Re: Use of science/facts in decision making
From: Liz Ryan Cole (
Date: Sat, 31 Dec 2016 04:26:30 -0800 (PST)
I am finding this a very strange and troubling thread. Is this a topic worth 
adding to the agenda for the national coho conference?   liz

Liz Ryan Cole
lizryancole [at]
Pinnacle Cohousing at Loch Lyme Lodge
Lyme, NH
Home 802.785.4124
Work (Vermont Law School) 802.831.1240
Lodge 603-795-2141

I arise in the morning torn between a desire to improve the world and a desire 
to enjoy the world. This makes it hard to plan the day.”
― E.B. White

On Dec 31, 2016, at 1:09 AM, Mary English <mary.english [at]> 

At Wasatch Cohousing we had a proposal being discussed and the facilitator  
said " no we are not going to pay any attention to the scientific data. This 
will be decided only by peoples feelings"

And I have found that people do not necessarily want to made decisions based on 
research or data here,, which has been frustrating to me.  Mary

I saved this message oh so long ago (okay it was November) because I am 
interested in a question—

Does your community use science and facts in your decision making?

That is, would someone present an article like the one Joanie offers in order 
to argue a position about video games in the common house?
Would a discussion of using community wide wifi include scientific studies to 
argue that it is safe?
In a discussion about locking or not locking the common house include data on 
crime or the likelihood of danger to children?

Also, if some *do* use this information, do other people find their minds 
changed by the data/research?

(The Rev.) Elizabeth M. Magill

> On Nov 30, 2016, at 10:19 PM, Joanie Connors <jvcphd [at]> wrote:
> *Science Briefs*
> * Violent Video Games: Myths, Facts, and Unanswered Questions *
> *by Craig A. Anderson **Psychological Science Agenda*
> October 2003
> * Volume 16 . No. 5*

> But
> when one combines all relevant empirical studies using meta-analytic
> techniques, five separate effects emerge with considerable consistency.
> Violent video games are significantly associated with: increased aggressive
> behavior, thoughts, and affect; increased physiological arousal; and
> decreased prosocial (helping) behavior.


> Facts: Cartoonish and fantasy violence is often perceived (incorrectly) by
> parents and public policy makers as safe even for children. However,
> experimental studies with college students have consistently found
> increased aggression after exposure to clearly unrealistic and fantasy
> violent video games. Indeed, at least one recent study found significant
> increases in aggression by college students after playing E-rated (suitable
> for everyone) violent video games.
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