Monday, March 12, 2018

Seeking Truth and Fighting Deception

I'm going to wax briefly philosophical and religious here, because we're having a discussion about truth, and how we can recognize it. Specifically, I'm going to make a case about spiritual truth vs. scientific truth, and spiritual means of discovering truth vs. scientific means. For anyone wondering, I am a scientist with a degree in Neuroscience and significant education in biology. I am also an active member of the Church of Jesus Christ of Latter-day Saints (Mormons). So, my opinions tend to lie at the intersection of spirituality and scientific exploration. Without further ado:

I recently saw this news report, in which computer software is capable of realistically replacing images of one speaker with another:
https://www.cbsnews.com/news/experts-warn-of-digitally-altered-video-becoming-weaponized/?ftag=CNM-00-10aab6a&linkId=49098070

I felt like I could tell that Tarkin (from Rogue One) was clearly computer graphics,



but I have a harder time recognizing these images as fakes.


Because our senses can be so easily fooled, truth is going to need to be actively mined by everyone.It's getting to the point where you can't just have an opinion that sounds nice, or feel comfortable. We're going to need to be proactive, assuming that our opinions are being manipulated, because people are using the best of technology and psychology to control what we agree with and fight against.

I'm not some doomsday-preaching, nihilist weirdo. I'm advocating for less gut reactions, less defensiveness of the thoughts that SEEM to come to us naturally, and more actively constructing what we believe and support. We need to SEEK truth, rather than comfortably sitting on what feels true. Feelings can help guide us, but feelings alone cannot be the basis of our conclusions. We need to accept that some things we hold to be true are actually false, and have been planted in our minds by manipulative, ill-willed forces. We must accept that we don't see the whole truth, and that our small piece of the pie will not feel comfortably complete, but it is better to hold onto that than to hold wild falsehoods that feel comfortable.

For those who feel that I am, as a religious individual, advocating "not seeking the Spirit," you are wrong. The "Spirit of Truth" known as the "Holy Ghost" does not teach us the truth of all things - this seems backwards, given the scripture that, out of context, plainly says "And by the power of the Holy Ghost ye may know the truth of all things." But the "all things" referred to are all things relating to God and spirituality. It is not all things scientific or all things political, or all things related to breakfast cereals. It's almost demeaning to God to believe that he has some sort of obligation to tell you what you should eat in the morning, unless there's some grander significance to that choice. The same is true with many issues where we ourselves are responsible for understanding and deciding, and where the divinely appointed purpose is for us to take responsibility for the outcomes of our own personal decisions.

In a similar vein, scientific truth, political truth, economic truth, spiritual truth, and so forth, do not overlap entirely with regard to how they are gained and how they are applied. Truth, overall, may be one whole, but that's not how we have access to it.

Some might argue the spiritual point that "all things are first spiritual, then physical" or that "the temporal is spiritual," and while that may be true, it doesn't apply so directly in this case. When you come to a math problem, you can't ask the Spirit to solve it for you, you must do the math yourself. To have God solve a math problem for you (or other complicated problems that require expertise and effort) is utterly lazy, sign-seeking, entitled miracle-demanding-when-work-is-enough, and frankly evil; the days are coming where that spiritually entitled attitude is going to be the downfall of many otherwise good people. We must put in the effort to find answers, not sit around hoping that the feelings we have come from God, as opposed to the many, many sources that would imitate truth, when in fact they have their own, powerful, potentially evil (or at the very least selfish and manipulative) agendas.

It is more important than ever to have a correct view of our spirituality, as well as how we know non-spiritual vs. spiritual truths, so "that we henceforth be no longer children, tossed to and fro and carried about with every wind of doctrine by the sleight of men and their cunning and craftiness, whereby they lie in wait to deceive."

Friday, February 23, 2018

Embracing the Power of Our Medium: The Science of Video Game Psychology

With recent debates where politicians try to attack something other than gun laws, a lot of people have found themselves defending video games. Articles do everything from casually state, “video games don’t cause violence” to mock outright those who still hold the idiotic, backwards belief that video games affect people. I don't believe that the solution to our gun problem lies in video games, mind you, but truth is truth.

The mantra that "science proves that video games don't affect people" is not only false, I find it somewhat offensive. One reason I love video games (and other entertainment) IS THAT they are so powerful.

