Author: United States. Congress. Senate. Committee on Commerce, Science, and Transportation
Publisher:
ISBN:
Category : Games & Activities
Languages : en
Pages : 86
Book Description
Members met to discuss the various forms of interactive violence and the potential negative impact it has on children at this hearing. Statements made by the following individuals are included in this document: [Panel I]Senator Sam Brownback; Dr. David Walsh, President, National Institute on Media and the Family (additional documents); Mrs. Sabrina Steger, Pediatrics Nurse, Lourdes Hospital; Miss Danielle Shimotakahara, Student;[Panel ii] Dr. Craig Anderson, Professor, Iowa State University, Department of Psychology; Dr. Eugene F. Provenzo, Professor, School of Education, University of Miami; and Dr. Jeanne Funk, Professor, University of Toledo, Department of Psychology. Submitted for the record were: Video Software Dealers Association (vsda); Mr. Douglas Lowenstein, President, Interactive Digital Software Association; and Mr. Jeffrey Goldstein, Department of Social & Organizational Psychology, University of Utrecht, The Netherlands. (Ma).
The Impact of Interactive Violence on Children
Author: United States. Congress. Senate. Committee on Commerce, Science, and Transportation
Publisher:
ISBN:
Category : Games & Activities
Languages : en
Pages : 86
Book Description
Members met to discuss the various forms of interactive violence and the potential negative impact it has on children at this hearing. Statements made by the following individuals are included in this document: [Panel I]Senator Sam Brownback; Dr. David Walsh, President, National Institute on Media and the Family (additional documents); Mrs. Sabrina Steger, Pediatrics Nurse, Lourdes Hospital; Miss Danielle Shimotakahara, Student;[Panel ii] Dr. Craig Anderson, Professor, Iowa State University, Department of Psychology; Dr. Eugene F. Provenzo, Professor, School of Education, University of Miami; and Dr. Jeanne Funk, Professor, University of Toledo, Department of Psychology. Submitted for the record were: Video Software Dealers Association (vsda); Mr. Douglas Lowenstein, President, Interactive Digital Software Association; and Mr. Jeffrey Goldstein, Department of Social & Organizational Psychology, University of Utrecht, The Netherlands. (Ma).
Publisher:
ISBN:
Category : Games & Activities
Languages : en
Pages : 86
Book Description
Members met to discuss the various forms of interactive violence and the potential negative impact it has on children at this hearing. Statements made by the following individuals are included in this document: [Panel I]Senator Sam Brownback; Dr. David Walsh, President, National Institute on Media and the Family (additional documents); Mrs. Sabrina Steger, Pediatrics Nurse, Lourdes Hospital; Miss Danielle Shimotakahara, Student;[Panel ii] Dr. Craig Anderson, Professor, Iowa State University, Department of Psychology; Dr. Eugene F. Provenzo, Professor, School of Education, University of Miami; and Dr. Jeanne Funk, Professor, University of Toledo, Department of Psychology. Submitted for the record were: Video Software Dealers Association (vsda); Mr. Douglas Lowenstein, President, Interactive Digital Software Association; and Mr. Jeffrey Goldstein, Department of Social & Organizational Psychology, University of Utrecht, The Netherlands. (Ma).
Violent Video Game Effects on Children and Adolescents
Author: Craig A. Anderson
Publisher: Oxford University Press
ISBN: 0195345568
Category : Psychology
Languages : en
Pages : 200
Book Description
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.
Publisher: Oxford University Press
ISBN: 0195345568
Category : Psychology
Languages : en
Pages : 200
Book Description
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.
The Oxford Handbook of Digital Technologies and Mental Health
Author: Marc N. Potenza
Publisher:
ISBN: 0190218053
Category : Medical
Languages : en
Pages : 517
Book Description
This book provides a comprehensive and authoritative description of the relationships between mental health and digital technology use, including how such technologies may be harnessed to improve mental health.
Publisher:
ISBN: 0190218053
Category : Medical
Languages : en
Pages : 517
Book Description
This book provides a comprehensive and authoritative description of the relationships between mental health and digital technology use, including how such technologies may be harnessed to improve mental health.
Grand Theft Childhood
Author: Lawrence Kutner
Publisher: Simon and Schuster
ISBN: 1416564691
Category : Family & Relationships
Languages : en
Pages : 275
Book Description
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.
Publisher: Simon and Schuster
ISBN: 1416564691
Category : Family & Relationships
Languages : en
Pages : 275
Book Description
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.
