Wednesday, February 17, 2021

Video game play is positively correlated with well-being

Video game play is positively correlated with well-being. Niklas Johannes, Matti Vuorre and Andrew K. Przybylski. Royal Society Open Science, February 17 2021. https://doi.org/10.1098/rsos.202049

Abstract: People have never played more video games, and many stakeholders are worried that this activity might be bad for players. So far, research has not had adequate data to test whether these worries are justified and if policymakers should act to regulate video game play time. We attempt to provide much-needed evidence with adequate data. Whereas previous research had to rely on self-reported play behaviour, we collaborated with two games companies, Electronic Arts and Nintendo of America, to obtain players' actual play behaviour. We surveyed players of Plantsvs.Zombies: Battle for Neighborville and Animal Crossing: New Horizons for their well-being, motivations and need satisfaction during play, and merged their responses with telemetry data (i.e. logged game play). Contrary to many fears that excessive play time will lead to addiction and poor mental health, we found a small positive relation between game play and affective well-being. Need satisfaction and motivations during play did not interact with play time but were instead independently related to well-being. Our results advance the field in two important ways. First, we show that collaborations with industry partners can be done to high academic standards in an ethical and transparent fashion. Second, we deliver much-needed evidence to policymakers on the link between play and mental health.

4. Discussion

How is video game play related to the mental health of players? This question is at the heart of the debate on how policymakers will act to promote or to restrict games’ place in our lives [7]. Research investigating that question has almost exclusively relied on self-reports of play behaviour, which are known to be inaccurate (e.g. [8]). Consequently, we lack evidence on the relation between play time and mental health that is needed to inform policy decisions. To obtain reliable and accurate play data, researchers must collaborate with industry partners. Here, we aimed to address these shortcomings in measurement and report a collaboration with two games companies, Electronic Arts and Nintendo of America, combining objective measures of game behaviour (i.e. telemetry) with self-reports (i.e. survey) for two games: Plantsvs.Zombies: Battle for Neighborville and Animal Crossing: New Horizons. We also explored whether the relation between play time and well-being varies with players' need satisfaction and motivations. We found a small positive relation between play time and well-being for both games. We did not find evidence that this relation was moderated by need satisfactions and motivations, but that need satisfaction and motivations were related to well-being in their own right. Overall, our findings suggest that regulating video games, on the basis of time, might not bring the benefits many might expect, though the correlational nature of the data limits that conclusion.

Our goal was to investigate the relation between play time, as a measure of actual play behaviour, and subjective well-being. We found that relying on objective measures is necessary to assess play time: although there was overlap between the amount of time participants estimated to have played and their actual play time as logged by the game companies, that relation was far from perfect. On average, players overestimated their play time by 0.5 to 1.6 hours. The size of that relation and the general trend to overestimate such technology use are in line with the literature, which shows similar trends for internet use [24] and smartphone use [8,23]. Therefore, when researchers rely on self-reports of play behaviour to test relations with mental health, measurement error and potential bias will necessarily lead to inaccurate estimates of true relationships. Previous work has shown that using self-reports instead of objective measures of technology use can both inflate [45,46] or deflate effects [44]. In our study, associations between objective play time and well-being were larger than those between self-reported play time and well-being. Had we relied on self-reports only, we could have missed a potentially meaningful association.

Players who objectively played more in the past two weeks also reported to experience higher well-being. This association aligns well with literature that emphasizes the benefits of video games as a leisure activity that contributes to people's mental health [42]. Because our study was cross-sectional, there might also be a self-selection effect: People who feel good might be more inclined to pick up their controller. Such a view aligns well with research that shows reciprocal relations between media use and well-being [64,65]. Equally plausible, there might be factors that affect both game play time and well-being [66,67]. For example, people with high incomes are likely to be healthier and more likely to be able to afford a console/PC and the game.

Even if we were to assume that play time directly predicts well-being, it remains an open question whether that effect is large enough to matter for people's subjective experience. From a clinical perspective, it is probably the effect is too small to be relevant for clinical treatments. Our effect size estimates were below the smallest effect size of interest for media effects research that Ferguson [68] proposes. For health outcomes, Norman and colleagues [69] argue that we need to observe a large effect size of around half a standard deviation for participants to feel an improvement. In the AC:NH model, 10 h of game play were associated with a 0.06 standard deviation increase in well-being. Therefore, a half standard deviation change would require approximately 80 h of play over the two weeks (translating to about 6 h per day). However, Anvari and Lakens demonstrated that people might subjectively perceive differences of about a third of a standard deviation on a measure of well-being similar to ours [70], suggesting that approximately three and a half hours of play might be associated with subjectively felt changes in well-being. Nevertheless, it is unclear whether typical increases in play go hand in hand with perceivable changes in well-being. However, even small relations might accumulate to larger effects over time, and finding boundary conditions, such as time frames under which effects are meaningful, is a necessary next step for research [71]. Moreover, we only studied one facet of positive mental health, namely affective well-being. Future research will need to consider other facets, such as negative mental health.