I'm here to just vomit science all over my own spaces, so I don’t have to do it on anybody else’s. Science supports the idea that video games change people. Video games are internalized. Violent video games, especially those where you play anti-heroes, cause people to internalize aggression, including misogynistic beliefs.

Before I start, let me clarify up front that I’m cherry-picking to make a point, which is a relevant thing to be doing. There are articles about the relationship between drug use and video games, about the health-related implementation of video games, about video game preferences changing with age, and, yes, even about how video games don’t increase violent behavior. However, cherry-picking is NOT hard in this case, and the sample I’m providing IS representative of the overall conclusion that science has come to at this point. You will find one article that fails to prove a connection for every dozen or more that do prove a connection, and the majority of articles that suggest no connection are opinion articles that do not provide any data of their own. A not-insignificant proportion of them demonstrate that autistic children are not at particular risk.

An entirely separate field of study is how young people and gamers are primed to be defensive about video games, and have difficulty assimilating new evidence FOR the effects of violent video games. I’ll not be including those articles here. To my gamer friends: embrace the true power of your medium.

A non-exhaustive list of supporting primary scientific articles and their conclusions (from the NCBI):

https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4151190/
“In sum, the current research supports the perspective that MRRG gameplay can have consequences for deviant behavior broadly defined by affecting the personality, attitudes, and values of the player.”
(MRRG stands for “mature-rated, risk-glorifying”)

https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4830454/
“Our results supported the prediction that playing violent-sexist video games increases masculine beliefs, which occurred for male (but not female) participants who were highly identified with the game character. Masculine beliefs, in turn, negatively predicted empathic feelings for female violence victims.”

https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5332106/
“These results provided only inconsistent support for the disengagement hypothesis, suggesting that participants found it difficult to separate a neutral face from a crowd of emotional faces.”
(Yes, this one’s weak, but it’s positive, not negative.)

https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4229070/
“These findings suggest that both playing violent video games online and offline compared to playing neutral video games increases aggression.”

https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5346125/
“...for children playing approximately 8 h or more per week, frequent competitive gaming may be a risk factor for decreasing prosocial behavior”

https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4227415/
“Our findings indicate that there is an association between daily exposure to violent video games and number of depressive symptoms among preadolescent youth.”

https://www.ncbi.nlm.nih.gov/pmc/articles/PMC1140725/
“Physicians and parents should appreciate that T-rated video games may be a source of exposure to violence and some unexpected content for children and adolescents, and that the majority of T-rated video games provide incentives to the players to commit simulated acts of violence.”
(This one doesn’t make a judgment call about the violence or its effects, it merely dispassionately pointed out that, while some people don’t expect serious violence in T-rated games, it is there. So, perhaps a bit of a tangent, but still related.)

https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5374198/
“Controlling for gender and socioeconomic level, results showed that video game exposure and religiosity were both related to sexism.”

https://www.ncbi.nlm.nih.gov/pubmed/29093050
“The vast majority of laboratory-based experimental studies have revealed that violent media exposure causes increased aggressive thoughts, angry feelings, physiologic arousal, hostile appraisals, aggressive behavior, and desensitization to violenceand decreases prosocial behavior (eg, helping others) and empathy.”
(This is a review, not primary literature, but it’s a scientific review, not a popular media article. For those unaware of what this means, this is of a peer-reviewed quality, and capable of being quoted in primary literature. Basically, when enough primary research has been done, people evaluate the research overall and write scientific evaluations called reviews.)

https://www.ncbi.nlm.nih.gov/pubmed/28221065
“Consistent with the literature that we reviewed, we found that violent video game exposure was associated with: an increased composite aggression score; increased aggressive behavior; increased aggressive cognitions; increased aggressive affect, increased desensitization, and decreased empathy; and increased physiological arousal. The size of the effects was similar to that in prior meta-analyses, suggesting a stable result. “
(This is the official APA taskforce in 2017, which is a huge deal. They don’t make statements like this lightly.)

https://www.ncbi.nlm.nih.gov/pubmed/26880037
“Social dominance orientation and hostile sexism predicted higher levels of both sexual harassment and general harassment in online games. Game involvement and hours of weekly gameplay were additional predictors of general harassment.”
(This is referring to online harassment by males within the games that they’re playing.)

