Violent Video Games And Society

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Violent Video Games and Society

Author : Gloria Adams
Publisher : Unknown
Page : 224 pages
File Size : 52,8 Mb
Release : 2017-04
Category : Video games
ISBN : 1534500723

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Violent Video Games and Society by Gloria Adams Pdf

The video game industry is big business, and with the improvement of Virtual Reality technology, video games will only become more realistic and immersive. Fears abound that they drive their players to commit violent acts. While many people believe the games desensitize kids to violence, others argue that there has been no scientific connection between aggressive behavior and video games. Is immersion in violent video games a bridge to committing real-life acts of violence, demeaning women, and bullying? Or can video games actually help troubled kids, by providing them with a safe outlet for their aggression and a way to work out their frustrations?

Violent Video Games and Society

Author : Gloria Adams
Publisher : Unknown
Page : 224 pages
File Size : 55,6 Mb
Release : 2017-04
Category : Video games
ISBN : 1534500553

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Violent Video Games and Society by Gloria Adams Pdf

The video game industry is big business, and with the improvement of Virtual Reality technology, video games will only become more realistic and immersive. Fears abound that they drive their players to commit violent acts. While many people believe the games desensitize kids to violence, others argue that there has been no scientific connection between aggressive behavior and video games. Is immersion in violent video games a bridge to committing real-life acts of violence, demeaning women, and bullying? Or can video games actually help troubled kids, by providing them with a safe outlet for their aggression and a way to work out their frustrations?

Violent Video Game Effects on Children and Adolescents

Author : Craig A. Anderson,Douglas A. Gentile,Katherine E. Buckley
Publisher : Oxford University Press
Page : 200 pages
File Size : 53,9 Mb
Release : 2007-01-11
Category : Psychology
ISBN : 9780195345568

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Violent Video Game Effects on Children and Adolescents by Craig A. Anderson,Douglas A. Gentile,Katherine E. Buckley Pdf

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.

Moral Combat

Author : Patrick M. Markey,Christopher J. Ferguson
Publisher : BenBella Books, Inc.
Page : 256 pages
File Size : 52,7 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.

How Does Video Game Violence Affect Society?

Author : Patricia D. Netzley
Publisher : Referencepoint Press
Page : 0 pages
File Size : 55,6 Mb
Release : 2013
Category : Video games
ISBN : 1601524900

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How Does Video Game Violence Affect Society? by Patricia D. Netzley Pdf

The In Controversy series examines the complex, controversial issues of the day by breaking them into smaller pieces. By studying a specific issue, for example the ethics of embryonic stem cell research, rather than the entire stem cell research debate, students gain a more solid and focused understanding of a topic as a whole. Each book in the series provides a clear, insightful discussion of the issues, integrating facts and a variety of contrasting opinions for a solid, balanced perspective. Personal accounts and direct quotes from academic and professional experts, advocacy groups, politicians, and others enhance the narrative. Sidebars add depth to the discussion by expanding on important ideas and events. For quick reference, a list of key facts concludes every chapter. Source notes, an annotated organizations list, bibliography, and index provide student researchers with additional tools for papers and class discussion.

The Psychology of Video Games

Author : Celia Hodent
Publisher : Routledge
Page : 105 pages
File Size : 47,8 Mb
Release : 2020-10-07
Category : Psychology
ISBN : 9781000194760

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The Psychology of Video Games by Celia Hodent Pdf

What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural phenomena? The Psychology of Video Games introduces the curious reader to the relationship between psychology and video games from the perspective of both game makers and players. Assuming no specialist knowledge, this concise, approachable guide is a starter book for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on players in relation to education and healthcare, considers the concerns over potential negative impacts such as pathological gaming, and concludes with some ethics considerations. With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows the importance of understanding the human brain and its mental processes to foster ethical and inclusive video games.

Grand Theft Childhood

Author : Lawrence Kutner,Cheryl Olson
Publisher : Simon and Schuster
Page : 275 pages
File Size : 53,7 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 Oxford Handbook of Digital Technologies and Mental Health

Author : Marc N. Potenza,Kyle Faust,David Faust
Publisher : Oxford University Press, USA
Page : 517 pages
File Size : 42,7 Mb
Release : 2020
Category : Medical
ISBN : 9780190218058

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The Oxford Handbook of Digital Technologies and Mental Health by Marc N. Potenza,Kyle Faust,David Faust Pdf

"This book provides an academically oriented and scientifically based description of how technological advances may have contributed to a wide range of mental health outcomes, covering the spectrum from problems and maladies to improved and expanded healthcare services"--

Empathy and Violent Video Games

Author : C. Happ,A. Melzer
Publisher : Springer
Page : 78 pages
File Size : 44,5 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.

Extra Lives

Author : Tom Bissell
Publisher : Vintage
Page : 258 pages
File Size : 53,6 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.

Game On!