Although our data do not allow causal claims, they do speak to the broader conversation surrounding the idea of video game addiction (e.g. [15]). The discussion about video games has focused on fears about a large part of players becoming addicted [14,21]. Given their widespread popularity, many policymakers are concerned about negative effects of play time on well-being [7]. Our results challenge that view. The relation between play time and well-being was positive in two large samples. Therefore, our study speaks against an immediate need to regulate video games as a preventive measure to limit video game addiction. If anything, our results suggest that play can be an activity that relates positively to people's mental health—and regulating games could withhold those benefits from players.

We also explored the role of people's perceptions in the relation between play time and well-being. Previous work has shown that gamers' experience probably influences how playing affects mental health [51,52]. We explored such a possible moderation through the lens of self-determination theory [50]: We investigated whether changes in need satisfaction, enjoyment and motivation during play changed the association between play time and well-being. We found no evidence for moderation. Neither need satisfaction, nor enjoyment, nor extrinsic motivation significantly interacted with play time in predicting well-being. However, conditional on play time, satisfaction of the autonomy and relatedness need, as well as enjoyment were positively associated with well-being. Extrinsic motivation, by contrast, was negatively associated with well-being. These associations line up with research demonstrating that experiencing need satisfaction and enjoyment during play can be a contributing factor to user well-being, whereas an extrinsic motivation for playing probably does the opposite (e.g. [56]).

Although we cannot rule out that these player experiences had a moderating role, the estimates of the effect size suggest that any moderation is likely to be too small to be practically meaningful. In other words, our results do not suggest that player experience modulates the relation between play time and well-being, but rather contributes to it independently. For example, players who experience a high degree of relatedness during play will probably experience higher well-being, but a high degree of relatedness is unlikely to strengthen the relation between play time and well-being. Future research, focused on granular in-game behaviours such as competition, collaboration and advancement will be able to speak more meaningfully to the psychological affordances of these virtual contexts.

Conditional on those needs and motivations, play time was not significantly related to well-being anymore. We are cautious not to put too much stock in this pattern. A predictor becoming not significant when controlling for other predictors can have many reasons. Need satisfaction and motivations might mediate the relation between play time and well-being; conditioning on the mediator could mask the effect of the predictor [67]. Alternatively, if play time and player experiences are themselves related, including them all as predictors would result in some relations being overshadowed by others. We need empirical theory-driven research grounded in clear causal models and longitudinal data to dissect these patterns.

4.1. Limitations

We are mindful to emphasize that we cannot claim that play time causally affects well-being. The goal of this study was to explore whether and how objective game behaviour relates to mental health. We were successful in capturing a snapshot of that relation and gaining initial insight into the relations between video games and mental health. But policymakers and public stakeholders require evidence which can speak to the trajectory of play and its effect over time on well-being. Video games are not a static medium; both how we play and discuss them is in constant flux [72]. To build on the work we present here, there is an urgent need for collaborations with games companies to obtain longitudinal data that allow investigating all the facets of human play and its effects on well-being over time.

Longitudinal work would also address the question of how generalizable our findings are. We collected data during a pandemic. It is possible the positive association between play time and well-being we observed only holds during a time when people are naturally playing more and have less opportunity to follow other hobbies. Selecting two titles out of a wide range of games puts further limitations on how generalizable our results are. Especially Animal Crossing: New Horizons is considered a casual game with little competition. Therefore, although those two titles were drawn from different genres, we cannot generalize to players across all types of games [73]. The results might be different for more competitive games. Different games have different affordances [74] and, therefore, likely different associations with well-being. To be able to make recommendations to policymakers on making decisions across the diverse range of video games, we urge video game companies to share game play data from more titles from different genres and of different audiences. Making such large-scale data available would enable researchers to match game play with existing cohort studies. Linking these two data sources would enable generalizable, causal tests of the effect of video games on mental health.

Another limiting factor on the confidence in our results is the low response rate observed in both of our surveys. It is possible that various selection effects might have led to unrepresentative estimates of well-being, game play, or their relationship. Increasing response rates, while at the same time ensuring samples' representativeness, remains a challenge for future studies in this field.

Our results are also on a broad level—possibly explaining the small effect sizes we observed. When exploring effects of technology use on well-being, researchers can operate on several levels. As Meier & Reinecke [75] explain, we can choose to test effects on the device level (e.g. time playing on a console, regardless of game), the application level (e.g. time playing a specific game), or the feature level (e.g. using gestures in a multiplayer game). Here, we operated on the application level, which subsumes all possible effects on the feature level. In other words, when measuring time with a game, some features of the game will have positive effects; others will have negative effects. Measuring on the application level will thus only give us a view of ‘net' video game effects. Assessing game behaviour on a more granular level will be necessary to gain more comprehensive insights and make specific recommendations to policymakers. For that to happen, games companies will need to have transparent, accessible APIs and access points for researchers to investigate in-game behaviour and its effects on people's mental health. Such in-game behaviours also carry much promise for studying the therapeutic effects of games, for example, as markers of symptom strength in disorders [76]. In rare cases, researchers were able to make use of such APIs [47,49], but the majority of games data are still not accessible. For PvZ, EA provided a variety of in-game behaviours that we did not analyse here. We invite readers to explore those data on the OSF project of this manuscript.

