wordpress visitor counter

Search

Recent Posts

New Code

Tags

3 360 blog business cheap cheats controller design download education flash free fun game games gaming hardware health internet marketing movies music news nintendo online playstation ps3 reference reviews shop shopping social software sony technology tips tools video videogames videos web2.0 wii xbox xbox360 zelda

 

February 2012
M T W T F S S
« Mar    
 12345
6789101112
13141516171819
20212223242526
272829  

« | Main | »

does violent video games cause violence

By admin | May 3, 2010

does violent video games cause violence

PLAYSTATION 2 PS2 GAME MORTAL KOMBAT DECEPTION NEW
PLAYSTATION 2 PS2 GAME MORTAL KOMBAT DECEPTION NEW
Paypal   US $8.41
Stanley Kubricks A Clockwork Orange DVD 2 disc special edition FREE SHIPPING
Stanley Kubricks A Clockwork Orange DVD 2 disc special edition FREE SHIPPING
Paypal   US $6.99
Singularity BRAND NEW Microsoft XBOX 360 Game SEALED
Singularity BRAND NEW Microsoft XBOX 360 Game SEALED
Paypal   US $21.95
PLAYSTATION 3 PS3 GAME KANE  LYNCH DEAD MEN BRAND NEW
PLAYSTATION 3 PS3 GAME KANE LYNCH DEAD MEN BRAND NEW
Paypal   US $13.44
Singularity Xbox 360 Video Game
Singularity Xbox 360 Video Game
Paypal   US $.99
Singularity BRAND NEW Sony Playstation 3 PS3 Game
Singularity BRAND NEW Sony Playstation 3 PS3 Game
Paypal   US $20.99
Singularity COMPLETE Sony Playstation 3 PS3 Game
Singularity COMPLETE Sony Playstation 3 PS3 Game
Paypal   US $14.95
SINGULARITY
SINGULARITY
Paypal   US $15.95
XBOX 360 GAME KANE  LYNCH DEAD MEN BRAND NEW  SEALED
XBOX 360 GAME KANE LYNCH DEAD MEN BRAND NEW SEALED
Paypal   US $10.49
NINTENDO WII GAME MADWORLD MAD WORLD BRAND NEW SEALED
NINTENDO WII GAME MADWORLD MAD WORLD BRAND NEW SEALED
Paypal   US $18.44
Singularity COMPLETE Microsoft XBOX 360 Game
Singularity COMPLETE Microsoft XBOX 360 Game
Paypal   US $24.95
MICROSOFT XBOX 360 SINGULARITY GAME FACTORY BRAND NEW
MICROSOFT XBOX 360 SINGULARITY GAME FACTORY BRAND NEW
Paypal   US $9.99
XBOX 360 SINGULARITY BRAND NEW VIDEO GAME
XBOX 360 SINGULARITY BRAND NEW VIDEO GAME
Paypal   US $12.99
Media Violence and Its Effect on Aggression Assessing the Scientific Evidence J
Media Violence and Its Effect on Aggression Assessing the Scientific Evidence J
Paypal   US $35.62
XBOX 360 VELVET ASSASSIN BRAND NEW VIDEO GAME
XBOX 360 VELVET ASSASSIN BRAND NEW VIDEO GAME
Paypal   US $13.98
G Police PC 1997 for Windows
G Police PC 1997 for Windows
Paypal   US $10.82
Body Count Body Count CD NEW UK Import
Body Count Body Count CD NEW UK Import
Paypal   US $9.41
Singularity PC 2010
Singularity PC 2010
Paypal   US $20.99
Teaching Co Peoples and Cultures of the World DVD NEW
Teaching Co Peoples and Cultures of the World DVD NEW
Paypal   US $52.00
XBOX 360 TEKKEN 6 BRAND NEW VIDEO GAME
XBOX 360 TEKKEN 6 BRAND NEW VIDEO GAME
Paypal   US $20.99
Teaching Co Peoples and Cultures of the World CD NEW
Teaching Co Peoples and Cultures of the World CD NEW
Paypal   US $49.99
Demolition Man VHS 1994  Men In Black 2 Action VHS
Demolition Man VHS 1994 Men In Black 2 Action VHS
Paypal   US $12.99
HOW PSYCHOLOGY APPLIES TO MICHAEL A CHURCH CHARLES I BROOKS HARDCOVER NEW
HOW PSYCHOLOGY APPLIES TO MICHAEL A CHURCH CHARLES I BROOKS HARDCOVER NEW
Paypal   US $61.81
MEDIA VIOLENCE AND ITS EFFECT ON AGGRESSI JONATHAN L FREEDMAN PAPERBACK NEW
MEDIA VIOLENCE AND ITS EFFECT ON AGGRESSI JONATHAN L FREEDMAN PAPERBACK NEW
Paypal   US $42.02
POSTAL 2 PC GAME FAST POST DISC ONLY
POSTAL 2 PC GAME FAST POST DISC ONLY
Paypal   US $7.86
State of Emergency PC CD beat em up riot combat destruction brawl fighting game
State of Emergency PC CD beat em up riot combat destruction brawl fighting game
Paypal   US $2.99
SINGULARITY with Bonus Exclusive Graphic Novel Sony Playstation 3 2010
SINGULARITY with Bonus Exclusive Graphic Novel Sony Playstation 3 2010
Paypal   US $23.99
Singularity PS3 COMPLETE
Singularity PS3 COMPLETE
Paypal   US $30.06
NEW Violence Collins Randall 9780691143224
NEW Violence Collins Randall 9780691143224
Paypal   US $28.65
NEW The Hip Hop Wars Rose Tricia
NEW The Hip Hop Wars Rose Tricia
Paypal   US $11.08
Clock Tower II The Struggle Within 2 1st Rare Black Label PlayStation 1 1999
