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[me11707] |
Identified in the main article here are two scientists who 'disagree' on the
implications of data. But when scientists step outside their labs, as
here -mathematicians likewise, they are no longer scientists; they are merely
people -humans of ignorantly differing opinion and no more that, thus
scientists may not argue so much over unambiguous experimentation as what their
data 'tell' them as individuals regarding society. Such 'differences of opinion' are, in fact, the problem of all people everywhere so far -and their governments and economics too -nor does that somehow not include their religions, philosophics or 'critical thinking's either. This situation identifies the only thus-far intellectual development of inevitable government still to come -the further evolution of democracy, 'the best form of government', itself in particular. Members of the DH Group are frequently asked to give an example of a situation such as might be handled under DH. This is one such.
Stated briefly-
Rather than the two 'scientists' simply 'disagreeing' then -and perhaps
throwing 'resolution' to some likewise ignorant and opinionated Congressmen,
decision would made in the lab under hierarchically still higher-order
knowledge.
DH 'laboratory mentality', in other words, inherently gives way to successively
higher-order understanding and authority over such as the ('ignorant')
'interpretation and implications of scientific findings'. July 7, 2011 National public radio It's A Duel: How Do Violent Video Games Affect Kids? by Shankar Vedantam
Scientists have long clashed over whether violent video games have an adverse
effect on young people. Indeed, the conclusions of different groups of
researchers are so contradictory they could give a tennis umpire whiplash. The Supreme Court recently overturned a California ban on violent video games. The court said that video games, even offensive ones, were protected by the First Amendment, and that there wasn't clear evidence that playing games such as Grand Theft Auto and Postal really harmed people.
So what explains the vehement disagreements among scientists about the effects
of these games? The irony is that scientists who think the games are harmful
and those who think they're not are both looking at the same evidence. They
just see two different things.
Most experiments into the effects of violent video games are done with college
students. Researchers divide them into two groups. One group plays a violent
game, the other a non-violent video game. Then researchers measure how students
in each group feel and how they behave. You can't give young people guns and
knives to see whether they'll kill each other after playing a violent video
game, so scientists have come up with other ways to measure emotional
responses.
Social psychologist Brad Bushman at The Ohio State University once showed
students violent pictures: one of a man shoving a gun down another man's
throat; another of a man holding a knife to a woman's throat.
"What we found is for people who were exposed to a lot of violent video games,
their brains did not respond to the violent images," Bushman said. "They were
numb, if you will."
Bushman also had the students blast each other with loud noises.
"We try to make the noise as unpleasant as possible by thinking of every noise
you hate," Bushman said. "So like fingernails scratching on a chalkboard,
dentist drills, sirens."
Students could make the sound as loud as a smoke alarm, if they wanted. Some
students in the experiments got really mean.
"Everybody was more aggressive if they'd played a violent game than if they'd
played a nonviolent game, and the more numb they were, the more aggressive they
were in terms of blasting their opponent with loud noise through headphones,"
Bushman said.
Desensitization Toward Violence?
But Chris Ferguson, a psychologist at the Texas A&M International University,
disagrees. He's conducted similar experiments and also sees similar behavior
changes among students. But he interprets them very differently.
Compared to people in the real world who shoot and stab one another, Ferguson
said the changes in behavior he's seen among students are transient and
trivial.
"You know most of the debate now is really on to these minor acts of
aggressiveness," he said. "You know we're talking about little children
sticking their tongues out at each other and that sort of thing."
Ferguson says it's easy to think senseless video game violence can lead to
senseless violence in the real world. But he says that's mixing up two separate
things.
"Many of the games do have morally objectionable material and I think that is
where a lot of the debate on this issue went off the rails," he said. "We kind
of mistook our moral concerns about some of these video games, which are very
valid — I find many of the games to be morally objectionable — and then assumed
that what is morally objectionable is harmful."
In other words, if you define harm as getting in trouble with the police,
violent video games probably aren't a risk. But if you're worried about lesser
kinds of harm, they can be a risk.
"Playing violent video games probably will not turn your child into a
psychopathic killer," Bushman said, "but I would want to know how the child
treats his or her parents, how they treat their siblings, how much compassion
they have." So the dueling scientific studies aren't really at odds with each other — they just make different assumptions. Which may be why Bushman and Ferguson agree on one thing: as fathers, they've banned their own kids from playing violent video games. |
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