The Situationist

Archive for the ‘Entertainment’ Category

The Social Status Situation of Online Networks

Posted by The Situationist Staff on October 16, 2009

Facebook ImageBreeanna Hare of CNN.com has an interesting piece on how membership in online networks may signal social status.  We excerpt the piece below.

* * *

Is there a class divide online? Research suggests yes. A recent study by market research firm Nielsen Claritas found that people in more affluent demographics are 25 percent more likely to be found friending on Facebook, while the less affluent are 37 percent more likely to connect on MySpace.

More specifically, almost 23 percent of Facebook users earn more than $100,000 a year, compared to slightly more than 16 percent of MySpace users. On the other end of the spectrum, 37 percent of MySpace members earn less than $50,000 annually, compared with about 28 percent of Facebook users.

MySpace users tend to be “in middle-class, blue-collar neighborhoods,” said Mike Mancini, vice president of data product management for Nielsen, which used an online panel of more than 200,000 social media users in the United States in August. “They’re on their way up, or perhaps not college educated.”

By contrast, Mancini said, “Facebook [use] goes off the charts in the upscale suburbs,” driven by a demographic that for Nielsen is represented by white or Asian married couples between the ages of 45-64 with kids and high levels of education.

Even more affluent are users of Twitter, the microblogging site, and LinkedIn, a networking site geared to white-collar professionals. Almost 38 percent of LinkedIn users earn more than $100,000 a year.

Nielsen also found a strong overlap between those who use Facebook and those who use LinkedIn, Mancini said.

Nielsen isn’t the first to find this trend. Ethnographer danah boyd, who does not capitalize her name, said she watched the class divide emerge while conducting research of American teens’ use of social networks in 2006.

When she began, she noticed the high school students all used MySpace, but by the end of the school year, they were switching to Facebook.

When boyd asked why, the students replied with reasons similar to Owens: “the features were better; MySpace is dangerous and Facebook is safe; my friends are here,” boyd recalled.

And then, boyd said, “a young woman, living in a small historical town in Massachussetts said to me, ‘I don’t mean to be a racist or anything, but MySpace is like, ghetto.’” For boyd, that’s when it clicked.

“It’s not a matter of choice between Facebook and MySpace, it was a movement to Facebook from MySpace,” she said, a movement that largely included the educated and the upper-class.

* * *

To read the rest click, here.  For a sample of related Situationist posts, see The Situation of Facebook Jealousy, The Social Awkwardness of Online Snubbing, Virtual Bias, and Internet Disinhibition.

Posted in Choice Myth, Entertainment | Tagged: , , | 3 Comments »

The Surprising Situation of Video Game Players

Posted by The Situationist Staff on September 2, 2009

Videogame PlayersTor Thorsen of GameSpot has an interesting piece on surprising new findings from the Centers for Disease Control on video game players, who tend to be older than you might expect, and also more depressed.  Below is an excerpt.

* * *

Often, games are dismissed as a youthful pastime. However, a new study by the Centers for Disease Control and Prevention has found that the average US gamer doesn’t even fall into the 18-34-year-old demographic advertisers and MTV programmers so highly prize. According to the study, published in the American Journal of Preventive Medicine and provided to MSNBC, the average adult American gamer is 35, the age when the ostensibly retirement-age organization AARP starts sending out invitation letters.

* * *

It gets worse. The study, which was conducted in conjunction with Emory University and Andrews University, also found the majority of adult gamers had “a greater number of poor mental health days” compared to non-gamers. They also were more often overweight and antisocial than teetotalers of computer entertainment, according to researchers.

“Video game players also reported lower extraversion, consistent with research on adolescents that linked video game playing to a sedentary lifestyle and overweight status, and to mental-health concerns,” the study authors wrote. Female gamers were particularly likely to be hit by depression and “lower health status.” It also found that women are more like to use games as a “digital self-medication.” Male players spent “more time using the Internet and rely more on Internet-community social support.”

* * *

To read the rest, click here.  For related posts, see Are Video Games Addictive?, Resident Evil 5 and Racism in Video Games,” “Encourage Your Daughters To Play Violent Video Games?,” “The Situation of First-Person Shooters,” “Suing the Suer: Video Game Company Sues Jack Thompson,” and Michael McCann’s “The Intersection between Tort Law and Social Psychology in Video Games.”

Posted in Entertainment, Life | 2 Comments »

The Situation of Facebook Jealousy

Posted by The Situationist Staff on August 15, 2009

JealousyMarc Beja of the Chronicles of Higher Education has an interesting piece on jealousy driving people to spend inordinate amounts of time on Facebook.  We excerpt this piece below.

* * *

Having relationship troubles? Is your significant other interrogating you, asking about your communication with people you used to date, or even with acquaintances you speak with infrequently?

Blame Facebook, say three researchers at the University of Guelph, in Ontario.

The reason? Jealousy. And not just any jealousy—”Facebook-specific jealousy,” say two Ph.D. candidates in psychology and their advisor. They add that such jealousy may increase the amount of time that you—or your significant other—spend on the social networking site.

The researchers—Amy Muise and Emily Christofides, both Ph.D. candidates, and Serge Desmarais, an associate professor of applied social psychology—wondered whether spying on their significant others would make people question the partners’ honesty and fidelity, and if time spent on the Web site would increase as a result. More than 300 undergraduate students completed an anonymous online survey about their Facebook habits. Of those, a little more than half said they were seriously dating one person.

The study relied on 27 items that were meant to assess Facebook-related jealousy, and a scale was created for each item. Results of the survey were published in the August edition of the journal CyberPsychology & Behavior in an article titled “More Information than You Even Wanted: Does Facebook Bring Out the Green-Eyed Monster of Jealousy?

The undergraduates were asked questions like “How likely are you to become jealous after your partner has added an unknown member of the opposite sex?” and “How likely are you to monitor your partner’s activities on Facebook?” The answer to both of those questions was “very likely” for a substantial number of participants. The respondents said they spent an average of nearly 40 minutes on the Web site each day, with women spending more time than men.

