Author Topic: Evolutionary biology/psychology  (Read 132578 times)




Crafty_Dog

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Mathematical Challenges to Darwin
« Reply #153 on: August 08, 2019, 05:45:28 PM »


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ET: Role of Internet and Violent Video Games
« Reply #160 on: July 17, 2022, 08:57:50 AM »


What Is the Role of Internet and Violent Video Games in a Generation of Aggressive and Violent Youths
BY HEALTH 1+1 AND MARINA ZHANG TIMEJULY 16, 2022 PRINT

On July 4th, 2022, a man in Illinois took to the rooftop and fired rounds of bullets on the Independence Day parade participants, killing 5 people with 2 more dying later from their wounds and injuring even more.

The man, soon identified by the police, is Robert Crimo III, aged 21.

The mass shooting devastated the close-knit community of Highland Park. Most people knew Crimo III as the son of a well-known business owner and mayoral candidate Robert Crimo Jr.

The agonizing aftermath has raised endless questions regarding the reasons and motives that led to his devastating action. Motives, however, are always complex issues interlaced with upbringing, environment, and a person’s own unique circumstances.

What is obvious is the increased trend in violent crimes committed by younger perpetrators.


The median age for those committing gun-related crimes has been decreasing, down to 35 in 2018 from 39.5 for handgun shootings. The median age is even lower for assault rifle shootings at 31 years, and just 21 years for school shootings.

From Salvador Ramos’s school shooting in Uvalde, to Robert Crimo III in Highland park, to Payton Gendron and the many other young adult and teenage perpetrators of such crimes, we find commonalities among the backgrounds of each individual.

In addition to possible behavioral problems and fatherless homes or sparse parental involvement, another similarity is the obsession with and excessive hours spent on the internet or video games, especially those containing violence.

This curious commonality begs the question of whether violent video games and internet activity could play a role in precipitating acts of such horrific violence.

Violent Media Increases Interest in Firearms
Some researchers suggest that violent media breeds an interest in violence and weaponry.

Dr. Brad Bushman once did an experiment that suggested “violent media was a risk factor for dangerous behavior around real guns.”

In the study, he split 242 children into three groups and had each group watch a video for 20 minutes.

The first group watched a Minecraft video that was violent with guns, the second watched a Minecraft video that was violent with swords, and the third group watched a non-violent video.

The children were then asked to play with toys and games in another room. The room contained two disabled handguns.

Most of the children who watched the video with guns would touch a gun, pull the trigger, and point it at one another. The group of children who watched the video with swords touched the guns less frequently while those who watched a non-violent video touched the guns the least.

From this study, Bushman suggested that “exposure to violent video games can increase a child’s interest in firearms, including shooting a handgun at themselves or others.”

However, such small game play is not going to cause a person to become a mass shooter or a perpetrator of violent crime. It is a series of complex issues that pushes a person down the path to commit violence.

Before violence comes aggression.

Learning Aggression From Violent Media

Renowned psychologist Dr. Douglas Gentile from the University of Iowa has studied violent media and aggression for over 30 years. He likens the relationship between violent media and aggressive behavior to smoking and cancer.

“It’s not a simple mechanistic thing, not like you watch a violent movie and then you go do something violent. That’s not the way this works; it’s much more subtle than that.”

“Although there are short term effects [of aggression]…the short term effects usually dissipate after about 20…30 minutes. Just like smoking…that one cigarette does not give you cancer, and you know the effects of it do wear off after an hour or whatever, but if you continually consume it, then each one is increasing the odds of a more extreme result.”

Gentile was not too keen on linking violent media and acts of violence but acknowledged that violence is a rare endpoint of aggression.

Though some people can become aggressive, very few of them will later develop violent outbursts. It is a complex issue.

Nonetheless, aggression can be a learned behavior, trained through exposure to violent media, especially through violent video games.

Gentile defined aggression as the intent to harm, explaining that it can be physical, verbal, and cyber, among others while violence is only physical and is typically more extreme.

His years of research have since demonstrated that long-term exposure to violent media creates very subtle changes in a person’s cognitive response to aggression and violence, training a person to become more aggressive in their behavior and their thinking.

Gentile listed four main effects that are well established within the psychology research community on violent media.

“There’s first of all, what’s called an ‘aggressor effect,’ that the more entertained violence you watch, the more willing you become to behave aggressively when provoked.” Gentile said.

