Interview: Susan Greenfield on gaming’s alleged dangers

Posted November 18, 2011 by Lewis Denby.

Baroness Susan Greenfield, a professor at Oxford University, recently made some rather alarming claims about videogames: that they can decrease empathy, increase aggression, and perhaps lead to serious mental health disorders. We approached Susan, asking her to expand upon these comments. Here’s the ensuing interview…

Baroness Susan Greenfield is no stranger to controversy when it comes to videogames and the internet, and the negative effects she alleges they may have on the brain. Recently she made some especially alarming comments in her book, an extract of which was lapped up and reprinted by the mainstream media. In this extract, Baroness Greenfield made some extremely serious accusations against gaming: that it has led to a ‘decrease in empathy’, that it can ‘increase aggression’, and that it may even be responsible for a rise in attention deficit hyperactivity disorder.

If this is all true, then it is a matter of enormous public health interest, as gaming continues to propagate into our everyday lives. No one here is trying to mindlessly defend the innocuous nature of videogames if there is evidence to the contrary. But, at least in the reprinted extracts, Greenfield pointed to no evidence to reinforce her claims. I approached Greenfield asking her to clarify her comments and, happily, she agreed.

Greenfield has said in the past that she has been misrepresented by the media. Today, she tells me that she was interviewed on the matter for the BBC’s ‘Panorama’ last year, but her section was cut from the final programme because her views were “too nuanced”. She also reveals that she is to meet with UKIE, Sony and Electronic Arts next week to discuss her concerns with gaming, and theirs with her comments. Below are her answers to our questions.

You seem to suggest that videogames and other ‘screen experiences’ lack the capacity to convey metaphor in the way that a play like Macbeth can. How are screen-based visual arts different from stage-based visual arts in this sense? Both have scripts, actors, scenery – and many videogames have explicitly attempted to communicate rich tapestries of metaphor, such as 2007 action game BioShock, as well as a large ‘art game’ movement. Are you aware of these?

Stage-based performances such as Macbeth place emphasis on thoughts and feelings rather than the simple actions that triggered them. Yes in both cases there’s a combination of narrative and speech: but having looked up BioShock, and discussed it with my more knowledgeable colleagues, it appears that such games do not use metaphor in the way I meant, i.e. expressing one thing in terms of another. For that, you need a conceptual framework that enables you to understand the parallels, such as the example I gave from Macbeth of the extinction of a candle as death. Books, i.e. words, can convey inner feelings: hence even with films, most people say that the book of the same story is usually better. What’s more, because the essence of a videogame is that there is ‘user input’, the user, through his actions alone, will change the outcome of a string of situations in the game in order to move the story forward: there is very little room for ‘storytelling’ in this context – only about enough to provide the setting. Can I also draw your attention to a quote from Eric Schmidt, ex CEO and now Chairman of Google:

“I worry that the level of interrupt, the sort of overwhelming rapidity of information…is in fact affecting cognition. It is affecting deeper thinking. I still believe that sitting down and reading a book is the best way to really learn something. And I worry that we’re losing that…”

You state that in a videogame you play not because you care about the characters or storytelling, but because of the thrill of play. Do you feel that this is true of all games, or just some – like Mario, which you referenced? Because it strikes me that for every game that’s about pure gameplay, there’s another game that places its focus on storytelling.

We need to distinguish between storytelling per se and stories, such as in novels, which explore and express the diversity and complexity of the human condition. Whilst games may ‘focus’ on storytelling, as far as I can see, they are at the level of comic strips and fairy tales, i.e. exciting and action-packed stories but lacking any character development and more typically appropriate for young children.

You cite a study that says children spend ’900 hours in class, 1,277 hours with family and 1,934 hours in front of a screen’ between their 10th and 11th birthdays. These figures do not, however, account for the full amount of time that occurs between these two birthdays. What is this study, and how does the study account for the rest? And does the study mention a crossover between family time and time in front of a screen? It would seem likely that there would be quite a large crossover.

The study referring to hours in class, with family and in front of the screen between 10th and 11th birthday, comes from a report by ChildWise (ChildWise, The Monitor Report 2007-2008, SMRC ChildWise, Norwich). I would also like to draw your attention to the following statistics from a recent American study:

In any event surely the issue is the substantial amount of time spent in front of a screen, which will mean that much less time doing other things, which are admittedly not detailed in the study.

