Category Archives: Human Behavior

Would apocalypse turn us into killers? Maybe not – WDEF News 12

When everything hits the fan, the end of the world is more likely to look like a friendly summer campout than an uber-violent scene from Mad Max or The Walking Dead.

At least thats what researchers from a University of Buffalo-led team determined by looking at the in-game actions of over 80,000 players of the massively multiplayer online role-playing gameArcheAge.

The MMORPG allows players to build, trade, fight, farm, explore and much more within a medieval world. The researchers used a closed beta test of the game as a way to study a hypothetical situation weve all thought about, but is impossible to study in real life: what would you do in your final days and hours if you knew the world was coming to an end?

In this case, players were told their virtual world would be destroyed at the end of 11 weeks. Once the games beta test ended, all the data from the medieval MMORPG was deleted, so the scientists thinking was that players virtual actions leading up to the end of the test were a way of studying human behavior in an extreme situation where actions essentially become devoid of consequences and therefore meaningless.

Its obviously a bit of a stretch to compare the end of a beta test to the demise of human civilization, a point the researchers concede.

We realize that, because this is a video game, the true consequences of the world ending are purely virtual. That being said, our dataset represents about as close as we can get to an actual end-of-the-world scenario, University of Buffalo postdoctoral researcher Ahreum Kang said ina statement. Kang is lead author ofthe study, which will be presented in April at theInternational World Wide Web Conferencein Australia.

Computer scientists analyzed over 275 million records of player behavior and found an increase in anti-social actions like murder, but only by a small percentage of players.

Play Video

CBSN

Researchers have developed a list of the worst places to live in the event of a zombie apocalypse. CBSNs Contessa Brewer goes over where you don

The researchers categorized players behavior into activities like partying, combat and home building. While there werent any other major changes in behaviors toward the end, there was a boost in positive sentiments on the games chat, with players apparently reaching out to make or reconnect with friends before it was too late.

So if the world ends, we might see more psychos likeNegan in The Walking Dead,but the data shows that even in a virtual apocalypse, were more likely to turn to friends and loved ones, and even make new friends as oblivion approaches.

Its kind of like sitting next to a stranger on the airplane, Kang said. You may keep to yourself during the flight, but as the plane reaches the runway, you strike up a conversation knowing the end is in sight.

Well, actually, I dont know many people who do that. But if I knew the flight was about to end in a crash, I suppose I probably would suddenly be a lot more chatty if only in a panicky kind of way.

Solving for XX:The industry seeks to overcome outdated ideas about women in tech.

Crowd Control:A crowdsourced science fiction novel written by CNET readers.

This article originally appeared on CNET.

Follow this link:
Would apocalypse turn us into killers? Maybe not - WDEF News 12

University of Minnesota biologist to talk about how evolution impacts modern life – La Crosse Tribune

A University of Minnesota evolutionary biologist is hoping to poke some holes in our notions of our ancient ancestors.

Marlene Zuk is a professor in the Department of Ecology, Evolution and Behavior at the University of Minnesota, where her research focuses on animal behavior and evolution. On Thursday and Friday, she will give two presentations as part of Warner Memorial Lecture series at the University of Wisconsin-La Crosse.

Zuk is interested in ways that people use animal behavior to think about human behavior, and vice versa, as well as in public understanding of evolution. She teaches graduate and undergraduate courses on many topics, including a seminar on Whats the Alternative to Alternative Medicine?

Her first presentation will be: Paleofantasy: what evolution tells us about modern life at 5:30 p.m. Thursday in 120 Student Union, 521 East Ave. N. The lecture will focus on modern cultural notions of how our ancient ancestors evolved to eat and live and what that means for our understanding of our modern lives.

"We evolved to eat berries rather than bagels, to live in mud huts rather than condos, to sprint barefoot rather than play football or did we?" the talk's abstract said. "Are our bodies and brains truly at odds with modern life?"

Her second talk "Rapid evolution in silence: adaptive signal loss in the Pacific field cricket, will focus on research into the evolution and sex selection of the insect. It will be held at 5:30 p.m. Friday in 1309 Centennial Hall, 308 N. 16th St. Both talks are free and open to the public.

The Warner Memorial Lecture honors former Biology Professor James Jim Warner, who taught at UW-L from 1963 until retiring in 1996. Warner established the Terrestrial Field Ecology Course Fund in the Department of Biology to support outdoor laboratory equipment for field ecology courses.