We relied on objective measures of video game behaviour. These measures are superior to self-reported behaviour because they directly capture the variable of interest. However, capturing game sessions on the side of the video game companies comes with its own measurement error. Video game companies cannot perfectly measure each game session. For example, in our data processing, some game sessions had duplicate start and end times (for PvZ) or inaccurate start and end times, but accurate session durations (for AC:NH). Measurement error in logging technology use is a common issue (e.g. [12,77]), and researchers collaborating with industry partners need to understand how these partners collect telemetry. The field needs to embrace these challenges in measurement rather than defaulting to self-reports.

Last, this study was exploratory and we made decisions about data processing and analysis without specifying them a priori [78]. Such researcher degrees of freedom can yield different results, especially in the field of technology use and well-being [65,79]. In our process, we were as transparent as possible to enable others to examine and build upon our work [31]. To move beyond this initial exploration of objective game behaviour and well-being to a more confirmatory approach, researchers should follow current best practices: they should preregister their research before collecting data in collaboration with industry partners [80,81], before accessing secondary data sources [82], and consider the registered report format [83,84]. Following these steps will result in a more reliable knowledge base for policymakers.

This leads me to speculate on the consequences of adding a lot of women to formerly male domains

Academic corruption 2: Emasculated culture. Arnold Kling, February 16, 2021. http://www.arnoldkling.com/blog/feminized-culture/

Excerpts:

[...]

This leads me to speculate on the consequences of adding a lot of women to formerly male domains. Over the past several decades, a number of important institutions that were formerly almost exclusively male now include many women: academia, journalism, politics, and management positions in organizations. These institutions increasingly are discarding the values that sustained them when the female presence was less.

1. The older culture saw differential rewards as just when based on performance. The newer culture sees differential rewards as unjust.

2. The older culture sought people who demonstrate the most competence. The newer culture seeks to nurture those who are at a disadvantage.

3. The older culture admires those who seek to stand out. The newer culture disdains such people.

4. The older culture uses proportional punishment that is predictable based on known rules. The newer culture suddenly turns against a target and permanently banishes the alleged violator, based on the latest moral fashions.

5. The older culture valued open debate. The newer culture seeks to curtail speech it regards as dangerous.

6. The older culture saw liberty as essential to a good society. The newer culture sees conformity as essential to a good society.

7. The older culture was oriented toward achievement. The newer culture is oriented toward safety. Hence, we cannot complete major construction projects, like bridges, as efficiently as we used to.

I think that in each case, the older culture was consistent with male tendencies (what Benenson calls “warriors”); the newer culture is consistent with female tendencies (what she calls “worriers”). Keep in mind that men can have worrier personalities and women can have warrior personalities, but those are not the norm.

Overall, we have made institutions harder for warriors to navigate. College no longer helps men to make the transition to adulthood. It keeps them sheltered and controlled, and after graduation they end up living with their parents.

Why did opening up opportunities for women lead to this outcome? One can imagine other outcomes. Perhaps women would have assimilated into the male culture, adopting some male tendencies in the process. Perhaps women and men would have retained their different behavioral tendencies but agreed to accommodate one another.

Instead, both men and women seem to have agreed that a purge of male tendencies is in order. Some women scorn male values as tools of oppression, and most men would rather accommodate this view than voice disagreement.

[...]

Findings suggest that individuals are unable to accurately identify AI-generated artwork and they are likely to associate representational art to humans and abstract art to machines

The Role of AI Attribution Knowledge in the Evaluation of Artwork. Harsha Gangadharbatla. Empirical Studies of the Arts, February 16, 2021. https://doi.org/10.1177/0276237421994697

Abstract: Artwork is increasingly being created by machines through algorithms with little or no input from humans. Yet, very little is known about people’s attitudes and evaluations of artwork generated by machines. The current study investigates (a) whether individuals are able to accurately differentiate human-made artwork from AI-generated artwork and (b) the role of attribution knowledge (i.e., information about who created the content) in their evaluation and reception of artwork. Data was collected using an Amazon Turk sample from two survey experiments designed on Qualtrics. Findings suggest that individuals are unable to accurately identify AI-generated artwork and they are likely to associate representational art to humans and abstract art to machines. There is also an interaction effect between attribution knowledge and the type of artwork (representational vs. abstract) on purchase intentions and evaluations of artworks.