Clock Tower II The Struggle Within 2 1st Rare Black Label PlayStation 1 1999
Paypal   US $42.99
Singularity Xbox 360 2010 Fast Shipping
Singularity Xbox 360 2010 Fast Shipping
Paypal   US $11.99
Singularity Xbox 360 2010 Complete M Mature
Singularity Xbox 360 2010 Complete M Mature
Paypal   US $10.95
Body Count Body Count Audio CD
Body Count Body Count Audio CD
Paypal   US $6.60
How Psychology Applies to Everyday Life Brooks Charl
How Psychology Applies to Everyday Life Brooks Charl
Paypal   US $46.99
Ultimate DoomMAC MCINTOSHNEWSEALED
Ultimate DoomMAC MCINTOSHNEWSEALED
Paypal   US $3.75
How Psychology Applies to Everyday Life BRAND NEW
How Psychology Applies to Everyday Life BRAND NEW
Paypal   US $57.25
PLAYSTATION 3 SINGULARITY BRAND NEW VIDEO GAME
PLAYSTATION 3 SINGULARITY BRAND NEW VIDEO GAME
Paypal   US $19.99
NEW Singularity 83711
NEW Singularity 83711
Paypal   US $23.99
PERSONALITIES  PROBLEMS World Civilizations ESSAY Wolf
PERSONALITIES PROBLEMS World Civilizations ESSAY Wolf
Paypal   US $2.58
PS3 Singularity NEW Sealed Fight past and future wars REGION FREE English
PS3 Singularity NEW Sealed Fight past and future wars REGION FREE English
Paypal   US $21.98
NEW Singularity 33309
NEW Singularity 33309
Paypal   US $9.99
Edna Obrien Down By The River 1998 Used Trade P
Edna Obrien Down By The River 1998 Used Trade P
Paypal   US $1.88
How Psychology Applies to Everyday Life NEW
How Psychology Applies to Everyday Life NEW
Paypal   US $68.76
Xbox 360 Singularity Fight past or future NEW Sealed REGION FREE Xbox 360 Englis
Xbox 360 Singularity Fight past or future NEW Sealed REGION FREE Xbox 360 Englis
Paypal   US $14.88
Singularity PC Game BRAND NEW
Singularity PC Game BRAND NEW
Paypal   US $16.99
Media Violence and Its Effect on Aggression Assessing
Media Violence and Its Effect on Aggression Assessing
Paypal   US $45.89
Singularity Xbox 360 2010 Complete Good Cond FREE US 1st Class Ship
Singularity Xbox 360 2010 Complete Good Cond FREE US 1st Class Ship
Paypal   US $11.95
Media Violence and Its Effect on Aggression NEW
Media Violence and Its Effect on Aggression NEW
Paypal   US $42.04
Dennis Mcfarland Singing Boy 2002 Used Trade Pa
Dennis Mcfarland Singing Boy 2002 Used Trade Pa
Paypal   US $2.99
Saving Our Children An In Depth Look at Gun Violence i
Saving Our Children An In Depth Look at Gun Violence i
Paypal   US $20.52
Neurobiology of Aggression Understanding and Preventin
Neurobiology of Aggression Understanding and Preventin
Paypal   US $119.27
The Study of Violent Crime Its Correlates and Concerns
The Study of Violent Crime Its Correlates and Concerns
Paypal   US $62.19
Criminal Behavior Theories Typologies and Crimina
Criminal Behavior Theories Typologies and Crimina
Paypal   US $97.60
Handbook of Children Culture and Violence BRAND NEW
Handbook of Children Culture and Violence BRAND NEW
Paypal   US $147.33
How Psychology Applies to Everyday Life Brooks Charles
How Psychology Applies to Everyday Life Brooks Charles
Paypal   US $83.66
Criminal Behavior 2nd Revised edition BRAND NEW
Criminal Behavior 2nd Revised edition BRAND NEW
Paypal   US $74.05
Media Violence and Its Effect on Aggression Assess
Media Violence and Its Effect on Aggression Assess
Paypal   US $30.72
Singularity Xbox 360 2010
Singularity Xbox 360 2010
Paypal   US $15.58
Criminal Behavior NEW by Elaine Cassel
Criminal Behavior NEW by Elaine Cassel
Paypal   US $103.36
State of Emergency XBOX carnage and destruction in city streets beat em up game
State of Emergency XBOX carnage and destruction in city streets beat em up game
Paypal   US $2.99
Body Count Body Count CD  NEW
Body Count Body Count CD NEW
Paypal   US $10.16
Human Aggression NEW by Russell G Geen
Human Aggression NEW by Russell G Geen
Paypal   US $60.50
Curse The Eye of Isis BRAND NEW SEALED Retail Box PC
Curse The Eye of Isis BRAND NEW SEALED Retail Box PC
Paypal   US $11.69
Singularity Sony Playstation 3 2010
Singularity Sony Playstation 3 2010
Paypal   US $39.99
Living Without the Screen Causes and Consequences of L
Living Without the Screen Causes and Consequences of L
Paypal   US $167.70
PLAYSTATION 3 PS3 SHOOTER GAME SINGULARITY BRAND NEW
PLAYSTATION 3 PS3 SHOOTER GAME SINGULARITY BRAND NEW
Paypal   US $14.41

