Violent And Explicit Video Games

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Violent and Explicit Video Games

Author : United States. Congress. House. Committee on Energy and Commerce. Subcommittee on Commerce, Trade, and Consumer Protection
Publisher : Unknown
Page : 164 pages
File Size : 43,7 Mb
Release : 2006
Category : Games & Activities
ISBN : PSU:000058949351

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Violent and Explicit Video Games by United States. Congress. House. Committee on Energy and Commerce. Subcommittee on Commerce, Trade, and Consumer Protection Pdf

Violence in Video Games

Author : Diane Marczely Gimpel
Publisher : ABDO Publishing Company
Page : 50 pages
File Size : 41,6 Mb
Release : 2013-01-01
Category : Juvenile Nonfiction
ISBN : 9781624010408

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Violence in Video Games by Diane Marczely Gimpel Pdf

Violence in Video Games provides a balanced look at a hot-button topic. Discover the controversy over whether video game violence affects players and crime statistics, as well as the history of video games, ratings systems, and the First Amendment. Full-color photos, a glossary, an index, sidebars, primary source documents, and other creative content enhance the book. It also includes prompts and activities that directly engage students in developing the reading, writing, and critical thinking skills required by the Common Core standards. This well-researched title has a credentialed content consultant and aligns with Common Core and state standards. Aligned to Common Core Standards and correlated to state standards. Core Library is an imprint of Abdo Publishing, a division of ABDO.

Violent and Explicit Video Games

Author : United States. Congress. House. Committee on Energy and Commerce. Subcommittee on Commerce, Trade, and Consumer Protection
Publisher : Unknown
Page : 164 pages
File Size : 51,8 Mb
Release : 2006
Category : Games & Activities
ISBN : STANFORD:36105063999499

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Violent and Explicit Video Games by United States. Congress. House. Committee on Energy and Commerce. Subcommittee on Commerce, Trade, and Consumer Protection Pdf

Are Video Games Too Violent?

Author : Nick Christopher
Publisher : Greenhaven Publishing LLC
Page : 26 pages
File Size : 52,7 Mb
Release : 2017-12-15
Category : Juvenile Nonfiction
ISBN : 9781534524873

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Are Video Games Too Violent? by Nick Christopher Pdf

Violence in the media is a major topic of debate, and video games are often at the center of these debates. Are they too violent? Does playing a violent video game have any impact on a young person becoming violent themselves? Readers are encouraged to form their own answers to these challenging questions and to back them up with facts from the enlightening text. A detailed graphic organizer, vivid photographs, and helpful fact boxes are also included to guide readers as they explore the many facets of this controversial issue.

What Every Parent Needs to Know about Video Games

Author : Richard Abanes
Publisher : Harvest House Publishers
Page : 132 pages
File Size : 51,6 Mb
Release : 2006
Category : Games & Activities
ISBN : 0736917403

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What Every Parent Needs to Know about Video Games by Richard Abanes Pdf

In this helpful primer, an award-winning journalist and experienced gamer gives readers a survey of the field and a framework for thinking through the issues in order to make judgments about not only what is shown in games, but how it's shown, in what context, and what overall message is being delivered.

Games: Purpose and Potential in Education

Author : Christopher Thomas Miller
Publisher : Springer Science & Business Media
Page : 270 pages
File Size : 45,8 Mb
Release : 2008-10-22
Category : Education
ISBN : 9780387097756

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Games: Purpose and Potential in Education by Christopher Thomas Miller Pdf

The field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. This increased interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming background. Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design. Ideas of identity development, gender diversity, motivation, and integrating instructional design within game development are addressed since each of these areas is important in the field of instructional design and can have a significant impact on learning. This volume brings together leading experts, researchers, and instructors in the field of gaming and explores current topics in gaming and simulations, available resources, and the future of the field.

Violent Video Games

Author : Roman Espejo
Publisher : Greenhaven Publishing LLC
Page : 103 pages
File Size : 53,5 Mb
Release : 2014-12-02
Category : Juvenile Nonfiction
ISBN : 9780737771954

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Violent Video Games by Roman Espejo Pdf

While organizations such as the American Psychological Association release statements that research supports a link between violent video game use and an increase in aggressive behavior, independent studies (such as one by Whitney DeCamp), show little or no relationship between the two. Those who believe that there are no significant links, caution researchers to avoid compiling evidence 'in a vacuum.' This sets the stage for a very hot debate, especially amongst any of your readers who love violent video games. A variety of narratives are compiled through eyewitness accounts, governmental views, scientific analysis, and newspaper accounts, so readers can decide for themselves how they feel about this issue. Important facts are pulled out from the main text and highlighted so that readers can isolate details for their research or report writing.

Regulating Violence in Entertainment

Author : Paul Ruschmann
Publisher : Infobase Publishing
Page : 153 pages
File Size : 43,6 Mb
Release : 2010
Category : Electronic books
ISBN : 9781438134543

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Regulating Violence in Entertainment by Paul Ruschmann Pdf

Provides divergent viewpoints on whether or not exposure to violent entertainment harms young people.

Moral Combat

Author : Patrick M. Markey,Christopher J. Ferguson
Publisher : BenBella Books, Inc.
Page : 256 pages
File Size : 45,7 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.