Keywords: AI artwork, creativity, evaluation of artwork, experiment, artificial intelligence, machine learning


Among professionals at entrepreneurship events, those who had started their own business were more likely to be Toxoplasmosis gondii positive

Toxoplasmosis: Recent Advances in Understanding the Link Between Infection and Host Behavior. Stefanie K. Johnson1 and Pieter T.J. Johnson. Annual Review of Animal Biosciences, Vol. 9:249-264 (February 2021). https://doi.org/10.1146/annurev-animal-081720-111125

Abstract: Humans, wildlife, and domestic animals are intimately linked through shared infections. Many parasites and pathogens use multiple host species, either opportunistically or sequentially, such that managing disease risk frequently requires a broader understanding of the ecological community. The coccidian protozoan Toxoplasma gondii infects more than one hundred species of vertebrates, ranging from bats to beluga whales. In humans, acute toxoplasmosis can have serious health consequences for immunocompromised individuals. Even amongst asymptomatic patients, however, toxoplasmosis has been linked to a range of behavioral alterations and conditions, such as changes in risk tolerance, neuroticism, mental illness, suicide, and accident proneness. Whether such links are causal or simply correlational has been the subject of intense study and debate; from an evolutionary standpoint, selection may favor parasite-induced alterations in host behavior that increase the likelihood a host is consumed by the definitive host—in this case a domestic or wild felid. Here, we examine current evidence for parasite-induced manipulations of host behavior, in both humans and other animals. We critically evaluate proposed mechanisms through which infection might influence host behavior, which range from inflammation in the brain to changes in hormones or neurotransmitters. Considering estimates that T. gondii may infect up to one-third of the global human population, we conclude by examining the implications of these changes for human behavior, individual fitness, and emergent cultural properties.

Keywords: Toxoplasma gondii , toxoplasmosis, parasite, behavior manipulation


Tuesday, February 16, 2021

Rats exhibit behavioral biases similar to human investors, emphasizing the suitability of the rat stock market model to future work into the behavioral neuroscience of suboptimal financial decision-making

Huttunen, A. W., Reeve, H. M., & Bowman, E. M. (2020). Bull, bear, or rat markets: Rat “stock market” task reveals human-like behavioral biases. Journal of Neuroscience, Psychology, and Economics, 13(4), 204–229. https://doi.org/10.1037/npe0000133

Abstract: Investors often exhibit behavioral biases (e.g., loss aversion) that are putatively underpinned by mechanisms supporting reinforcement learning in the brain, which are largely evolutionarily conserved across mammalian species. Although previous research has demonstrated that rats, similar to humans, exhibit behavioral economic biases in certain contexts, asset market contingencies have gone largely unexplored. Thus, we developed an experimental “stock market”’ task in which cohorts of 4 rats drove asset prices up and down by selecting and subsequently buying, selling, or holding “stocks” to earn sweet liquid reward. Profits and losses were operationalized as reward volumes larger than and smaller than a reference volume of reward, respectively. Following a loss, rats moved more slowly to collect the reward and spent less time licking at the reward spigot, indicative of lower motivation to approach and “savor” a loss reward. Rats also tended to respond suboptimally following a loss, which corresponded to an increase in risk-seeking behavior characterized by a bias against the optimal “hold” option in that context. Rats’ choice of the sell option demonstrated a robust tendency toward realizing gains more quickly than losses, which is characteristic of the “disposition effect” in human stock markets. Our results indicate that rats exhibit behavioral biases similar to human investors, emphasizing the suitability of the rat stock market model to future work into the behavioral neuroscience of suboptimal financial decision-making.


The persuasiveness of a disregard for the truth

Bullshitting and persuasion: The persuasiveness of a disregard for the truth. John V. Petrocelli. British Journal of Social Psychology, February 16 2021. https://doi.org/10.1111/bjso.12453

Abstract: Although generally viewed as a common and undesirable social behaviour, very little is known about the nature of bullshitting (i.e., communicating with little to no regard for evidence or truth; Raritan Q Rev 6, 1986, 81); its consequences; and its potential communicative utility. Specifically, it is hypothesized that bullshitting may be may be relatively influential under specified conditions. Experiment 1 participants were exposed to a traditional persuasion paradigm, receiving either strong or weak arguments in either an evidence‐based or bullshit frame. Experiment 2 also incorporated a manipulation of a peripheral route cue (i.e., source attractiveness). Findings demonstrate that bullshitting can be an effective means of influence when arguments are weak, yet undermine persuasive attempts when arguments are strong. Results also suggest that bullshit frames may cue peripheral route processing of persuasive information relative to evidence‐based frames that appear to cue central route processing. Results are discussed in light of social perception and attitude change.


Wearing high heels consistently increased the models’ attractiveness, regardless of whether or not it decreased their natural difference from the theoretically optimal angle of lumbar curvature; both men & women showed this effect

Women Walk in High Heels: Lumbar Curvature, Dynamic Motion Stimuli and Attractiveness. Norbert Mesk et al. Int. J. Environ. Res. Public Health 2021, 18(1), 299; January 3 2021. https://doi.org/10.3390/ijerph18010299