Video Games


Video Games


$32.44


Discusses video games and their effects on society, including their origins and development, their attractions for players, violence and other issues that cause concern, and possible future developments.

Violent Video Game Effects on Children and Adolescents


Violent Video Game Effects on Children and Adolescents


$36.95


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?. Anderson, Gentile, and Buckley first present an overview of empirical research on the effects of violent video games, and then add to this literature three new studies that fill the most important gaps. They update the traditional General Aggression Model to focus on both developmental processes and how media-violence exposure can increase the likelihood of aggressive and violent behavior in both short- and long-term contexts. Violent Video Game Effects on Children and Adolescents also reviews the history of these games' explosive growth, and explores the public policy options for controlling their distribution. Anderson et al. describe the reaction of the games industry to scientific findings that exposure to violent video games and other forms of media violence constitutes a significant risk factor for later aggressive and violent behavior. They argue that society should begin a more productive debate about whether to reduce the high rates of exposure to media violence, and delineate the public policy options that are likely be most effective. 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.

Violent And Explicit Video Games


Violent And Explicit Video Games


$17.44


The BiblioGov Project is an effort to expand awareness of the public documents and records of the U.S. Government via print publications...

Savage Pastimes: A Cultural History of Violent Entertainment


Savage Pastimes: A Cultural History of Violent Entertainment


$9.99


Does violence in movies, on television and in comic strips and cartoons rot our children's brains and make zombies-or worse, criminals-of adults at the fringes? In this cogent, well-researched book, American pop-culture expert Harold Schechter argues that exactly the opposite is true: a basic human need is given an outlet through violent images in popular media. Moving from an exploration of early broadsheet engravings showing torture and the atrocities of war, to the depictions of crime in "penny dreadfuls," to scenes of violence in today's movies and video games, Schechter not only traces the history of disturbing images but details the outrage that has inevitably accompanied them. By the twentieth century, the culture vultures were out in full force, demonizing comic books and setting up a pattern of equating testosterone-fueled entertainment with aggression. According to Schechter, nothing could be further from the truth. He also blasts those who bemoan the alleged increased violence in media today, and who conveniently scapegoat popular entertainment for a variety of cultural ills, including increased crime and real-life violence. Though American pop culture is far more technologically sophisticated today, Schechter shows that it is far less brutal than the entertainments of previous generations. Savage Pastimes is a rich, eye-opening brief history that will make you rethink your assumptions about what we watch and how it affects us all.

