Violent Video Game Effects On Children And Adolescents
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Violent Video Game Effects on Children and Adolescents
Author | : Craig A. Anderson,Douglas A. Gentile,Katherine E. Buckley |
Publsiher | : Oxford University Press |
Total Pages | : 200 |
Release | : 2007-01-11 |
Genre | : Psychology |
ISBN | : 9780195345568 |
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Violent video games are successfully marketed to and easily obtained by children and adolescents. Even the U.S. government distributes one such game, America's Army, through both the internet and its recruiting offices. Is there any scientific evidence to support the claims that violent games contribute to aggressive and violent behavior? As the first book to unite empirical research on and public policy options for violent video games, Violent Video Game Effects on Children and Adolescents will be an invaluable resource for student and professional researchers in social and developmental psychology and media studies.
Grand Theft Childhood
Author | : Lawrence Kutner,Cheryl Olson |
Publsiher | : Simon and Schuster |
Total Pages | : 275 |
Release | : 2008-04-15 |
Genre | : Family & Relationships |
ISBN | : 9781416564690 |
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Listening to pundits and politicians, you'd think that the relationship between violent video games and aggressive behavior in children is clear. Children who play violent video games are more likely to be socially isolated and have poor interpersonal skills. Violent games can trigger real-world violence. The best way to protect our kids is to keep them away from games such as Grand Theft Auto that are rated M for Mature. Right? Wrong. In fact, many parents are worried about the wrong things! In 2004, Lawrence Kutner, PhD, and Cheryl K. Olson, ScD, cofounders and directors of the Harvard Medical School Center for Mental Health and Media, began a $1.5 million federally funded study on the effects of video games. In contrast to previous research, their study focused on real children and families in real situations. What they found surprised, encouraged and sometimes disturbed them: their findings conform to the views of neither the alarmists nor the video game industry boosters. In Grand Theft Childhood: The Surprising Truth about Violent Video Games and What Parents Can Do, Kutner and Olson untangle the web of politics, marketing, advocacy and flawed or misconstrued studies that until now have shaped parents' concerns. Instead of offering a one-size-fits-all prescription, Grand Theft Childhood gives the information you need to decide how you want to handle this sensitive issue in your own family. You'll learn when -- and what kinds of -- video games can be harmful, when they can serve as important social or learning tools and how to create and enforce game-playing rules in your household. You'll find out what's really in the games your children play and when to worry about your children playing with strangers on the Internet. You'll understand how games are rated, how to make best use of ratings and the potentially important information that ratings don't provide. Grand Theft Childhood takes video games out of the political and media arenas, and puts parents back in control. It should be required reading for all families who use game consoles or computers. Almost all children today play video or computer games. Half of twelve-year-olds regularly play violent, Mature-rated games. And parents are worried... "I don't know if it's an addiction, but my son is just glued to it. It's the same with my daughter with her computer...and I can't be watching both of them all the time, to see if they're talking to strangers or if someone is getting killed in the other room on the PlayStation. It's just nerve-racking!" "I'm concerned that this game playing is just the kid and the TV screen...how is this going to affect his social skills?" "I'm not concerned about the violence; I'm concerned about the way they portray the violence. It's not accidental; it's intentional. They're just out to kill people in some of these games." What should we as parents, teachers and public policy makers be concerned about? The real risks are subtle and aren't just about gore or sex. Video games don't affect all children in the same way; some children are at significantly greater risk. (You may be surprised to learn which ones!) Grand Theft Childhood gives parents practical, research-based advice on ways to limit many of those risks. It also shows how video games -- even violent games -- can benefit children and families in unexpected ways. In this groundbreaking and timely book, Drs. Lawrence Kutner and Cheryl Olson cut through the myths and hysteria, and reveal the surprising truth about kids and violent games.
Violent Video Game Effects on Children and Adolescents
Author | : Craig Alan Anderson |
Publsiher | : Unknown |
Total Pages | : 190 |
Release | : 2007 |
Genre | : Aggressiveness in adolescence |
ISBN | : 019989339X |
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This volume uses General Aggression Model (GAM) as a basis for explaining and predicting effects and changes in aggression related to exposure to violent video games. The authors also describe how a developmental risk and resilience model can be integrated into GAM to enhance our ability to predict long-term changes.
