Empathy And Violent Video Games

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Empathy and Violent Video Games

Author : C. Happ,A. Melzer
Publisher : Springer
Page : 78 pages
File Size : 55,7 Mb
Release : 2014-11-21
Category : Psychology
ISBN : 9781137440136

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Empathy and Violent Video Games by C. Happ,A. Melzer Pdf

Through three empirical studies, this book explores the mechanisms behind moderating functions of empathy in violent video games, revealing new insights that will inform the ongoing debates about the effects violent media content.

Empathy and Violent Video Games

Author : C. Happ,A. Melzer
Publisher : Springer
Page : 78 pages
File Size : 49,8 Mb
Release : 2014-11-21
Category : Psychology
ISBN : 9781137440136

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Empathy and Violent Video Games by C. Happ,A. Melzer Pdf

Through three empirical studies, this book explores the mechanisms behind moderating functions of empathy in violent video games, revealing new insights that will inform the ongoing debates about the effects violent media content.

Television and the Aggressive Child

Author : L. Rowell Huesmann,Leonard D. Eron
Publisher : Routledge
Page : 343 pages
File Size : 42,6 Mb
Release : 2013-06-19
Category : Social Science
ISBN : 9781135043322

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Television and the Aggressive Child by L. Rowell Huesmann,Leonard D. Eron Pdf

The research presented in this book, originally published in 1986, looks to pinpoint the psychological processes involved in the media violence-aggression relation. Expanding on earlier studies, the compilation of essays here delves deeply into aggression study and compares results about media influence across 5 countries. Cultural norms and programming differences are investigated as well as age and gender and other factors. What is offered overall is a psychological model in which TV violence is both a precursor and a consequence of aggression.

Moral Combat

Author : Patrick M. Markey,Christopher J. Ferguson
Publisher : BenBella Books, Inc.
Page : 256 pages
File Size : 52,6 Mb
Release : 2017-03-21
Category : Social Science
ISBN : 9781942952992

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Moral Combat by Patrick M. Markey,Christopher J. Ferguson Pdf

In family rooms across America, millions of children and teenagers are playing video games, such as Call of Duty, Halo, and Grand Theft Auto, roaming violent virtual worlds—with virtual guns in their hands. In what sometimes seems like an increasingly violent world, it's only natural to worry about the effects of all this pixelated gore. But is that concern misplaced? Authors and psychologists Patrick M. Markey and Christopher J. Ferguson say it is. The media and politicians have been sounding the alarm for years, and with every fresh tragedy involving a young perpetrator comes another flurry of articles about the dangers of violent media. The problem is this: Their fear isn't supported by the evidence. In fact, unlike the video game–trained murder machines depicted in the press, school shooters are actually less likely to be interested in violent games than their peers. In reality, most well-adjusted children and teenagers play violent video games, all without ever exhibiting violent behavior in real life. What's more, spikes in sales of violent games actually correspond to decreased rates of violent crime. If that surprises you, you're not alone—the national dialogue on games and violence has been hopelessly biased. But that's beginning to change. Scholars are finding that not only are violent games not one of society's great evils, they may even be a force for good. In Moral Combat, Markey and Ferguson explore how video games—even the bloodiest—can have a positive impact on everything from social skills to stress, and may even make us more morally sensitive. Tracing the rise of violent games from arcades to online deathmatches, they have spent years on the front lines of the video game debate and now offer a comprehensive overview of the scientific research on gaming. With humor, complete honesty, and extensive research, they separate the myth from the medium. Moral Combat is an irreverent and informative guide to the worries—and wonders—of our violent virtual world.

The Impact of the 4th Industrial Revolution on Engineering Education

Author : Michael E. Auer,Hanno Hortsch,Panarit Sethakul
Publisher : Springer Nature
Page : 977 pages
File Size : 42,9 Mb
Release : 2020-03-17
Category : Technology & Engineering
ISBN : 9783030402747

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The Impact of the 4th Industrial Revolution on Engineering Education by Michael E. Auer,Hanno Hortsch,Panarit Sethakul Pdf

This book gathers papers presented at the 22nd International Conference on Interactive Collaborative Learning (ICL2019), which was held in Bangkok, Thailand, from 25 to 27 September 2019. Covering various fields of interactive and collaborative learning, new learning models and applications, research in engineering pedagogy and project-based learning, the contributions focus on innovative ways in which higher education can respond to the real-world challenges related to the current transformation in the development of education. Since it was established, in 1998, the ICL conference has been devoted to new approaches in learning with a focus on collaborative learning. Today, it is a forum for sharing trends and research findings as well as presenting practical experiences in learning and engineering pedagogy. The book appeals to policymakers, academics, educators, researchers in pedagogy and learning theory, school teachers, and other professionals in the learning industry, and further and continuing education.