What evidence have you selected to demonstrate that empathy has ‘sharply’ decreased? Similarly, what evidence have you selected to suggest that videogames cause aggression? There have been several studies on this topic, and to my knowledge the majority of them have arrived at the opposite conclusion.

The evidence I have selected comes from the following study:

Sara H. Konrath, Edward H. O’Brien, and Courtney Hsing. Changes in Dispositional Empathy in American College Students Over Time: A Meta-Analysis, Pers Soc Psychol Rev May 2011 15: 180-198, first published on August 5, 2010 doi:10.1177/1088868310377395.

This study examines changes over time in a commonly used measure of dispositional empathy. A cross-temporal meta-analysis was conducted on 72 samples of American college students who completed at least one of the four subscales (Empathic Concern, Perspective Taking, Fantasy, and Personal Distress) of the Interpersonal Reactivity Index (IRI) between 1979 and 2009 (total N = 13,737). Overall, the authors found changes in the most prototypically empathic subscales of the IRI: Empathic Concern was most sharply dropping, followed by Perspective Taking. The IRI Fantasy and Personal Distress subscales exhibited no changes over time. Additional analyses found that the declines in Perspective Taking and Empathic Concern are relatively recent phenomena and are most pronounced in samples from after 2000.

By the same token perhaps you could let me have the references you mention that prove the opposite, i.e. an increase in empathy with screen culture. [EDITOR'S NOTE: I was actually referring here to the relationship between gaming and aggression, and will be responding to Baroness Greenfield in due course. However, my colleague Jamie Donnely links in the comments thread to a meta-analysis that appears to suggest the opposite of the studies I have read. Since meta-analyses provide the broadest findings into a given topic, I shall be reading it with interest - because, like I said above, if there is a significant risk factor associated with playing games, I believe we should know about it.]

You discuss the relationship between videogames and attention defecit hyperactivity disorder. Here you do not cite any evidence, but merely postulate that it is a “possibility” that videogames could be the cause, which suggests that it is your own theory. Is this based on any research, or merely an uncorroborated idea you have had? If the former, why have you not published this research in an academic journal?

I have only ever claimed that the irrefutable rise in methylphenidate prescriptions is closely correlated with the rise of the digital native. [EDITOR'S NOTE: Baroness Greenfield's actual quote is: "[A] third possibility could indeed be that if the young brain is exposed from the outset to a world of fact action-reaction [...] then such a rapid interchange might lead to a shorter attention span.”] Rather like with smoking and cancer some 50 years ago, seeing parallel trends is the first step: the next step is then to conduct detailed epidemiology exploring a potential causal link.

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Comments (19)

  1. Video games are unable to explore the diversity and complexity of the human condition? I think that’s a bit of a genralization. If anything, I think games are MORE able to tackle these things because the interplay between the “story” happening on screen and the actions directly carried out by the player makes a much stronger connection.

    Think of Catherine, for example – you directly navigate Vincent’s moral dilemma through your own decisions (Vincent is basically just a placeholder, but it’s really YOUR story).

    I think the claim that video game stories are simply “action packed” and “lack any real character development” is just ignorant. She seems to either be focusing on older games like Mario, or some of the more popular AAA games like Call of Duty. I think Baroness Greenfield should play To the Moon.

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    Patrick Lindsey (November 18th, 2011)

  2. Her ADHD claim really is a huge jump that evidence doesn’t even hint at showing. There’s so many other factors that could be involved in the rise of prescriptions, and accessibility of the drugs/society’s increasing reliance on drug-based therapy could just be some of many.

    Also, I’m not sure if Greenfield believes that the different mediums use of metaphor and storytelling (which she’s completely off the mark with anyway) means that video games cause more aggression than other mediums? If this is her argument, then she’s very much wrong. It’s very difficult to compare these effects across different mediums due to the variables involved, and not many studies have attempted it to my knowledge. The studies that look at the mediums individually have found that violence increases aggression when found in any medium – from song lyrics to religious scripture (Haven’t got time to provide specific citations right now unfortunately).