More than three-quarters of the participants said they knew their partners had added as “friends” people with whom they had previously had flings. And more than 92 percent said their partners were at least somewhat likely to have “friends” they did not themselves know.

Rising jealousy can be attributed to the social-networking site, which makes speaking with not-so-close friends easier than before, the researchers say. Many people add as friends people they have met in passing, rather than adding only acquaintances they see regularly. Men in the study reported having 100 more friends, on average, than women did. Women outscored men on the jealousy scale, averaging a score of 3.29 out of 7, while men scored 2.81. Three-quarters of those who completed the survey were women.

* * *

To read the rest, click here.  For a sample of related Situationist posts, see The Social Awkwardness of Online Snubbing, Virtual Bias, “Internet Disinhibition,” and The Situational Effect of Groups.

Posted in Emotions, Entertainment | Tagged: , | 2 Comments »

The Situation of Homogeneity

Posted by Adam Benforado on July 20, 2009

NudgeThis summer, I have finally gotten around to reading Richard Thaler and Cass Sunstein’s book Nudge and, unsurprisingly, there is much in the book that parallels situationist work.  Indeed, many (if not most) of the referenced social psychology experiments and dynamics should already be familiar to readers of this website.

One paragraph that I came across this morning particularly struck a chord with me because it took up a topic that I addressed not a month earlier in an op-ed in the Baltimore Sun: the problem with “collaborative filtering,” whereby consumers are given recommendations based on the preferences of others with identical tastes.  As Thaler and Sunstein explain,

[S]urprise and serendipity can be fun for people, and good for them too, and it may not be entirely wonderful if our primary source of information is about what people like us like.  Sometimes it’s good to learn what people unlike us like—and to see whether we might even like that.  If you like the mystery writer Robert B. Parker (and we agree that he’s great), collaborative filtering will probably direct you to other mystery writers (we suggest trying Lee Child, by the way), buy why not try a little Joyce Carol Oates, or maybe even Henry James?  If you’re a Democrat, and you like books that fit your predilections, you might want to see what Republicans think; no part can possibly have a monopoly on wisdom.  Public-spirited choice architects—those who run the daily newspaper, for example—know that it’s good to nudge people in directions that they might not have specifically chosen in advance.

As my op-ed, included below, suggests, Thaler and Sunstein’s faith in daily newspapers may be misplaced . . .

Segregating markets – and people

What do people interested in recent conservative attacks on federal appellate Judge Sonia Sotomayor buy? Portable pet carriers, moisturizing liquid hand soap, and flat screen televisions. The fact that I know this is not something I find comforting.

Let me explain. After I wrote a recent op-ed, a friend drew my attention to something at the bottom of the online version of the article. I have grown used to advertisements with my news and links to “most read articles,” but this seemed to raise the stakes. Alongside the helpful recommendation of other articles the newspaper imagined the reader might like based on her decision to read an op-ed on Supreme Court nominations was a list of “paired” products that other readers of the piece had purportedly purchased.

The list ought to be reassuring, I suppose: I would hate to think that readers were only purchasing catamarans and caviar. Still, I am not sure that this is an encouraging development.

True, the various technologies that make product linkage possible are not particularly mysterious or menacing. In a typicaAlso Readl scenario, when you visit a Web site, a tracking “cookie” may be placed on your computer. These cookies store data about the places you have visited on the Internet. By collecting such information for millions of people, advertisers know what individuals with an identical browsing history subsequently looked at and can direct you to the same page.

I wonder if it is good to assist individuals in this way – and, more specifically, for newspapers to be involved in this process.

Desire can be manufactured. Hummers can be sold to Manhattan housewives. Water that is by all measures inferior to that flowing out of the tap for free can be bottled and priced at $4 a pop.

Maybe readers of my op-ed do not really need or want a new flat screen TV, but what is the problem with a newspaper encouraging them to buy one? The paper makes a little revenue; Sam’s Club sells a TV; and the reader gets a fun status symbol.

The answer is that although “funneling” might be fairly harmless when it comes to being guided to other albums while shopping for a CD, the same may not be true on the broader scale. What does it mean for society when individuals who read the same articles are, as a result, encouraged to go to the same movies, wear the same clothes, drive the same cars, vacation in the same resorts and eat in the same restaurants?

Creating and reinforcing insular communities is likely to hurt us in the long run. Humans may gravitate toward those most like them, but we should resist the impulse to help the process along.

If I am going to be swayed into buying a product or watching a show, I would like to think that, at least, everyone else is being moved in the same way. In a country still deeply divided along racial, religious, economic, and ideological lines, wouldn’t it be nice if the liberal, black teenager in L.A. was encouraged to read the same book as the conservative, white soccer mom in Nashville?

How will we ever close the gaps, if we are constantly steered to opposite sides of the lunch counter?

* * *

To review previous Situationis posts discussing marketing, click here.

Posted in Behavioral Economics, Book, Choice Myth, Conflict, Entertainment, Ideology, Life, Marketing, Situationist Contributors | Tagged: , , | 2 Comments »

Bruno and the Situation of “Humor” in Films

Posted by The Situationist Staff on July 18, 2009

BrunoLarry Muhammad of the Courier Journal has an interesting piece on the response tactics of groups that have been the target of jokes in recent films, including in Sacha Baron Cohen’s “Bruno.”  We excerpt it below.

* * *

Has comedian Sacha Baron Cohen gone too far with his new movie, “Bruno”?

Scan the cable news shows and the talk-radio dial and — between all the Michael Jackson talk — you’ll hear howls of outrage from some gay groups, angry that Cohen’s gay Austrian fashionista character reinforces stereotypes about homosexuals.

* * *

Last summer, demonstrators picketed outside showings of the Ben Stiller comedy “Tropic Thunder,” angry that a character named Simple Jack was repeatedly referred to as a “retard.”

Of course, the dust has barely settled from David Letterman tussling with — and apologizing to — Alaska Gov. Sarah Palin over a joke he made about her daughter and New York Yankees third baseman Alex Rodriguez. And that dust-up closely followed the tempest over a controversial joke about Rush Limbaugh told by Wanda Sykes at the White House Correspondents Association dinner.

