Monday, July 1, 2013

Public Dialogue About Mental Health


                 In his recent book Hallucinations, Dr. Oliver Sacks tells the tale of a woman who couldn’t stop hallucinating Kermit the Frog. Sometimes the frog wore an angry expression; sometimes a sad one - and his shifting moods distressed the patient. When she brought her case to Dr. Sacks, she had two questions: “Am I going crazy?” and “Why Kermit?”
As I’ll explain in a moment, neither of those questions can be answered in a straightforwardly Freudian way. But they do reveal some prevalent cultural superstitions that continue to dominate and distort our culture’s dialogue about mental health.
The word “superstition” has its origin in Latin, where it literally meant “a standing-over” - a thing that remains standing from an earlier period. Superstitions, then, are holdovers; outdated distinctions and vocabularies that continue to inform (or uninform) the ways many of us discuss hot-button issues like death, sexuality and mental health - issues, in other words, where old words and categories serve up doses of comfort at stressful times.
What’s our main mental-health superstition? The belief that, just as we can look for germs in a human body and classify it as “sick” or “well,” we can look for delusions in a person’s mind and classify it as “sane” or “crazy.” But as anyone who’s dealt with cancer knows, the activity of germs may not be the cause of a person’s worst sickness - and as doctors now realize, many of the same bacteria that make us sick can also play crucial roles in a healthy body’s metabolism. By the same token, we’ve all met a few deluded people who still hold down jobs and raise families - and sometimes, even delusions themselves can inspire works of creative art.
This is why the Diagnostic and Statistical Manual of Mental Disorders (better known as the “DSM-IV”) contains extensive lists of diagnostic criteria for most of the disorders listed within its pages: Many are designed to determine whether a patient’s mental state interferes with his or her ability to communicate effectively, hold onto a job, avoid committing crimes, and distinguish between reality and hallucination. This is also why federal law draws a clear distinction between a defendant who’s suffering from a mental disease and a defendant who’s mentally incompetent to stand trial: Even a person suffering from psychosis may remain lucid enough to know that he or she is psychotic; even a person who hallucinates every day may realize the hallucinations aren’t real.


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Book Review - Ungifted: Intelligence Redefined


                               Intelligence Turns out to be a difficult topic, for reason that aren't at all obvious at first. our understanding of mental ability has been captures in several independent threads of research that are surprisingly blivious of each other for the most part. Our stereotypes of the gifted and the ingifted often miss the details of what is going on. The study of individual differences in general, while useful, doesn't just de-emphasize, but actuallyy sustematically misses some of the most important things going on when people beacome exceptionally sucessful contributors.

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Video Games & Violence, Yet Again


                                     While there is an abundance of violence in the real world, there is also considerable focus on the virtual violence of video games. Interestingly, some people (such as the head of the NRA) blame real violence on the virtual violence of video games. The idea that art can corrupt people is nothing new and dates back at least to Plato's discussion of the corrupting influence of art. While he was mainly worried about the corrupting influence of tragedy and comedy, he also raised concerns about violence and sex. These days we generally do not worry about the nefarious influence of tragedy and comedy, but there is considerable concern about violence.

While I am a gamer, I do have concerns about the possible influence of video games on actual behavior. For example, one of my published essays is on the distinction between virtual vice and virtual virtue and in this essay I raise concerns about the potential dangers of video games that are focused on vice. While I do have concerns about the impact of video games, there has been little in the way of significant evidence supporting the claim that video games have a meaningful role in causing real-world violence. However, such studies are fairly popular and generally get attention from the media.

The most recent study purports to show that teenage boys might become desensitized to violence because of extensive playing of video games. While some folks will take this study as showing a connection between video games and violence, it is well worth considering the details of the study in the context of causal reasoning involving populations.

When conducting a cause to effect experiment, one rather important factor is the size of experimental group (those exposed to the cause) and the control group (those not exposed to the cause). The smaller the number of subjects, the more likely that the difference between the groups is due to factors other than the (alleged) causal factor. There is also the concern with generalizing the results from the experiment to the whole population.

