additional research on long-term effects of violent video game exposure and the impact of these brain functioning differences.

"Additional investigation of the reasons for and effects of this difference in brain functioning will be important targets for future study, but the current study showed that a difference between the groups does exist," Dr. Mathews said.
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Co-authors are Yang Wang, M.D., Andrew J. Kalnin, M.D., Kristine M. Mosier, D.M.D., Ph.D., David W. Dunn, M.D., and William G. Kronenberger, Ph.D.

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1. Comment #10789 by Brian on November 29, 2006 at 8:16 am

Hmmm. Interesting, but raises more questions than answers for me.

What would be more interesting would be a comparison with other media / activities too.

Would judo or boxing have the same effect? How about violent films, music or reading material?

Does the patricipent need to be actively involved or is a passive experience enough to induce the same effects?

How about longer term effects of other types of (violent) games on cognitive ability with regard to the ability to integrate in teams and evolve tactics & strategies?

2. Comment #10867 by Randy Ping on November 29, 2006 at 1:21 pm

Yes, but they don't specify what they mean by "emotionaly aroused".
Which emotion? Fear, excitement or other? See, this is a kind of misleading ambiguity that we see from groups like this.

3. Comment #10874 by Randy Ping on November 29, 2006 at 2:17 pm

The problem is when groups with a political agenda take a finding like this and try to use it to ban some activity or another. Books, music, video games all get scapegoated because of neglectfull parents whose kids run wild and do terrible things.

4. Comment #19762 by killer_rabbit79 on January 29, 2007 at 8:18 pm

This study was obviously made to oppose violent videogames. The article does not state which games were used and even though that's product placement, it is important information because puzzle games, which are stimulating while not violent, will always cause frontal stimulation because frontal stimulation is necessary for the game. Also, the test did not show the normal cognitive levels of the subjects. The subjects dhould have all been made to play the violent game one one day and the non-violent game on another day and the difference in cognitive activity would give a much better idea of the stimulation caused by the games without biasing the subjects' brains. These tests are inaccurate and should be ignored.

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