What’s happening here? Movie makers, after all, keep pushing the envelope when it comes to sex and violence, since it is harder and harder to shock and surprise. But that thick skin turns thin — on both sides of the political aisle — when it comes to humor. Are we no longer able to laugh at ourselves? Or, has protesting a movie or a joke simply become an easy way to get one’s own political agenda into the media?

In protesting “Bruno,” Rashad Robinson of the Gay and Lesbian Alliance Against Defamation told the Boston Globe: “My fear is that in parts of the country where gay men and lesbians are still unable to adopt children or can lose their jobs for being gay, ‘Bruno’ is going to make things worse for people.”

But here in Kentucky, Chris Hartman, director of the Fairness Campaign in Louisville, noted, “It’s not something that anyone has brought up to us, or something that we have looked into.”

Robinson, however, has gotten his concerns into the Los Angeles Times, The New York Times, E! and newspapers around the world.

“I don’t think that any group that’s been made fun of has enjoyed the experience,” said Michael Cunningham, a University of Louisville social psychologist. “The difference is that now that some groups have a platform, they sometimes look for ways to be offended so they can get additional attention. The classic example would be Sarah Palin, because it wasn’t Letterman’s intention to defame her daughter.”

* * *

To read the rest, click here.   For related Situationist posts, see Being Smart About “Dumb Blonde” Jokes and Situation Comedy.

Posted in Entertainment, Life | Tagged: , | 3 Comments »

Situational Branding Effects

Posted by The Situationist Staff on July 14, 2009

Situationist contributor Grainne Fitzsimons conducted a fascinating study in collaboration with Gavan Fitzsimons and Tanya Chartrand on the effects of popular company logos on human behavior.  In the following video Gavan and Tanya describe the study.

* * *

* * *

To read some related Situationist posts, see “The Unseen Behavioral Influence of Company Logos,” “The Situation of Repackaging,” and “The Big Game: What Corporations Are Learning About the Human Brain.” To read other Situationist posts on marketing, click here; for those on priming, click here.

Posted in Choice Myth, Deep Capture, Entertainment, Implicit Associations, Marketing, Situationist Contributors, Social Psychology, Video | Tagged: , , , , | 2 Comments »

Biased? I know you are but what am I?

Posted by The Situationist Staff on July 5, 2009

Randy Dotinga, writing for the North County Times, quotes Situationist Contributor Peter Ditto on the bias of our media choices.

* * *

If you’re a conservative, you’re more likely to listen to Rush Limbaugh than turn to National Public Radio. And if you’re liberal, you’re probably don’t spend your time tuned to Roger Hedgecock, Sean Hannity and Rick Roberts.

Pretty obvious, right? Yes, but now researchers have gone and confirmed what we think we know: People like to hear opinions that back up what they already think. In a study published this week in a journal called Psychological Bulletin, researchers say we do indeed turn to sources of information that confirm our biases, especially when it comes to things like politics and religion.

* * *

Peter Ditto, a professor of psychology at UC Irvine, said there’s a bit more to it. We listen to, say, a conservative host because we believe he —- or in rare cases, she —- looks at the world through the correct prism.

“Republicans turn to Fox News not because they think it will confirm their beliefs, but because they believe they are the unbiased keepers of the truth —- and that MSNBC and CNN are biased toward the left,” Ditto said. “Liberals do exactly the opposite.”

* * *

Read the entire article, including comments on social scientists’ tendency to find bias in conservatives, here.  For related Situationist The Maverickiness Paradox,” “Deep Capture – Part VII,” “The Situation of Biased Perceptions,” and posts, see “I’m Objective, You’re Biased.”

Posted in Entertainment, Ideology, Situationist Contributors, cultural cognition | Tagged: , , , | Leave a Comment »

The Situation of Food: The Movie

Posted by The Situationist Staff on July 3, 2009

Food Inc

From Michael Phillips’ Chicago Tribune review: Several things — too many, probably — are going on in “Food, Inc.,” all connected. Kenner begins by tracing the impact of 20th Century American fast food on industrialized food production, and notes that when McDonald’s brought factory assembly-line strategies into practice, everything changed. McDonald’s became a universe of beef-purchasing power unto itself. Their cows, like so many millions of other feedlot residents, consume corn instead of grass; the humans in our increasingly obese nation eat a ton of corn as well, courtesy of high-fructose, heavily subsidized corn syrup found in everything from ketchup to Twinkies to Coke. As a Brooklyn, N.Y., doctor in another food doc, “King Corn,” put it: American food policy ensures that “we subsidize the Happy Meals — but we don’t subsidize the healthy ones.”

Are the federal regulatory and protection agencies doing enough to keep us safe from E. coli outbreaks and the like? The film answers that one with a firm “no.” Does eating organic food lead to a healthier diet and a healthier environment? What do you think?

The film got virtually no cooperation from representatives of the dominant players in industrial food production, including Tyson (we see a chicken processing factory in full swing), Monsanto (whose strong-arm business practices come off very, very badly) and others. As a result, “Food, Inc.” is a rangy, well-articulated essay rather than a compelling point-counterpoint.

Official Web Site.  Here is the trailer.

* * *

* * *

For related Situationist posts, go to Our Situation Is What We Eat,” Big Calories Come in Small Packages,” “Common Cause: Combating the Epidemics of Obesity and Evil,” “The Situation of Fatness = Our ‘Obesogenic’ Society,” Innovative Policy: Zoning for Health,” Situational Obesity, or, Friends Don’t Let Friends Eat and Veg,” “McDonalds tastes better than McDonalds, if it’s packaged right,”The Situation of our Food – Part I,” “The Situation of Our Food – Part II,” The Situation of Our Food – Part III,” and “The Situation of our Food – Part IV.”

Posted in Choice Myth, Deep Capture, Entertainment, Food and Drug Law, Politics, Public Policy, Video | Tagged: , , , , | Leave a Comment »

The Fortuitous Situation of News Cycles: From Mark Sanford to Michael Jackson

Posted by The Situationist Staff on June 29, 2009

Mark Sanford Michael JacksonSteve Singiser of Daily Kos raises an interesting point: South Carolina Governor Mark Sanford may have been an unintended beneficiary of Michael Jackson’s death last week, as the public’s outrage and bewilderment over Sanford’s affair and possible dereliction of gubernatorial duties suddenly waned upon news of Jackson’s death.  Could Sanford’s political future tangibly benefit by the completely unrelated death of a pop music legend?  We excerpt Singiser’s piece below.

