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Book Violent Video Game Effects on Children and Adolescents

Download or read book Violent Video Game Effects on Children and Adolescents written by Craig A. Anderson and published by Oxford University Press. This book was released on 2007-01-11 with total page 200 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Effects of Video Games on Children   s Behavior

Download or read book Effects of Video Games on Children s Behavior written by Patrick Kimuyu and published by GRIN Verlag. This book was released on 2018-05-02 with total page 15 pages. Available in PDF, EPUB and Kindle. Book excerpt: Project Report from the year 2018 in the subject Medicine - Neurology, Psychiatry, Addiction, grade: 1.2, Egerton University, language: English, abstract: In retrospect, technology seems to have a dark shadow behind its benefits. Effects of computer games on the behavior of children is one of the most debated topics in psychology studies because of the robust growth in video game industry in the last few years. A background study on the growth of the video industry shows that it is one of the fastest growing industries in the entertainment industry with the video games of all genres becoming the most popular form of media. The children are one of the most players in the industry and as a result, its effect on children cannot be ignored. Contrary to the public perception, the video game industry is catching speed as research shows that over 45 million households in the United States posses a video game console. It is also debatable that young children are gaining access to violent video gamers in the United States and other countries across the globe. As a result, the young people are more susceptible to the negative effects of video games compared to the older adults (above 34 years of age). The effects of the video games among children have, therefore, attracted concerns among the parents, medical professionals, educators, society, and policy makers. Research shows that school shooting and youth violence are on the rise in the United States attributed to the growth of video games hence attracting public concerns in the country. For instance, the growth of several violent games such as brutality and gore, two games well known for their use of guns, and doom and resident evil are popular violent video games in the United States and their increasing violent content has been linked with the school shootings and youth violence in the country. Therefore, this report explores the link between video games and children’s behavior. The methodology used in this report is the analysis of both primary and secondary literature that focuses on the correlation between violent video games and acts of aggression in the society such as violent crimes. Relevant books and journals have been utilized with intensive research and debates on the effects of video games on the behavior of children.

Book Living and Learning with New Media

Download or read book Living and Learning with New Media written by Mizuko Ito and published by MIT Press. This book was released on 2009-06-05 with total page 121 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

Book Video Game Influences on Aggression  Cognition  and Attention

Download or read book Video Game Influences on Aggression Cognition and Attention written by Christopher J. Ferguson and published by Springer. This book was released on 2018-08-21 with total page 205 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Entertainment Computing   ICEC 2004

Download or read book Entertainment Computing ICEC 2004 written by Matthias Rauterberg and published by Springer Science & Business Media. This book was released on 2004-08-23 with total page 622 pages. Available in PDF, EPUB and Kindle. Book excerpt: The advancement of information and communication technologies (ICT) has enabled broad use of ICT and facilitated the use of ICT in the private and personal domain. ICT-related industries are directing their business targets to home applications. Among these applications, entertainment will differentiate ICT applications in the private and personal market from the of?ce. Comprehensive research and development on ICT - plications for entertainment will be different for the promotion of ICT use in the home and other places for leisure. So far engineering research and development on enterta- ment has never been really established in the academic communities. On the other hand entertainment-related industries such as the video and computer game industries have been growing rapidly in the last 10 years, and today the entertainment computing bu- ness outperforms the turnover of the movie industry. Entertainment robots are drawing theattentionofyoungpeople. TheeventcalledRoboCuphasbeenincreasingthenumber of participants year by year. Entertainment technologies cover a broad range of pr- ucts and services: movies, music, TV (including upcoming interactive TV), VCR, VoD (including music on demand), computer games, game consoles, video arcades, g- bling machines, the Internet (e. g. , chat rooms, board and card games, MUD), intelligent toys, edutainment, simulations, sport, theme parks, virtual reality, and upcoming service robots. The?eldofentertainmentcomputingfocusesonusers’growinguseofentertainment technologies at work, in school and at home, and the impact of this technology on their behavior. Nearly every working and living place has computers, and over two-thirds of childreninindustrializedcountrieshavecomputersintheirhomesaswell.

Book Learning from Video Games  and Everything Else

Download or read book Learning from Video Games and Everything Else written by Douglas A. Gentile and published by Cambridge University Press. This book was released on 2021-12-23 with total page 141 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book The Oxford Handbook of Digital Technologies and Mental Health

Download or read book The Oxford Handbook of Digital Technologies and Mental Health written by Marc N. Potenza and published by Oxford University Press, USA. This book was released on 2020 with total page 517 pages. Available in PDF, EPUB and Kindle. Book excerpt: "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"--

Book Video Games

Download or read book Video Games written by Jeffrey Graham and published by Nova Science Publishers. This book was released on 2014 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games are not necessarily uniform in the "lessons" they teach players. Indeed, even violent video games are not simply hotbeds of violent content. For example, the popular Call of Duty and Resident Evil series require players to behave violently in order to protect other people or computer characters. Thus, in these games, aggression is taught in simultaneity with altruism. The questions, then, arise 1) whether social learning is an appropriate explanation for long-term effects of games, and 2) whether games can only teach antisocial lessons. The first chapter of this book addresses video game effects from a long-term, holistic perspective, focusing on antisocial and prosocial outcomes, using a conveniently collected survey dataset. Moreover, this book also analyses video games by different genres. Furthermore, this book provides information on associations and gender differences in children's situational motivation, rate of perceived exertion and physical activity levels in exergaming; the efficiency of brain training versus recreational video games; the effect of social media in the video game industry; video games and their correlation with school and cognitive performance; video games and the effect they may have on seizures; and video gaming and the enhancement of prosocial behaviours.

