Video Games / Technology

How many moving objects can you keep track of at once? Clicking on the image below will take you to Lana M. Trick's web site, where she has a nifty demo of a multi-object tracking task. You're asked to keep track one to four of the smiley-faces as they move randomly around the screen. Then when the faces stop moving, you click on the ones you were supposed to follow. Go ahead, give it a try! You'll notice there are four levels of difficulty. Most adults can, with a little practice, track four out of ten randomly moving objects for ten seconds -- they fall apart when there are more than…
There is a considerable body of research showing that eye contact is a key component of social interaction. Not only are people more aroused when they are looked at directly, but if you consistently look at the person you speak to, you will have much more social influence over that person than you would if you averted your gaze. The problem arises when you address a group of people. How do you pick who to engage visually? Most public speakers are encouraged to look around the room, alternating eye contact with individuals in the audience. But there's no way to look at everyone at once -- so…
Nearly all video games that offer a first-person perspective -- where the view on-screen simulates what a real person would see as she navigates through the virtual environment -- also include a virtual map to help in navigation. Even my favorite golf game has one. Such maps can be indispensable, but they also invite a question -- should the map rotate to align with the player's viewing angle, or should they remain at a constant orientation? Aligning the map with the viewer's perspective makes it easier to find items, but constantly rotating the map might make it difficult for gamers to…
Many many studies have repeatedly shown the dangers of driving while using a cell phone. Yesterday, while discussing a new law in Britain imposing heavy penalties not only for driving using a handheld phone, but also while using phones with hands-free kits, commenter Jan claimed that talking to a passenger was less dangerous than talking on a phone. I replied that I hadn't seen a study demonstrating that talking with passengers was any different from talking on a phone, and Jan provided a link to one such study. Greta and I have both read over the study, and while we can't say from these…
Click on the "Video Games / Technology" category over to the left and you'll see that we've covered many, many studies on the subject of video game violence, almost all of them demonstrating a link between playing violent games and real-world aggressive behavior. Nearly every time we do, we receive an influx of comments from gamers claiming that video games don't make them more aggressive. Quite the contrary, they argue, the games help them wind down, releasing pent-up anger harmlessly in a virtual world rather than causing real harm. Offering counterexamples (such as the fact that games…
When I play video games with my son Jim, I'm generally at a tremendous disadvantage. Most of the time, Jim has had more experience with the particular game we're playing, but even when we try a brand-new game, he just seems to get his bearings more quickly than I do. He doesn't have more experience with games or computers than me -- I played just as many games as he did when I was his age, and I've had an extra 25 years to hone my skills. At age 39, I don't consider myself "old," and since I work with computers for 8 or more hours a day, I'm certainly not intimidated by the games or the…
A recent study about violence and sex in TV advertising got a fair amount of press. "Violence and sex don't sell," the headlines proclaimed. If such a claim is true, it flies in the face of conventional wisdom and the blusterings of ad agencies worldwide. Advertisers have always used the idea that "sex sells" to generate interest in their products, and television networks have argued that they need to offer lots of violence and sex in their programming in order to attract viewers. But what if sex and violence don't really sell products? Doesn't that turn the whole notion of "sex sells" on its…
If you're older than about 20, you'll probably recognize the image to the left from an anti-drug campaign from the 1980s. The image was supposed to represent the effects of drugs on the human brain. While the effectiveness of the campaign is debatable, the fact that it now seems a quaint relic of a bygone era begs the question: are we repeating the same mistakes in the war on violent video games? While there are many correlational studies and even some experiments showing the relationship between playing violent video games and aggressive behavior, there have been comparatively few…
The Prisoner's Dilemma is an ethical conundrum that's been used for years by psychologists, economists, and philosophers to explore human behavior. The basic scenario is this: two criminals have been captured and placed in separate cells. Neither prisoner is allowed to talk to the other, and the interrogators don't have enough evidence to prosecute either one. If prisoner A confesses and prisoner B doesn't, then prisoner A is released and prisoner B gets punished. If both confess, then both will get a lighter sentence. If neither confesses, then both will be released. For each prisoner,…
We've reported on a variety of different studies looking video games and various measures of aggression (you can check out our "Video Games / Technology" category, and our archives) and a fairly common reaction, often coming from an avid gamer, is that this simply isn't true about him. Now one of the serious complications of doing psychological research is that our intuitions about how, or even what, we are doing can be dramatically wrong--this is why psychologists started doing experiments some one hundred and twenty odd years ago. You cannot refute a careful experiment with a personal…