Abstract: Previous studies have demonstrated that the angle of women’s lumbar curvature affects men’s attractiveness judgments of them. The theoretically optimal angle of lumbar curvature provides better resistance against both hyperlordosis and hypolordosis as biomechanical costs of a bipedal fetal load that could impair a woman’s fertility. Since men find this attribute attractive, women aim to emphasize it by wearing high-heeled shoes. The primary objective of the present study was to test this evolutionary hypothesis using short videos presenting women walking by the camera. In line with previous findings based on static stimuli (photographs), dynamic stimuli (videos) presenting women walking in high-heeled shoes were expected to elicit increased attractiveness ratings as compared to women wearing flat shoes, which would be associated with the angle of lumbar curvature. Videos were taken of 52 female models walking in two conditions (i.e., wearing either high-heeled or flat shoes). A total of 108 participants (61 males, 47 females) rated the walking models’ physical attractiveness in an online setting. Each model’s lumbar curvature was measured both in high heels and in flat shoes using photographs taken of them prior to each video recording. The results showed that wearing high heels consistently increased the models’ attractiveness, regardless of whether or not it decreased their natural difference from the theoretically optimal angle of lumbar curvature. Both male and female observers showed this positive effect. Furthermore, a negative correlation was found between the models’ body mass index (BMI) and their perceived attractiveness scores in both conditions.

Keywords: lumbar curvature; high-heeled shoes; attractiveness; mate choice preference; dynamic/video stimuli



The Contribution of Sex to Quality of Life in Modern Societies: Is Sex Distorted in Modern Societies?

The Contribution of Sex to Quality of Life in Modern Societies. Bjørn Grinde. Applied Research in Quality of Life, Feb 15 2021. https://rd.springer.com/article/10.1007/s11482-021-09926-6

h/t Rolf Degen: https://twitter.com/DegenRolf/status/1361614638568398851

Abstract: Sexual behavior is a core activity not only for our genes, but also for individual happiness. It is therefore important to assess how this aspect of life functions in industrialized nations. Adopting the idea that society should aim at maximizing happiness, the question is whether the present situation is optimal, or if we should strive toward cultural changes that may improve the impact of sex. Sex is associated with some of the strongest rewards the brain has to offer, and consequently should serve to improve quality of life. There are, however, numerous pitfalls in that sex easily elicits negative emotions. Certain aspects of sexuality may reflect what is referred to as a ‘disease of modernity’; that is, the present environment is causing an increase in the prevalence of sex-related misery. The text use both an evolutionary and a bioecological perspective to understand human behavior. Biological (nature) and ecological (environment or nurture) factors are considered in order to assess how to improve the impact of sex on quality of life.


Is Sex Distorted in Modern Societies?

Sexual Behavior

A key question for the present analysis is whether the present ecological setting for human development cause sexual behavior to be skewed in a negative direction. Is the emotional burden associated with sex higher today than what one would expect was the case in the EEA? The question will initially be probed in two ways: I shall consider possible changes in sexual preferences; and look at sexual dysfunctions. As to putative changes, both cross-cultural comparison of traditional societies and observations of animal behavior are relevant. The subsequent discussion on possible contributing mismatches adds pertinent information.

It should be kept in mind that what is considered troublesome in the present analyses, is not whether the behavior has changed, is odd (in a statistical sense), or off (in the sense of not contributing to procreation). The issue is whether the present situation is suboptimal as to quality of life. Aberrant behavior is, however, likely to impede happiness. Most societies have ideas as to what is considered proper sexual conduct. When individuals transgress these lines, they tend to be antagonized; a situation that easily leads to negative emotions. In other words, abnormal sexual behavior often has a negative impact on happiness, but the problem may be ameliorated by changing the attitudes in that society.

As the primary function of sex is propagation, sexual desires should be directed at coitus. According to anthropological literature (Ford and Beach 1951), coitus is indeed by far the most common practice; yet, in most cultures there appear to be a reasonable amount of sexual activity that is not aimed at fertilization. In a species using sex to enhance bonding, sex without pregnancies serves a genetic purpose; thus the use of contraceptives, or interrupted ejaculation, should be considered normal. Moreover, as sex is strongly reward-driven, one should also expect that self-stimulation occurs. This is indeed the case, based on the anthropological descriptions of tribal people as well as observations of other species of mammals (Ford and Beach 1951). Most traditional cultures are well aware of the possibility for self-stimulation; the practice is typically not banned, but discouraged as being less desirable.

Aberrant Practices and Desires

Certain sexual behaviors and desires may reflect a distorted sex module. The more common examples are discussed below.

Masturbation

Self-stimulation probably occurs in all cultures, but in industrialized countries it stands for a considerable proportion of sexual activity (Prause 2019; Regnerus et al. 2017). It seems likely that the present situation represents an increase compared to tribal societies. The increase is presumably at least partly driven by the opportunities offered by pornography, particularly in the form of Internet-based sexual stimuli, but perhaps also by a lack of sexual partners or frustrations associated with intimate relations. Stone Agers would most likely take an interest in porn; in fact, even male macaques willingly ‘pay’ for viewing pictures of female macaques in heat (Deaner et al. 2005).

