Does Playing Video Games Make Players More Violent  Book
Score: 5
From 1 Ratings

Does Playing Video Games Make Players More Violent

  • Author : Barrie Gunter
  • Publisher : Springer
  • File Size : 10,6 Mb
  • Release Date : 2016-06-21
  • Genre: Social Science
  • Pages : 296
  • ISBN 10 : 9781137579850


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This book is an academic work which reviews and critiques the research literature concerning violent games and their alleged effects on players. It examines the debates about the potential effects of these games and the divisions between scholars working in the field. It places the research on violent video games in the longer historical context of scholarly work on media violence. It examines research from around the world on the nature of video games and their effects. It provides a critique of relevant theories of media violence effects and in particular theories developed within the older media violence literature and then considers how useful this and newer scholarly work might be for policy-makers and regulators. The book identifies where gaps exist in the extent literature and where future research attention might be directed.

Violent Video Game Effects on Children and Adolescents Book
Score: 1.5
From 5 Ratings

Violent Video Game Effects on Children and Adolescents

  • Author : Craig A. Anderson
  • Publisher : Oxford University Press
  • File Size : 9,7 Mb
  • Release Date : 2007-01-11
  • Genre: Psychology
  • Pages : 200
  • ISBN 10 : 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.

Moral Combat Book

Moral Combat

  • Author : Patrick M. Markey
  • Publisher : BenBella Books, Inc.
  • File Size : 16,9 Mb
  • Release Date : 2017-03-21
  • Genre: Social Science
  • Pages : 256
  • ISBN 10 : 9781942952992


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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 viol

Grand Theft Childhood Book
Score: 2
From 7 Ratings

Grand Theft Childhood

  • Author : Lawrence Kutner
  • Publisher : Simon and Schuster
  • File Size : 11,5 Mb
  • Release Date : 2008-04-15
  • Genre: Family & Relationships
  • Pages : 272
  • ISBN 10 : 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

Are Video Games Too Violent  Book

Are Video Games Too Violent

  • Author : Nick Christopher
  • Publisher : Greenhaven Publishing LLC
  • File Size : 14,9 Mb
  • Release Date : 2017-12-15
  • Genre: Juvenile Nonfiction
  • Pages : 24
  • ISBN 10 : 9781534524262


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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.

Game On  Book

Game On

  • Author : Craig A Anderson
  • Publisher : Unknown
  • File Size : 10,5 Mb
  • Release Date : 2019-12-17
  • Genre: Uncategoriezed
  • Pages : 462
  • ISBN 10 : 1700281941


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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 violen

Violence   Perception   Video Games Book

Violence Perception Video Games

  • Author : Federico Alvarez Igarzábal
  • Publisher : transcript Verlag
  • File Size : 10,9 Mb
  • Release Date : 2019-11-30
  • Genre: Social Science
  • Pages : 230
  • ISBN 10 : 9783839450512


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This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2017 and 2018. The 2017 workshop - Perceiving Video Games - explored the video game medium by focusing on perception and meaning-making processes. The 2018 workshop - Reframing the Violence and Video Games Debate - transcended misleading claims that link video games and violent behavior by offering a range of fresh topical perspectives. From BA students to postdoctoral researchers, the young academics of this anthology stem from a spectrum of backgrounds, including game studies, game design, and phenomenology. This volume also features an entry by renowned psychologist Christopher J. Ferguson.

Video Games  Violence  and the Ethics of Fantasy Book
Score: 4
From 1 Ratings

Video Games Violence and the Ethics of Fantasy

  • Author : Christopher Bartel
  • Publisher : Bloomsbury Publishing
  • File Size : 18,9 Mb
  • Release Date : 2020-07-23
  • Genre: Philosophy
  • Pages : 224
  • ISBN 10 : 9781350121881