The experiment in question consisted of 30 boys (ages 13-15) in total. As a sample for determining a causal connection, the sample is too small for real confidence to be placed in the results. There is also the fact that the sample is far too small to support a generalization from the 30 boys to the general population of teenage boys. In fact, the experiment hardly seems worth conducting with such a small sample and is certainly not worth reporting on-except as an illustration of how research should not be conducted.

The researchers had the boys play a violent video game and a non-violent video game in the evening and compared the results. According to the researchers, those who played the violent video game had faster heart rates and lower sleep quality. They also reported "increased feelings of sadness."  After playing the violent game, the boys  had greater stress and anxiety.

According to one researcher, "The violent game seems to have elicited more stress at bedtime in both groups, and it also seems as if the violent game in general caused some kind of exhaustion. However, the exhaustion didn't seem to be of the kind that normally promotes good sleep, but rather as a stressful factor that can impair sleep quality."

Being a veteran of violent video games, these results are consistent with my own experiences. I have found that if I play a combat game, be it a first person shooter, an MMO or a real time strategy game, too close to bedtime, I have trouble sleeping. Crudely put, I find that I am "keyed" up and if I am unable to "calm down" before trying to sleep, my sleep is generally not very restful. I really noticed this when I was raiding in WOW. A raid is a high stress situation (game stress, anyway) that requires hyper-vigilance and it takes time to "come down" from that. I have experienced the same thing with actual fighting (martial arts training, not random violence).  I've even experienced something comparable when I've been awoken by a big spider crawling on my face-I did not sleep quite so well after that. Graduate school, as might be imagined, put me into this state of poor sleep for about five years.

In general, then, it makes sense that violent video games would have this effect-which is why it is not a good idea to game up until bed time if you want to get a good night's sleep. Of course, it is a generally a good idea to relax about an hour before bedtime-don't check email, don't get on Facebook, don't do work and so on.

While not playing games before bedtime is a good idea, the question remains as to how these findings connect to violence and video games. According to the researchers, the differences between the two groups "suggest that frequent exposure to violent video games may have a desensitizing effect."

Laying aside the problem that the sample is far too small to provide significant results that can be reliably extended to the general population of teenage boys, there is also the problem that there seems to be a rather large chasm between the observed behavior (anxiety and lower sleep quality) and being desensitized to violence. The researchers do note that the cause and effect relationship was not established and they did consider the possibility of reversed causation (that the video games are not causing these traits, but that boys with those traits are drawn to violent video games).  As such, the main impact of the study seems to be that it got media attention for the researchers. This would suggest another avenue of research: the corrupting influence of media attention on researching video games and violence.



Synopsis


Coffee Shops have been known to boost creative productivity. But it's not the caffeine that does it.


















                                           Freelancers, creatives, and the work-from-home-set have long held the local coffee shop (or chain) as their secondary, semi-private office. You arrive, order a drink, set your stuff down, and many times enter into to a flow-like state of work, only to be interrupted when your cups runs dry or your battery runs out. Many even believe they are more productive or more creative when working from coffee shops–and they could be right.

In a recently published study in the Journal of Consumer Research, a team of professors led by Ravi Mehta at the University of Illinois Urbana-Champaign explored the effects of various levels of background noise on individual creative thinking. The researchers divided participants into four teams and subjected each team to background noise at a different volume (50 decibels, 70 decibels, 85 decibels and a control of no background noise). They asked each participant to complete a Remote Associates Test, a commonly accepted measurement of creative thinking. When they tabulated the results, the researchers found that those in the moderate-noise condition outperformed those in all the other conditions, hence moderate-noise was amplifying their creative output.

The study’s results imply what many freelancers already know, that locking yourself off from the world to try to break a creative block in your work may not be the right method. Instead, consider leaving your normal routine and finding a semi-noisy environment to settle down into and let your creativity flow like $4 lattes.