“The second is the ‘victim effect,’ that the more entertainment and violence you see in the media, the more you start seeing…the world as a much more dangerous and scary place.”

The third effect is the ‘bystander effect,’ meaning that we can become more desensitized and possibly even callous to the violence that has been experienced by someone else.

The final is the ‘appetite effect,’ which means that the more violent media we see the more we will want to see it. These changes in our perception also affect our cognition, on how we may respond to aggression and provocation, Gentile explained.

These effects, however, are not a one-size-fits-all as different people will experience different effects depending on the content, amount consumed, and various individual complexities.

Between the two genders, males tend to be more affected by the aggressor, bystander and appetite effects whereas females are more influenced by the victim effect.

To illustrate how violent media, especially video games, can train a person to become more aggressive, and in extreme and complex situations to become violent, Gentile described a previous research study he led with students from Singapore.

More than 3000 students were surveyed over three years on their video game use, the level of violence, length of gameplay, and also how they would respond in aggressive or provoking situations.

It was assumed that responses would reflect the underlying aggressive behavior and cognition of the students.

Aggressive cognition in the study was separate into three aspects, namely aggressive fantasy (how much one thinks about harming others), hostile attribution bias (the bias to interpret situations as hostile rather than benign), and normative beliefs about aggression (the degree of aggression in a response that a person thinks is acceptable).

Gentile found those students who played violent video games, mostly children in primary school, exhibited greater aggressive behaviors as well as all three aspects of aggressive cognition.

Gentile explained that violent video games trains the bias for hostility, as participants are waiting for violence and “are practicing being hyper-vigilant for aggression.”

Video games also reward gamers when they respond to violence with violence, consolidating this aggressive learning. Gentile argued that being exposed to other violent media also amplifies this reward process.

“Of course, the whole time you are consuming violent media, you are rehearsing along with it, aggressive fantasies, so all three of these aggressive cognitions increase among the kids who played more violent video games, and by the end of the study, those kids were being more physically aggressive.”

He gave a hypothetical scenario where a student who plays violent games gets bumped in the school hallway and how this may escalate to a fight because of the learning he or she did through gaming.

Gentile said that the hours of video game training to be vigilant for aggression can make a person interpret such an event as one of aggression or provocation rather than a simple accident.

“That tiny change in perception changes everything downstream from it.”

In games, once a player encounters an aggressive stimulus, the immediate reaction is to turn to the stimulus and respond aggressively.

“Well, the thing that humans do, especially when they’re under stress, is the thing that comes to mind first, well, the thing that comes to mind first is the thing you’ve practiced the most,” Gentile said.

The student’s immediate response may be aggression such as returning the shove or saying something unkind, however, “that’s not enough to get the kids to do it.”

“There’s kind of a high bar to doing it, because once you do, the odds that this could turn into a real fight skyrocket. But because you’ve been rewarded [in the games], and you’ve enjoyed consuming all this media violence, that bar has been lowered quite a bit,” Gentile explained, highlighting the steps that take virtual aggression to physical aggression.

However, Gentile argued that when aggressive cognition spills into daily life as aggressive behaviors, no one in the moment would connect that to violent games or violent media as the cause of such behaviors.

“Kids aren’t copying [the actions in the games]. That’s not how it works.”

“[Violent media] changes the way we perceive the world and the way we think, and we take the way we perceive the world and the way we think with us everywhere.”

Brain Differences in Obsessive Video Game and Internet Users
Studies examining the benefits of gaming have found that video gamers who play in moderation had better visuospatial skills which are trained in popular games such as Tetris. Additionally, some people can improve their decision making and social skills from action games that require teamwork and an overall fast response rate in order to win.

However, research into individuals with obsessive video game play or internet use shows that these individuals have reduced brain volume as compared to individuals who do not game or use the internet excessively.

Video game players and those that spend a long time online, have reduced grey matter (neurons) in the prefrontal areas as well as in many other areas of the brain. The prefrontal area is in charge of complex thinking, decision making, self-control, and impulse. Loss of grey matter may indicate poorer impulse control, poorer decision making, and impaired thinking.

In the short-term, violent video games have also been shown to reduce brain activation in regions responsible for emotional processes, indicating reduced empathy.

A 2006 study (pdf) of 14 adolescents demonstrated this. The researchers split the children in two groups. For 30 minutes, one group played a violent game and the other group played a car racing game.

Then, the teenagers were asked to match geometric shapes and assign an emotion to photographs of people with different facial expressions.