The question is whether the use of pornography, and the concomitant high prevalence of masturbation, affect current sexual behavior in ways that are undesirable. Although masturbation does offer sexual pleasures, and therefore contributes to happiness, the practice may have negative effects on emotional life. For one, the focus on self-stimulation may imply less focus on sex with a partner, which could reduce the strength of a relationship; and two, depending on the kind of stimuli sought, it could cause the sex module to develop in adverse directions. For example, if a person focuses on violence or on underage females, the desires may move further in this direction; that is, masturbatory fantasies about a stimulus can reinforce and broaden that form of arousal (Nolen-Hoeksema 2013).

Types of Stimuli – Paraphilics

Another pertinent question as to aberrant sexuality is what sort of stimuli trigger sexual arousal. There is a wide range of interests, most, if not all, are catered to on Internet (although legal issues cause some to be less readily available). The more common search words concern what may be considered normal sexual interests (Ogas and Gaddam 2011; Salmon and Fisher 2018; Tyson et al. 2015): Men search for young and willing females with sexual appeal. As pointed out above, a virgin look is preferred, but there is also a desire for older women, often aimed at those already with a partner. Married females make sense as a strategy for men; if the woman gets pregnant, his genes will be passed on with a minimum of investment.

Although the majority of attention is in line with what one would expect reflects innate tendencies, there is also considerable interest in porn (and real-life experience) for sexual content that is less likely to reflect biology. Examples include fetishes for dead bodies, feet, animals, or female clothing items. Obscure preferences are referred to as paraphilia. Although a range of ‘odd’ sexual behavior has been observed in animals, including attempts to have sex with dead bodies, at least for animals living in the wild this seems to reflect a spillover of sexual urges rather than a prime interest. Moreover, paraphilia seem to be rare in the anthropological literature on tribal societies, thus the present prevalence is likely a consequence of the modern environment.

Homosexuality

Some homosexual activity (not counting mock-mounting as used to confirm social rank) is apparently the norm in mammals, and particularly so in species lacking the pheromone associated TRPC2 gene; that is Old World monkeys, apes and man (Pfau et al. 2019). Yet, heterosexual behavior dominates – with the possible exception of bonobos (de Waal 2007). Exclusively homosexual individuals seem to be extremely rare in mammals, at least in the wild, thus the observed homosexual behavior is typically a question of bisexuality. Humans have a relatively high rate of bisexuals (5–20% depending on gender and how the issue is probed), but more peculiar is the observation that approximately 1% claims to be solely interested in one’s own gender (Savin-Williams et al. 2012; Tyson et al. 2015). The question of whether the prevalence is higher today than in the EEA is difficult to resolve due to the impact of cultural norms.

Two factors may explain why homosexual activity is relatively common in our species. One is the fact that we probably have a particularly strong sex drive, due to the dual purpose of sex; and a strong drive seems more likely to include aberrant behavior. The other is that humans, as in the case of bonobos, have extensive collaborations with individuals of the same gender. One would expect homosexuality to serve a role in bonding, a phenomenon that may appear in other species as well (Douglas 2009; Packer and Pusey 1987). The relatively high prevalence of exclusive homosexuals may reflect aspects of the present environment; for example, condemning the behavior may create a need to ‘choose side’.

Trannies, or shemales, are men with penises, but female appearance and often breasts due to surgery or hormone treatment. Contrary to popular belief, trannies cater primarily to heterosexual (or bisexual) men, and is one of the more popular categories of porn on the Internet (Ogas and Gaddam 2011). In fact, many men take an interest in penises; ‘big cock’ rates among the most popular search terms, and the popularity cannot be explained solely by searches made by females or gay men (Salmon and Fisher 2018). The popularity possibly reflects that bisexuality is a common feature, perhaps one that is more oppressed than expanded in industrialized societies.

Pedophilia

Taking and interest in adolescent females, as long as they have anatomical features suggestive of maturation, is biologically normal. An interest in infants is not. Related behavior have been observed in other mammals such as the Hawaiian monk seal (Hiruki et al. 1993), but it appears to be rare with the exception of bonobos (de Waal and Lanting 1997). Both heterosexual and gay human males take an interest in juveniles. In an Internet-based, anonymous questionnaire, 4.1% responded that they had sexual fantasies about children, and 3.2% admitted to having abused infants (Dombert et al. 2016). Based on the interest in search words such as Lolita and preteen, this may be an underestimate of the true appeal of children as sexual objects (Hald and Å tulhofer 2016).

In many tribal societies, it is common for parents to fondle the genitals of their infants (Ford and Beach 1951). In the present perspective, this practice should not be considered pedophilic, as it typically does not imply sexual arousal for the adult. There are rare examples of traditional cultures that not only allow, but encourage sex between adults and infants (Ford and Beach 1951; Kelly and Lusk 2013). The considerable interest in modern societies, in spite of the ostracism, suggests that the practice resonates with some innate urges – perhaps a trait shared with bonobos. Yet, the prevalence may have increased due to mismatches in the present environment. As the practice is unlikely to gain acceptance, pedophilic desires are expected to decrease quality of life.