* * *

The conventional wisdom (which, as the inimitable Molly Ivins was fond to point out, is often wrong) says that South Carolina Governor Mark Sanford’s political career can now be described in the past tense.

There is some reason to believe that this is not necessarily true.

An obvious political “break” for Sanford was the nature of this week’s news cycle. Within 28 hours of Sanford’s extraordinary news conference explaining the nature of his disappearance and the details of his bizarre case of infidelity, Michael Jackson passed away.

Sanford, on the verge of being the sole topic of conversation for days on end in the midst of a slow early-summer news cycle, instead was relegated to a spot far down the depth chart, along with every other news story NOT about the Jackson death. Indeed, yesterday afternoon, five of the top six stories on the CNN.com list of most viewed stories were about Jackson. Sanford was not in the top ten.

* * *

Of course, anyone reading the news this weekend might presume that [Jenny Sanford] no longer cares about the status of her husband’s political career. That said, it is worth noting that her comment comes less than 48 hours before she was humiliated in front of the national (heck, global) media. Time might function to heal those wounds. If he pushed the political issue two years from now, when GOP politicos were getting set for 2012, she may well sing a different tune.

* * *

To read the rest of the piece, which raises a number of other interesting points, click here.  For related Situationist posts, see David Vitter, Eliot Spitzer, John Edwards, Jon Ensign, and Now Mark Sanford: The Disposition Is Weaker than the Situation and The Undesirable Situation of “Weirdness” and Presidential Aspirations

Posted in Entertainment, Life | Leave a Comment »

The Selective Morality of Video Games

Posted by The Situationist Staff on May 7, 2009

rapelawModern day video games regularly feature violence and murder, sometimes with graphic details, such as blood or dismemberment.  Gamers are often rewarded for the most number of kills.

While there has been some controversy about those games, talk of banning them has gone nowhere.  For the most part, in fact, people seem to be okay with them.

So if killing people in video games is socially-acceptable, why would raping someone not be okay?  This is a question asked by IGN in a piece we excerpt below.

* * *

A month before Six Days in Fallujah, an obscure Japanese game briefly caught a gust of media controversy when Amazon refused to sell RapeLay. In contrast to Six Days in Fallujah, RapeLay is a hentai game that offers players a platform to literally molest and rape women in public places. The visuals are hand drawn anime and belie the crude fantasy at the heart of the game. You control a pair of disembodied hands with your mouse and choose which parts of a woman you should grope. After the train arrives, you stalk the woman into a park and rape her. There are three different women that must be raped, the last of which is a ten year-old girl.

The game sounds immediately more repulsive than Six Days in Fallujah, or most any other shooter you might imagine. Is killing dozens of anonymous combatants really any less offensive than the idea of rape? Killing and rape are both reprehensible acts in real life, but killing is so much more acceptable as a gameplay mechanic rather than a literal simulation. In Japan, rape games are not the execrable anomaly that they are in the west. They may not be popular or part of mainstream culture, but neither are they fodder for pot boiling controversy.A big part of this is the fear that many have about how audiences relate to videogames. Christine Quinn, New York City Council Speaker called for a total ban of RapeLay in America, labeling it a “rape simulator.” For many, videogames are nothing but simulators. They are literal replications, and, as such, should be cause for the same kind of alarm the real life equivalents would inspire.

It’s this same thinking that makes Six Days in Fallujah seem abhorrent to some. If games are simulators, then a game about the Iraq Occupation that takes so many liberties with truth is indeed a vulgarization. Likewise, if RapeLay is a simulator for rape, its focus on fetishistic detail, lack of consequence and absence of victim empathy are unforgivable omissions. If it was created to engender discomfort, to enter into all those lurking areas of apprehension and fear of what we might be capable of, it becomes something else entirely.

* * *

For the rest of the piece, click here. For other Situationist posts on the subject of virtual worlds and situationism, see “Virtual Worlds, Learning, and Virtual Milgram,” Virtual Bias,” “Are Video Games Addictive?,” “Resident Evil 5 and Racism in Video Games,” Encourage Your Daughters To Play Violent Video Games?,” “The Situation of First-Person Shooters,” “Suing the Suer: Video Game Company Sues Jack Thompson,” andThe Intersection between Tort Law and Social Psychology in Video Games.”

Posted in Entertainment, Life | Tagged: , , , | 1 Comment »

Neuroscience and Illusion

Posted by The Situationist Staff on May 4, 2009

magicLaura Sanders recently wrote an interesting article, titled “SPECIALIS REVELIO!  It’s not magic, it’s neuroscience,” in ScienceNews. Here are some excerpts.

* * *

Skill in manipulating people’s perceptions has earned magicians a new group of spellbound fans: Scientists seeking to learn how the eyes and brain perceive — or don’t perceive — reality.

“The interest for magic has been there for a long time,” says Gustav Kuhn, a neuroscientist at Durham University in England and former performing magician. “What is new is that we have all these techniques to get a better idea of the inner workings of these principles.”

A recent brain imaging study by Kuhn and his colleagues revealed which regions of the brain are active when people watch a magician do something impossible, such as make a coin disappear. Another research group’s work on monkeys suggests that two separate kinds of brain cells are critical to visual attention. One group of cells enhances focus on what a person is paying attention to, and the other actively represses interest in everything else. A magician’s real trick, then, may lie in coaxing the suppressing brain cells so that a spectator ignores the performer’s actions precisely when and where required.

Using magic to understand attention and consciousness could have applications in education and medicine, including work on attention impairments.

Imaging the impossible

Kuhn and his collaborators performed brain scans while subjects watched videos of real magicians performing tricks, including coins that disappear and cigarettes that are torn and miraculously put back together.  Volunteers in a control group watched videos in which no magic happened (the cigarette remained torn), or in which something surprising, but not magical, took place (the magician used the cigarette to comb his hair). Including the surprise condition allows researchers to separate the effects of witnessing a magic trick from those of the unexpected.