Grand Theft Childhood

Author : Lawrence Kutner,Cheryl Olson
Publisher : Simon and Schuster
Page : 275 pages
File Size : 46,5 Mb
Release : 2008-04-15
Category : Family & Relationships
ISBN : 9781416564690

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Grand Theft Childhood by Lawrence Kutner,Cheryl Olson Pdf

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.

The Philosophy of Computer Games

Author : John Richard Sageng,Hallvard J Fossheim,Tarjei Mandt Larsen
Publisher : Springer Science & Business Media
Page : 281 pages
File Size : 54,9 Mb
Release : 2012-07-10
Category : Philosophy
ISBN : 9789400742499

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The Philosophy of Computer Games by John Richard Sageng,Hallvard J Fossheim,Tarjei Mandt Larsen Pdf

Computer games have become a major cultural and economic force, and a subject of extensive academic interest. Up until now, however, computer games have received relatively little attention from philosophy. Seeking to remedy this, the present collection of newly written papers by philosophers and media researchers addresses a range of philosophical questions related to three issues of crucial importance for understanding the phenomenon of computer games: the nature of gameplay and player experience, the moral evaluability of player and avatar actions, and the reality status of the gaming environment. By doing so, the book aims to establish the philosophy of computer games as an important strand of computer games research, and as a separate field of philosophical inquiry. The book is required reading for anyone with an academic or professional interest in computer games, and will also be of value to readers curious about the philosophical issues raised by contemporary digital culture.

Learning Begins

Author : Andrew C. Watson
Publisher : Rowman & Littlefield
Page : 174 pages
File Size : 50,7 Mb
Release : 2017-03-08
Category : Education
ISBN : 9781475833386

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Learning Begins by Andrew C. Watson Pdf

Learning Begins, written by a teacher for teachers, translates current brain research into practical classroom strategies. Because students learn with their brains, it simply makes sense for teachers to explore educational psychology and neuroscience. And yet, information in these fields can be daunting and contradictory. Worse still, few researchers can clearly explain the specific classroom uses of their remarkable discoveries. Learning Begins both explains this research and makes it useful for teachers and administrators. Part I investigates the science of working memory: a cognitive capacity essential to all school work. When teachers recognize the many classroom perils that can overwhelm working memory, they can use research-aligned strategies to protect it, and thereby promote student learning. Part II reveals the complexities of student attention. By understanding the three neural sub-processes that create attention, teachers can structure their classrooms and their lessons to help students focus on and understand new material. Written in a lively and approachable voice, based on years of classroom experience and a decade of scientific study, Learning Begins makes educational psychology and neuroscience clear and useful in schools and classrooms.

Growing Friendships

Author : Eileen Kennedy-Moore,Christine McLaughlin
Publisher : Simon and Schuster
Page : 192 pages
File Size : 46,5 Mb
Release : 2017-07-18
Category : Family & Relationships
ISBN : 9781582705880

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Growing Friendships by Eileen Kennedy-Moore,Christine McLaughlin Pdf

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.

Video Game Influences on Aggression, Cognition, and Attention

Author : Christopher J. Ferguson
Publisher : Springer
Page : 203 pages
File Size : 42,9 Mb
Release : 2018-08-21
Category : Psychology
ISBN : 9783319954950

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Video Game Influences on Aggression, Cognition, and Attention by Christopher J. Ferguson Pdf

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.

Handbook of Cultural Psychology

Author : Shinobu Kitayama,Dov Cohen
Publisher : Guilford Press
Page : 913 pages
File Size : 49,7 Mb
Release : 2010-01-01
Category : Psychology
ISBN : 9781606236116

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Handbook of Cultural Psychology by Shinobu Kitayama,Dov Cohen Pdf

Bringing together leading authorities, this definitive handbook provides a comprehensive review of the field of cultural psychology. Major theoretical perspectives are explained, and methodological issues and challenges are discussed. The volume examines how topics fundamental to psychology?identity and social relations, the self, cognition, emotion and motivation, and development?are influenced by cultural meanings and practices. It also presents cutting-edge work on the psychological and evolutionary underpinnings of cultural stability and change. In all, more than 60 contributors have written over 30 chapters covering such diverse areas as food, love, religion, intelligence, language, attachment, narratives, and work.

