There’s a new video gaming research study making the news rounds that examines video gaming’s impact on boys’ test scores – and it’s unfortunately just plainly questionable as research.
The gist of the study, which is titled “Effects of Video-Game Ownership on Young Boys’ Academic and Behavioral Functioning” and was in the April 2010 issue of Psychological Science:
New research shows that young boys who own a video game system don’t do as well academically as their non-playing peers, suggesting that time spent playing video games is supplanting time spent on homework.
Study author Robert Weis, an associate professor of psychology at Denison University in Ohio, said that “we can never say with 100 percent certainty that it’s playing video games that causes kids to have delays or deficits in reading and writing performance, but … we can be pretty confident that it’s the game ownership and the amount of time they spend playing that causes these academic delays.”
The problem with this claim is that it’s just a flat-out falsified oversimplification of a more complex issue: it makes a broad (and fairly true) point – that kids who do things other than homework will get worse test scores when tested on that work – but it then lands the blame for that specifically on video gaming, when really any time-consuming activity could be a potential culprit based on their measures.
Amy Kraft brought the research to my attention first, calling it out as “Another flawed study with totally speculative results.” I agree, and even an initial examination of the research can draw out its shortcomings on many levels, beyond the grandly falsified oversimplification of the issue as a whole.
First, there’s no mention of the inherent (and in this case significant) limitations of research methodology: I’d encourage you to revisit this primer by Karen Sternheimer on how to evaluate studies about video games to get into that critical mindset, because once you are the research just starts unravelling. For instance, one particular concern is that we don’t get any explanation of the tests used to evaluate the children, or why we should care about them. How strong is the correlation, and can it really be used to make a reliable prediction about future behavior?
Perhaps equally appalling was the limited, negatively defined scope of the research question: Asking “Do video games negatively impact boys’ math and language test scores?” is a very different question from “What variables have an influence on boys’ math and language test scores, and to what extent do those variables matter?” In only examining this one negative impact of gaming, too, we don’t get any idea about whether in fact it could be a worthwhile trade-off: that is, gaming could offer children something that’s perhaps more valuable in their lives than test scores. A sense of context is vitally important, in this case – as video games and gaming must be positioned within the larger picture of children’s lives and their benefits as well as drawbacks must be considered as a whole. It seems like the study’s authors start to go this way, toward a more holistic examination of children’s lives and how they spend their time, but they clearly biff it halfway through.
Finally, it’s a far leap to do a study and then publicize your additional speculation about why something is the case if you didn’t research that.
“Video games could affect a child’s brain, particularly executive functioning, and it could compromise his or her ability to do well in certain academic activities,” Weis said. In children, executive functioning refers to such things as their ability to manage time and keep track of more than one thing at once.
If Weis didn’t study executive functioning and video games, he should shut up about it. Weis conducted a behavioral study that solely examined the impact of the gaming variable on test scores – he didn’t hook the kids up to neuro-scanning machines to examine their executive functioning and brain activity. In any case, Wil Wright would certainly have something to say about executive functioning and video games – and while the research just isn’t there to say anything either way, I’d be more inclined to support Wright’s belief, that video games serve as a calibrating simulation that can offer a very positive outcome for executive functioning.
Ironically, an undergraduate student who worked with Dr. Weis on the study seems to be far more conscientious of its shortcomings than he is:
Cerankosky emphasized that “there isn’t necessarily something inherent in video games that negatively affects kids; it’s an activity that detracts from time that could be spent on schoolwork.” “The kids in our study could have been reading Stephen Hawking, and we might have found similar results,” she noted.
To me, this is the real kicker. In effect, headlines are getting splashed all over about the damaging impact video games have on children’s test scores – yet, wait, kids could equally read a book and that could have a similarly damaging impact on these scores? Uhhh….
So basically, we could have thrown the entire study out and just asked the logical question: What is important for our children to spend time on in their lives? How useful is studying for tests, as compared to playing video games, or doing something else? I think that’s really what’s infuriating about this study: It’s cultural value-setting in the guise of “social science research.” (In this case, lifting up the value of testing and achievement in boys’ lives, but not considering the value other enriching activities.) Because the research is “Science!” we’re inclined to believe its importance – but what we should really be doing is considering whether our values really match up with the study’s values.
In the end, I suppose we shouldn’t be surprised by this kind of thing, though. We’re dying to look for a nice and simple scapegoat to pin our fears about our children onto, and video games have historically been just that. Come up with a botched research design, throw in a little speculation – and voila, now we have “research” to back up the scapegoating too.