    However, as for Lewis’ point about studies showing the opposite of violent video games causing aggression, it’s not really the case. The majority of research supports a link between aggression and violence (Link to a meta-study conducted by Anderson et al. (2011) – http://www.gutenberg-gym.de/jms/Literatur/Metastudie_Gewaltspiele_Anderson2010.pdf). That study goes so far as to support the notion that video games are a causal risk factor in aggression. I think the key thing to consider is that most researchers put forth the case it is just one of many factors that influence aggression, but that evidence shows it defiantly does have an effect. At best, you can say that the causality between violent video games and aggression is currently unclear, and it might simply be a cor relational relationship, however to say the opposite of a causal relationship is occurring isn’t quite accurate based on current research.

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    Jamie Donnelly (November 18th, 2011)

    • I had not seen that meta-analysis, but I will read it with great interest. As I said, the studies I have read generally found no large link, and the Byron review found that those which did find such a link were largely flawed studies.

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      Lewis Denby (November 18th, 2011)

      • Yeah it’s a good, if lengthy, read. Studies in the area have methodological issues for sure, but I think Anderson addresses these somewhat in that analysis (not entirely sure, haven’t read it for a while).

        At any rate, reviews and meta-analyses are certainly better sources of evidence to defend a claim than a single study (as Greenfield uses to defend her claims about empathy). Also, the study she cites doesn’t seem to be talking about video games at all and is just referring to general decrease in empathy over time? So once again it seems she is just jumping to her own conclusions based on evidence that shows a much more general occurance.

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        Jamie Donnelly (November 18th, 2011)

      • Just had a skim-read. Interesting. Its inclusion criteria are quite rigid, but it’s worth a read regardless. Of course, it goes against the findings of Tanya Byron’s report a couple of years ago, which also looked at a range of studies, and concluded that there is no significant link between games and violent behaviour. The evidence is, at best, mixed.

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        Lewis Denby (November 18th, 2011)

      • Yeah Anderson’s study certainly isn’t the be all, end all – it is still a mixed bag of research that needs much more work in the future (some of which I hope to maybe be doing :P ). Was just your phrasing that majority had arrived at “opposite” conclusions that I decided to be nit-picky about :)

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        Jamie Donnelly (November 18th, 2011)

  3. The Anderson meta-study is flawed, both methodologically and contextually, and the conclusions have been criticised severely. It has also been rejected in the United States as “proof” that games cause aggression. There was quite a stir in the US when California ruled for video games as being protected under the first amendment, and Anderson’s meta-study was throughly criticised also in this context: http://www.techdirt.com/articles/20110627/11000414873/supreme-court-says-anti-violent-video-game-law-violates-first-amendment.shtml http://news.cnet.com/8301-13578_3-20021524-38.html?tag=mncol;txt

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    torill (November 18th, 2011)

    • I’m by no means saying that the Anderson’s study is perfect, but I do believe it acknowledges and defends itself against the various criticisms that could be put against it. The main problem is the definitiveness with which Anderson states his conclusions, and he should have issued more caution. His final conclusions also acknowledge that pro-social games can increase pro-social behaviour, and that games are neither inherently good or bad.

      The article criticising Anderson from techdirt seems like it already has an agenda, painting him as some kind of anti-video game crusader. It scrutinises his meta-analysis, before taking an opposing study as gospel simply because it attains to their point of view. Scrutinising research is great, it should be encouraged, but you need to apply to the same standards to all the research you’re looking at.

      He’s always appeared rational and reasoned to me in his research papers, as well as when I asked him about the whole Lieberman debacle – http://www.gamepodunk.com/blog/76/entry-593-liebermans-bulletstorm-rape-claims-a-psychologists-view/ Certainly not overly anti-video game in my opinion.

      I agree that psychologists need to take a lot more care when reporting findings so as to avoid misinterpretation, and I do not believe Anderson should be telling politicians how his own research should influence policy – that should be somebody else’s job and Anderson should really have been more cautioned in his conclusion. Anderson talks as if the research is concrete, when in reality more studies with more stringent methodologies are needed to discover the genuine truth. For now, I believe his arguments and the evidence he presents is the closest to that, even if they may be proved wrong in the future.

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      Jamie Donnelly (November 18th, 2011)

  4. “Whilst games may ‘focus’ on storytelling, as far as I can see, they are at the level of comic strips and fairy tales, i.e. exciting and action-packed stories but lacking any character development and more typically appropriate for young children.”

    I was, almost literally, fuming at this comment.

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    ell2309 (November 18th, 2011)

  5. I don’t know what’s worse – the endless stream of “research” spewed out by Universities purely for funding purposes or the constant bias shown by the gaming community at any challenges to its legitimacy.