The researchers observed that their overall reaction times and accuracy were similar but brain scans for children who played the violent game showed reduced emotional processing when interpreting fearful and angry facial expressions.

The group playing the racing game showed robust processing patterns, activating the areas responsible for fear and risk including areas that exert control on appropriate behavior such as the anterior cingulate cortex which is responsible for empathy and impulse control as well as the areas responsible for facial expression recognition and the visual cortex.

Epoch Times Photo
MRI scans comparing emotional processing between children that play a violent game just beforehand, as compared to playing a non-violent game (Radiological Society of North America)
However, in the group playing a violent game this processing was reduced and the regions responsible for empathy, impulse control, and some control of fear processing was deactivated.

Long-term gaming and prolonged internet use is unhealthy and causes long-term changes in brain matter density.

A study comparing gaming men and those who did not game found that men who gamed had a reduction of grey matter in the right posterior cingulate gyrus (motivation, top-down control of visual attention), left pre- and post-central gyrus, and right thalamus, among others.

Gamers also had reduced white matter in the left and right cingulum, a structure that helps regulate emotions and pain that is also involved in predicting and avoiding negative consequences.

Children of today are at higher risk of becoming internet and video game obsessed as they are being raised in the digital age where screen entertainment is pervasive. Over 90 percent of American children play video games.

The COVID-19 pandemic also saw increases in both video game use and internet addiction as people were forced to stay at home, to work and do school work online, and used gaming and the internet as a means to keep themselves occupied.

From adolescence to adulthood, the brain’s socio-emotional regions that manage feelings and emotions mature at a faster rate than cognitive control, meaning that mental processes such as attention, decision making, and learning are affected by how exciting or social the situation is.

Studies now indicate that a person’s brain may not reach full maturation well into their 20s, with some researchers suggesting maturation does not occur until 30 years of age.

This means, prior to full brain maturation, these individuals are at a higher susceptibility to obsessive gaming.

Generally the younger the child is exposed to screen media, the easier it is for them to become susceptible to the negative aspects of both the internet and video games. Additionally, as a child gets older screen time usually increases.

At the individual level, depending on how sensitive one is to the reward mechanism and the addictive nature of games and the internet, one’s dependence on these activities will vary.

Both internet use and video game obsession draw in individuals who have harm-avoidant, anxious, and detached personalities (pdf) while simultaneously influencing users to become both antisocial and withdrawn.

How to Reduce the Risks?
Screen media permeates every aspect of our lives.

Violence and aggression, in the from of sarcasm, expletives, action, and crime, among many others, are also highly prevalent in all forms of screen media.

Compared to the time when television was the only form of screen media, it has become increasingly difficult for teenagers and young adults to exert self control over their screen media consumption and for parents to control their children’s screen time and media content.

A cohesive family with increased parental involvement and social support is related with reduced obsession, but mental health disorders and poor academic performances increase the risk.

Apart from restricting screen time and removing screen media from children’s bedrooms, Gentile encourages parents to engage in screen entertainment together with their children.

“There are four types of parental monitoring identified by the research, first is co-viewing (parents sit with their children and can comment on the media if they like)…the second is setting limits on amount…the third is setting limits on content…and then the fourth is…active mediation.”

Though co-viewing is the most common and the easiest thing to do, and “is the thing that most parents sometimes do, at least,” said Gentile.

Co-viewing however, is “actually the bad one” as it increases the negative exposure from media that contains violence.

Instead he encourages active mediation by getting parents to ask questions such as “in real life would it really work like that?…What would be the best way to handle a situation like this?”

Engaging with children to think critically about what they are seeing has been shown to seemingly “mitigate almost all of the negatives of the media,” including the violence.

Since the majority of parents only engage in passive co-viewing, this “enhances the negatives, because then you’re giving tacit approval to whatever carnage is being seen on the screen.”

To break screen entertainment habits, parents can break the pattern by eliminating the cues that prompt screen habits.

UAE-SKOREA-US-TELEVISION-SOCIAL-SQUIDGAME
Participants take part in an event where they play the games of Netflix smash hit “Squid Game” at the Korean Cultural Centre in Abu Dhabi, on Oct. 12, 2021. (Giuseppe Cacace/AFP via Getty Images)
If a child’s cue is to view screen media the moment they come home, then implementing other activities at this time or in the same environment can help to break this habit.