Read this article:
University of Minnesota biologist to talk about how evolution impacts modern life - La Crosse Tribune

Ph.D. in Human Behavior Studies Online Program – Capella …

Capella University's online PhD in Human Behavior program gives you the knowledge and skills to advance your career and make a difference in your community. This program is designed for students pursuing advanced educational, consultative, or leadership roles in institutional, public, or private settings.

The curriculum emphasizes advanced research and interdisciplinary leadership theory, program development and evaluation, and social influences on the field of human behavior. Graduates are prepared to pursue advanced career opportunities in public or private education and social and behavioral services settings as consultants, educators or administrators in institutions of higher education, and other administrative positions.

See the rest here:
Ph.D. in Human Behavior Studies Online Program - Capella ...

Personality Assessment and Behavior Expert, PeopleKeys, Powers New Coaching Academies and Offers Coaching … – Yahoo Finance

BOARDMAN, Ohio , March 21, 2017 /CNW/ --The international experts in applied personality assessment and people analytics for over 35 years, PeopleKeys, has announced the opening of a new training facility in Warsaw . "The Leadership Academy" is powered by PeopleKeys' advanced personality profile tools and is part of their recent international expansion. This aggressively growing company is now accepting new offers for coaching/training partnerships.

The Leadership Academy's founder, author and Executive Coach, Anna Sarnacka-Smith , said:

"We've successfully implemented multiple personality assessments, providing coaches, trainers and HR solutions for unlocking human potential in our 'EFFECTIVENESS' program. I noticed that in Europe we focus too much on our areas for improvement, not on our strengths. So our assessment is like a tailor-made solution for leaders - to help them to grow by focusing on their strengths, not their limitations. I believe that leadership is not a position, it's the strength of your character/personality. Understanding human behavior is the key to all management and leadership strategies. First, you must know your own strengths, and then understand your team."

The new facility in Warsaw represents just one of PeopleKeys' recent partnerships internationally. Throughout this expansion, PeopleKeys has sought to improve lives using DISC personality system solutions focused on:

Coaches and trainers around the world have used PeopleKeys' tools. Their highly customizable resources have led PeopleKeys to their current level of success; and they are ready to expand their presence through new coaching and training partnerships in countries around the world.

Dr. Bradley Smith , Director of International Business for PeopleKeys states, "We are really excited about potential new partnerships because of our continued success in partnering with and providing resources for coaching and training networks all across the globe. We have developed highly validated assessments for leadership, sales training, etc. Our products are delivered online (in 33 languages) and are highly customizable. We make it easy to use, implement, and become a high revenue source for the networks we provide to."

To inquire about becoming one of PeopleKeys' many successful partners, you can contact brad.smith@peoplekeys.com or 330-599-5580

More about PeopleKeys: PeopleKeys is the leader in personality assessment, coaching, and HR solutions. Their resources are available in over 33 languages and they are uniquely suited to help unlock people's potential.

Read More

Go here to read the rest:
Personality Assessment and Behavior Expert, PeopleKeys, Powers New Coaching Academies and Offers Coaching ... - Yahoo Finance

Researchers watched the end of an online world, and it was surprisingly civil – Digital Trends

Get today's popular Digital Trends articles in your inbox:

If we take fiction as a forewarning of fact, then the end times look pretty grim. Corpses border barren roads. Moral codes go out the window. Novels like The Road, video games like Fallout, and films like Children of Men paint the picture of a dog-eat-dog apocalypse in which murder is everywhere and everyone is miserable.

But what if it wont be so bad? Maybe the end of days mean less killing and more Kumbaya?

More: SpaceEngine is like a free No Mans Sky modeled after the real universe

A new study by a team of international researchers has shined a brighter light on armageddon by analyzing player behavior in the last days of the online game ArcheAge. What they found was that, although some players carelessly killed and pillaged, most of them barely changed their behaviors toward each other in the end. Instead, they seemed to give up on themselves.

The idea to study ArcheAge, a massive multiplayer online role playing game (MMORPG), as a proxy for an extreme scenario first emerged when the games developers offered the team of researchers a bunch of data from a closed beta test, in which a select group of players were invited to trial the game prior to launch.

At the researchers disposal were well over 275 million anonymized records from some 81,000 characters.

