Hi

1.  Where on earth did they find kids who did NOT have video games?  Would 
results generalize to kids in general?  Do results generalize to long-term use 
(i.e., does novelty wear off?).  For how long would it be reasonable to expect 
that kids would remain non-users without the study?

2.  I guess if Rick is concerned about the ethics of this study he would also 
have to be concerned about the ethics of: (a) parents buying videogames for 
their kids, (b) kids being allowed to spend their earned money on video games, 
and (c) any other way that kids could get a video game.  That is, kids 
receiving videogame for participating in research would appear to be exposed to 
no greater a "risk" than what they face in everyday life.  This assumes that 
appropriate criterion for risk is "that experienced in everyday life," rather 
than "zero risk."

3.  The knowledge gained from such studies is of tremendous value in addressing 
concerns about inferring causality from nonexperimental data.  That is, such 
studies should allow for more persuasive appeals to parents, resulting in less 
harm overall to children from excessive videogame play than without such 
studies.

4.  There is no (validly) known risk until such studies are done, so how can it 
be unethical to engage in such studies?  Presumably this consideration would 
change with accumulation of more evidence.

5.  Presumably it is the parents who are giving their consent.  Shouldn't their 
judgment, suitably informed, be respected?

Take care
Jim

James M. Clark
Professor of Psychology
204-786-9757
204-774-4134 Fax
[email protected]

>>> Rick Froman <[email protected]> 09-Mar-10 9:23:06 AM >>>
In medical research, sometimes people are recruited into experiments with the 
promise that, if they are in the control group, when the experiment ends, 
everyone will get the treatment if it is effective. That seems only ethical.

But what about this case?

Weis and Cerankosky (2010) recently published a study, "Effects of Video-Game 
Ownership on Young Boys' Academic and Behavioral Functioning: A Randomized, 
Controlled 
Study<http://pss.sagepub.com/content/early/2010/02/17/0956797610362670>" (link 
available only to subscribers or APS members) online before print in 
Psychological Science (Feb 18) the abstract of which is as follows:

Young boys who did not own video games were promised a video-game system and 
child-appropriate games in exchange for participating in an "ongoing study of 
child development." After baseline assessment of boys' academic achievement and 
parent- and teacher-reported behavior, boys were randomly assigned to receive 
the video-game system immediately or to receive the video-game system after 
follow-up assessment, 4 months later. Boys who received the system immediately 
spent more time playing video games and less time engaged in after-school 
academic activities than comparison children. Boys who received the system 
immediately also had lower reading and writing scores and greater 
teacher-reported academic problems at follow-up than comparison children. 
Amount of video-game play mediated the relationship between video-game 
ownership and academic outcomes. Results provide experimental evidence that 
video games may displace after-school activities that have educational value 
and may interfere with the development of reading and writing skills in some 
children.

They mention later in the article that parents were debriefed but it isn't 
clear if they were made aware of the experimental findings or just of the 
hypothesis and methods.

So, is it ethical to give everyone a treatment that has been found (in an 
experiment, not just a correlational study) to be detrimental? And was the 
compensation offered not only coercive but, based on the experimental findings, 
possibly detrimental to educational outcomes?

Rick
Dr. Rick Froman, Chair
Division of Humanities and Social Sciences Box 3055
x7295
[email protected] 
http://tinyurl.com/DrFroman 

Proverbs 14:15 "A simple man believes anything, but a prudent man gives thought 
to his steps."


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