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Is it ever morally wrong to enjoy fantasizing about immoral things? Many video games allow players to commit numerous violent and immoral acts. But, should players worry about the morality of their virtual actions? A common argument is that games offer merely the virtual representation of violence. No one is actually harmed by committing a violent act in a game. So, it cannot be morally wrong to perform such acts. While this is an intuitive argument, it does not resolve the issue. Focusing on why individual players are motivated to entertain immoral and violent fantasies, Video Games, Violence, and the Ethics of Fantasy advances debates about the ethical criticism of art, not only by shining light on the interesting and under-examined case of virtual fantasies, but also by its novel application of a virtue ethical account. Video games are works of fiction that enable players to entertain a fantasy. So, a full understanding of the ethical criticism of video games must focus attention on why individual players are motivated to entertain immoral and violent fantasies. Video Games, Violence, and the Ethics of Fantasy engages with debates and critical discussions of games in both the popular media and recent work in philosophy, psychology, media studies, and game studies.

Violent Video Games and Society Book

Violent Video Games and Society

  • Author : Gloria Adams
  • Publisher : Unknown
  • File Size : 9,7 Mb
  • Release Date : 2017-04
  • Genre: Video games
  • Pages : 224
  • ISBN 10 : 1534500723


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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?

Video Game Influences on Aggression  Cognition  and Attention Book
Score: 5
From 1 Ratings

Video Game Influences on Aggression Cognition and Attention

  • Author : Christopher J. Ferguson
  • Publisher : Springer
  • File Size : 12,6 Mb
  • Release Date : 2018-08-21
  • Genre: Psychology
  • Pages : 203
  • ISBN 10 : 9783319954950


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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.

The Oxford Handbook of Digital Technologies and Mental Health Book

The Oxford Handbook of Digital Technologies and Mental Health

  • Author : Marc N. Potenza
  • Publisher : Oxford University Press, USA
  • File Size : 19,5 Mb
  • Release Date : 2020
  • Genre: Medical
  • Pages : 517
  • ISBN 10 : 9780190218058


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"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"--

How Does Video Game Violence Affect Society  Book

How Does Video Game Violence Affect Society

  • Author : Patricia D. Netzley
  • Publisher : Referencepoint Press
  • File Size : 6,5 Mb
  • Release Date : 2013
  • Genre: Video games
  • Pages : 0
  • ISBN 10 : 1601524900


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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.

Violent Video Games Book

Violent Video Games

  • Author : Roman Espejo
  • Publisher : Greenhaven Publishing LLC
  • File Size : 12,6 Mb
  • Release Date : 2014-12-02
  • Genre: Juvenile Nonfiction
  • Pages : 103
  • ISBN 10 : 9780737771961


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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.

Violence in Video Games Book

Violence in Video Games

  • Author : Diane Marczely Gimpel
  • Publisher : ABDO Publishing Company
  • File Size : 10,8 Mb
  • Release Date : 2013-01-01
  • Genre: Juvenile Nonfiction
  • Pages : 50
  • ISBN 10 : 9781624010408


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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.

New Horizons in Web Based Learning Book

New Horizons in Web Based Learning

  • Author : Dickson K.W. Chiu
  • Publisher : Springer
  • File Size : 12,5 Mb
  • Release Date : 2014-04-30
  • Genre: Education
  • Pages : 364
  • ISBN 10 : 9783662434543


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This book constitutes the revised selected papers of the workshops of the 10th and 11th International Conference of Web-based Learning, ICWL 2011, held in Hong Kong, in December 2011 and ICWL 2012, held in Sinaia, Romania, in September 2012. This volume comprises papers from one symposium that took place both in 2011 and 2012 and four workshops (two from 2011 and two from 2012): 1. The 1st and 2nd International Symposium on Knowledge Management and E-Learning (KMEL2011 / 2012); 2. The 1st International Workshop on Enhancing Learning with Social (ELSM 2011); 3. The 4th International Workshop on Social and Personal Computing for Web-Supported Learning (SPeL 2011); 4. International Workshop on Learning within and from Smart Cities (SciLearn 2012); 5. International Workshop on Creative Collaboration through Supportive Technologies in Education (CCSTED 2012).