https://www.ncbi.nlm.nih.gov/pubmed/26855192
“The FC patterns revealed a decrease in connectivity within 6 brain networks during the violence-related compared to the non-violence-related condition: three sensory-motor networks, the reward network, the default mode network (DMN), and the right-lateralized frontoparietal network. Playing violent racing games may change functional brain connectivity, in particular and even after controlling for event frequency, in the reward network and the DMN.”
(FC stands for functional connectivity.)

https://www.ncbi.nlm.nih.gov/pubmed/26652675
“This suggests that individuals who play many hours of action VGs may be more capable of lethal self-harm if they experience suicide ideation, although this association does not exist for individuals who play other categories of VGs.”

https://www.ncbi.nlm.nih.gov/pubmed/26587734
“The results of the present study imply that how a violent video game is played through different interfaces can magnify the intensity of postgame aggressive thoughts on top of already increased aggression due to trait-level hostility.”
(This one is really interesting, and demonstrates all sorts of interesting things. Two examples: People who play lots of video games are more readily able to identify with video game characters of new games, thus increasing enjoyment of new games. Also, input methods for video games (such as controllers) alter the intensity of postgame outcomes.)

https://www.ncbi.nlm.nih.gov/pubmed/26386004
“Despite a variety of methodological weaknesses in his meta-analysis, Ferguson (2015, this issue) presents evidence to support the positive association between violent media consumption and a number of poor developmental outcomes.”
(This one is merely a commentary, but a commentary by a group of scientific experts toward scientists, not a popular media article toward potential customers. It is significant because it is one of many scientific responses to an article where one scientist (Ferguson) did a meta-analysis that was intended to demonstrate that there was only weak correlation between violence in games and poor developmental outcomes. Turns out that he done messed up.)

https://www.ncbi.nlm.nih.gov/pubmed/26299393
“Violent video game players recognized fearful faces both more accurately and quickly and disgusted faces less accurately than non-gamers.”

https://www.ncbi.nlm.nih.gov/pubmed/26181802
“Findings suggest that gameplaying with a sexualized woman may increase adolescents' acceptance of rape myths and tolerance for sexual harassment.”

https://www.ncbi.nlm.nih.gov/pubmed/26121373
“Reward structures selectively affected in-game aggression, whereas narrative context selectively affected postgame aggression. Players who enacted in-game violence through a heroic character exhibited less postgame aggression than players who enacted comparable levels of in-game violence through an antiheroic character.”
(To put this plainly, if you’re playing a badass, you are more likely to have postgame aggression.)

https://www.ncbi.nlm.nih.gov/pubmed/25803312
“Results indicate that taking what participants perceive to be the more moral mind-set in the video game predicts more antisocial behavior on the first task, but more pro-social behavior on the next task.”
(This one is complicated, but definitely demonstrates that video games affect us afterward.)

https://www.ncbi.nlm.nih.gov/pubmed/25681166
“We found support for the hypothesized cultivation model, indicating a relationship between video game consumption and RMA via interpersonal aggression and hostile sexism”
(RMA stands for “rape myth acceptance”)

https://www.ncbi.nlm.nih.gov/pubmed/25455576
“It was concluded that exposure to violent video games increases the relative risk of desensitization to violence, which in turn may increase aggression and decrease prosocial behavior.”

https://www.ncbi.nlm.nih.gov/pubmed/25043905
“Consistent with priming theory, results showed that both male and female participants who played a violent game as a male avatar behaved more aggressively afterwards than those who played as female avatar. The priming effects of the male avatar were somewhat stronger for male participants...”

https://www.ncbi.nlm.nih.gov/pubmed/24464267
“Consistent with the predictions of social-cognitive, observational learning theory, this study supports the hypothesis that carrying weapons to school is associated with violent game play.”

https://www.ncbi.nlm.nih.gov/pubmed/24458215
“Whereas violent video games increase aggression and aggression-related variables and decrease prosocial outcomes, prosocial video games have the opposite effects. These effects were reliable across experimental, correlational, and longitudinal studies, indicating that video game exposure causally affects social outcomes and that there are both short- and long-term effects.”

https://www.ncbi.nlm.nih.gov/pubmed/24085715
“In fact, a correlational study revealed that violent video game exposure was positively related to ethnocentrism. This relation remained significant when controlling for trait aggression. Providing causal evidence, an experimental study showed that playing a violent video game increased aggressive behavior, and that this effect was more pronounced when the target was an outgroup rather than an ingroup member.”