Learning from Video Games (and Everything Else)
Author: Douglas A. Gentile
Publisher: Cambridge University Press
ISBN: 1108967671
Category : Psychology
Languages : en
Pages : 141
Book Description
Video games can have many effects on players, some of which could be intentional effects (e.g., games designed to train health compliance behaviors), and most of which are unintentional (e.g., violent games, stereotypes, gaming disorder). Some of these areas of research have been seen as controversial, but many of the controversies can be at least partially resolved by considering the learning mechanisms underlying the effects. We describe the General Learning Model in greater detail than has been provided elsewhere, including short-term and long-term mechanisms, processes of learning and forgetting, and moderators of learning. Video games use many of the best practices to train for both mastery and for transfer of learning. The implications for re-interpreting the literature on violent video games and gaming disorder, as well as for applied social psychology broadly defined, are discussed.
Publisher: Cambridge University Press
ISBN: 1108967671
Category : Psychology
Languages : en
Pages : 141
Book Description
Video games can have many effects on players, some of which could be intentional effects (e.g., games designed to train health compliance behaviors), and most of which are unintentional (e.g., violent games, stereotypes, gaming disorder). Some of these areas of research have been seen as controversial, but many of the controversies can be at least partially resolved by considering the learning mechanisms underlying the effects. We describe the General Learning Model in greater detail than has been provided elsewhere, including short-term and long-term mechanisms, processes of learning and forgetting, and moderators of learning. Video games use many of the best practices to train for both mastery and for transfer of learning. The implications for re-interpreting the literature on violent video games and gaming disorder, as well as for applied social psychology broadly defined, are discussed.
The Effects of Video Games on Children
Author: Barrie Gunter
Publisher: A&C Black
ISBN: 9781850758334
Category : Social Science
Languages : en
Pages : 186
Book Description
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.
Publisher: A&C Black
ISBN: 9781850758334
Category : Social Science
Languages : en
Pages : 186
Book Description
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.
Video Game Influences on Aggression, Cognition, and Attention
Author: Christopher J. Ferguson
Publisher: Springer
ISBN: 3319954954
Category : Psychology
Languages : en
Pages : 205
Book Description
This book addresses the ongoing scientific debates regarding video games and their effects on players. The book features opposing perspectives and offers point and counterpoint exchanges in which researchers on both sides of a specific topic make their best case for their findings and analysis. Chapters cover both positive and negative effects of video games on players’ behavior and cognition, from contributing to violence and alienation to promoting therapeutic outcomes for types of cognitive dysfunction. The contrasting viewpoints model presents respectful scientific debate, encourages open dialogue, and allows readers to come to informed conclusions. Key questions addressed include: · Do violent video games promote violence? · Does video game addiction exist? · Should parents limit children’s use of interactive media? · Do action video games promote visual attention? · Does sexist content in video games promote misogyny in real life? · Can video games slow the progress of dementia? · Are video games socially isolating? Video Game Influences on Aggression, Cognition, and Attention is a must-have resource for researchers, clinicians and professionals as well as graduate students in developmental psychology, social work, educational policy and politics, criminology/criminal justice, child and school psychology, sociology, media law, and other related disciplines.
Publisher: Springer
ISBN: 3319954954
Category : Psychology
Languages : en
Pages : 205
Book Description
This book addresses the ongoing scientific debates regarding video games and their effects on players. The book features opposing perspectives and offers point and counterpoint exchanges in which researchers on both sides of a specific topic make their best case for their findings and analysis. Chapters cover both positive and negative effects of video games on players’ behavior and cognition, from contributing to violence and alienation to promoting therapeutic outcomes for types of cognitive dysfunction. The contrasting viewpoints model presents respectful scientific debate, encourages open dialogue, and allows readers to come to informed conclusions. Key questions addressed include: · Do violent video games promote violence? · Does video game addiction exist? · Should parents limit children’s use of interactive media? · Do action video games promote visual attention? · Does sexist content in video games promote misogyny in real life? · Can video games slow the progress of dementia? · Are video games socially isolating? Video Game Influences on Aggression, Cognition, and Attention is a must-have resource for researchers, clinicians and professionals as well as graduate students in developmental psychology, social work, educational policy and politics, criminology/criminal justice, child and school psychology, sociology, media law, and other related disciplines.