They kind of just gave us the dataset and said, Hey you want to take a look at this stuff? Jeremy Blackburn, a computer scientist at Telefonica Research and one of the researchers on the project, told Digital Trends. We thought it was a cool opportunity to look at this kind of philosophical or sociological idea in as close to an empirical way as we could come up with.

The dataset was huge. At the researchers disposal were well over 275 million anonymized records from nearly 31,000 accounts during an eleven week period beginning at the end of 2011. The records were divided into 75 different actions for things like combat, trading, and communications. The researchers also had access to the entire chat log.

After crunching the data, Blackburn and his team were surprised by what they found.

It isnt a novel idea to use synthetic worlds as proxies for real world events. In 2006, Edward Castronova published a paper On the Research Value of Large Games in which he claimed that MMORPGs occasionally produce natural experiments in social science: situations that, through no intent of the designer, offer controlled variations on a phenomenon of theoretical interest. With their wealth of data and the commitment from players, these games offer unique insight into real world dynamics in spaces from politics to economics.

In 2010, Dimitri Williams used Castronova as inspiration for what he termed the mapping principle, by which player behavior in games can map human behavior in real life. The comparison is rarely ever one to one but researchers can still use the principle to get an idea about how people might react in a given situation. This method is especially useful for studying extreme situations too dangerous to create in the real world.

Today, researchers use such simulations to study how people act in events like job interviews, natural disasters, emergencies, and now even the end of the world.

To keep its virtual world from spiraling into barbarism, ArcheAge punishes players for anti-social behavior like murder and theft. One of the things that seemed obvious to us then is that nobody would care anymore once the game was about to end, Blackburn said. They would just go crazy and start killing each other. Thats kind of what a lot of people might think would happen in this type of scenario. Its certainly what most apocalyptic fictions depict.

Instead, only a handful of players took up unlawful killings and most of these murderers were churners, players who leave the game early anyway. Overall, churners were much more likely to act out than other players. It seems that churners lose their sense of responsibility and attachment to the game, the researchers wrote. In contrast, those who stay until the end might have some loyalty to the game and thus continue to behave within accepted social norms.

This kind of simulation does not activate the kinds of emotions that would of occur if people witnessed millions or billions of people dying.

Those who stayed also seemed to adopt more positive attitudes as the doomsday clock ticked down, which the researchers revealed through a set of tools used to extract sentiment from the players conversations.

But not all the data was so uplifting. For Blackburn, the most disappointing finding was that players all but gave up on their own development as the end neared. They abandoned their quests and character progression, renouncing the RPG aspect of the game. Its a bit disappointing that people would stop trying to improve themselves, he said.

Though on one level this renunciation is entirely understandable, it also calls into question why the players were even playing in the first place. Perhaps the MMO aspect was more important than the RPG.

In the end, they did seem to be focusing on the social aspect as opposed to taking advantage of all the gameplay systems, Blackburn said. So when it comes down to it, theyre falling back on the underlying principle about what makes these games attractive in the first place. That is, the community.

ArcheAge had five closed beta tests and one open beta test before launch, so acting out even in the end times may have elicited some carry-over consequences between players. And rather sitting in dismay, Blackburn said players seemed to be reminiscing about the fun that they had in this beta or talking about the next one.

Like all studies linking human behavior in simulated worlds to those in reality, this one should be taken in moderation. For one thing, Blackburn and his team are computer scientists, not social scientists. And most of the players partaking in the test were Korean, so the results cant be reliably extrapolated to other cultures although, as Blackburn pointed out, I wouldnt expect North American players to just go crazy killing people either. Then theres the fact that this was just a game, and a beta version at that. It might be comforting to think that people prioritize community in end times but its tough to say what wed do in the face of actual impending doom.

It was a cool opportunity to look at this kind of philosophical or sociological idea in as close to an empirical way as we could come up with.

This kind of simulation does not activate the kinds of motivations and emotions that would of occur if people witnessed millions or billions dying, or had to contemplate their own actual imminent demise, said psychologist Jeff Greenberg, one of minds behind terror management theory, which seeks to explain human behavior amid the realization of the inevitability of death. Its a video game, something people do for fun, and end of the world scenarios are fun to consider and react to within the context of entertainment. [But they] would not be fun in real life.

Blackburn and his team acknowledge that theres only so much to be gained from the research. It reveals a lot about how players react and interact within MMOs but might not be the best model to follow when preparing for armageddon.