https://www.ncbi.nlm.nih.gov/pubmed/24335350
“ Prosocial-media use was positively associated with helping. This effect was mediated by empathy and was similar across cultures. ....  Path analyses showed significant longitudinal effects of prosocial- and violent-video-game use on prosocial behavior through empathy. Latent-growth-curve modeling for the 2-year period revealed that change in video-game use significantly affected change in helping, and that this relationship was mediated by change in empathy.”
(This one is a little backwards, cause it’s pointing out that playing positive games increases positive behavior. Because video games ARE AWESOME!!)

https://www.ncbi.nlm.nih.gov/pubmed/23951954
“Taken together, it appears that being helpful while playing video games leads to the perception of being more human, whereas being harmful while playing video games leads players to perceive themselves negatively.”

https://www.ncbi.nlm.nih.gov/pubmed/23745616
This one rambles about its conclusion a bit. Basically, when you believe that your character is a hero (Superman or a generic “warm and empathic” character) fighting for good, you are more likely to follow gaming with prosocial behavior. Believing that you’re a bad guy (Joker or his generic bad counterpart) resulted in participants judging others as more hostile. They close, ”This is in line with previous findings that empathy may not be positive per se. In fact, it may backfire depending on the interaction of game characters and the empathy players feel for them.”

https://www.ncbi.nlm.nih.gov/pubmed/23650097
“Thus, violent video games that are framed in an explicitly prosocial context may evoke more prosocial sentiments and thereby mitigate some of the short-term effects on aggression observed in previous research. … aggressive behavior was not completely eliminated by the inclusion of a prosocial context for the violence.”

https://www.ncbi.nlm.nih.gov/pubmed/23253205
“Exposure to violent online games was associated with being a perpetrator as well as a perpetrator-and-victim of cyberbullying.”

https://www.ncbi.nlm.nih.gov/pubmed/23097053
“As expected, violent video game players had lower cardiac coherence levels and higher aggression levels than did nonviolent game players. Cardiac coherence, in turn, was negatively related to aggression.”
(Cardiac coherence is the synchronization of breathing with heart rate.)

https://www.ncbi.nlm.nih.gov/pubmed/22766175
“Results showed that exposure to GTA predicted higher levels of moral disengagement. Recency of exposure had a primary impact on the considered mechanisms of moral disengagement.”

https://www.ncbi.nlm.nih.gov/pubmed/22550147
“By employing a Solomon Four-Group experimental research design, this exploratory study found that a video game depicting sexual objectification of women and violence against women resulted in statistically significant increased rape myths acceptance (rape-supportive attitudes) for male study participants but not for female participants.”

https://www.ncbi.nlm.nih.gov/pubmed/22549724
“Prosocial games reduced state hostility and increased positive state affect. Violent video games had the opposite effects. These effects were moderated by trait physical aggression. Altruistic participants reported relatively more positive affect and less state hostility. Egoistic participants reported relatively more aggravated and mean feelings.”

https://www.ncbi.nlm.nih.gov/pubmed/22489544
“The social context of game play influenced subsequent behavior more than the content of the game that was played.”
(This means that players who worked together in the game were more willing to work together outside the game than players who were competitive in the game. Game design matters as much as content.)

https://www.ncbi.nlm.nih.gov/pubmed/22302216
“Discussion highlights how violent video gaming is associated with lower levels of prosocial behavior through the mechanism of decreased empathic concern, how this association can affect prosocial behavior differently across target, and finally what implications this might have for development during emerging adulthood.”

AND THERE’S A TON MORE! I’m just getting tired of listing these. But hopefully this’ll help people to be a bit skeptical when they see those popular articles that make fun of people for believing video games affect us. Video games are the most powerful art medium of all time.

Tuesday, February 20, 2018

Why the pinnacle of modern technology has failed me.

I've long been a fan of diet soda. "Diet soda is the pinnacle of modern technology," I sometimes say. Well, recently my mother-in-law informed me that diet soda is bad for you. I've heard people ranting about problems with diet soda for a long time - a lot of nonsense about a lot of different problems that it might cause. I think a lot of that has come from the history of artificial sweeteners, which isn't so spotless.
Well, I've heard it before, so I wasn't surprised to hear her say that diet soda was bad for you. However, I don't tend to think of her as being a "bandwagon" sort of person, so I decided to see where science currently is on the subject of diet sodas.