Author : Craig A Anderson,Johnie J Allen,Christopher L Groves
Publisher : Unknown
Page : 462 pages
File Size : 44,7 Mb
Release : 2019-12-17
Category : Electronic
ISBN : 1700281941

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Game On! by Craig A Anderson,Johnie J Allen,Christopher L Groves Pdf

When someone brings up the subject of violent video games, it's usually for one of two reasons: a) To insist that media violence is turning our kids into killers, or b) To deny that media have any effects on us and to call anyone who says otherwise a moral crusader.Like most complex issues, the effects of media violence aren't so black-and-white. This book cuts through the rhetoric and grandstanding to directly answer the questions that parents, gamers, and researchers have. Condensing more than 50 years worth of scientific research into a easy-to-read book that provides clear, practical answers, the authors also "show their work" with detailed explanations and scientific references for those who want that level of detail. Written in an FAQ format, this book is the first of its kind: A handy reference guide that bridges the gap between media researchers and those who want scientifically accurate and informed answers stripped of the polarizing rhetoric."This outstanding book is absolutely the best I have ever read for supporting parents and professionals alike with accurate information about the impact of media violence. The short answer/long answer to all the questions is a brilliant way to give practical information that can immediately be put into decisive, confident action. I love this book and can't thank the authors enough for writing it and compiling mountains of relevant research in extremely useable ways. I am sharing it with everyone I know." - Gloria DeGaetano, Founder/Director, Parent Coaching Institute; Author: Parenting Well in a Media Age, Keep Our Kids Human"The authors know exactly what questions need answering, and they answer them in a clear style that should dispel many of the myths and misconceptions. I hope that this book will lead to a more civilised and rational debate about violent games and their place in society." - Professor Elizabeth Handsley, President, Australian Council on Children and the Media"The issues surrounding mass media violence are complex. This book helps us navigate this complex terrain in an easy and structured manner. It is a must read for educators, parents, researchers, and policy-makers." - Edward Donnerstein, Ph.D., Dean Emeritus, University of Arizona

Living and Learning with New Media

Author : Mizuko Ito,Heather A. Horst,Matteo Bittanti,Danah Boyd,Becky Herr Stephenson
Publisher : MIT Press
Page : 121 pages
File Size : 53,9 Mb
Release : 2009-06-05
Category : Technology & Engineering
ISBN : 9780262258272

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Living and Learning with New Media by Mizuko Ito,Heather A. Horst,Matteo Bittanti,Danah Boyd,Becky Herr Stephenson Pdf

This report summarizes the results of an ambitious three-year ethnographic study, funded by the John D. and Catherine T. MacArthur Foundation, into how young people are living and learning with new media in varied settings—at home, in after school programs, and in online spaces. It offers a condensed version of a longer treatment provided in the book Hanging Out, Messing Around, and Geeking Out (MIT Press, 2009). The authors present empirical data on new media in the lives of American youth in order to reflect upon the relationship between new media and learning. In one of the largest qualitative and ethnographic studies of American youth culture, the authors view the relationship of youth and new media not simply in terms of technology trends but situated within the broader structural conditions of childhood and the negotiations with adults that frame the experience of youth in the United States. The book that this report summarizes was written as a collaborative effort by members of the Digital Youth Project, a three-year research effort funded by the John D. and Catherine T. MacArthur Foundation and conducted at the University of California, Berkeley, and the University of Southern California. John D. and Catherine T. MacArthur Reports on Digital Media and Learning

Mass Media Effects Research

Author : Raymond W. Preiss
Publisher : Psychology Press
Page : 538 pages
File Size : 53,7 Mb
Release : 2007
Category : Mass media
ISBN : 9780805849981

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Mass Media Effects Research by Raymond W. Preiss Pdf

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Playing Video Games

Author : Peter Vorderer,Jennings Bryant
Publisher : Routledge
Page : 605 pages
File Size : 46,5 Mb
Release : 2012-10-12
Category : Games & Activities
ISBN : 9781135257477

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Playing Video Games by Peter Vorderer,Jennings Bryant Pdf

From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. Playing Video Games: Motives, Responses, and Consequences integrates communication, psychology, and technology to examine the psychological and mediated aspects of playing video games. It is the first volume to delve deeply into these aspects of computer game play. It fits squarely into the media psychology arm of entertainment studies, the next big wave in media studies. The book targets one of the most popular and pervasive media in modern times, and it will serve to define the area of study and provide a theoretical spine for future research. This unique and timely volume will appeal to scholars, researchers, and graduate students in media studies and mass communication, psychology, and marketing.

Avatars at Work and Play

Author : Ralph Schroeder,Ann-Sofie Axelsson
Publisher : Springer Science & Business Media
Page : 287 pages
File Size : 45,5 Mb
Release : 2006-07-08
Category : Computers
ISBN : 9781402038983

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Avatars at Work and Play by Ralph Schroeder,Ann-Sofie Axelsson Pdf

Avatars at Work and Play brings together contributions from leading social scientists and computer scientists who have conducted research on virtual environments used for collaboration and online gaming. They present a well-rounded and state-of-the-art overview of current applications of multi-user virtual environments, ranging from highly immersive virtual reality systems to internet-based virtual environments on personal computers. The volume is a follow-up to a previous essay collection, ‘The Social Life of Avatars’, which explored general issues in this field. This collection goes further, examining uses of shared virtual environments in practical settings such as scientific collaboration, distributed meetings, building models together, and others. It also covers online gaming in virtual environments, which has attracted hundreds of thousands of users and presents an opportunity for studying a myriad of social issues. Covering both ‘work’ and ‘play’, the volume brings together issues common to the two areas, including: What kind of avatar appearance is suitable for different kinds of interaction? How best to foster collaboration and promote usable shared virtual spaces? What kinds of activities work well in different types of virtual environments and systems?