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Transcript
- 0:07Speaker 1: What's up Psych2Go viewers? My name is Donna and our
- 0:09Speaker 1: first story comes from the video gaming world. Remember when
- 0:13Speaker 1: we had some researchers saying that violent video games creates
- 0:16Speaker 1: violent kids and then we had another group of researchers
- 0:20Speaker 1: saying no, no, no, no, no. Then they started to
- 0:23Speaker 1: argue and there was this whole clash. Well, We've got
- 0:27Speaker 1: some new research on the situation. But before we jump
- 0:30Speaker 1: right into the news, I'd like to thank our sponsor,
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- 1:10Speaker 1: of course. Back to the news. Ever since the emergence
- 1:13Speaker 1: of violent TV shows, movies, and now video games, the
- 1:17Speaker 1: topic of those things causing aggression has been hotly debated.
- 1:21Speaker 1: A majority of studies have found violent video games linked
- 1:24Speaker 1: to things like increased aggression and decreased empathy. There's just
- 1:29Speaker 1: one problem. A majority of those studies were focused on
- 1:33Speaker 1: short-term results. This means past studies typically had someone play
- 1:37Speaker 1: a violent video game, and right after the game is done,
- 1:41Speaker 1: researchers would test aggression and empathy levels. What do you know,
- 1:45Speaker 1: aggression levels were up and empathy levels were lower. But
- 1:49Speaker 1: here's the thing, those same results can be found after
- 1:52Speaker 1: any competitive or frustrating task, whether that be not being
- 1:56Speaker 1: able to solve a math problem or not being able
- 2:00Speaker 1: to pass level 40 of Best Fiend. Because of this,
- 2:03Speaker 1: researchers in Germany decided to test for long-term effects. Instead
- 2:07Speaker 1: of requiring participants to play games like in past studies,
- 2:12Speaker 1: scientists recruited people who already regularly play violent video games
- 2:17Speaker 1: and people who don't play violent video games. Gamers and
- 2:20Speaker 1: non-gamers were then shown a series of images that would
- 2:23Speaker 1: evoke some sort of emotional response. For example, according to
- 2:28Speaker 1: past studies, studies, this image would not move a gamer
- 2:31Speaker 1: as much as a non-gamer. Once shown the images, neural
- 2:34Speaker 1: responses were examined via FMRI. Results show both groups having
- 2:39Speaker 1: the same level of empathy, contrary to previous studies. Our
- 2:43Speaker 1: last story comes from the Massachusetts Institute of Technology. where
- 2:47Speaker 1: scientists have developed an AI system that can detect a
- 2:51Speaker 1: conversation's tone. So how this works is that users wear
- 2:55Speaker 1: this watch-like device. The device analyzes audio, text transcriptions, and
- 3:00Speaker 1: physiological signs. For example, more sad and negative conversations are
- 3:05Speaker 1: usually associated with more positive pauses, monotonous vocal tones, and
- 3:10Speaker 1: increased cardiovascular activity. The device takes record of this and
- 3:14Speaker 1: is able to classify the emotional tone of a conversation
- 3:17Speaker 1: with 83% accuracy. Now, the researchers of this system claim
- 3:22Speaker 1: it's most useful for those who need some sort of
- 3:25Speaker 1: social coach, people with Asperger's or anxiety. But imagine how
- 3:29Speaker 1: conversations would be if everyone had a watch like this.
- 3:33Speaker 1: That's all the news we have for you today. I
- 3:35Speaker 1: hope you enjoyed it. We at Psych2Go would like to
- 3:37Speaker 1: know your opinions and what you learned today. Do you
- 3:40Speaker 1: think violent video games causes increased aggression? What do you
- 3:44Speaker 1: think about this new device? I'll see you guys next time.