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Games, Simulators and modern Amateur Radio

Comment a comment by Barry (Occams), published on 04 November 2009
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This is an interesting subject.

It would be nice to know if there was any evidence for sick video games making some people more psychotic than they already are. Intuitively it seems true and I guess that will be enough for the nanny statists to try to ban them.

I will accept that it is just possible that video games provide a better outlet for violence and agression than taking it out on real people.

I am amazed by the realism of today’s flight simulators, and I keep coming back to them evey year or so to check out how they have improved. The only video game I play regularly is Empire Earth which I think is brilliant because it lets you develop strategies and tactics to win against the AI, and then shows that they are essentially the ones commonly used in real life anyway.

My hobby is amateur radio. This had been turning into a past time for elderly curators as the hardware became too sophisticated to build or even modify. The response has been software defined radio SDR, which in a sense is a simulator of a real radio, but is actually an evolution of radio technology that will probably replace the real thing because it does all the things a real radio does only better.

Now Amateur radio is becoming more like its origns in the 1920s in that amateurs are able to experiment in developing state of the art devices that push the boundaries of what is possible. The big difference is that now they are doing it through open source software tather than hardware development.

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It would be nice to know if there was any evidence for sick video games making some people more psychotic than they already are.

There’s plenty of evidence—and not just for sick people. Here’s a link to an American Psychological Association article on the subject by one of the major researchers in the topic.

Not only has a clear link between media violence and violent behavior been shown, they’ve got a pretty clear picture of how it works.

Most such models take a social cognitive view of human aggression, integrating social learning theory, advances in cognitive psychology, script theory, developmental theories, and biological influences. Using such general models, media violence scholars now have a clear picture of how media violence increases aggression in short and long term contexts. Immediately after exposure to media violence, there is an increase in aggressive behavior tendencies because of several factors. 1. Aggressive thoughts increase, which in turn increase the likelihood that a mild or ambiguous provocation will be interpreted in a hostile fashion. 2. Aggressive affect increases. 3. General arousal (e.g., heart rate) increases, which tends to increase the dominant behavioral tendency. 4. Direct imitation of recently observed aggressive behaviors sometimes occurs.

Repeated media violence exposure increases aggression across the lifespan because of several related factors. 1. It creates more positive attitudes, beliefs, and expectations regarding use of aggressive solutions. 2. It creates aggressive behavioral scripts and makes them more cognitively accessible. 3. It decreases the accessibility of nonviolent scripts. 4. It decreases the normal negative emotional reactions to conflict, aggression, and violence.

It’s a lot clearer picture than I thought, before I spent a little time to look up with the research said. I had thought the connections were much weaker.

The only video game I play regularly is Empire Earth

World of Warcraft is my poison.

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