We have to be careful, Blackburn said. Murders are not exactly one-to-one mapping. If you kill someone in real life theyre really dead. However, for the basic higher-level questions I think it maps pretty well. Were tempering the fact that these people arent really dead at the end of the closed beta test, just their characters are. So its the best we can do but we have to be careful not to claim its a clear one-to-one mapping.

The researchers have submitted their paper to the 26th International World Wide Web Conference which will be held in Australia next month.

Continue reading here:
Researchers watched the end of an online world, and it was surprisingly civil - Digital Trends

Human Behavior Degrees and Majors – Study.com

Ph.D. clinical psychology programs prepare students for careers in psychopathology and psychotherapy research. For this reason, Ph.D. programs tend to emphasize research methodology, including experimental methods and statistical data analysis. Ph.D. students conduct original research under guidance of faculty advisors and write up their results in doctoral dissertations. In addition to research and coursework, doctoral students must also present their results at academic conferences, publish papers in academic journals and complete clinical practica.

Prospective students do not need to hold undergraduate degrees in psychology specifically; however, they must demonstrate that they possess sufficient knowledge of psychology and statistics to succeed in their graduate careers. Relevant undergraduate research experience, though not strictly required, is crucial for admission to a top-ranked Ph.D. program.

Coursework for clinical psychology doctoral programs typically include both descriptive courses and methodology courses. Students gain up-to-date knowledge of specialized topics by taking graduate seminars. Typical courses include:

Graduates of associate degree programs in psychology can pursue entry-level careers in social services, education or mental health services, where they will be supervised by social workers, psychologists, counselors or teachers. The following list includes common career opportunities for individuals who hold associate degrees in psychology.

Those who hold bachelor's degrees in psychology can pursue career options in public relations, human resources, education, research, social services and related fields. Common career options include:

According to the Bureau of Labor Statistics (BLS), (www.bls.gov), as of May 2015, the median annual salary was $39,980 for substance abuse and behavior disorder counselors, $43,190 for mental health counselors and $53,660 for school and career counselors. From 2014 to 2024, the BLS expects 8% employment growth for school and career counselors, 22% growth for substance abuse and behavioral disorder counselors, and 19% growth for mental health counselors.

Projections data released by the BLS indicate that employment of clinical, counseling and school psychologists was expected to increase 20% between 2014 and 2024. The median annual salary of clinical psychologists was $70,580 as of May 2015.

Graduates of Ph.D. programs in clinical psychology can also work as professors at colleges or universities. According to the BLS, employment of professors is expected to increase 13% from 2014 to 2024. The median annual salary of postsecondary psychology teachers was $70,260 as of May 2015.

Licensure requirements for licensed professional counselors vary by state; however, all states require applicants to hold master's or doctoral degrees from accredited institutions. Applicants must also pass one or more licensing exams, such as the National Counselor Exam.

There are four levels of educational options available for those interested in human behavior: associate's degree, bachelor's degree, master's degree, and Ph.D. With each elevation in schooling level brings more involvement in the field, including research, clinical practica, and presentations.

See the original post:
Human Behavior Degrees and Majors - Study.com

Human Behavior – CSN

The Department of Human Behavior features faculty that are specialists in their fields, often conducting ongoing research as they teach. While the department focuses on classroom learning, we also offer student clubs in all disciplines, activities and forums on a wide array of topics, and nationally recognized speakers. Each discipline has internship agreements in place with various government agencies so that students can gain practical industry experience to prepare them for life after CSN.

Take a look at our programs and let us know if we can answer any questions.

Current students with declared majors can schedule a counseling appointment HERE.

Read more:
Human Behavior - CSN

How Marketers Can Change Customer Behavior by Understanding and Changing Theirs First – MarTech Advisor

Marketing automation technology has been a huge boon to marketers by reducing the cost of reaching customers and exploding the number of customers who may be reached with a message. Those factors also have their well-documented downsides as well, as any targeted buyer with an overwhelmed email in-box would tell you.

But technology has inflicted more insidious damage on the marketing profession as well: its made marketers behave as though theyre lazy.

Many marketers will argue about this after all, theyre just as busy as theyve ever been. But in many cases, its because theyre applying the same approach to a larger set of tasks. They seem busier. They feel busier. But has their contribution to revenue scaled in the same way as their reach, as enabled by marketing automation software? In all but a few cases, no.