My son Jim's favorite game, World of Warcraft, only works on my computer, which usually resides in the kitchen. Inevitably, Jim's often playing his game while Greta and I are making dinner, and I have to say, the most annoying thing about the game isn't the violence or the sound effects -- it's the background music. We're constantly asking him to turn the volume down so we don't have to listen to that dull, repetitive music. So don't gamers find music annoying, too? I know when I'm indulging in my one guilty pleasure -- computer golf -- the room must be absolutely silent. Music is the worst,…
Much of the research on violent video games, like a vast proportion of all psychological research, has focused on college students. This shouldn't be surprising, since most college psychology departments require students to participate in experiments as a part of the Introduction to Psychology course. It's an easy way for researchers to find human participants, and a great way for students to learn how real research is done. Research results for college students often are equivalent to the population as a whole, and even when they aren't, college students can establish a baseline to compare…
Kids love robots. I have a three-year-old friend who can identify the 1950s cult icon Robbie the Robot at 20 paces. My own son Jim could do an impressive multi-voiced impression of R2D2 by age five. Now that real robots are beginning to be everyday household items (when I was a kid, if I'd known I'd be able to buy a vacuum-cleaner robot from Sears when I was a grown-up, I'd be ashamed to learn that I never actually bought one!), one wonders how real kids will respond to them. When, for example, might a child begin to believe that a robot has a conscious mind, and that humans might…
There is little doubt that the cognitive demands of conversation can affect our awareness of the world around us. Everyone has a story of a near-miss collision with some clueless airhead driving who was jabbering away on the cell phone. A co-worker once tearfully told me of the time she was in an argument with her boyfriend while parked in his car at the side of the road. Furious, he got out of the car and slammed the door. He never noticed the passing car that hit him and instantly killed him. Was this a freak accident, or does conversation—and not just cell phone conversation—impair our…
We learned from Alas, a Blog that Henry Jenkins has written an essay for PBS about video games, making the case that the public doesn't understand what the games are all about. Normally articles here on Cognitive Daily only report on peer-reviewed research, but in this case, we felt it was important to make an exception. We feel that Jenkins makes some misleading statements in his essay, and we'd like to take this opportunity to point our readers to some research showing why this is so. I've used indented quotations to give snippets from Jenkins' argument; my responses are in normal text.…
Take a look at these graphs: Most bloggers and web designers will find this sort of chart familiar—it's a record of Cognitive Daily's visitor statistics for the month of November. The first graph records the amount of traffic we received each day. Notice that the pink bars are shorter—these correspond to the weekends. You might think that weekend traffic is lower just because we don't post new articles on weekends. But we didn't post an article at all on November 14, a Monday, yet still saw an increase in traffic compared to the day before. The second graph charts a number of indicators of…
Carmageddon 2 (source: Gamespot) is a gory racing game where players control drivers with names like "Max Damage" as they tear through city streets mowing down pedestrians and forcing competitors into bloody collisions. The game settings can be adjusted so that running down innocent bystanders actually increases a player's point total. Surely, if there's any video game that might raise a parent's ire, Carmageddon 2 is one of them. Studies have shown that violent video games are more likely than non-violent games to induce aggressive behavior, even after very short playing sessions. But more…
More and more human conversations are taking place online. While I don't do instant messaging the way my kids like to, I'm much more likely to contact a friend via e-mail than to pick up the phone. Here at Cognitive Daily and at other online discussion forums, I've built relationships with commenters who I've never seen or even e-mailed. While the next leap in online communications—videoconferencing—is in its infancy, an intermediate form is beginning to show promise. Called a Collaborative Virtual Environment (CVE), it enables people to have a virtual online conference by creating digital…
As early as 2002, 60 percent of the total Japanese population (this includes infants, the elderly, and the infirm) subscribed to a cell phone service. Though the phones are banned in public schools, parents were buying them for their kids anyway—mainly, they said, to control their behavior and build closer bonds. Naturally, the kids soon figured out that they were best used to call and send text messages to their friends. As kids became more attached to their cell phones, parents became concerned that the kids were substituting them for face-to-face relationships. With these concerns in mind…
There is considerable evidence that using a cell phone impairs driving ability. The research has even reached the popular consciousness: hosts of radio call-in shows ask cell-phone callers to pull over before making their comments; drivers give wide berths to people who are obviously talking while they drive. All this knowledge begs the question: If drivers are aware of the dangers of cell phone use, can they compensate for their weaknesses and effectively negate any problems from driving with a phone? Mary Lesch and Peter Hancock had been part of a 2003 team that had found drivers reacted…