However, it should be noted that how well an individual responds to these parental engagements and how much they need parental engagements to maintain self control over screen media usage will also vary depending on the individual. Flexible adjustments and guidance are the keys to compliance.

The Benefits of Controlling Media Content
Gentile led another study that measured the effect of parental control on the media usage of their children.

“We asked both the kids and the parents how much their parents set what they could watch, the content limitation or when they could watch or how long they could watch what.”

At the end of the school year, Gentile and his team found that “the parents that set more limits on the amount of content…[their] kids were getting better sleep by the end of the school year, which in turn related to lower weight gain, so less risk of obesity. Those kids were getting better grades in school, were more pro-social in their behaviors as rated by teachers.”

He was very fascinated by the results, especially since the three outcomes were unrelated variables.

“Physical health, school performance, and social wellness; those three very different types of outcomes don’t usually co-occur. But there’s one simple thing of setting limits on the amount of content, influenced all of them.”

“It is a protective factor; a ripple that extends out wide across time.”

While parents may have faced daily fights over the rules at home without seeing the fruits of their labor, the real outcomes of their endeavors were improvements in the health, academic performance, and behavior of their children.

“You can’t know that your child is less aggressive than how he would have been; you only know what your kid is. You don’t know if your child is getting better grades than [he or] she would have…more pro-social….parents…they can’t actually see the benefits.”

“So this study shows, and others [show]…that parents are in a much more powerful position than they realize.”

Views expressed in this article are the opinions of the author and do not necessarily reflect the views of The Epoch Times. Epoch Health welcomes professional discussion and friendly debate. To submit an opinion piece, please follow these guidelines and submit through our form here.

ccp

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Crafty_Dog

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Re: Evolutionary biology/psychology
« Reply #162 on: January 02, 2023, 06:27:35 AM »
Thanks for this  8-)

Crafty_Dog

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Re: Evolutionary biology/psychology
« Reply #163 on: February 01, 2023, 08:01:28 AM »
https://www.scientificamerican.com/article/tech-company-invests-150m-to-bring-back-the-dodo/?fbclid=IwAR0I1RHcXwWnexWCLmEkGRJ-z9vtyEo8P1ojow-2B76mtKtBZG3LE3mBTrw

A 'De-Extinction' Company Wants to Bring Back the Dodo
The de-extinction company known for its plans to resurrect the mammoth and Tasmanian tiger announces it will also bring back the dodo

By Christine Kenneally on January 31, 2023
A 'De-Extinction' Company Wants to Bring Back the Dodo

Colossal Biosciences, the headline-grabbing, venture-capital-funded juggernaut of de-extinction science, announced plans on January 31 to bring back the dodo. Whether “bringing back” a semblance of the extinct flightless bird is feasible is a matter of debate.

Founded in 2021 by tech entrepreneur Ben Lamm and Harvard University geneticist George Church, the company first said it would re-create the mammoth. And a year later it announced such an effort for the thylacine, aka the Tasmanian tiger. Now, with the launch of a new Avian Genomics Group and a reported $150 million of additional investment, the long-gone dodo joins the lineup.

In the world of extinct animals, the dodo carries some heavy symbolic weight. Native to Mauritius in the Indian Ocean, it went extinct in the mid- to late 17th century, after humans arrived on the island. The ungainly bird, which stood around one meter tall and weighed about 15 to 20 kilograms, represents a particular kind of evolutionary misfortune: It should have been afraid of humans, but it wasn’t. The birds blithely walked up to sailors, so received history goes, and didn’t flinch as their peers were killed around them. The dodoes, which reproduced by laying a single egg on the ground, were also predated by other species, such as monkeys and rats, which humans brought with them. Now the creature represents extinction itself—you can’t get deader than a dodo.

“This announcement is really just the start of this project,” says Beth Shapiro, lead paleogeneticist and a scientific advisory board member at Colossal Biosciences. Shapiro, also a professor of ecology and evolutionary biology at the University of California, Santa Cruz, has studied the dodo since the science of paleogenetics was in its infancy. In 2002 she published research in Science describing how her team had extracted a tiny piece of the bird’s mitochondrial DNA (mtDNA)—the DNA inside little organelles called mitochondria that gets passed down from mother to offspring. That snippet of mtDNA showed the dodo’s closest living relative was the Nicobar pigeon. Then, in 2022, Shapiro announced that her team at U.C. Santa Cruz had reconstructed the dodo’s entire genome.

