Showing posts with label VIOLENT. Show all posts
Showing posts with label VIOLENT. Show all posts

Tuesday, 27 December 2016

IMPACT OF VIOLENT MEDIA ON THE BRAIN DEPENDS ON EACH INDIVIDUALS BRAIN CIRCUITRY



With the longstanding debate over whether violent movies cause real world violence as a backstop, a study published in PLOS One found that each person's reaction to violent images depends on that individual's brain circuitry, and on how aggressive they were to begin with.

The study, which was led by researchers at the Icahn School of Medicine at Mount Sinai and the NIH Intramural Program, featured brain scans which revealed that both watching and not watching violent images caused different brain activity in people with different aggression levels. The findings may have implications for intervention programs that seek to reduce aggressive behavior starting in childhood.
"Our aim was to investigate what is going on in the brains of people when they watch violent movies," said lead investigator Nelly Alia-Klein, PhD, Associate Professor of Neuroscience and Psychiatry at the Friedman Brain Institute and Icahn School of Medicine at Mount Sinai. "We hypothesized that if people have aggressive traits to begin with, they will process violent media in a very different way as compared to non-aggressive people, a theory supported by these findings."

After answering a questionnaire, a group of 54 men were split by the research team into two groups -- one with individuals possessing aggressive traits, including a history of physical assault, and a second group without these tendencies. The participants' brains were then scanned as they watched a succession of violent scenes (shootings and street fights) on day one, emotional, but non-violent scenes (people interacting during a natural disaster) on day two, and nothing on day three.
The scans measured the subjects' brain metabolic activity, a marker of brain function. Participants also had their blood pressure taken every 5 minutes, and were asked how they were feeling at 15 minute intervals.

Investigators discovered that during mind wandering, when no movies were presented, the participants with aggressive traits had unusually high brain activity in a network of regions that are known to be active when not doing anything in particular. This suggests that participants with aggressive traits have a different brain function map than non-aggressive participants, researchers said.
Interestingly, while watching scenes from violent movies, the aggressive group had less brain activity than the non-aggressive group in the orbitofrontal cortex, a brain region associated by past studies with emotion-related decision making and self-control. The aggressive subjects described feeling more inspired and determined and less upset or nervous than non-aggressive participants when watching violent (day 1) versus just emotional (day 2) media. In line with these responses, while watching the violent media, aggressive participants' blood pressure went down progressively with time while the non-aggressive participants experienced a rise in blood pressure.

"How an individual responds to their environment depends on the brain of the beholder," said Dr. Alia-Klein. "Aggression is a trait that develops together with the nervous system over time starting from childhood; patterns of behavior become solidified and the nervous system prepares to continue the behavior patterns into adulthood when they become increasingly coached in personality. This could be at the root of the differences in people who are aggressive and not aggressive, and how media motivates them to do certain things. Hopefully these results will give educators an opportunity to identify children with aggressive traits and teach them to be more aware of how aggressive material activates them specifically."




Monday, 1 August 2016

ARE CHILDREN WHO PLAY VIOLENT VIDEO GAMES AT GREATER RISK FOR DEPRESSION





While much attention has focused on the link between violent video game playing and aggression among youths, a new study finds significantly increased signs of depression among preteens with high daily exposure to violent video games. The details and implications of this important new study are described in Cyberpsychology, Behavior, and Social Networking, a peer-reviewed journal from Mary Ann Liebert, Inc., publishers

Susan R. Tortolero, PhD and coauthors from The University of Texas Health Science Center at Houston School of Public Health, RAND Corporation (Santa Monica, CA), The University of Alabama at Birmingham, Centers for Disease Control and Prevention (Atlanta, GA), and Boston Children's Hospital and Harvard Medical School (Boston, MA) recorded significantly more depressive symptoms over the course of a year among fifth-graders from three U.S. cities who reported playing high-violence video games for 2 or more hours a day, compared to those who reported playing low-violence video games for less than 2 hours a day. This association was consistent across all racial/ethnic subgroups and among boys, according to the study results presented in the article "Daily Violent Video Game Playing and Depression in Preadolescent Youth."
"One of the strengths of this study is its large and ethnically diverse sample," says Editor-in-Chief Brenda K. Wiederhold, PhD, MBA, BCB, BCN, Interactive Media Institute, San Diego, California and Virtual Reality Medical Institute, Brussels, Belgium