Entertainment Computing - ICEC 2006

Author : Matthias Rauterberg,Marco Combetto
Publisher : Springer Science & Business Media
Page : 440 pages
File Size : 52,7 Mb
Release : 2006-09-18
Category : Computers
ISBN : 9783540452591

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Entertainment Computing - ICEC 2006 by Matthias Rauterberg,Marco Combetto Pdf

This book constitutes the refereed proceedings of the 5th International Conference on Entertainment Computing, ICEC 2006. The 17 revised full papers, 17 revised short papers and 28 poster papers presented together with one keynote paper were carefully reviewed and selected. The papers are organized in topical sections on agents, cultural and psychological metrics, transforming broadcast experience, culture, place, play, display technology, authoring tools, object tracking, edutainment, and network games.

Assassination Generation

Author : Lieutenant Colonel Dave Grossman,Kristine Paulsen
Publisher : Little, Brown
Page : 272 pages
File Size : 40,9 Mb
Release : 2016-11-15
Category : Social Science
ISBN : 9780316265966

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Assassination Generation by Lieutenant Colonel Dave Grossman,Kristine Paulsen Pdf

The author of the 400,000-copy bestseller On Killing reveals how violent video games have ushered in a new era of mass homicide--and what we must do about it. Paducah, Kentucky, 1997: a 14-year-old boy shoots eight students in a prayer circle at his school. Littleton, Colorado, 1999: two high school seniors kill a teacher, twelve other students, and then themselves. Utoya, Norway, 2011: a political extremist shoots and kills sixty-nine participants in a youth summer camp. Newtown, Connecticut, 2012: a troubled 20-year-old man kills 20 children and six adults at the elementary school he once attended. What links these and other horrific acts of mass murder? A young person's obsession with video games that teach to kill. Lt. Col. Dave Grossman, who in his perennial bestseller On Killing revealed that most of us are not "natural born killers" -- and who has spent decades training soldiers, police, and others who keep us secure to overcome the intrinsic human resistance to harming others and to use firearms responsibly when necessary -- turns a laser focus on the threat posed to our society by violent video games. Drawing on crime statistics, cutting-edge social research, and scientific studies of the teenage brain, Col. Grossman shows how video games that depict antisocial, misanthropic, casually savage behavior can warp the mind -- with potentially deadly results. His book will become the focus of a new national conversation about video games and the epidemic of mass murders that they have unleashed.

Extra Lives

Author : Tom Bissell
Publisher : Vintage
Page : 258 pages
File Size : 51,5 Mb
Release : 2011-06-14
Category : Social Science
ISBN : 9780307474315

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Extra Lives by Tom Bissell Pdf

In Extra Lives, acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games. In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be the dominant popular art form of our time.

From Smartphones to Social Media

Author : Mark Carrier
Publisher : Bloomsbury Publishing USA
Page : 299 pages
File Size : 43,6 Mb
Release : 2018-10-18
Category : Psychology
ISBN : 9781440851797

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From Smartphones to Social Media by Mark Carrier Pdf

This book examines how today's technology, as it includes smartphones, computers, and the internet, shapes our physical health, cognitive and psychological development, and interactions with one another and the world around us. Technology has become a ubiquitous part of modern life, but its impact on our physical, psychological, and social health and development runs just as deep as does our dependence upon it. How is the development of babies' brains affected by their playing with their parents' smartphones and tablets? How have computers altered the way we process and learn information? How have texting and social networking sites such as Facebook changed the way in which we interact with others? Can online dating lead to meaningful real-world relationships? From Smartphones to Social Media investigates these questions and many complex issues related to technology. Readers will discover what researchers know about how the use of technology affects us through accessibly written, thematic chapters. The main text is complemented by a collection of case studies and interviews with a variety of experts, providing insight into how technology's positive and negative effects manifest in our everyday lives and what we can do to mediate the negative ones.