A new article in the American Journal of Preventive Medicine points to some correlations between depression in women and high BMI and Internet use in men and the likelihood that they played videogames. I’m fairly certain that the original article is careful about the distinction between correlation and causality, but this tends to get lost in popular press accounts. The research was a survey–we are not talking about randomly assigning people to videogame and non-videogame groups and then seeing what happens. I would also like to see the authors use television as a control. My guess is that chronic TV-watchers are far worse off than the videogame players.
Videogame playing is highly self-selected. It is very likely that depressed women choose very different activities than non-depressed women. Depression is often accompanied by fatigue and lethargy, which is not exactly conducive to heading to the gym for a brisk one-hour kickboxing session. As far as the high BMI men go, I doubt there is much discrepancy between men who watch an equal amount of TV and the men playing videogames, although my guess is that the men playing videogames and using the Internet are a great deal smarter than the ones watching TV.
Our own research suggests that people carry their existing predispositions with them into new technologies. In a poster session for last May’s APS, our student group discussed how lonely people had fewer offline friends and fewer online friends. In contrast to the idea that you can be someone different online, we found that people were consistent across these domains.
I’ve always been concerned that psychology and medicine have a biased starting point in the discussion of videogames. Somehow, there is a compulsion to find something terribly wrong with them and the people who enjoy them. My impression is quite the opposite. Many of my students have related that videogames sparked an interest in computers and how they work, maintained their attention spans, taught them to read (you have to read what the character is saying to get to the next level), and provided a lot of pleasure. Anyone who views videogames as a solitary, antisocial endeavor must be oblivious to the phenomenon that is World of Warcraft. Videogaming has been shown to make valuable contributions to rehabilitation following neural injury and even to improve spatial skills.
Yes, we’re all too sedentary, but let’s look at the whole picture, not just videogames. On my weekend trip to LA, I happened to turn on the hotel TV. Junk, junk, and more junk. Offensive, mind-numbing junk, with the major exception of a replay of last years’ USC-Penn State Rose Bowl game. You are what you think, and if watching TV is what America is doing, we’re in deep trouble.
2 Comments
V i x · August 26, 2009 at 4:11 pm
Interesting post, by the way. But you still need to understand that I’m the boss of video games. Do not worry about me because I take good care of my own health and I know what safety is myself. I agree that being overweight is not healthy and more people need to be more active then they already are.
jessie ysunza · November 20, 2009 at 3:46 pm
I agree that the time Americans spend in front of the T.V is far too much. Video games on the other hand, are another story. I think it depends on what type of game it is and what age the child is that is playing it. I really believe that violence in video games displays violence in children’s behaviors, yet at the same time video games do provide benefits as well. I was never into video games myself, but my brother was the complete opposite. Like you said in the post, he like many others, was very inspired by the technology behind the games and eventually found himself in computer engineering programs. As well as inspiration to further education on programming, spatial skills and reflex times are improved as well. Compared to other technologies, video games are very interactive and show immediate results. Television only makes people more lazy, and I believe numbs us from what is going on in the real world. Half the time information is skewed, or even worse completely left out. It is tough to distinguish the line between when technology becomes detrimental or beneficial to society.
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