Marketing Violent Entertainment to Children: Main report

Author : United States. Federal Trade Commission
Publisher : DIANE Publishing
Page : 116 pages
File Size : 40,6 Mb
Release : 2000
Category : Children and violence
ISBN : 9781428952973

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Marketing Violent Entertainment to Children: Main report by United States. Federal Trade Commission Pdf

Violence and Video Games

Author : John L. Hakala
Publisher : Referencepoint Press
Page : 0 pages
File Size : 46,5 Mb
Release : 2019
Category : Video games industry
ISBN : 1682825639

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Violence and Video Games by John L. Hakala Pdf

In the early 1990s, video games began getting more violent and more realistic, sparking debates over the effects of such content. Since then, the violence has become more technologically advanced and often more gruesome. Violence and Video Games examines the history of violent video games, explores the controversies in the video game industry, and discusses the future advances of violent video games.

The Video Games Textbook

Author : Brian J. Wardyga
Publisher : CRC Press
Page : 751 pages
File Size : 54,8 Mb
Release : 2023-06-13
Category : Computers
ISBN : 9781000868227

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The Video Games Textbook by Brian J. Wardyga Pdf

The Video Games Textbook takes the history of video games to the next level. Coverage includes every major video game console, handheld system, and game-changing personal computer, as well as a look at the business, technology, and people behind the games. Chapters feature objectives and key terms, illustrative timelines, color images, and graphs in addition to the technical specifications and key titles for each platform. Every chapter is a journey into a different segment of gaming, where readers emerge with a clear picture of how video games evolved, why the platforms succeeded or failed, and the impact they had on the industry and culture. Written to capture the attention and interest of students from around the world, this newly revised Second Edition also serves as a go-to handbook for any video game enthusiast. This edition features new content in every chapter, including color timelines, sections on color theory and lighting, the NEC PC-98 series, MSX series, Amstrad CPC, Sinclair ZX Spectrum, Milton Bradley Microvision, Nintendo Game & Watch, gender issues, PEGI and CERO rating systems, and new Pro Files and quiz questions, plus expanded coverage on PC and mobile gaming, virtual reality, Valve Steam Deck, Nintendo Switch, Xbox Series X|S, and PlayStation 5. Key Features Explores the history, business, and technology of video games, including social, political, and economic motivations Facilitates learning with clear objectives, key terms, illustrative timelines, color images, tables, and graphs Highlights the technical specifications and key titles of all major game consoles, handhelds, personal computers, and mobile platforms Reinforces material with market summaries and reviews of breakthroughs and trends, as well as end-of-chapter activities and quizzes

Videogames and Education

Author : Harry J. Brown
Publisher : Routledge
Page : 248 pages
File Size : 50,5 Mb
Release : 2014-12-18
Category : Business & Economics
ISBN : 9781317452669

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Videogames and Education by Harry J. Brown Pdf

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.

Men to Boys

Author : Gary S. Cross
Publisher : Columbia University Press
Page : 326 pages
File Size : 54,6 Mb
Release : 2008
Category : History
ISBN : 9780231144315

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Men to Boys by Gary S. Cross Pdf

Adam Sandler movies, HBO's Entourage, and such magazines as Maxim and FHM all trade in and appeal to one character--the modern boy-man. Addicted to video games, comic books, extreme sports, and dressing down, the boy-man would rather devote an afternoon to Grand Theft Auto than plan his next career move. He would rather prolong the hedonistic pleasures of youth than embrace the self-sacrificing demands of adulthood. When did maturity become the ultimate taboo? Men have gone from idolizing Cary Grant to aping Hugh Grant, shunning marriage and responsibility well into their twenties and thirties. Gary Cross, renowned cultural historian, identifies the boy-man and his habits, examining the attitudes and practices of three generations to make sense of this gradual but profound shift in American masculinity. Cross matches the rise of the American boy-man to trends in twentieth-century advertising, popular culture, and consumerism, and he locates the roots of our present crisis in the vague call for a new model of leadership that, ultimately, failed to offer a better concept of maturity. Cross does not blame the young or glorify the past. He finds that men of the "Greatest Generation" might have embraced their role as providers but were confused by the contradictions and expectations of modern fatherhood. Their uncertainty gave birth to the Beats and men who indulged in childhood hobbies and boyish sports. Rather than fashion a new manhood, baby-boomers held onto their youth and, when that was gone, embraced Viagra. Without mature role models to emulate or rebel against, Generation X turned to cynicism and sensual intensity, and the media fed on this longing, transforming a life stage into a highly desirable lifestyle. Arguing that contemporary American culture undermines both conservative ideals of male maturity and the liberal values of community and responsibility, Cross concludes with a proposal for a modern marriage of personal desire and ethical adulthood.

Children, Adolescents, and the Media

Author : Victor C. Strasburger,Barbara J. Wilson,Amy B. Jordan
Publisher : SAGE
Page : 641 pages
File Size : 55,5 Mb
Release : 2009
Category : Language Arts & Disciplines
ISBN : 9781412944670

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Children, Adolescents, and the Media by Victor C. Strasburger,Barbara J. Wilson,Amy B. Jordan Pdf

Up-to-date and case-study laden analysis of how children and adolescents interact with the media.