In terms of brain activity patterns, watching a magic trick was clearly different from watching a surprising event. Researchers saw a “striking” level of activity solely in the left hemisphere only when participants watched a magic trick, Kuhn says. Such a clear hemisphere separation is unusual, he adds, and may represent the brain’s attempt to reconcile the conflict between what is witnessed and what is thought possible. The two brain regions activated in the left hemisphere — the dorsolateral prefrontal cortex and the anterior cingulate cortex — are thought to be important for both detecting and resolving these types of conflicts.

Masters of suppression

Exactly how the brain attends to one thing and ignores another has been mysterious.  Jose-Manuel Alonso of the SUNY State College of Optometry in New York City thinks that the answer may lie in brain cells that actively suppress information deemed irrelevant by the brain. These cells are just as important, if not more so, than cells that enhance attention on a particular thing, says Alonso. “And that is a very new idea . . . . When you focus your attention very hard at a certain point to detect something, two things happen: Your attention to that thing increases, and your attention to everything else decreases.”

Alonso and his colleagues recently identified a select group of brain cells in monkeys that cause the brain to “freeze the world” by blocking out all irrelevant signals and allowing the brain to focus on one paramount task. Counter to what others had predicted, the team found that the brain cells that enhance attention are distinct from those that suppress attention. Published in the August 2008 Nature Neuroscience, the study showed that these brain cells can’t switch jobs depending on where the focus is — a finding Alonso calls “a total surprise.”

The work also shows that as a task gets more difficult, both the enhancement of essential information and suppression of nonessential information intensify. As a monkey tried to detect quicker, more subtle changes in the color of an object, both types of cells grew more active.

Alonso says magicians can “attract your attention with something very powerful, and create a huge suppression in regions to make you blind.” In the magic world, “the more interest [magicians] manage to draw, the stronger the suppression that they will get.”

Looking but not seeing

In the French Drop trick [see video below], a magician holds a coin in the left hand and pretends to pass the coin to the right hand, which remains empty. “What’s critical is that the magician looks at the empty hand. He pays riveted attention to the hand that is empty,” researcher Stephen Macknik says.

Several experiments have now shown that people can stare directly at something and not see it.  For a study published in Current Biology in 2006, Kuhn and his colleagues tracked where people gazed as they watched a magician throw a ball into the air several times. On the last throw, the magician only pretended to toss the ball. Still, spectators claimed to have seen the ball launch and then miraculously disappear in midair. But here’s the trick: In most cases, subjects kept their eyes on the magician’s face. Only when the ball was actually at the top part of the screen did participants look there. Yet the brain perceived the ball in the air, overriding the actual visual information.

Daniel Simons of the University of Illinois at Urbana-Champaign and his colleagues asked whether more perceptive people succumb less easily to inattentional blindness, which is when a person doesn’t perceive something because the mind, not the eyes, wanders. In a paper in the April Psychonomic Bulletin & Review, the researchers report that people who are very good at paying attention had no advantage in performing a visual task that required noticing something unexpected. Task difficulty was what mattered. Few participants could spot a more subtle change, while most could spot an easy one. The results suggest that magicians may be tapping in to some universal property of the human brain.

“We’re good at focusing attention,” says Simons. “It’s what the visual system was built to do.” Inattentional blindness, he says, is a by-product, a necessary consequence, of our visual system allowing us to focus intently on a scene.

Magical experiments

Martinez-Conde and Macknik plan to study the effects of laughter on attention. Magicians have the audience in stitches throughout a performance.  When the audience is laughing, the magician has the opportunity to act unnoticed.  Understanding how emotional states can affect perception and attention may lead to more effective ways to treat people who have attention problems.  “Scientifically, that can tell us a lot about the interaction between emotion and attention, of both the normally functioning brain and what happens in a diseased state,” says Martinez-Conde.

He expects that the study of consciousness and the mind will benefit enormously from teaming up with magicians. “We’re just at the beginning,” Macknik says. “It’s been very gratifying so far, but it’s only going to get better.”

* * *

You can read the entire article here.  For some related Situationist posts, see “Brain Magic,” Magic is in the Mind,” and “The Situation of Illusion” or click here for a collection of posts on illusion.

Posted in Entertainment, Illusions, Neuroscience, Video | Tagged: , , | 5 Comments »

Just Me and My Friend, Sony

Posted by The Situationist Staff on May 3, 2009

child-watching-tvFrom the University of Buffalo:

Not all technology meets human needs, and some technologies provide only the illusion of having met your needs.

But new research by psychologists at the University at Buffalo and Miami University, Ohio, indicates that illusionary relationships with the characters and personalities on favorite TV shows can provide people with feelings of belonging, even in the face of low self esteem or after being rejected by friends or family members.

The findings are described in four studies published in the current issue of the Journal of Experimental Social Psychology.

“The research provides evidence for the ’social surrogacy hypothesis,’ which holds that humans can use technologies, like television, to provide the experience of belonging when no real belongingness has been experienced,” says one of the study’s authors, Shira Gabriel, Ph.D., UB assistant professor of psychology.

“We also argue that other commonplace technologies such as movies, music or interactive video games, as well as television, can fulfill this need.”

* * *

The first study, of 701 undergraduate students, used the Loneliness Activities Scale and the Likelihood of Feeling Lonely Scale to find that subjects reported tuning to favored television programs when they felt lonely and felt less lonely when viewing those programs.

Study 2 used essays to experimentally manipulate the belongingness needs of 102 undergraduate subjects and assess the importance of their favored television programs when those needs were stimulated. Participants whose belongingness needs were aroused reveled longer in their descriptions of favored television programs than in descriptions of non-favored programs, the study found.

Study 3 of 116 participants employed the Rosenberg Self-Esteem Scale, the Positive and Negative Affect Schedule and an eight-item measure of feelings of rejection to find that thinking about favored television programs buffered subjects against drops in self-esteem, increases in negative mood and feelings of rejection commonly elicited by threats to close relationships.

