Things of interest from psychology past and present

View Article  Iowa State University Psychologists Produce First Study on Violence Desensitization from Video Games
Research led by a pair of Iowa State University psychologists has proven for the first time that exposure to violent video games can desensitize individuals to real-life violence.

Nicholas Carnagey, an Iowa State psychology instructor and research assistant, and ISU Distinguished Professor of Psychology Craig Anderson collaborated on the study with Brad Bushman, a former Iowa State psychology professor now at the University of Michigan, and Vrije Universiteit, Amsterdam.

They authored a paper titled "The Effects of Video Game Violence on Physiological Desensitization to Real-Life Violence," which was published in the current issue of the Journal of Experimental Social Psychology. In this paper, the authors define desensitization to violence as "a reduction in emotion-related physiological reactivity to real violence."

Their paper reports that past research -- including their own studies -- documents that exposure to violent video games increases aggressive thoughts, angry feelings, physiological arousal and aggressive behaviors, and decreases helpful behaviors. Previous studies also found that more than 85 percent of video games contain some violence, and approximately half of video games include serious violent actions.

The methodology: Their latest study tested 257 college students (124 men and 133 women) individually. After taking baseline physiological measurements on heart rate and galvanic skin response -- and asking questions to control for their preference for violent video games and general aggression -- participants played one of eight randomly assigned violent or non-violent video games for 20 minutes. The four violent video games were Carmageddon, Duke Nukem, Mortal Kombat or Future Cop; the non-violent games were Glider Pro, 3D Pinball, 3D Munch Man and Tetra Madness.

After playing a video game, a second set of five-minute heart rate and skin response measurements were taken. Participants were then asked to watch a 10-minute videotape of actual violent episodes taken from TV programs and commercially-released films in the following four contexts: courtroom outbursts, police confrontations, shootings and prison fights. Heart rate and skin response were monitored throughout the viewing.

The physical differences: When viewing real violence, participants who had played a violent video game experienced skin response measurements significantly lower than those who had played a non-violent video game. The participants in the violent video game group also had lower heart rates while viewing the real-life violence compared to the nonviolent video game group.

"The results demonstrate that playing violent video games, even for just 20 minutes, can cause people to become less physiologically aroused by real violence," said Carnagey. "Participants randomly assigned to play a violent video game had relatively lower heart rates and galvanic skin responses while watching footage of people being beaten, stabbed and shot than did those randomly assigned to play nonviolent video games.

"It appears that individuals who play violent video games habituate or 'get used to' all the violence and eventually become physiologically numb to it."

Participants in the violent versus non-violent games conditions did not differ in heart rate or skin response at the beginning of the study, or immediately after playing their assigned game. However, their physiological reactions to the scenes of real violence did differ significantly, a result of having just played a violent or a non-violent game. The researchers also controlled for trait aggression and preference for violent video games.

The researchers' conclusion: They conclude that the existing video game rating system, the content of much entertainment media, and the marketing of those media combine to produce "a powerful desensitization intervention on a global level."

"It (marketing of video game media) initially is packaged in ways that are not too threatening, with cute cartoon-like characters, a total absence of blood and gore, and other features that make the overall experience a pleasant one," said Anderson. "That arouses positive emotional reactions that are incongruent with normal negative reactions to violence. Older children consume increasingly threatening and realistic violence, but the increases are gradual and always in a way that is fun.

"In short, the modern entertainment media landscape could accurately be described as an effective systematic violence desensitization tool," he said. "Whether modern societies want this to continue is largely a public policy question, not an exclusively scientific one."

The researchers hope to conduct future research investigating how differences between types of entertainment -- violent video games, violent TV programs and films -- influence desensitization to real violence. They also hope to investigate who is most likely to become desensitized as a result of exposure to violent video games.

"Several features of violent video games suggest that they may have even more pronounced effects on users than violent TV programs and films," said Carnagey.

A copy of the paper is available at http://www.public.iastate.edu/~vasser/pubs/06CAB.pdf.
View Article  Cognitive-Behavioral Therapy for Somatization Disorder
Cognitive-Behavioral Therapy for Somatization Disorder [abstract]
A Randomized Controlled Trial

Lesley A. Allen, PhD; Robert L. Woolfolk, PhD; Javier I. Escobar, MD; Michael A. Gara, PhD; Robert M. Hamer, PhD || Arch Intern Med 2006;166:1512-1518.

