Program & Abstract Book - EPFL Latsis Symposium 2009
Program & Abstract Book - EPFL Latsis Symposium 2009
Program & Abstract Book - EPFL Latsis Symposium 2009
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<strong>EPFL</strong> <strong>Latsis</strong> <strong>Symposium</strong> <strong>2009</strong>: Understanding Violence<br />
P-16<br />
70<br />
February 11-13 <strong>2009</strong><br />
on t h e n e u r a l p r o c e s s i n g o f v i o l e n t a n D<br />
n o n -v i o l e n t c o m p u t e r g a m e s c e n a r i o s in<br />
g a m e r s a n D n o n -g a m e r s<br />
Fehr, Thorsten 1 ; Regenbogen, Christina 2 ; Herrmann, Manfred<br />
1<br />
1 Center for Cognitive Sciences, Dept. Of Neuropsychology/Behavioral<br />
Neurobiology, Center for Advanced Imaging Bremen/Magdeburg,<br />
Bremen University, Germany; 2 Center for Cognitive Sciences,<br />
Dept. Of Neuropsychology/Behavioral Neurobiology, Bremen<br />
University, Dept. of Psychiatry and Psychotherapy, RWTH Aachen<br />
University, Germany<br />
There is a large public and scientific discussion about the effects of violent<br />
video games on behaviour-related aspects such as arousal, emotion, and<br />
cognition. The ability to differentiate between reality and fiction has been<br />
discussed to be reduced in individuals who intensively use media particularly<br />
displaying violent content. In the present fMRI study violent computer<br />
game scenarios and an analogous parallel form of video sequences<br />
displaying real characters were presented to a group of 22 young males<br />
with (gamers) and without (non-gamers) history of long-term violent<br />
video game experience. A comparison between violent and non-violent<br />
scenarios suggested large differences in activation patterns between gamers<br />
and non-gamers as well as between the processing of the virtual and<br />
the real scenarios. A lack of sub-cortical network activation, as identified<br />
in both group- and single-individual analyses, indicated a rather ‘cold’ and<br />
neocortical represented and less arousal driven form of emotional processing<br />
of both virtual and real violent scenarios in both groups. This might<br />
indicate a general desensitisation-to-violence-effect in both gamers and<br />
non-gamers, potentially caused by predominantly miss-attributed and perverted<br />
forms of any kind of violence in all public media always present and<br />
chronically available for everyone. Additionally, large individual differences<br />
point to the necessity to particularly consider individual learning histories<br />
and developmental factors. Taken together, the present data do not support<br />
the view that gamers are impaired in differentially processing virtual<br />
and real contextual information, even after a long learning history of computer<br />
game play.