Marketers arent really lazy theyve just learned to take shortcuts in specific areas. The most prevalent is the use of marketing automation to blast out messages to ever-larger mailing lists. This is now drop-dead easy, and because of the sheer numbers of messages sent, lead numbers and even sales number have increased.

Open rates, conversions to leads and closed deals are all higher when marketers apply segmentation to their marketing lists and target their messages more precisely. The Direct Marketing Association found that segmented and targeted emails generate 58 percent off all revenue. But, for some reason, many marketers dont do this. Some 42 percent of marketers across all the industries do not send targeted email messages, according to a study by MarketingProfs; only 4 percent use layered targeting, incorporating behavioral data to send relevant, personalized email messages to their audience.

Account-based marketing (ABM) falls victim to the same neglect. Almost two thirds of companies employing an ABM strategy report a revenue increase directly attributable to ABM, according to a Demand Metric study. But only 24 percent of companies are using ABM, according to the same study.

Whats going on here? Do marketers want to avoid success? No. Rather, despite marketers frequent claims that they entered the profession because they want to be creative, marketers have a hard time changing their behaviors, just like people in every other profession.

Sales consultant and expert Jill Konrath studied the phenomena of behavioral change in sales, which includes the adoption of new technology and sales techniques. When salespeople were under stress and under pressure to perform, they seemed to get over their apprehensions about change. Anecdotal evidence of this was visible during the recession of 2008-2011; many sales people entered that period still leery or skeptical about CRM. But as sales became harder to come by, the percentage of salespeople who embraced it spiked.

The salespeople still fighting to make their numbers are not the problem, Konrath said. Paradoxically, its the successful salespeople she was worried about. When youre busting your quota and taking home a hefty commissions check, your motivation to change behavior just isnt there. As a result, these successful salespeople are unwilling to interrupt their current processes, even if it was easily demonstrated that changed behavior or new technologies would yield much greater rewards in the end.

So, how do you get marketing to make changes when they are pulling in leads, making their goals, and contributing to revenue in a way that management acknowledges? Its a tough sell but its a sale that marketing leaders need to make.

First, they need to hammer home the point that marketing is all about change changing customer needs, changing channels for reaching them, changing criteria for success. Remaining fixed in a comfortable spot is no way to react to change.

Second, managers have to articulate the argument for new ways of marketing. Think about technology deployments: without executive buy-in, adoption is difficult to achieve and employees continue to work in ways that theyve become comfortable with. Buy-in from marketing leaders is vital to change behavior patterns, followed by an effort to motivate users that includes a lot of carrot (the opportunity to boost lead quality, close rates and revenue) and a little stick.

Third, marketing leaders need to keep an eye over the horizon for the next change in technology or strategy that might help their company maintain a lead over competitors. Unless leadership does this, itll fall into the same trap many marketers are in today, deceiving itself by believing that whats being done today is good enough and will stay good enough indefinitely.

Marketers use their natural understanding of human behavior to influence potential customers toward a sale. In this era of rapid change, they also need to apply an understanding of our natural resistance to change to influence their own behaviors, and to move more quickly to adopt technologies and strategies that will serve them well in the future.

Go here to see the original:
How Marketers Can Change Customer Behavior by Understanding and Changing Theirs First - MarTech Advisor

The apocalypse likely won’t turn us into killers, game study says – CNET

When everything hits the fan, the end of the world is more likely to look like a friendly summer campout than an uber-violent scene from "Mad Max" or "The Walking Dead."

At least that's what researchers from a University of Buffalo-led team determined by looking at the in-game actions of over 80,000 players of the massively multiplayer online role-playing game ArcheAge.

Game data shows the end of the world might not be like the carnage of "Mad Max."

The MMORPG allows players to build, trade, fight, farm, explore and much more within a medieval world. The researchers used a closed beta test of the game as a way to study a hypothetical situation we've all thought about, but is impossible to study in real life: what would you do in your final days and hours if you knew the world was coming to an end?

In this case, players were told their virtual world would be destroyed at the end of 11 weeks. Once the game's beta test ended, all the data from the medieval MMORPG was deleted, so the scientists' thinking was that players' virtual actions leading up to the end of the test were a way of studying human behavior in an extreme situation where actions essentially become devoid of consequences and therefore meaningless.

It's obviously a bit of a stretch to compare the end of a beta test to the demise of human civilization, a point the researchers concede.