‘Rough’ Sex

Rape-like behavior occurs in many species (Smuts and Smuts 1993). Whether the species form parental couples or not, it makes evolutionary sense for the male to force himself upon the female. Humans may be the expert rapist in that we have hands to hold the victim and language to form oral threats. Not surprisingly, rape is common both in the tribal setting and in modern societies (Ford and Beach 1951). Although the use of force can be construed as normal male sexual behavior, it constitutes a minor part of all sexual encounters.

As to the question of happiness, the use of force on a non-conforming partner is likely to imply a heavy load of negative feelings for the victim, and should thus be discouraged. The interesting observation is that both genders willingly participate in activities involving violence or coercion, as exemplified by the popularity of concepts such as bondage, spanking, dominance, rough sex, slave, sadism, and masochism (Ogas and Gaddam 2011). There is limited evidence for similar interests in tribal societies, except that inflicting pain (typically in the form of scratching and biting the partner) is considered to enhance sexual pleasure in certain cultures (Ford and Beach 1951). The more overt forms of violent, voluntary sex seem to be novel, which suggests that the practice, or at least the prevalence, is a consequence of the present environment.

Presumably, the participants derive pleasure from rough sex that goes beyond what they would obtain from normal sex. As previously pointed out, many brain modules can activate either pleasure or pain. Even the sensory signals stemming from pain receptors can be converted to yield pleasure, as observed when people take delight in self-harming (Edmondson et al. 2016). Thus, pain may enhance the sexual experience. Similar arguments can be made for submission and dominance in that these situations too can activate rewards rather than their expected (emotional) pain. Moreover, it has been suggested that women may appreciate (mock) rape for the experience it offers of being attractive (Hazen 1983).

Sexual Dysfunctions

The main category of sexual disorders is sexual dysfunctions. The more common forms concern problems like premature ejaculation, lack of erection, and lack of libido. Based on reports from Western countries, the conditions affect some 30% of adult men and 40% of adult women (Lewis et al. 2004; Shifren et al. 2008; Laumann et al. 1999). Although there is not much in terms of comparable anthropological data, the above figures suggest that the present environment is responsible for an increase. It seems unlikely that evolution would design a sex module that malfunctions in such a large proportion of the population.

Hypersexuality, or sex addiction, is recognized as a problem, but not included in diagnostic manuals. The existence of sex addiction is in line with general assumptions as to addiction. Any stimuli that engage the reward modules of the brain are likely to cause some form of addictive behavior when amply available, sex-related stimuli on the Internet should be no exception. Sex addiction has a negative impact on happiness if the behavior is excessive in a way that is unfavorable for other aspects of life. Some people do consider their own craving for sex to be troublesome in that it may, for example, damage career or personal relations (Griffiths 2012). It seems unlikely that sexual addiction was conceived as a problem in the EEA.

Conclusion as to Sexual Distortion

Based on the above discussion, it seems likely that the modern environment does increase the prevalence of abnormal sexual desires and behavior. As pointed out above, the question is not whether a behavior is aberrant, but how it serves the overall happiness of the population. As long as sexual practices involve consenting adults, they have the potential to enhance happiness. Yet, one would expect that it is easier to achieve sexual satisfaction for the average person if he or she has a sex module that functions according to cultural norms.

Animals in captivity often display abnormal sexual behavior; for example, dogs are known to mate with human legs, zoo animals to chase away potential partners and refuse to mate. We live in a ‘human zoo,’ in the sense that the environment includes likely negative mismatches; their presence is expected to impair mood and cause unpredictable behavior (Grinde 2009a; Hidaka 2012; Nesse 1999). That is, the ‘zoo’-situation implies an ecological setting that promotes aberrant sexual desires, a lack of interest in sex, and an increase in hostility – in both animals and humans.

Negative emotions evolved for a purpose, the problem is when the relevant modules are active without serving that purpose. Anxiety, for example, can be construed as unwarranted activity of the fear module; while depression reflects similar hyperactivity of a low mood module (Grinde 2012). Clinical anxiety and depression are each diagnosed in some 10–20% of the people in Western countries (Moffitt et al. 2010; Wittchen et al. 2011); moreover, the diagnosable disorders are likely only the tip of the iceberg as to reduced quality of life, perhaps most people suffer from unnecessary worries and ruminations. It seems unlikely that these mental problems were equally common in the EEA as one would expect evolution to select against excessive negative emotions (Grinde 2005). People who associate sex with negative emotions appear to have reduced sexual desire (Woo et al. 2011); a situation that certainly is not in the interest of the genes.

Based on the discussion so far, I infer that the happiness of the population should improve if we can identify, and restore, relevant mismatches. It is a question of examining the ecological systems that shape the human mind (Bronfenbrenner 1989).

Possible Mismatches

Moral

Social structure has changed drastically since the EEA. Humans moved from a tribal setting to large-scale societies. Today we regularly interact with a considerable number of strangers, and many people lack a close-knit social network. The situation is likely to include negative mismatches and concomitant stress (Grinde 2009b). Moreover, the loss of tribal social bonds may explain the success of religions with strong moralizing gods (Grinde 2011). Sexual moral is still a significant factor of the macrosystem in most Western societies, exemplified by the restriction on nudity and sex in films. Compared to the more lenient censor regarding violence, which is behavior one ought to avoid, the censor on sex, which is behavior with a lot of positive potential, may seem strange. One possible explanation is that the sexual urges are more in need of being subdued in a large-scale society; that is, sex is a more permeating feature of the mind.