    It all comes down to the same fundamental facts that are at the core of gaming. Its driven by profit making corporations who have no interest in making games that have any real depth or artistic merit. Greenfield’s comment about “storytelling” is driven by fact, you don’t need to look very far to see games such as Saints Row which not only have zero story or characters but is pretty much mindless, look at MW3 as well I mean the plot and characters in that are secondary to the immersive experience. One game which should have changed it all was heavy rain but the plot wasn’t even as good as a straight to DVD movie.

    @patrickwlindsey The health issues relating to games can’t really take in to account a game that isn’t played by the general population. MW3 has been purchased by millions in the last ten days and that kind of output is what the industry is being judged on. That’s the reason that Eminem was under scrutiny because he was selling millions of records.

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    mavisbeacon (November 18th, 2011)

  6. How does one ‘look up’ a video game?

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    Mark Ankucic (November 19th, 2011)

  7. Regarding the parts about empathy, aggression, and mental disorders; I think that’s mixing up correlation with causation. Video games are possibly the strongest form of escapism…well, of ones that are physically harmless. It’s no surprise that people who aren’t well-adjusted may spend a good amount of time playing video games. People often joke about others having no life because they play a lot of video games, but maybe a lot of them play video games because they have no life?

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    roy123 (November 19th, 2011)

  8. Oh, and the Macbeth metaphor stuff is pretentious pish posh.

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    roy123 (November 19th, 2011)

  9. I’m so disappointing in every single one of you. I can clearly see a lack of ability to empathize with Susan here. Not to mention the aggressiveness with which you dispute what she’s saying is indicative of the very problem she’s referri…

    Oh wait, never-mind, this is a the same kind of self-perpetuating statement I’d use to win a high-school debate against the special education team if I were too lazy to actually validate my argument.

    The only reason to make this kind of statement is for attention, there is no verifiable evidence in either direction and plenty of anecdotal supporting both arguments. For an Oxford Professor to be making these claims is just downright shameful, I’m surprised the school isn’t doing anything they can to shut this charlatan up before she embarrasses them any further.

    Might be a good time to apply for a professorship…

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    Abraxis (November 19th, 2011)

  10. P.S.

    To clarify a little more, her argument lacks falsifiability. Any assertion or theory, in order to be taken seriously within academic society, needs to be falsifiable.

    Our friend Suzzy here has structured her argument in such a way as to limit as much falsifiability as possible.

    so what I’m really saying is, her science is poor.
    her science is very, very poor.

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    Abraxis (November 19th, 2011)

  11. I have found a study that reports a rise in children’s sports and organized activities over time, especially sport: http://www.childtrendsdatabank.org/archivepgs/86.htm

    I am going to use this report to claim that Organized Children’s activities contribute to a lack of empathy, and a general increase in ADHD, since these went up at the same time. Can I have a Professorship now?

    Also, _in general_ youth violence by almost any measure has markedly decreased since the Playstation 1 was released. (http://www.gamerevolution.com/features/violence_and_videogames etc. al/.)

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    utena (November 20th, 2011)

  12. This is total horse Crap…I’m outta here…

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    minchi (November 21st, 2011)

  13. Guys, this is all just a laugh. Greenfield is one of these pop professors who says controversial things for attention. She has like 30 ‘honorary degrees’ and a bunch of scientific awards that just mean she published a pop book about science and a lot of people bought it. She is no authority on technology or information exchange, she’s just a washed up pharmacologist who found it more profitable to write scary articles about how the internet melts your brain.

    http://en.wikipedia.org/wiki/Susan_Greenfield,_Baroness_Greenfield

    From Wikipedia:
    “In an August 2011 interview with New Scientist, Greenfield cited a June 2011 study published in PLoS ONE as evidence for her claims.[15] In the study, the authors investigated changes in the microstructures of major fiber pathways in the brain of 18 adolescents. The authors concluded that the structural changes they found “probably contributed to chronic dysfunction in subjects with IAD.”[16]

    In this respect, she has been criticised by Dr Ben Goldacre for claiming that technology has adverse effects on the human brain, without having undertaken any research or properly evaluating available evidence. Goldacre called on her to “[formally] write up her concerns about computers damaging children’s brains”, to which she replied that he is “like the people who denied that smoking caused cancer”.

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    effen (February 3rd, 2012)

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