Study 4 asked 222 participants to write a 10-minute essay about their favorite television program, and then to write about programs they watch “when nothing else is on,” or about experiencing an academic achievement. They were then asked to verbally describe what they had written in as much detail as possible.

After writing about favored television programs, the subjects verbally expressed fewer feelings of loneliness or exclusion than when verbally describing either of the two control situations (essays about programs watched when nothing else is on, academic achievement). This is evidence, say the researchers, that illusionary or “parasocial” relationships with television characters or personalities can ease belongingness needs.

It remains an open question, say the researchers, whether social surrogacy suppresses belongingness needs or actually fulfills them, and they acknowledge that the kind of social surrogacy provoked by these programs can be a poor substitution for “real” human-to-human experience.

“Turning one’s back on family and friends for the solace of television may be maladaptive and leave a person with fewer resources over time,” says UB’s Derrick, “but for those who have difficulty experiencing social interaction because of physical or environmental constraints, technologically induced belongingness may offer comfort.”

* * *

For some related Situationist posts, see “Stephen Colbert Agrees with Me!,” The Situation of Solitary Confinement,” Jack Bauer and Growing Up Rich.” Read the rest of this entry »

Posted in Entertainment, Life | Tagged: , , , | 1 Comment »

Stephen Colbert Agrees with Me!

Posted by The Situationist Staff on May 1, 2009

stephen-colbertTaegan Goodard of Political Wire links to an interesting finding from a new study titled “The Irony of Satire: Political Ideology and the Motivation to See What You Want to See in the Colbert Report.”  The study was authored by three Ohio State School of Communications graduate students, Heather Lamarre, Kristen Landreville, and Michael Beam.  Here is Goodard’s take:

* * *

An Ohio State University study finds that conservatives were more likely to report that Stephen Colbert “only pretends to be joking” on his Comedy Central television show “and genuinely meant what he said while liberals were more likely to report that Colbert used satire and was not serious when offering political statements.”

* * *

To read an abstract of the study, which has been published in the International Journal of Press/Politics, click here. For related posts, see Phil Zimbardo on the Colbert Report and The Situation of Deciesion Making.

Posted in Entertainment, Ideology, Life, Politics | Tagged: , | 2 Comments »

Virtual Worlds, Learning, and Virtual Milgram

Posted by Will Li on April 28, 2009

In a post in February, BoingBoing writer Cory Doctorow told a story about a parent who incentivizes their son’s video gaming by having the teenager adhere to the Geneva Conventions while playing the game Call of Duty.

I asked Evan to google the Geneva Convention. Then he had to read it and then we had to discuss it. This we did. So the deal is that Evan has to fight according to the rules of the Geneva Convention. If his team-mates violate the Convention then play stops and Call of Duty goes away for a while.

It might seem outlandish, or merely a tool to educate your child about the Geneva Convention (as opposed to teaching an actor in real life to adhere to the same Conventions), but is there any real-life applicability to virtual worlds and teaching behavior through virtual environments?

* * *

A study by Mel Slater at University College London might indicate that there is. In a 2006 experiment, Slater and other researchers replicated the famous Milgram experiments, only in a completely virtual setting. Their study concluded that

in spite of the fact that all participants knew for sure that neither the stranger nor the shocks were real, the participants who saw and heard her tended to respond to the situation at the subjective, behavioural and physiological levels as if it were real. This result reopens the door to direct empirical studies of obedience and related extreme social situations, an area of research that is otherwise not open to experimental study for ethical reasons, through the employment of virtual environments.

* * *

Other examples of the intersection of virtual worlds and behavior in the real world have popped up in the news more recently.

Lei Feng was a young man who joined a transportation unit of the People’s Liberation Army in Communist China, and at the age of 21 in 1962 was killed in a work-related accident. His life and story was subsequently promoted heavily by Communist leaders during the Cultural Revolution in China as a paragon of Communist virtues. Today, he is alive and well in an online video game that employs him as the protagonist of the game, in which participants gain levels by performing selfless deeds. Additionally, March 5 of each year is designated Lei Feng Day, and while the promotion of his character by Communist authorities has declined, his name has made its way into everyday vocabulary.

The existing and increasing popularity of online gaming in China is well-documented, from participation of youth in MMOs like World of Warcraft, to internet cafes, to the establishment of “gold-farming” as an industry in the same game. The popularity is apparently being co-opted as a learning tool to re-teach and re-deploy the lessons of a cultural icon. And while the effectiveness has not been studied, the ostensible aim of the game is for its players to take the lessons of the game and then employ them in everyday life.

While the use of video games to teach behavior in Communist China raises a rather extreme case, it raises the same questions as our Geneva Convention / Call of Duty example and Virtual Milgram example, and it might only seem extreme due to the unique situation of the participants in the game.

* * *

In fact, blogs (hat tip to BoingBoing and Terra Nova) report that the Council of Europe has developed two sets of guidelines, one regarding human rights guidelines for online games providers, and the other regarding human rights guidelines for internet service providers. While the guidelines target those that distribute the games and provide access to them, Ren Reynolds writing for the blog Terra Nova points out the wide range of actors involved in what we consider gaming, and that these actors play potentially different and importantly unique roles in the process of developing, publishing, distributing and enjoying online games.

* * *

For other posts on the subject of virtual worlds and situationism, see “Virtual Bias,” “Are Video Games Addictive?,” “Resident Evil 5 and Racism in Video Games,” Encourage Your Daughters To Play Violent Video Games?,” “The Situation of First-Person Shooters,” “Suing the Suer: Video Game Company Sues Jack Thompson,” and Michael McCann’s “The Intersection between Tort Law and Social Psychology in Video Games.”

Posted in Education, Entertainment, Uncategorized | 1 Comment »

Susan Boyle and the Situation of Sound

Posted by The Situationist Staff on April 21, 2009

Susan BoyleFrom Situationist friend and situationist legal scholar Andrew Perlman, we received the following message:

* * *

“In case you haven’t seen it, this video of a talent show contestant in Britain has become a world-wide phenomenon.  The reason is simple — situational cues prepare us for a stunningly bad performance, and we end up getting quite the opposite.  You can find the video here.