"We realize that, because this is a video game, the true consequences of the world ending are purely virtual. That being said, our dataset represents about as close as we can get to an actual end-of-the-world scenario," University of Buffalo postdoctoral researcher Ahreum Kang said in a statement. Kang is lead author of the study, which will be presented in April at the International World Wide Web Conference in Australia.

15

Gear you need to weather the apocalypse (pictures)

Computer scientists analyzed over 275 million records of player behavior and found an increase in anti-social actions like murder, but only by a small percentage of players.

The researchers categorized players' behavior into activities like partying, combat and home building. While there weren't any other major changes in behaviors toward the end, there was a boost in positive sentiments on the game's chat, with players apparently reaching out to make or reconnect with friends before it was too late.

So if the world ends, we might see more psychos like Negan in "The Walking Dead," but the data shows that even in a virtual apocalypse, we're more likely to turn to friends and loved ones, and even make new friends as oblivion approaches.

"It's kind of like sitting next to a stranger on the airplane," Kang said. "You may keep to yourself during the flight, but as the plane reaches the runway, you strike up a conversation knowing the end is in sight."

Well, actually, I don't know many people who do that. But if I knew the flight was about to end in a crash, I suppose I probably would suddenly be a lot more chatty ... if only in a panicky kind of way.

Solving for XX: The industry seeks to overcome outdated ideas about "women in tech."

Crowd Control: A crowdsourced science fiction novel written by CNET readers.

More here:
The apocalypse likely won't turn us into killers, game study says - CNET

Neuroanatomy and the 21st Century Psychiatrist – Psychiatric Times

During most of medical history, all we knew about the brain was its gross anatomy. Then, in the late 1800s, the brains microscopic cellular structure began to be elucidated. Now, well into the 21st century, we also have remarkable insights into how the brain functions. Still, studying neuroanatomy is viewed as the first step in learning about the brain. Of course, this makes sense.

But, learning neuroanatomy is actually quite difficult, especially if you are a psychiatrist who is returning to this subject after having been away from the topic for some time. Therefore, the idea that one must first learn neuroanatomy can become an obstacle that limits practitioners exposure to many of the more exciting aspects of neuropsychiatry, behavioral neurology, and neuroscience.

In this article I describe the challenges of learning neuroanatomy. Then I tackle the question of what a psychiatric practitioner might get out of being familiar with this material, keeping in mind that, for most psychiatrists, learning neuroanatomy is not an end in itself. Rather, the goal is for the physician to be excitedly engaged in an ongoing process of expanding his or her knowledge about the brain and human behavior. Neuroanatomy is just one complex aspect of this fieldone that may be assimilated over time rather than viewed as a prerequisite.

SHUTTERSTOCK.COM

Learning neuroanatomy is difficult

What makes learning neuroanatomy difficult? First, in and of itself, neuroanatomy can be dry and boring. (Surely, I am not the only psychiatrist who finds this to be the case.) Yes, I am awed to contemplate how a mere 3 pounds of brain, the consistency of firm pudding, could possibly be the basis of who we are as human beings and also as unique individuals. It is precisely these thoughts that bring me face-to-face with one fundamental problem that many psychiatrists encounter in thinking about neuroanatomy: What does learning about brain structures have to do with what I really want to know? Indeed!

While I am very interested in the neurobiological basis of human experience, it doesnt really matter to me whether, for example, memory consolidation or the processing of fear takes place in a brain structure called A or B. What I want from neuroanatomy are insights into behavior. Given that a persons motivation is key to learning anything, here the psychiatrist encounters the first of many speed bumps on the road to learning neuroanatomy.

What are the other speed bumps? Undoubtedly, for anyone who has even dipped a toe into the sea of neuroanatomy, the following difficulties are likely to be familiar.

1. Neuroanatomical terminology is obscure, often deriving from Greek roots and with no modern referents to help with recall.

2. Neuroanatomical terminology is also confusing. (For example, 3 of the basal ganglia are the caudate nucleus, the putamen, and the globus pallidus. All 3, as a group, may be called the corpus striatum. Sometimes the caudate plus the putamen together are referred to as the striatum. On the other hand, the putamen may be grouped with the globus pallidus and called the lenticular nucleus. This sounds confusing because it is confusing.)

Read the rest here:
Neuroanatomy and the 21st Century Psychiatrist - Psychiatric Times