Suzanne Gage, a scientist whose podcast, “Say Why To Drugs,” has received over 264,000 listens, has been chosen by the American Association for the Advancement of Science (AAAS) to receive the 2016 Early Career Award for Public Engagement with Science.
Gage recently completed her post-doctoral research in the MRC Integrative Epidemiology Unit at the University of Bristol, and is now a scientist at the University of Liverpool. She also founded “Sifting the Evidence,” a blog on The Guardian’s website in which she examines epidemiology, mental health and substance abuse. She is being honored by AAAS for “her evidence-based approach to public engagement activities and targeting audiences who may not be actively seeking science information.”
Gage is a “highly talented, enthusiastic and energetic young researcher who promises to be a real star of the future,” wrote Marcus Munafò, a professor of biological psychology at the University of Bristol, where Gage was a post-doctoral research associate until December. Through her blog and podcast, Munafò wrote, “Suzi has worked tirelessly to provide information to the general public about the scientific evidence surrounding the effects of recreational drugs.”
Her podcast, which she was inspired to produce after appearing on rapper Scroobius Pip’s podcast, discusses a different recreational drug in each episode. Gage aims to counter misinformation and myths surrounding various substances. Munafò noted that Pip’s involvement in the podcast has helped Gage reach an audience of young adults who might not otherwise receive the information. Pip emphasized that the program is not meant to condone drug use.
“This is not a pro-drugs podcast, this is not anti-drugs podcast,” Pip explained, “this is pro-truth and anti-myth.”
The podcast has topped the Science and Medicine chart in the iTunes store and has received support on Twitter, including from Virgin Group founder Richard Branson. It also won the Skeptic Magazine 2016 Ockham Award for Best Podcast. Munafò wrote that the show has also been used by teachers to introduce their students to evidence-based thinking.
Gage has also traveled across the United Kingdom, speaking at “Skeptics in the Pub,” evening events hosted by local organizations to promote critical thinking. She has spoken at the Royal Institution of Great Britain and music festivals in the UK.
She engaged with younger audiences in 2011 by participating in “I’m a Scientist, Get Me Out of Here,” an online event where students meet and interact with scientists. The scientists compete with one other, answering questions about science and their research that are provided by students, who then vote for their favorite scientist. Gage won in the “Brain Zone” category and used the winnings to start her podcast.
Gage’s work in public engagement was recognized in 2012, when she won the UK Science Blog Prize, and in 2013, when she received the British Association for Psychopharmacology Public Communication Award. She has also written for The Economist, The Telegraph and The Lancet Psychiatry.
Gage’s recent scientific work in studying the relationship between health behaviors and mental health outcomes has included investigating causal associations from observational studies, with particular emphasis on substance use and mental health. She earned a Master of Science degree in cognitive neuropsychology from University College London in 2005 and a Ph.D. in translational epidemiology from the University of Bristol in 2014. Her research also earned her the European College of Neuropsychopharmacology Travel Award in 2012. More recently, she received the Society for Research in Nicotine and Tobacco’s 2015 Basic Science Network Travel Award.
The AAAS Early Career Award for Public Engagement with Science was established in 2010 to recognize “early-career scientists and engineers who demonstrate excellence in their contribution to public engagement with science activities.” The recipient receives a monetary prize of $5,000, a commemorative plaque, complimentary registration to the AAAS Annual Meeting and reimbursement for reasonable travel and hotel expenses to attend the AAAS Annual Meeting to receive the prize.
The award will be bestowed upon Gage during the 183rd AAAS Annual Meeting in Boston, Massachusetts, Feb. 16-20, 2017. The AAAS Awards Ceremony and Reception will be held at 6:30 p.m. on Friday, Feb. 17, in the Republic Ballroom of the Sheraton Boston Hotel.
Dr Jo Cranwell, Assistant Professor in Public Health at the University of Bath and UKCTAS research fellow delivered the keynote presentation at a meeting of the European Parliament held to discuss the revision of the Audio Visual Media Services Directive. (The EU’s Audiovisual Media Services Directive governs EU-wide coordination of national legislation on all audiovisual media, both traditional TV broadcasts and on-demand services.)
Jo was invited as a keynote speaker to discuss the work conducted by researchers at the UK Centre for Tobacco and Alcohol Studies on alcohol content and advertising in traditional and digital media.
Here are a few pictures from the meeting:
Images and references to alcohol and tobacco in popular video games may be influencing UK teens who play the games and the age restriction system is not working, according to a new study.
Experts from the UK Centre for Tobacco and Alcohol Studies at The University of Nottingham have carried out the first ever analysis of best-selling video games to find out the extent to which the games include this content and to assess the link between playing the games and drinking and smoking behaviour.
They found that teenagers who play video games featuring alcohol and tobacco references appeared to be directly influenced because they were twice as likely to have tried smoking or drinking themselves.
‘Cut scenes’ on YouTube
The research examined the content of 32 UK best-selling video games of 2012/2013 and carried out a large online survey of adolescents playing games with alcohol and tobacco content. An analysis of ‘cut scenes’ uploaded by gamers to YouTube from the five most popular games was also carried out. All the games studied were from the genres of stealth, action adventure, open world, shooter and survival/horror because they involve avatars that look and act like real people.
The study, published in the journal Cyberpsychology, Behavior and Social Networking, found alcohol and tobacco content in 44% of the most popular video games. They also found this content was not reported by the official regulator, the Pan-European Games Information (PEGI) system which informs the Video Standards Council age ratings that help parents decide whether game content is suitable for their children.
The researchers used YouGov survey tools to ask 1,094 UK adolescents aged 11-17 whether they had played any of the most popular video games identified as containing either tobacco or alcohol imagery. They were also asked whether and to what extent they smoked or drank alcohol. The study found that adolescents who had played at least one game with tobacco or alcohol content were twice as likely to have tried smoking or consumed alcohol themselves.
Out of the top five most popular games, Grand Theft Auto V & VI contained the highest level of alcohol and smoking content using fictitious brands only. The other top games containing these references were Call of Duty:Black Ops II, Call of Duty:Modern Warfare 3 and Assassin’s Creed III. There was no electronic cigarette content.
Psychologist Dr Joanne Cranwell from the UK Centre for Tobacco and Alcohol Studies, said:
”Although around 54% of UK adolescents play video games online, parental concern over exposure to inappropriate content while playing video games seems to be lower than for other media, like movies for example. While 80% of children aged 10-15 play packaged or online video games with an age rating higher than their age, more than half of British parents are unaware of the harmful content this exposes them to.
Video games are clearly attractive to adolescents regardless of age classification. It appears that official PEGI content descriptors are failing to restrict youth access to age inappropriate content. We think that the PEGI system needs to include both alcohol and tobacco in their content descriptors. Also, game developers could be offered incentives to reduce the amount of smoking and drinking in their games or to at least reference smoking and drinking on their packaging and websites.
As a child protection method it is naïve for both the games industry and the Interactive Software Federation of Europe, who regulate the PEGI system, to rely on age ratings alone. Future research should focus on identifying the levels of exposure in terms of dose that youth gamers are exposed to during actual gameplay and the effects of this on long- term alcohol and smoking behaviour.”
A copy of the full paper is online here: Alcohol and tobacco content in UK video games and their association with alcohol and tobacco use among young people.