* * *

It’s really quite moving.  Among other reasons, I think we intuitively realize how much appearance matters to us when we assess other people.”

* * *

For an examination of the connection between situationism and music, see Jon Hanson and Michael McCann’s “Busker or Virtuoso? Depends on the Situation.” In their post, Hanson and McCann explore how the situation in which persons listen to acclaimed violinist Joshua Bell–either while he is disguised as a subway peddler or while performing normally at a symphony–enormously influences how they regard his music.  For another post exploring how our taste in music is situationally contingent, see “The Situation of Music.”

For a few related Situationist posts examining the situational causes and consequences of beauty, Hillary Clinton, the Halo Effect, and Women’s Catch-22,” The Color of Sex Appeal,” The Situation of Body Image,” “The Situation of Hair Color,” “The Magnetism of Beautiful People,” Survival of the Cutest,” “Fitting in and Sizing Up,” and “Shades of Fairness and the Marketing of Prejudice.”

Posted in Entertainment, Illusions, Life | Tagged: , , | 1 Comment »

Are Video Games Addictive?

Posted by The Situationist Staff on April 9, 2009

Laura Parker of GameSpot Australia has an interesting piece on whether video games can become addictions.  We excerpt her piece below.

* * *

An addict is defined by his or her psychological compulsion to carry out certain behaviours or consume certain substances that are often detrimental to his or her health or well-being. Although this repeated consumption often leads to other problems in areas of social and mental health, an addict cannot stop him- or herself from recurrent use. The hallmarks of addiction are often an increase in time spent in the consumption of these behaviours or substances at the expense of other activities; recurrent failed attempts to stop; and recurrent preoccupation and intense psychological urges or desires that are difficult to control.

Video game addiction is still a newcomer to the field of psychology and is not yet medically recognised as a proper addiction due to the lack of research conducted into its causes and effects. So, while it’s common for clinics to specialise in the treatment of drug, alcohol, gambling, sex, and other addictions, it is not common for clinics to specialise in the treatment of video game addiction. However, during the last five years, countries like China, South Korea, the Netherlands, Canada, and the USA have begun to recognise the health threat posed by video game addiction and have opened clinics that deal specifically with the problem.

The argument for excessive video game play as a real psychological addiction is that a person gains psychological reinforcement from playing, and excelling at, a game. By becoming an expert at a game, a person releases a neurochemical known as dopamine in his or her brain, whose function is to make us feel good. This is a natural response humans have to good experiences, such as eating favourite foods, listening to music, or watching a good movie. For it to be a psychological addiction to video games, it rests on how much dopamine is released in those who are believed to be video game addicts, in comparison to the levels released during other positive lifestyle activities.

Symptoms of video game addicts are varied–they can range from social isolation, poor social skills, and erratic mood swings to neglect of responsibilities such as health, regular sleeping, hygiene, financial commitments, and work and study responsibilities.

A new addiction

Now that we know what addiction is, we need to see if video game addiction fits the pattern of a medically recognised addiction. In July 2006, the world’s first video game addiction clinic opened in Amsterdam. The event sparked the curiosity of the global press–it was the first time video game addiction was acknowledged, and the subsequent coverage pointed to the increasing popularity of video games and the people who just couldn’t stop playing them. Almost all media reports at the time and subsequent reports dealing with video game addiction pointed to the few instances of video-game-related deaths as examples of addiction, wishing to demonstrate the debilitating effect of video games. But few reports actually defined addiction or indicated that not all video game addicts eventually kill themselves, or others, through excessive playing.

* * *

Studies into video game addiction are scarce. However, the increased recognition of the issue amongst the scientific community means more and more researchers are beginning to look seriously at video game addiction. Daniel Loton, an ethics officer and former psychology honours student from Victoria University, used his thesis to explore the relationship between social capacity and problematic video gameplay to try to determine the cause of video game addiction. Loton used the Social Skills Inventory (SSI), a broad scale that measures basic social skills, to survey 560 male and 61 female gamers with an average age of 23.4 years. His survey found a very small connection between social capacity (that is, social skills and self-esteem) and video game playing. Given the past research on the topic, Loton said his study yielded surprising results.

* * *

For the rest of the piece, click here. For related Situationist posts, see “Resident Evil 5 and Racism in Video Games,” “Encourage Your Daughters To Play Violent Video Games?,” “The Situation of First-Person Shooters,” “Suing the Suer: Video Game Company Sues Jack Thompson,” and Michael McCann’s “The Intersection between Tort Law and Social Psychology in Video Games.”

Posted in Entertainment, Social Psychology | Tagged: | 3 Comments »

The Situation of Blaming Rihanna

Posted by The Situationist Staff on March 17, 2009

Rhianna - Umbrella Mix Urban Call - Rihanna FlickrFrom the LAPD detective’s notes and Fox News via the Boston Globe:

After Rihanna read a text message on [Chris] Brown’s phone from a woman, he tried to force Rihanna out of the car, but couldn’t because she was wearing her seatbelt. Brown then allegedly slammed Rihanna’s head against her window, and when Rihanna turned to face him, he punched her.

The notes said blood spattered on Rihanna’s clothing and the interior of the Lamborghini.

Rihanna also called her assistant, according to FOX 11, leaving a message saying, “I am on my way home. Make sure the cops are there when I get there.”

Brown then reportedly replied, “You just did the stupidest thing ever. I’m going to kill you,” and proceeded to punch and bite Rihanna. He allegedly put her in a headlock so long that she almost lost consciousness.

Rihanna, who turned 21 a few weeks after the incident, was beaten severely enough to require hospitalization. Brown, 19, who reportedly had a history of violence toward Rihanna, turned himself in and was charged with two felonies.

From Wikipedia:

[The just-world hypothesis] refers to the tendency for people to want to believe that the world is “just” so strongly that when they witness an otherwise inexplicable injustice they will rationalize it by searching for things that the victim might have done to deserve it. This deflects their anxiety, and lets them continue to believe the world is a just place, but at the expense of blaming victims for things that were not, objectively, their fault.