Tagged under: social science research, video games :: #
Or, Why You Shouldn’t Necessarily Trust What “The Research” Says About Things.
Mar 11, 2010 :: Tagged under: media, research, social science research, video games :: #
Mmm, snacks.
Mar 03, 2010 :: Tagged under: health, kids, nutrition, social science research :: #
Putting the grandparents-raising-grandchildren trend into context: Additional statistics and overall trends in a new report by the British Family and Parenting Institute.
Chief executive of the institute, Dr Katherine Rake, said “families were pulling society in multiple directions, between work and home life, singleness and cohabitation and marriage, between growing older and forming families across our many cultural divides”. Families’ adaptability constantly amazed, she said.
But it was fathers who were predicted to lead the coming change, Dr Rake argued. “The role of fathers is set to change dramatically over the next decades in the way that women’s roles have changed since the 1950s.”
I’ve not read the report yet, but it appears FPI’s analysis echoes what Jeremy Adam Smith calls “The Daddy Shift”; we’re now beginning to see a new definition of fatherhood emerge, where dads embrace more “caregiving and egalitarian relationships.”
As FPI concludes, this broadening of the caregiving role to more prominently include fathers – and, increasingly, also grandparents and extended family – is clearly redefining the roles and structures of the family. The “non-traditional” family is increasingly becoming the traditional, as we see what could well be the end of the nuclear family.
Nov 30, 2009 :: Tagged under: social science research, sociology of children, sociology of family :: #
Another gem from Christine Carter at the Half Full parenting blog, over at Berkeley’s Greater Good Science Center.
The takeaway: to be truly happy, we can strive to appreciate—and maybe even exaggerate—the good in our relationships. This isn’t blind love, but a combination of knowing and adoring. Contentment with and acceptance of the people around us is critical for our ultimate happiness, and so we need to teach our children to nurture—perhaps even romanticize—their most important relationships.
All of this is to say that happiness is not a fluffy or frivolous notion; it is the most important thing we can foster in ourselves and our children, both for its own value and for its contributions to other things we value, such as professional and social success.
Carter has an vibrant and exemplary way of finding the best and latest social science research, contextualising it so that it’s accessible to all audiences, and then applying the principles from that research to everyday life and parenting. Good stuff.
Nov 18, 2009 :: Tagged under: happiness, parenting, social science research :: #
The wonderful Sara Grimes – researcher, PhD candidate, and blogger – is celebrating the recent publication of a new journal article, entitled “The Turbulent Rise of the ‘Child Gamer’: Public Fears and Corporate Promises in Cinematic and Promotional Depictions of Children’s Digital Play.”
It explores “the ways in which child gamers have been depicted and mobilized within popular and public discourses since the introduction of home gaming systems in the late 1970s. We focus specifically on the ways in which moral panics and celebratory discourses about kids and gaming (which are inherently linked to discourses about kids and information technologies) resurface again and again within various cultural texts, from television ads, to magazine covers, to Hollywood film.”
A great read, if you have access to the journal article through, say, an academic library.
Sep 27, 2009 :: Tagged under: social science research, sociology of children, video games :: #
The family gaming website What They Play brought to my attention a new study from Texas A&M University that adds further support to the idea that video games – in and of themselves – just don’t cause children to behave any more violently.
The study, which is featured in the newest issue of the Journal of Pediatrics, cites depression and delinquent peers as the most significant factors in whether or not a child engages in violent behavior. Also in predicting behavior was whether or not a parent was verbally cruel to a child. Watching violent television and playing video games were not shown to have a measurable impact on children’s behavior.
Media, television, and video games do seem a nice scapegoat for scared parents and eager politicians, but as with anything, we must remember this: these things are complex and interactional, not simply transactional.
It’s not a one-way thing. Children are not blank slates nor paragons of innocence onto which violence and horror can simply be projected; but rather, individuals who frequently scrutinise and interpret media in mindful and considerate ways. Further, often both kids and adults play games that appear anti-social or deal with incredibly violent gaming worlds – Grand Theft Auto, for instance, or Medal of Honor – but the gameplay itself (which in many cases is complex, cognitively challenging, based in process/problem-solving, and often actually pro-social in nature) is what resonates with the gamer. It’s the process, the Game Play, that matters – not the setting it is placed in.
What lies at the real root of violence is something that just can’t be explained by scary video games.
Sep 15, 2009 :: Tagged under: social science research, video games, violence :: #
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