Growing Up Fast and Furious
Author | : Wayne Warburton,Danya Braunstein |
Publsiher | : Unknown |
Total Pages | : 249 |
Release | : 2012 |
Genre | : Mass media and children |
ISBN | : 1862878234 |
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"I am often approached by parents and professionals who work with children, who have heard conflicting reports about the effects of violent or sexualised media on children. Usually, they simply want to know what the scientific research has found. This book summarises the research findings in plain language. World leading scholars in disciplines such as psychology, psychiatry, neuropsychology, law and ethics discuss what we currently know about the effects of television, movies, video games, music and advertising, as well as the ethical, legal and policy implications. This book is anchored in up-to-date scientific evidence, offers plenty of helpful, practical advice, and will assist everyone with an interest in the effects of media on children to be well informed."Wayne WarburtonThe breadth of content and diversity of contributors come together to discuss important issues raised in the book:John Murray on behavioural and neurological effects of viewing violence on children. Craig Anderson and Wayne Warburton on the effects of violent video games. Wayne Warburton on the effects of music and music lyrics. Ed Donnerstein on the impact of the internet on youth and children. Louise Newman on the sexualisation of youth, on the role of the media in such sexualisation, and on the potential effects of restricting the distribution of sexual themes in the mass media. Cordelia Fine on the roles that advertisements in the mass media - and particularly highly sexualised advertisements - play in altering children's self images and behaviour. Emma Rush, philosophical ethicist, asks in the context of media effects and media regulation: Are principles or consequences more important? Is it more ethical to empower children or to protect them? What is the most ethical balance between allowing freedom of expression and protecting children from harm? Elizabeth Handsley exposes the difficulties of formal government regulation of violent and sexual media in societies that value free expression. Danya Braunstein and her colleagues make a strong plea to base regulation on empirical evidence rather than on political or even ethical positions. The evidence is in, they correctly point out, so let's base regulation on the evidence that is in, and let's do it now! Alan Hayes points out the multiply-determined nature of aggressive and violent behaviour that needs to be addressed if real reductions in violence are to be obtained.
The Effects of Video Games on Children
Author | : Barrie Gunter |
Publsiher | : A&C Black |
Total Pages | : 186 |
Release | : 1998-01-01 |
Genre | : Social Science |
ISBN | : 1850758336 |
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The rapid growth in popularity of computer and video games, particularly among children and teenagers, has given rise to public concern about the effects they might have on youngsters. The violent themes of many of these games, coupled with their interactive nature, have led to accusations that they may be worse than televised violence in affecting children's antisocial behaviour. Other allegations are that they have an addictive quality and that excessive playing results in a diminished social contact and poorer school performance. But how bad are video games? There are strong methodological reasons for not accepting the evidence for video games effects at face value. There are also positive signs that playing these games can enhance particular mental competencies in children. This book provides an up-to-date review and critique of research evidence from around the world in an attempt to put the issue of video game effects into perspective.
Child and Adolescent Psychiatry and the Media
Author | : Eugene V. Beresin,Cheryl K. Olson |
Publsiher | : Elsevier Health Sciences |
Total Pages | : 400 |
Release | : 2018-10-12 |
Genre | : Medical |
ISBN | : 9780323548557 |
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Get a quick, expert overview of the increasingly important topic of technology and social media and its impact on children and adolescents. This practical resource presents a focused summary of today’s current knowledge on topics of interest to psychiatrists, pediatricians, and other health professionals working with children and adolescents. It provides current, relevant information on a wide variety of media-related topics as they relate to child and adolescent health and mental illness, making it a one-stop resource for staying up to date in this critical area.
Growing Friendships
Author | : Eileen Kennedy-Moore,Christine McLaughlin |
Publsiher | : Simon and Schuster |
Total Pages | : 192 |
Release | : 2017-07-18 |
Genre | : Family & Relationships |
ISBN | : 9781582705880 |
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From psychologist and children's friendships expert Eileen Kennedy-Moore and parenting and health writer Christine McLaughlin comes a social development primer that gives kids the answers they need to make and keep friends. Friendship is complicated for kids. Almost every child struggles socially at some time, in some way. Having an argument with a friend, getting teased, or even trying to find a buddy in a new classroom...although these are typical problems, they can be very painful. And friendships are never about just one thing. With research-based practical solutions and plenty of true-to-life examples--presented in more than 200 lighthearted cartoons--Growing Friendships is a toolkit for both girls and boys as they make sense of the social order around them. Children everywhere want to fit in with a group, resist peer pressure, and be good sports--but even the most socially adept children struggle at times. But after reading this highly illustrated guide on their own or with a caring adult, kids everywhere will be well equipped to face any friendship challenges that come their way.
Media and the Well being of Children and Adolescents
Author | : Amy Beth Jordan,Daniel Romer |
Publsiher | : Oxford University Press, USA |
Total Pages | : 305 |
Release | : 2014 |
Genre | : Psychology |
ISBN | : 9780199987467 |
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The volume is divided into four parts. Part One provides up-to-date trends on children and adolescents' access to media in the home, as well as the time they spend with television, computers, and the Internet. Part Two presents research that highlights the potentially negative impact of age-inappropriate or excess media use on children's physical, cognitive, social, and emotional well-being. Part Three offers examples of how media enhance children's education, health, and social connections. Part Four explores implications for the creation of high-quality, enriching content that speaks to the needs and interests of young people today.