Children, Adolescents, and Media Violence
Author: Steven J. Kirsh
Publisher: SAGE
ISBN: 1412996430
Category : Education
Languages : en
Pages : 409
Book Description
This text on media violence and its effects on children and adolescents explores new findings and key topics such as Internet aggression, viewing violence in sports, and playing violent video games. The author evaluates the role of developmental processes in media violence research and stresses the importance of metholdology in understanding that research. This allows for identification of age-related gaps in the literature and helps students become cirtical consumers of research--from the publisher.
Publisher: SAGE
ISBN: 1412996430
Category : Education
Languages : en
Pages : 409
Book Description
This text on media violence and its effects on children and adolescents explores new findings and key topics such as Internet aggression, viewing violence in sports, and playing violent video games. The author evaluates the role of developmental processes in media violence research and stresses the importance of metholdology in understanding that research. This allows for identification of age-related gaps in the literature and helps students become cirtical consumers of research--from the publisher.
Videogames and Education
Author: Harry J. Brown
Publisher: Routledge
ISBN: 1317452658
Category : Business & Economics
Languages : en
Pages : 379
Book Description
Video games challenge our notions of identity, creativity, and moral value, and provide a powerful new avenue for teaching and learning. This book is a rich and provocative guide to the role of interactive media in cultural learning. It searches for specific ways to interpret video games in the context of human experience and in the field of humanities research. The author shows how video games have become a powerful form of political, ethical, and religious discourse, and how they have already influenced the way we teach, learn, and create. He discusses the major trends in game design, the public controversies surrounding video games, and the predominant critical positions in game criticism. The book speaks to all educators, scholars, and thinking persons who seek a fuller understanding of this significant and video games cultural phenomenon.
Publisher: Routledge
ISBN: 1317452658
Category : Business & Economics
Languages : en
Pages : 379
Book Description
Video games challenge our notions of identity, creativity, and moral value, and provide a powerful new avenue for teaching and learning. This book is a rich and provocative guide to the role of interactive media in cultural learning. It searches for specific ways to interpret video games in the context of human experience and in the field of humanities research. The author shows how video games have become a powerful form of political, ethical, and religious discourse, and how they have already influenced the way we teach, learn, and create. He discusses the major trends in game design, the public controversies surrounding video games, and the predominant critical positions in game criticism. The book speaks to all educators, scholars, and thinking persons who seek a fuller understanding of this significant and video games cultural phenomenon.
Violence in American Society [2 volumes]
Author: Chris Richardson
Publisher: Bloomsbury Publishing USA
ISBN: 1440854688
Category : Social Science
Languages : en
Pages : 663
Book Description
While many books explore such specific issues as gun violence, arson, murder, and crime prevention, this encyclopedia serves as a one-stop resource for exploring the history, societal factors, and current dimensions of violence in America in all its forms. This encyclopedia explores violence in the United States, from the nation's founding to modern-day trends, laws, viewpoints, and media depictions. Providing a nuanced lens through which to think about violence in America, including its underlying causes, its iterations, and possible solutions, this work offers broad and authoritative coverage that will be immensely helpful to users ranging from high school and undergraduate students to professionals in law enforcement and school administration. In addition to detailed and evenhanded summaries of the key events and issues relating to violence in America, contributors highlight important events, political debates, legal perspectives, modern dimensions, and critical approaches. This encyclopedia also features excerpts from such important primary source documents as legal rulings, presidential speeches, and congressional testimony from scholars and activists on aspects of violence in America. Together, these documents provide important insights into past and present patterns of violent crime in the United States, as well as proposed solutions to those problems.
Publisher: Bloomsbury Publishing USA
ISBN: 1440854688
Category : Social Science
Languages : en
Pages : 663
Book Description
While many books explore such specific issues as gun violence, arson, murder, and crime prevention, this encyclopedia serves as a one-stop resource for exploring the history, societal factors, and current dimensions of violence in America in all its forms. This encyclopedia explores violence in the United States, from the nation's founding to modern-day trends, laws, viewpoints, and media depictions. Providing a nuanced lens through which to think about violence in America, including its underlying causes, its iterations, and possible solutions, this work offers broad and authoritative coverage that will be immensely helpful to users ranging from high school and undergraduate students to professionals in law enforcement and school administration. In addition to detailed and evenhanded summaries of the key events and issues relating to violence in America, contributors highlight important events, political debates, legal perspectives, modern dimensions, and critical approaches. This encyclopedia also features excerpts from such important primary source documents as legal rulings, presidential speeches, and congressional testimony from scholars and activists on aspects of violence in America. Together, these documents provide important insights into past and present patterns of violent crime in the United States, as well as proposed solutions to those problems.