Though the journey from mtDNA to genome took decades, the path from genome to a living, breathing animal is even more formidable, involving an enormous, interacting set of extraordinarily complex problems. Technically, a species could be resurrected by cloning DNA from a remnant cell. In reality, this has been impossible to achieve, mostly because viable DNA cannot be found. Most de-extinction programs aim to re-create a proxy of an extinct animal by genetic engineering, editing the genome of a closely related living species to replicate the target species’ genome. The edited genome would then be implanted into an egg cell of that related species to develop. The process must ensure that development proceeds correctly, that the animal is born successfully, that suitable surrogate parents nurture the creature, that it is administered a nutritious diet and that it is raised in an appropriate environment.

Colossal Biosciences is trying to solve all these problems at once. “Even though we’re nowhere near ready to start implanting embryos into surrogates,” Lamm says, the company currently has a team working on the cloning methodology necessary for that process. It also has multiple teams working in parallel on problems of computational biology, cellular engineering, stem cell reprogramming, embryology, protein engineering and animal husbandry, among other focuses.

One of the biggest challenges in the reconstruction of the dodo is a problem for all avian genomics. With mammals, the process is like that used in the creation of Dolly the sheep, the world’s first animal to be cloned successfully from and adult cells of an adult mammal. But, Shapiro says, “we can’t clone birds.” Cloning requires access to an egg cell that is ready for fertilization but not yet fertilized. “There is no access to a bird egg cell at the same developmental time as there is for a mammal,” he explains. Colossal Biosciences is exploring a process to extract avian primordial germ cells (PGCs) from bird eggs. If the process works, PGCs from pigeons would be manipulated to eventually develop into a dodolike bird. Ultimately, Shapiro says, “the final version of dodo will emerge from a pigeon that has been engineered to be the size of a dodo. So the size of eggs will be consistent.”

Although the first stage of genome editing is harder with birds, the next stage should be easier. With mammals, scientists don’t yet know how the modified embryo of an extinct species will interact with the intrauterine environment of the host species. That stage will be simpler in birds, Shapiro explains, “because everything happens in an egg.”

Once a re-created animal is born, more questions arise. Most animals have a mix of instinctive behavior, which arises from their genetic programming, and social behavior, which are learned from their parents and, in the case of social animals, their pack or group. But there is no way to re-create the unique natural history that shaped the social behavior of the dodo or other extinct animals—or even, in many cases, to know what it was. Mikkel Sinding, a postdoctoral researcher in paleogenomics at the University of Copenhagen, says, “There is nobody around to teach the dodo how to be a dodo.” In this sense, the word de-extinction is a misnomer. It’s not possible to bring back the dodo, even if it becomes possible to build a bird with a dodo genome.

Beyond behavior, the dodo proxy must survive in a world that is significantly different from that of more than 300 years ago, when the dodo went extinct. Yet not much is known about how dodoes functioned in their ecosystem. The birds lived only in forests on Mauritius. They had no large predators. They were slow to reproduce, laying one egg per year. And it’s believed from ancient sailors’ reports that there were once thousands of them. Another challenge for de-extinction is ensuring the well-being of the genetically engineered dodoes.

“A goal here is to create an animal that can be physically and psychologically well in the environment in which it lives,” Shapiro says. “If we are going to bring back something that's functionally equivalent to a dodo, then we will have to find, identify or create habitats in which they’re able to survive.” Shapiro points to environmental restoration on Mauritius and surrounding islands. There is hope that work focused on dodo habitat restoration could have knock-on benefits for other endemic plants and animals and even that the reintroduced bird may directly contribute to restoring its own ecosystem. Giant tortoises introduced to an island near Mauritius to replace an extinct species have helped revive native ebony trees by eating their fruit and distributing their seeds around the landscape.

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Sinding, who has extracted ancient DNA from Pleistocene wolves, woolly rhinoceroses and aurochs, was surprised and excited to hear that Colossal Biosciences planned to re-create the dodo. He thinks the company is more likely to find success sooner with the bird than the mammoth or thylacine. He adds that this will depend on one’s definition of success, however. “You can genome edit the hell out of something and say you have remade a species,” Sinding says. “But is it really the species?”

“The dodo is a good choice because the fetus development happens in a short time span inside an egg and not in a surrogate mother, unlike a mammoth, which would have to be gestated by an elephant for nearly two years,” Sinding says. “It would be slightly easier to work with a chick than with a thylacine cub.” The ethical question with the dodo, he adds, is “whether the money is well spent or if we should spend that money trying to preserve some other living pigeons that are almost extinct.”