In the EEA, up until the last 50–100 thousand years, people were probably mostly naked (Kittler et al. 2003). Although various rules regarding touch and sexual relations apply in tribal societies as well, these cultures tend to be more relaxed than industrialized nations as to both dress codes and sexual behavior (Ford and Beach 1951). It seems likely that the default setting for humans is an open and permissive attitude to nudity and sex, as it is in animals.

Relationships – whether it is with a sexual partner, relatives, or friends – are important for the genes. Consequently, the relevant emotional modules offer strong rewards, but also considerable punishment. The punishment is primarily meant to induce people to cater to their relations. That is, negative emotions are there to warn you against something that, in the EEA, could be very destructive for the genes, such as being banished from the tribe or losing a partner. A strict sexual moral will tend to elicit more of these emotions and can therefore have a considerable negative impact on happiness.

Restrictions on Infant Sexuality

When looking for relevant mismatches affecting the mind, it makes sense to focus on the environment of infants, as the brain develops proportionally more in the first years of life (Bronfenbrenner 2005). One facet of the microsystems affecting children in modern societies may be particularly destructive; that is, the restrictions on children’s experience with nudity and sex. Parents typically hide their sexual activity, and their nude bodies, not just for other adults, but also for their children. In other primates, sex is generally not concealed, and the anthropological literature suggests that the same was the case in the EEA (Ford and Beach 1951; Frayser 2003; Josephs 2015).

As reviewed elsewhere (Josephs 2015), infants take extensive interest in their genitals, as well as those of others, and they obtain pleasure from genital stimulation from a very early age. Moreover, those with frequent exposure of this sort, even if the exposure comes in the form of abuse, tend to be more sexually active later in life (Browning and Laumann 1997). The lack of sexual stimulation and experimenting in present society may contribute to a situation where sex does not fulfil its potential for enhancing happiness. Besides restricting sexual rewards, the situation is likely to increase the level of negative emotions such as guilt, shame, and regret.

It appears to be normal for children to enact sex play with peers from as early as 3 or 4 years of age (Kinsey et al. 1998; Martinson 1976). In fact, boys at this age may experience a sort of ‘orgasm.’ The Human Relations Area Files include several cultures where children learn sex through observations and play (Ember and Fischer 2017), much as they learn about other aspects of adult behavior. Infants explore the genitals of their parents, and mothers stimulate the genitals of their children, either for pleasure or for soothing and comfort. Juvenile sexuality also seems to be the norm among other primates, although males may engage in this sort of behavior more often than females (Dixson 2012). Juvenile male chimpanzees mock mate with any female that allows them, including their own mothers (de Waal 2007). This opportunity to learn about sex, and develop a suitable attitude, is generally absent in modern humans. On the contrary, children typically learn that nudity and sex is taboo.

The observation that the genitals can offer pleasures even in infants, rather than having this trait develop at puberty, is an important aspect of human biology, and thus an integrated part of the infant ecosystem. The observation substantiates the idea that children are meant to engage in sexual play. In contrast, the female nipples do not seem to become particularly erogenous until the development of breasts (Robinson and Short 1977).

Mental functions, including the sex module, are meant to develop in interaction with the ecological setting. In mammals such as goats and sheep, and possibly in humans, males are imprinted as to sexual interest during adolescence (Ogas and Gaddam 2011). In fact, there appear to be a critical period for males to develop sexual desires (Ford and Beach 1951). Chimpanzees that are refused sexual play during infancy, later struggle to perform sexually (Yerkes and Elder 1936). When the environment differs substantially from the EEA, the desires and the emotional reactions are likely to become distorted.

Sexual Stimuli

As suggested above, another consequence of large-scale societies was the introduction of dress codes so that men would be less inclined to desire, and consequently abuse, women. Internet has made sure that there is abundant alternative stimuli available. Both the lack of natural nudity and the profusion of stimuli are mismatches with a potential for negative effects.

The impact of Internet porn is discussed above. One additional problem is that the high standard of the models presented, whether catering to males or females, make it more difficult to enjoy normal sexual stimuli – that is, less perfect bodies and less ideal male characters. The consequences may include unwarranted negative feelings when women assess their own bodies, and lack of sexual fulfilment for both if a person does not find the spouse sufficiently attractive.

It seems reasonably well documented that the use of Internet porn can contribute to sexual dysfunction (Park et al. 2016). What typically happens is that the user, more often a male, masturbates to porn that, (1) offers unlimited access to ‘novel and ideal sex objects’; and (2) caters to peculiar preferences. The combination implies a form of superstimuli not found in real life, and consequently the person may experience erectile dysfunction, lack of libido, or low sexual satisfaction when with a partner. One may argue that the potential for sexual pleasures is catered for by masturbation, but the bonding part and the skin-to-skin contact is missing.