
A Stanford University researcher claims that men are more likely to develop a video game addiction than women.
As reported by Palo Alto's
KCBS-AM:
A first-of-its-kind imaging study showed that the part of the brain that generates rewarding feelings is more active in men than women during video game play, said senior research scientist, Dr. Fumiko Hayft.
Hayft told KCBS' Rebecca Corral:
The reward regions, which are also overlapping with the regions that are related to addiction, tend to be more coherent and active in males more than females while they were playing a computer game.
GP: No game was specified in the news report, but researcher Hayft noted that men seemed to naturally understand that conquering territory was an important victory condition:
We didn't tell [test subjects] to gain more territory which was the implicit, sort of hidden goal, and males were able to learn faster and eventually gain more territory than females.
Comments
ergo, men are more likely to be addicted to anything.
"A first-of-its-kind imaging study showed that the part of the brain that generates rewarding feelings is more active in men than women during video game play, said senior research scientist, Dr. Fumiko Hayft."
How do we know that the this part of the brain is not also more active in men when playing golf? Basketball? When succeeding at tasks at work? When completing any damn task at all! How damaging would it be to this claim to discover that the reward part of the brain is more active in men than women when balling up the napkin from your hotdog and scoring a 3 pointer into the wastepaper bin from across the room? I know I've done a little "YES" celebration about trivial things while my girlfriend looked at me funny.
what game were played? was it just the one?
does this apply only to video games?
Here's the way it works, you accomplish something, you feel rewarded. The fact that the brain is wired so that rewards and addiction overlap a little doesn't mean that they need to start sounding the sirens like that. It's human biology, hijacked to feed an agenda.
There are no addictive games, only addictive personalities.
So basing this whole thing on just *one* game is ludicrous. Additionally, just because the pleasure centers overlap with areas associated with addiction does not actually indicate a liklihood of addiction. I bet that if you had the men playing the game and the women eating chocolate you would get the same results for each...does that mean that they're addicted to chocolate?
Next: The Sky is Blue and the Sea is a bit wet.....
ChrowX said it already - "There are no addictive games, only addictive personalities."
Stay Classy,
Clever
Males tend to be "goal-oriented" and females tend to be "detail-oriented". That is not to say that women can't achieve goals or that men don't pay attention to details, but in general this is how it works. Our brains are gifted enough to apply reason and think about things, but our instincts remain in the brain too.
Consider shopping... if a guy needs to buy socks, he goes to the store, figures out where the socks are, picks some out, and goes to pay. If a female needs to buy socks, she goes to the store, browses all the items on the way to the socks, considers how the socks will match with her shoes and her other clothes, picks out some shoes and some other clothes, picks out some socks, browses the jewelry on the way to the counter, and so on...
Another factor is the way people react to situations, especially emergencies. Women tend to react emotionally, considering how they and other people feel about the situation, what needs to be done to soothe the situation and make people comfortable. Men tend to react analytically, detaching themselves from the situation to examine the conditions and what needs to be done to solve the problem. Again, it is overgeneralizing because women still process situations and find solutions, and men still experience emotional responses to things, but the instincts are for men to solve the problem and for women to take care of the people involved.
Finally, men and women just tend to "compete" in totally different ways. The way that men compete is much more suited to video gaming. Men will compete over anything, from who can do the most push-ups, to who can be the first to call "shotgun" when riding in a car, to who can chug their soda the fastest. The competition tends to have a clear goal and it is easy to know who the winner is. Men compete fiercely with each other, but when it's over, they are back to being the best of friends.
The way women compete is more nuanced and harder to explain, but it plays out over long social scenarios and victory is not so easy to determine. Being male my perspective on this whole subject is admittedly biased, but I believe that females are actually much more competitive than males are. The competition happens in gossip, girl talk, and at social events. Who has the better career, more successful spouse, who had a more lavish wedding, who wears the biggest diamond, and so on. If you have ever seen what happens when two women show up to the same party with the exact same outfit, you get a glimpse of how competitive women can really be.
I think that there are two types of games that appeal more to women's instincts, the puzzle games that challenge their detail-oriented nature, and the MMO games that have a social element layered in. The Sims has a little mix of both and is hugely popular with women. Games like first-person shooters and sports games are more suited to the male sense of competition, and thats why men prefer those. As more female developers start working in the industry, games will be developed that have more feminine appeal.
I don't really see how this study can lead to ANY conclusions about addiction, however. It's about competition... reward mechanisms in the brain don't necessarily cause dependency on the reward conditions.
Put that into a game situation and of course the males are going to act true to their nature and be more into gaining territory and protecting their existing territory, how they made a link to 'addiction' is utterly beyond me, I must admit, it's more a study into human nature than a study into game addiction.
Robert Gauss also makes an interesting point, that most games are already aimed at males.
When has the theory of 'Gaining Territory' and 'rewarding' on a game ever relate to game addiction????
Plus I thought in Psychological research that you just can't make generalizations until you have criticized your own research results...
No, real psychologists today apparently believe that their opinion about what videogames do is sufficient cause to excoriate them as violent, addictive, and generally harmful. You're talking about actual scientific research, and and they've pretty much given up on research that actually requires research. Or facts. Or controls. Or repetition. You know, the hallmarks of real science, as opposed to junk science.
Junk Science makes for flashier headlines for stupider audiences.
In a sense yes - however it is a valid avenue of query to suppose that something with such a high level of pleasure, which is really a testament to how well games are made if you think about it, could result in activating a response similar to addiction. Different schools of psych classify it in two levels where we see both a mental and this is key - a physical dependency. I've got pacman fever but I'm not going to get the shakes like I just got off a two week smack bender if I stop playing for a while. What I believe, or am at least hoping, that these studies are trying to discover is the mental, or rather "desire", addiction. This is often referred to as the "5-minutes-more" type of addiction wherein the subject will spend several large time portions focusing on the activity in question. Have you ever played a game late into the night even though you had to get up early the next day? It's somewhat strange to think they fund studies to figure out why people like to do fun things more so than other less fun things - but they seem to be ignoring the different roles an individual's initial dispensation towards addiction might be and applying it towards an unrelated group.
I found the original story and what the game sampled actually was, which added a lot to the study, though there are still some issues.