Tom Gilbert, director of the Danish National Research Foundation Center for Evolutionary Hologenomics, recently joined the Colossal Biosciences’ scientific advisory board. In 2022, before he was on the board, Gilbert told Technology Networks that he loved “the idea and technology behind rewilding with extinct species.” But he wondered about the influence of human morality on the choice of species. As the article put it, “Why stop at the good things?” Gilbert added, “What about the bad things? The pathogens now eradicated?”

The de-extinction of the dodo is “not a solution to the extinction crisis,” Shapiro says. “Extinction is forever.” But by pursuing the problem of dodo de-extinction, she explains, Colossal Biosciences is also developing critically needed tools for avian genomics, including for the genetic rescue of currently threatened species, such as editing genetic diversity back into a shrunken, threatened bird population. In this way, a 21st-century dodo may assist all avian conservation.

The dodo is only one of many lost birds: 161 avian species have been classified as extinct since 1500, according to a 2022 report from Bird Life International. But Colossal Biosciences is relying on the creature’s significance to inspire scientists and the general public to engage with all the problems of extinction. “We could have picked lots of different birds,” says Shapiro, raising her right arm to reveal a dodo tattoo. “I happen to really love the dodo.”





ccp

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Re: Evolutionary biology/psychology
« Reply #168 on: May 27, 2023, 11:01:41 AM »
narcissm and psychopathology

interesting
 a bit of psycho babble
 and the usual end study conclusion - more research is needed

but this part caught my highlighting left wing "researcher" bias :

“By[but] many researchers, the notion of left-wing authoritarianism (LWA) is even been met with skepticism. "

my response : have they ever heard of Mao Marx Stalin ?

think only Hitler KKK etc   :wink:

I read psychologist  Hare's book on psychopaths (in late 90s or very early 2000's when we were being robbed over and over again by everyone in sight practically everyone ) and still like the theories
though I read there is some debate or disagreement about them:

https://en.wikipedia.org/wiki/Psychopathy_Checklist

the thrill of money I found can certainly turn people to act like cold heartless psychopaths.


ccp

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genetic underpinnings of bisexual behavior
« Reply #170 on: January 05, 2024, 09:01:24 AM »
Thus a Crisper "cure" for this in the future?


Crafty_Dog

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Body-by-Guinness

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Evolutionary Mechanisms Causing Species to Grow or Shrink in Size
« Reply #172 on: January 24, 2024, 10:45:11 PM »
Piece examines how/why evolutionary pressures cause species to grow in size, or do the reverse:

https://theness.com/neurologicablog/why-do-species-evolve-to-get-bigger-or-smaller/

ccp

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Re: Evolutionary biology/psychology
« Reply #173 on: January 25, 2024, 06:12:31 AM »
an example of island gigantism:

https://en.wikipedia.org/wiki/Kodiak_bear

Body-by-Guinness

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No Need for Porno Panic?
« Reply #174 on: January 25, 2024, 09:19:32 AM »
Piece states claims of sundry psych impacts of porno are unfounded alarmism.

Can't escape the notion this is the wrong place to post this, but searched for "psych" and this was the least unlikely place for this post to live. But hey, we could always start a pornography thread....  :evil:

https://thehill.com/opinion/technology/4424581-is-pornography-really-warping-our-brains-or-is-it-a-moral-panic/

Body-by-Guinness

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Evolutionary Benefit of Human Dreaming?
« Reply #175 on: January 25, 2024, 02:05:02 PM »
2nd post:

The difference between hunter/gatherer and Western dreams is pretty interesting, though not a lot of conclusions to be found here:

https://singularityhub.com/2024/01/24/dreams-may-have-played-a-crucial-role-in-our-evolutionary-success-as-a-species/

FWIW, my wife says I can “guide” my dreams, and states she is envious of the ability. Not sure if I indeed can, but confess that whenever I have a family in danger dream I manage to grab my dream state Scattergun Technologies enhanced Remington model 870 in 12 gauge loaded with Federal Law Enforcement 8 ball 00 and dispatch the imaginary threat with extreme prejudice….

Crafty_Dog

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Re: Evolutionary biology/psychology
« Reply #176 on: January 25, 2024, 08:08:41 PM »
Yes this was the correct thread for the porn piece :-D

Crafty_Dog

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