Book Grand Theft Childhood

Download or read book Grand Theft Childhood written by Lawrence Kutner and published by Simon and Schuster. This book was released on 2008-04-15 with total page 275 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Growing Friendships

Download or read book Growing Friendships written by Eileen Kennedy-Moore and published by Simon and Schuster. This book was released on 2017-07-18 with total page 192 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book The Psychology of Video Games

Download or read book The Psychology of Video Games written by Celia Hodent and published by Routledge. This book was released on 2020-10-07 with total page 105 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Mass Media Effects Research

Download or read book Mass Media Effects Research written by Raymond W. Preiss and published by Psychology Press. This book was released on 2007 with total page 538 pages. Available in PDF, EPUB and Kindle. Book excerpt: Publisher description

Book Television and the Aggressive Child

Download or read book Television and the Aggressive Child written by L. Rowell Huesmann and published by Routledge. This book was released on 2013-06-19 with total page 343 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Media Violence and its Effect on Aggression

Download or read book Media Violence and its Effect on Aggression written by Jonathan L. Freedman and published by University of Toronto Press. This book was released on 2002-01-01 with total page 243 pages. Available in PDF, EPUB and Kindle. Book excerpt: Freedman argues that scientific evidence does not support the notion that TV and film violence causes aggression in children or in anyone else. A provocative challenge to the accepted norms in media studies and psychology.

Book Effect of Violent Media   Video Games on Children s Behavior

Download or read book Effect of Violent Media Video Games on Children s Behavior written by Saba Dhiaa Ahmed and published by . This book was released on 2019-08-28 with total page 148 pages. Available in PDF, EPUB and Kindle. Book excerpt: Violence and aggression are prevalent in most of videogames and TV cartoons. The effect of media violence on children aggressive behavior has been a focus of public concern. Objective: To throw light on the association of violent media/video games with the attitude and behavior of primary school children. Methods: This study was conducted in Baghdad city during the period from the first of February through December 2015. A multistage probability sampling was adopted to collect 1000 student from 55 primary school. Assessment of aggressive attitude, aggressive behaviors (physical and verbal) and anger was done according to standard scales measures. Results: The number of boys who play electronic games was 615 (90.2% of all boys) and girls 250 (78.6 of all girls %), 27.7% of the sample reported playing electronic games since more than five years, 69.7% were playing daily. Of those playing; 53.1% spent five hours or less playing during all five schooling days, 36.0% spent 5-10 hours, and 10.9% spent more than 10 hours. A significant association was found between playing violent games and reporting aggressive attitudes.

Book Wired Child

    Book Details:
  • Author : Richard Freed
  • Publisher : Createspace Independent Publishing Platform
  • Release : 2015-03-12
  • ISBN : 9781503211698
  • Pages : 0 pages

Download or read book Wired Child written by Richard Freed and published by Createspace Independent Publishing Platform. This book was released on 2015-03-12 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: In "Wired Child," child and adolescent psychologist Dr. Richard Freed exposes the powerful myths that underlie our kids' use of technology. These myths have encouraged the "wiring up" of a generation of youth, seducing kids to spend endless hours with digital self-amusements that damage family bonding and education, and put kids at risk of addiction. Written for parents, teachers, and others who care for children, "Wired Child" uses the science of behavior and brain function to provide a common-sense guide to build the strong families children and teens need, promote their success in school, limit their risk of tech addiction, and encourage their productive use of technology.

Book Growing Up Fast and Furious

Download or read book Growing Up Fast and Furious written by Wayne Warburton and published by . This book was released on 2012 with total page 249 pages. Available in PDF, EPUB and Kindle. Book excerpt: "I am often approached by parents and professionals who work with children, who have heard conflicting reports about the effects of violent or sexualised media on children. Usually, they simply want to know what the scientific research has found. This book summarises the research findings in plain language. World leading scholars in disciplines such as psychology, psychiatry, neuropsychology, law and ethics discuss what we currently know about the effects of television, movies, video games, music and advertising, as well as the ethical, legal and policy implications. This book is anchored in up-to-date scientific evidence, offers plenty of helpful, practical advice, and will assist everyone with an interest in the effects of media on children to be well informed."Wayne WarburtonThe breadth of content and diversity of contributors come together to discuss important issues raised in the book:John Murray on behavioural and neurological effects of viewing violence on children. Craig Anderson and Wayne Warburton on the effects of violent video games. Wayne Warburton on the effects of music and music lyrics. Ed Donnerstein on the impact of the internet on youth and children. Louise Newman on the sexualisation of youth, on the role of the media in such sexualisation, and on the potential effects of restricting the distribution of sexual themes in the mass media. Cordelia Fine on the roles that advertisements in the mass media - and particularly highly sexualised advertisements - play in altering children's self images and behaviour. Emma Rush, philosophical ethicist, asks in the context of media effects and media regulation: Are principles or consequences more important? Is it more ethical to empower children or to protect them? What is the most ethical balance between allowing freedom of expression and protecting children from harm? Elizabeth Handsley exposes the difficulties of formal government regulation of violent and sexual media in societies that value free expression. Danya Braunstein and her colleagues make a strong plea to base regulation on empirical evidence rather than on political or even ethical positions. The evidence is in, they correctly point out, so let's base regulation on the evidence that is in, and let's do it now! Alan Hayes points out the multiply-determined nature of aggressive and violent behaviour that needs to be addressed if real reductions in violence are to be obtained.