* * *

In . . . [one] study, subjects were told two versions of a story about an interaction between a woman and a man. Both variations were exactly the same, except at the very end the man raped the woman in one and in the other he proposed marriage. In both conditions, subjects viewed the woman’s (identical) actions as inevitably leading to the (very different) results

* * *

From Boston Public Health Commission:

A survey conducted by the Boston Public Health Commission on the dating violence incident involving pop music idols Chris Brown and Rihanna revealed that nearly half of Boston youths surveyed said she was “responsible” for what happened while 52 percent said they were both to blame.

“The story of Chris Brown and Rihanna may have happened 3,000 miles away, but it is very much a Boston story,” said Casey Corcoran, director of the Public Health Commission’s new Start Strong program.

* * *

Corcoran’s program, housed in the Commission’s Division of Violence Prevention, surveyed 200 Boston youth ages 12 to 19, between Feb. 13 and 20, using the Chris Brown-Rihanna case to gauge their attitudes toward teen dating violence; 100 percent of those surveyed had heard about the incident.

Among the findings:

  • 71% said arguing was a normal part of a relationship
  • 44% said fighting was a normal part of a relationship
  • 51% said Chris Brown was responsible for the incident
  • 46% said Rihanna was responsible for the incident
  • 52% said both individuals were to blame for the incident, despite knowing at the time that
    Rihanna had been beaten badly enough to require hospital treatment
  • 35% said the media were treating Rihanna unfairly
  • 52% said the media were treating Chris Brown unfairly

In addition, a significant number of males and females in the survey said Rihanna was destroying Chris  Brown’s career, and females were no less likely than males to come to Rihanna’s defense.

* * *

For a related Situationist post, see “Unrecognized Injustice — The Situation of Rape.”

Posted in Conflict, Entertainment, Social Psychology, System Legitimacy | Leave a Comment »

Conan & the White Stripes

Posted by The Situationist Staff on February 21, 2009

In tribute to Late Night with Conan O’Brien, here is a situationist music video with Conan and the  White Stripes to the sound of “The Denial Twist.”  Enjoy:

Posted in Entertainment, Illusions, Video | 1 Comment »

Resident Evil 5 and Racism in Video Games

Posted by The Situationist Staff on February 13, 2009

resident-evil-5-imageHilary Goldstein of IGN has an interesting piece on possible evidence of racism in the upcoming video game Resident Evil 5, which will be sold for the XBox 360 and PlayStation 3 and is expected to be one of the most popular games of the year.

* * *

What’s drawing the ire of many outside the industry (and raising the eyebrows of some within it) is who you kill in Resident Evil 5 (“RE5″).

Set in Africa, your primary targets are native Africans. With the release of the first full RE5 trailer in 2007, numerous journalists and social commentators raised concern that RE5 depicted Africa as a nation of savages and that the game itself would reinforce unhealthy stereotypes. When Resident Evil 5 releases this March, those concerns won’t subside.

I’ve played the first half of RE5 and through those three chapters gamers spend a good majority of time shooting people with dark skin. There are moments that some will never connect with racism, but that others will see as clear use of racist iconography.

The game begins with Chris Redfield walking through an African village that appears uninfected. He sees some men kicking something in a sack. The implication is that even before the infection, these are bad people. If RE5 were set on another continent and these characters had white skin, no one would give it a second thought. Typical “village full of bad guys” gaming clich?. But these characters are black. And as such the imagery resident-evil-5can be perceived to have racist undertones. Later, there is a cutscene depicting a white woman being dragged into a house by an infected black man. In its recent hands-on, Eurogamer criticized this moment in particular for playing into traditional racist fear-mongering. To propagate fear of blacks from the time of slavery and through the Civil Rights movement in the United States, white society was warned that big black men are coming for your daughters.

Do these images and the fact that the core gameplay has you shooting black men and women make RE5 racist? The answer is going to vary greatly from one person to the next and, perhaps more significantly, from one region to the next. In Japan, for example, it’s unlikely that the events depicted in Resident Evil 5 will be viewed as racist in any way. Japan and other Asian nations never experienced centuries of racist oppression against blacks. In Europe and America, where racism continues to be an issue to this day, and where, less than two centuries ago, slavery was legal, the imagery will likely resonate more substantially.

* * *

The storyline, which has non-native white men experimenting on the African populace, is not much of a stretch. From 1932 to 1975, 400 African-Americans in Tuskegee, Alabama were unwillingly participants in a government study on the affects of syphilis. A 2005 Fortune Magazine article revealed that “Pfizer administered doses of its experimental drug Trovan to children [in Africa] without their parents’ consent.” There are numerous other documented incidents of pharmaceutical companies setting up shop in the poorest areas of Africa to conduct low-cost experiments. Is it racist for Resident Evil 5 to create a similar, fictionalized account?

* * *

For the rest of the article, click here.   For related Situationist posts, see “Encourage Your Daughters To Play Violent Video Games?,” “The Situation of First-Person Shooters,” “Suing the Suer: Video Game Company Sues Jack Thompson,” and Michael McCann’s “The Intersection between Tort Law and Social Psychology in Video Games.”

Posted in Entertainment, Implicit Associations, Life | 45 Comments »

The Celluloid Closet on LGBT Stereotypes

Posted by The Situationist Staff on November 2, 2008

The Celluloid Closet [from Wikipedia] is a 1995 documentary film directed and written by Rob Epstein and Jeffrey Friedman. The film is based on the 1981 (revised 1987) book of the same name written by Vito Russo.  Russo researched the history of how motion pictures, especially Hollywood films, had portrayed gay, lesbian, bisexual and transgender characters.

The documentary interviews various men and women connected to the Hollywood industry to comment on various film clips and their own personal experiences with the treatment of LGBT characters in film. From the sissy characters, to the censorship of the Hollywood Production Code, the coded gay characters and cruel stereotypes to the progress made in the early 1990s.

Here is the movie from DailyMotion in 5 parts.

* * *

* * *

* * *

* * *

Posted in Entertainment, Life | Tagged: , , | 1 Comment »