Naked and Violent


Naked and Violent


$21.21


Naked and Violent is an early mondo film from legendary giallo director Sergio Martino (The Strange Vice of Mrs. Wardh). The shockumentary takes a scathing look at the cultural depravity lurking beneath the civilized veneer of 1970s America, including social ills like racism, violence, and drugs. Long out of print, the exploitation classic is presented here in its full-length, uncut version for maximum sleaze effect. ~ Sandra Bencic, Rovi Guide

Wicked Games


Wicked Games


$8.46


A number of men with a reason to kill must deal with the actions of another man who is spilling blood in a wealthy Florida suburb in this violent thriller. After years of chronic infidelity, Gary Bloch (Kevin Scott Crawford) is getting his comeuppance when he learns that his wife, Traci (Patricia Paul), is having an affair. Driven mad by jealousy, Gary confides his thoughts of killing his spouse to Dan Hess (Joel D. Wynkoop), a longtime friend who works as a police detective, and is also involved in a destructive sexual relationship. As he tries to reassure his friend and convince him not to kill himself or someone else, Dan remembers that Gary's cousin is Mike Strauber, a notorious local serial killer. Wondering if there might be a familial link in Gary and Mike's desire to turn to violence, Dan discusses this notion with David Siedow (Kermit Christman), a local psychiatrist with a history of working with criminals. Dan's real reason for visiting David is to establish Gary as a possible suspect when Dan kills his troublesome girlfriend, as well as Traci. However, while David is on to Dan's scheme, this makes things all the more puzzling for him when another killer arrives on the scene. Wicked Games is a loose follow-up to an earlier direct-to-video feature from writer and director Tim Ritter. ~ Mark Deming, Rovi

Funny Games


Funny Games


$23.76


Notoriously nihilistic filmmaker Michael Haneke revisits one of his most controversial works in this remake of 1997's Funny Games starring Naomi Watts and Tim Roth. When a family of three arrives at their remote summer cabin for a quiet getaway, the sudden arrival of two psychotic men sets the stage for a harrowing life-or-death struggle that offers savage commentary on the use of violence in entertainment. ~ Jason Buchanan, Rovi and Georgie (Devon Gearhart) arrive in their country home, Peter (Brady Corbet), an eerily polite young man dressed all in white, including odd white gloves, appears on the doorstep, asking Ann if he can borrow some eggs for their neighbor. Peter is joined by Paul (Michael Pitt), and the Leopold-and-Loeb-like duo are soon doing horrible things to Ann, George, and Georgie, torturing them both physically and psychologically (nearly all the violence occurs off-screen), for no apparent reason other than they can, referring to the whole thing as a game. And the biggest game of all is whether the family will be alive at the end. FUNNY GAMES is an intense experience, driven by Haneke's careful manipulation of both the film itself and the audience. He's trying to shake up the viewer, even having Paul address the audience directly several times, with Paul fully aware of what he is doing and how the audience is most likely responding. And in one unforgettable scene, Haneke pulls the cathartic rug right out from under the viewer, playing with the actual medium of cinema in an infuriating and ingenious way. Roth and Watts give outstanding performances as the victims, matched by Pitt and Corbet's deeply unsettling creepiness. Just as Peter and Paul (who also call themselves Tom and Jerry and Beavis and Butt-Head) alternate between calm and violent, the soundtrack alternates between classical music by Handel, Mozart, and others and hardcore punk from John Zorn and Naked City. Though difficult to watch, FUNNY GAMES is ultimately a rewarding and illuminating film, though not for the squeamish.

Violent Video Game Effects on Children and Adolescents by Anderson, Craig A.; Gentile, Douglas A.; Buckley, Katherine E. Edition ILL, 1


Violent Video Game Effects on Children and Adolescents by Anderson, Craig A.; Gentile, Douglas A.; Buckley, Katherine E. Edition ILL, 1


$28.99


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? Anderson, Gentile, and Buckley first present an overview of empirical research on the effects of violent video games, and then add to this literature three new studies that fill the most important gaps. They update the traditional General Aggression Model to focus on both developmental processes and how media-violence exposure can increase the likelihood of aggressive and violent behavior in both short- and long-term contexts. Violent Video Game Effects on Children and Adolescents also reviews the history of these games' explosive growth, and explores the public policy options for controlling their distribution. Anderson et al. describe the reaction of the games industry to scientific findings that exposure to violent video games and other forms of media violence constitutes a significant risk factor for later aggressive and violent behavior. They argue that society should begin a more productive debate about whether to reduce the high rates of exposure to media violence, and delineate the public policy options that are likely be most effective.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.