Background: Patients diagnosed as having somatization disorder (SD) who present with a lifetime history of multiple, medically unexplained physical symptoms represent a significant challenge to health care providers. To date, no psychotherapeutic or pharmacologic intervention has been found to produce clinically meaningful improvement in symptoms or functioning of patients with SD. We examined the efficacy of cognitive-behavioral therapy (CBT) for SD.

Methods:  Eighty-four participants meeting criteria for SD were randomly assigned to 1 of 2 conditions: (1) standard medical care augmented by a psychiatric consultation intervention or (2) a 10-session, manualized, individually administered CBT regimen added to the psychiatric consultation intervention. Assessments were conducted at baseline and 3, 9, and 15 months after baseline. The primary outcome measure was the severity scale of the Clinical Global Impression Scale for Somatization Disorder (CGI-SD). Secondary outcome measures were responder status as determined by clinical ratings, self-reported measures of physical functioning and somatic symptoms, and health care utilization assessed via medical records.

Results:  Fifteen months after baseline, somatization symptoms were significantly less severe in the group treated with CBT (0.84 points on the CGI-SD 7-point scale) (P<.001). Patients treated with CBT also were significantly more likely to be rated as either very much improved or much improved than patients treated with only augmented standard medical care (40% [n = 17] vs 5% [n = 2]). Cognitive-behavioral therapy was associated with greater improvements in self-reported functioning and somatic symptoms and a greater decrease in health care costs.

Conclusion:  For patients diagnosed as having SD, CBT may produce clinical benefits beyond those that result from the current state-of-the-art treatment.

Author Affiliations: Department of Psychiatry, University of Medicine and Dentistry of New Jersey, Robert Wood Johnson Medical School, Piscataway (Drs Allen, Escobar, and Gara); Department of Psychology, Rutgers University, Piscataway (Dr Woolfolk); Department of Psychology, Princeton University, Princeton, NJ (Dr Woolfolk); and Department of Psychiatry, University of North Carolina School of Medicine, Chapel Hill (Dr Hamer).
View Article  Review Sees No Advantage in 12-Step Programs
When Alcoholics Anonymous and other 12-step programs are examined in controlled studies, a new review reports, scientists find no proof that they are superior to any other intervention in reducing alcohol dependence or alcohol-related problems.

The researchers, led by Marica Ferri of the Italian Agency for Public Health in Rome, found little to suggest that 12-step programs reduced the severity of addiction any more than any other intervention. And no data showed that 12-step interventions were any more — or any less — successful in increasing the number of people who stayed in treatment or reducing the number who relapsed after being sober.

Alcoholics Anonymous is a self-help group that offers emotional support for alcohol abstinence and holds that alcoholism is a spiritual and a medical disease. [read more]

New York Times
By Nicholas Bakalarp
Published: July 25, 2006
View Article  Drinking Can be Dangerous
People who drink alcohol are up to four times more likely than non-drinkers to be hurt from physical injuries such as a fall or punch, new research shows.

The University of Queensland study found any alcohol consumption quadrupled the risk of injury for the first six hours after drinking alcohol and this risk remained at 2.5 times that of a non drinker for the next 24 hours.

Quantity and specific drinks such as beer or spirits did not increase injury risk but mixing drinks increased injury risk five-fold.

Binge drinkers were more at risk of being injured than regular drinkers.

And people who sustained serious injuries were more likely to have consumed beer and have been drinking in a licensed premises. [read more]

EurekAlert
20 July 2006

View Article  Hopkins Scientists Show Hallocinogen in Mushrooms Creates Universal "Mystical" Experience
Rigorous study hailed as landmark

Using unusually rigorous scientific conditions and measures, Johns Hopkins researchers have shown that the active agent in “sacred mushrooms” can induce mystical/spiritual experiences descriptively identical to spontaneous ones people have reported for centuries.

The resulting experiences apparently prompt positive changes in behavior and attitude that last several months, at least.

The agent, a plant alkaloid called psilocybin, mimics the effect of serotonin on brain receptors-as do some other hallucinogens-but precisely where in the brain and in what manner are unknown.

An account of the study, accompanied by an editorial and four experts’ commentaries, appears online today [7/11/06] in the journal Psychopharmacology. [read more]

Johns Hopkins Medicine
11 July 2006