Apparently, she wins.

Research suggests that people gain a couple pounds when they use diet sodas over not using sodas, and only extremely obese individuals lose weight by changing from regular to diet sodas in their diet. One article suggests that the reasons for diet soda being unhealthy are overcompensation for expected caloric restriction, as well as alteration of food preferences due to the extreme sweetness of the sweeteners. Another demonstrated that aspartame's inhibition of intestinal alkaline phosphatase enhances glucose intolerance (a chief factor of diabetese) - basically, diet sodas might be contributing to diabetes in a very different way than regular sodas.

Now, aspartame is falling out of favor due to reports of it causing cancer in rats (it hasn't been shown to cause cancer in humans), so sucralose is the up-and-coming sweetener for diet sodas. While experts seem to feel that sucralose is healthier than aspartame, research suggests that sucralose is "not biologically inert" with effects like alterations in blood levels of glucose, insulin, and other molecules important to glucose intolerance.

What I think this all means: I'm no longer able to call diet soda the pinnacle of modern technology, for which I am deeply saddened. I'll have to drink it in moderation, instead of guzzling it like I just don't care.

Some of the sources I reviewed:
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2892765/
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3856475/
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4661066/
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5686455/
https://www.marketwatch.com/story/is-diet-pepsi-with-sucralose-healthier-than-aspartame-2015-04-24

Wednesday, January 17, 2018

Fluorens's Error - a bedtime story about neuroscientists.

Brains are organized and efficient.  They're massively complex, but scientists have been hard at work for a very, very long time trying to figure out how they work.  As much as 7000 years ago, people used to perform trepanation, the boring of a hole into someone's skull to cure them of who-knows-what.  The history of neuroscience continues on to the greeks, with Hippocrates; to the Romans, with Galen; to the Renaissance, with Andreas Vesalius; and so forth and so on.  Obviously, these few individuals I've mentioned do not constitute the whole of historic work on the brain.

One historic researcher, Marie-Jean-Pierre Fluorens, was an advocate of a particular idea about brain functioning.  Fluorens believed that the structure of the brain was related to its function.  He provided solid experimental evidence that the cerebellum was used in coordination, and that the cerebrum was involved in sensation and perception.  While others had made such hypotheses, Fluorens used ablative techniques (damaging specific areas) to prove empirically that it was true.

Franz Joseph Gall, like Fluorens, believed that structure was related to function.  He said that the bumpy brain structures (gyri) were related to behavior, and that bumps on the head were related to the bumps on the brain.  Thus, he invented a pop-pseudo-science known as phrenology.  Gall and his colleagues had data to back up the idea, but it wasn't very good.   More or less, they measured people's heads, and then correlated their personality traits to the various shapes on their head.

Fluorens found this psuedo-science to be preposterous, and his reaction was a bit over-the-top.  He actively argued against Gall and against phrenology.  He demonstrated that the skull's shape was not strongly correlated with the brain's shape.  Fluorens also provided additional ablative evidence that personality traits were not isolated to the neural structures under the skull regions suggested by Gall.  Fluorens concluded that the brain did not localize functions, and instead acted as one big processing machine.

Fluorens's conclusion makes me a little sad.  Modern neuroscience is well aware that different brain regions have different functions, despite a great deal of overlap and interdependency.  The frontal cortex is involved in planning and inhibition, the motor cortex is involved in movement, the somatosensory cortex is involved in sensation, the parietal cortex is involved in association and interpretation, the visual cortex is involved in seeing, and this is just scratching the surface. (I can't help but humorously point out that all of these structures are on the surface of the brain, the cortex, so we really are just scratching the surface.)

But my sorrow is not because Fluorens was wrong.  I'm saddened by the fact that Fluorens was right.  He was right about the cerebellum and cerebrum, and function following form.  However, at some point, Fluorens made a shift from proving things to be true to disproving the pseudo science.  This shift resulted in his final false conclusion.  I'm saddened that his passion for fighting what was wrong overpowered his passion for proving what was right.

For many years now, I've known this story of Fluorens, and I occasionally share it.  I call it the story of Fluorens's error.  His error was not his final conclusion.  We make Fluorens's error by expending our energy to fight against something, instead of fighting for something.