Hooligans & Thugs: Soccer's Most Violent Fan Fights


Hooligans & Thugs: Soccer's Most Violent Fan Fights


$17.95


Steve Jones from The Sex Pistols narrates this disturbing documentary that examines violence among soccer fans, a phenomenon that often occurs in England and other European countries as well as South America. Witness the mayhem of these soccer hooligans as they battle each other--and the police who attempt to control them--in the stands and stadiums of the World Cup, European Cup, and other regional games around the globe.

Shifts In Acceptance Of Type-specific Violence As An Outcome Of Character-role In Video Games.


Shifts In Acceptance Of Type-specific Violence As An Outcome Of Character-role In Video Games.


$90.95


Shifts In Acceptance Of Type-specific Violence As An Outcome Of Character-role In Video Games.

This Book Does Not Cause Cancer


This Book Does Not Cause Cancer


$12.5


This Book Does Not Cause Cancer

Understanding Video Games


Understanding Video Games


$42.95


From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence.

Rebels With a Cause


Rebels With a Cause


$16.96


A documentary about Students for a Democratic Society, the student group that began as an anti-poverty, pro-civil rights organization concerned with voter registration for Southern blacks in the early 1960s. The SDS changed its focus as the Vietnam War overshadowed the country, eventually becoming one of the most vocal and influential anti-war organizations of the era. The documentary includes interviews with such movers and shakers as Tom Hayden, Cathy Wilkerson, and Carl Ogelsby. ~ Rebecca Flint Marx, Rovi with a few hundred members. The SDS issued the Port Huron Statement, a document that was circulated at campuses across the country and soon drew thousands of idealistic followers to its call for participatory democracy. Their members organized action projects along with SNCC (Student Non-violent Coordinating Committee) and CORE (Congress of Racial Equality). When the U.S. government entered into an undeclared war in Vietnam, the SDS organized, protested, and quickly grew to more than 100,000 members. Garvy combines footage of protests, sit-ins, and teach-ins with interviews, making REBELS WITH A CAUSE a history of, and tribute to, all the thousands of people who protested for social and political change.

Violence as Entertainment


Violence as Entertainment


$9.95


Watch out! Does violence in the media make consumers aggressive? You know violence is part of many TV shows, movies, comics, video games, and even advertising...

Understanding Video Games: The Essential Introduction


Understanding Video Games: The Essential Introduction


$12.99


From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence.

EMED: The Violent Patient


EMED: The Violent Patient


$132.49


Violence is part of our society, and it does affect you , the responder. The purpose of this program is to reduce the potential for injury when dealing with violent individuals. Topics include surveying the scene for threats, setting up for self defense, assessing individuals for hostility vs. cooperation, de-escalation techniques, and defense and escape techniques. Running Time: 29:59



does violent video games cause violence

A Necessary Guide for Parents and Parent Educators

Violent Video Game Effects on Children and Adolescents is an indispensable tool for parents and professionals who want to have important knowledge to make wise decisions about video game use in the lives of children and teens. One of the most exasperating challenges about trying to communicate about the negative effects of violent video games is that well-intentioned adults often say, "But the verdict is not in yet on whether violent video game play is all that harmful. Video games are too new to have acquired any compelling data." Anderson, Gentile, and Buckley comprehensively slice through this, and other inaccurate and misleading arguments, that have been used to prevent parents, professionals, and policy-makers to deal productively with this critical issue.

Divided into three parts, the book can be picked up at any juncture to enlighten the reader on the complexities of interpreting the research and in understanding violent video game play in the context of bio-social and developmental factors. Part 1, The Introduction, provides a background on the history of violent video games; a well-documented summary of the effects of exposure to violent media entertainment, with clear definitions of physical, verbal and relational aggression, and important considerations of three types of research methodologies. This section also describes The General Aggression Model—a model developed by Anderson, Bushman, Carnagey, and Huesmann (p. 40) to integrate ideas from earlier models and to help distinguish between variables and processes that operate in immediate contexts and those that operate over a long-term. Part 2 explains and discuses three new studies that "were designed to address knowledge gaps in the video game research literature." (p. 59) Part 3, General Discussion (What Does it All Mean?) provides critical links between theory, practice, and public policy, providing even more reasons for urgent action at both micro and macro levels.

