Despite my concerns that all measures of well being were collated in to a single score of overall wellbeing... (that's a different thread) ...they report an overall effect size between gaming and well being a -.12 with a p value of .07.
Two things to take note of here...
First, an effect size of -.12 is small and almost indistinguishable from general "noise". Current standards suggest the threshold for .2 to even claim "small" effects.
Second, p = .07 is not a significant effect. The standard threshold for significance is .05.
For non statisticians out there, this means that the analysis shows that the relationship is just as likely to have been found by chance.
So, imagine my surprise when the authors come to this conclusion:
This is actually NOT what was found. Even if the effect size had been larger and significant, the evidence still wouldn't signify displacement effects outright.
The debate about displacement effects due to gaming have been going on for YEARS and generally speaking, lacks empirical support.
I myself am more inclined to support a Cycle Model of Use... but I digress.
...there will be videos about social displacement, compensation, augmentation and the Cycle Model of Use coming up on @Psychgeist_ in the coming months.
BUT the point of this morning rant was to highlight the importance of scientific literacy.
In this era of headlines and clickbait, it is important to remember that not all science is good science and not all sources of information on the internet are created equal.
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Early this week I ranted about a @nytimes editorial misrepresenting the scientific literature around video game uses and effects.
It's one thing for an editorial piece to mishandle scientific information, but it is another when an “educational” organization does it.
A thread.
A new training from @childrenscreens was announced called BLOOD, SWEAT, and FEARS: Understanding the Psychological Effects of Graphic and Violent Media on Children and Teens.
An article was published in the @nytimes today entitled "Children’s Screen Time Has Soared in the Pandemic, Alarming Parents and Researchers" and I have thoughts.
As expected of mainstream journalism it is far more moral panic than actual information.
It’s a lot to digest and for the sake of brevity, I’m going to just hit the major points here 👇
I think the part that got edited out was how much parents appreciate that their children have the privilege of technology to stay connected, educated, and informed.
There was an article posted yesterday on @medium called “Playing Video Games Is Killing You” that outlines the opinions, experiences, and inferences of a single individual about the impact of video games on well-being. A thread.
There are so many scientific inaccuracies in this article it is hard to know where to start. In fact the first time I read it I felt overwhelmed by the amount of time it would take me to remedy that I walked away. But I’ve caught my breath now and ready to give it a go.
It is important to point out this article is based on a single persons experience which they then take and broadly assume to be the same experience for others. One’s person experience is NOT the same as others even if the experience seems objectively the same.
Even today, in 2019 I continue to see gross generalizations and characterizations of the ‘online video gamer’ (OVG) based on stereotypes and conjecture. Let’s get to the truth of it *cracks knuckles* (a thread)
The stereotypical OVG is a socially inept, obsessed, reclusive, (white) male. This characterization is shared with a number of other groups too, suggesting it reflects a set of behaviors and concerns common to a range of groups (e.g., DnD players, engineers)
Indeed, research has confirmed similarities in stereotypic content between OVGs and other groups (including other kinds of gaming groups). Notably, the characteristic of social ineptitude, is not a distinctive to OVGs , questioning the unique role that CMC plays in these spaces.