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TruthBook Religious News Blog



Friday, February 06, 2009

Study: Service Attendance, Not Spirituality, May Decrease Suicide Risk

By Aaron J. Leichman
Christian Post Reporter
Tue, Jan. 20 2009 11:20 AM EST


Religious individuals have a significantly lower chance of committing suicide, according to the results of a recent study in Canada.

Individuals identifying themselves simply as “spiritual” but not religious, however, are not much less likely to commit suicide than anyone else.

Conducted using data drawn from the Canadian Community Health Survey on almost 37,000 Canadians across the country, the latest study by a team of psychiatric researchers based at the University of Manitoba was the first to use national data to look at the relationship between spirituality, religious worship and suicidal behavior in the general population and people with a history of a mental disorder.

However, what was more interesting was the differences between people who call themselves “spiritual” and those who also regularly attend religious services.

According to the data, the former category did not show a decreased inclination to take their lives, suggesting something more was involved that was related to the actual attendance at a religious event occurring in a church, mosque, temple or other spiritual gathering.

Furthermore, among people with a history of mental illness – those at the highest risk of suicide –religious attendance appeared to be associated with a decrease in suicide attempts while simply being “spiritual” was not significant enough to reduce the effect.

Despite the findings, Rasic cautioned against tying the decrease in suicide attempts directly to religious worship.

For most studies dealing with spirituality and religiousness, spirituality is considered as referring to an inner belief system that a person relies on for strength and comfort whereas religiousness refers to institutional religious rituals, practices, and beliefs.

For the recent Canadian study, religiousness was based on a person’s attendance at a religious worship service.

The research results have been published in the Journal of Affective Disorders.

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Friday, November 07, 2008

Landmark Study on Violent Games 'Strongly' Suggests Reducing Exposure

By Aaron J. Leichman
Christian Post Reporter
Tue, Nov. 04 2008

Page one of a two-page article. Please click on "external source" for complete article.

Researchers behind the first study on the longer-term effects of violent video games on aggression say their findings “strongly” suggest reducing the exposure of youth to the “unnecessary” risk factor.

The results of the study on Longitudinal Effects of Violent Video Games on Aggression in Japan and the United States “confirm earlier experimental and cross-sectional studies that had suggested that playing violent video games is a significant risk factor for later physically aggressive behavior,” researchers reported in this month’s issue of Pediatrics, the official journal of the American Academy of Pediatrics.

Furthermore, “this violent video game effect on youth generalizes across very different cultures,” they added.

For the study, researchers put together three groups of kids from both high- (United States) and low- (Japan) violence cultures.

In the United States, 364 children aged 9 to 12 were asked to list their three favorite games and how often they played them. Meanwhile, in the second group of 181 Japanese students aged 12 to 15, the researchers recorded how often the children played five different violent video game genres (fighting action, shooting, adventure, among others). In the third group of 1,050 Japanese students aged 13 to 18, researchers gauged the violence in the kids' favorite game genres and the time they spent playing them each week.

For the Japanese children, each was asked to rate their own behavior in terms of physical aggression, such as hitting, kicking or getting into fights with other kids. In the United States, the children also rated themselves, but the researchers took into account reports from their peers and teachers as well.

What the researchers found was that in every group, children who were exposed to more video game violence did become more aggressive over time than their peers who had less exposure. This was true even after the researchers took into account how aggressive the children were at the beginning of the study – a strong predictor of future bad behavior.

The findings are "pretty good evidence" that violent video games do indeed cause aggressive behavior, commented Dr. L. Rowell Huesmann, director of the Research Center for Group Dynamics at the University of Michigan's Institute for Social Research in Ann Arbor, according to CNN.

“These findings also further suggest that common social learning processes underlie media violence effects across cultures, and contradict another popular alternative hypothesis: that only highly aggressive children (either by nature, culture, or other socialization factors) will become more aggressive if repeatedly exposed to violent video games,” the researchers added in their report.

The results are particularly foreboding as children in America today play around three to four times longer than children two decades ago.

While American children played video games around 4 hours per week in the late 1980s, they now average 13 hours overall, with boys averaging 16 to 18 hours per week. Furthermore, 90 percent of American children between the ages of 8 and 16 play video games at home.

“Children's favorite games often are violent,” researchers acknowledged in their report, noting the general public’s definition of "violent media" as typically only those television shows, films, and video games that include graphic images of blood and gore.

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News Archives Predating March 2003



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