The authors begin with, and consistently keep, a refreshingly honest and clear approach. For instance, Anderson and his colleagues call "a duck a duck" and discuss the c-word—causality—with academic rigor grounded in common sense. Critics of violent media research like to remind us that we can never establish causality. But the authors refute this argument eloquently by helping us understand the probabilistic nature of causality:

"The old Logic 101 principles regarding the establishment of a factor as being necessary and sufficient cause of an effect simply don't apply to most modern science (Anderson & Bushman, 2002c). We know that smoking tobacco causes an increase in the likelihood that one will contract lung cancer, but not everyone who smokes gets cancer, and some who don't smoke get lung cancer. The probabilistic nature of modern science is largely due to the fact that multiple causal factors are involved in most medical, psychological, and behavioral phenomena. And for this reason, the old necessary and sufficient rules simply do not apply. Thus every time people argue that violent video games can't be considered causes of aggression because they have played such games and haven't killed anyone is committing a major reasoning error, applying the 'sufficient' rule to a multiple cause phenomenon. A similarly invalid argument is that the reduction in U. S. homicide rates during the 1990s—while violent video games were becoming more prevalent—proves that violent video games can't cause increases in aggression. This argument assumes either that violence is not caused by multiple factors, or that those factors are unchanging over time. Neither assumption is true (consider, for example, changes in overall incarceration rates, federal gun registration laws, drug use patterns, age distribution of the population, poverty rates, employment patterns, war), rendering the argument so weak as to be embarrassing." (p. 21)

The authors go on to systematically explain aggression in terms of contextual factors over time, heightening this reader's awareness of the profound contribution violent video games are making to increased aggression. Reading about the General Aggression model, in particular, brought me several 'a-has.' The model is based "on the assumption that human memory, thought, and decision processes can be represented as a complex associative network of nodes representing cognitive concepts and emotions." (p. 41)

The General Aggression Model is a powerful tool because, like our work at the PCI, it takes into account multiple environmental factors when attempting to determine causality. I am drawn to the elegance by which it clearly addresses the complexities of living systems. In fact, the authors point out the General Aggression Model can be used to incorporate variables within what we call at the PCI, The Child's and the Parent's Growth Sphere. The authors cite the work of Bronfenbrenner's ecological levels (p.45), providing a comprehensive framework for understanding the impact of violent entertainment that many parent educators, and certainly PCI Certified Parent Coaches(R), will immediately grasp, helping them to better explain to parents the inherent risks of children and teens playing violent video games.

Extreme acts of violence such as the Columbine shootings are never isolated from past and present bio-social interactions. The authors point out, "According to the General Aggression Model, habitual aggressive tendencies are most likely to develop in children who grow up in environments that reinforce aggression, provide aggressive models, frustrate and victimize them, and teach them that aggression is acceptable and successful." (p. 47) As our society becomes more violent, as more children are bullied, as more are victimized, as the news keeps amplifying these incidents, it only stands to reason that increases in aggression will continue as the world "mirrors back" violent mental models. Fortunately there are many ways to intervene so as to disrupt this cycle, but they all require a focused intent and an open willingness to make consistent choices that many parents can't make because they don't have the necessary information and that many professional don't make because it is too difficult to help parents to make choices that are considered "weird" or "different" from the mainstream.

After finishing the Introduction section most readers will sit back and say something like, "What in the world are we doing to our children?" "How can we stop this madness?" Luckily there's more.

The next section discusses three important studies. If the language is too technical, the authors have provided an "in a nutshell" explanation of each study. By reading the one-two page brief, readers can understand what happened and consider the implications. I love the questions that the authors include: "What worries us? What gives us hope?" For instance in one study, what worries us is "that no one is immune to media violence." Yet, what gives us hope is that "Again, parents are in a powerful position. Setting limits on the amount and content of screen media appears to be a protective factor for children." Truly, our work with families can be the most transformative work we do. For every child who grows up not playing violent video games means that the larger social structure is impacted by more peace and sanity and that the next generation will have greater possibilities for bringer even more peace and sanity to the family, the community, and the world.

Reading Section 3 helps to think about important consideration and once again, the urgent need for action. After all, the authors are first and foremost researchers and have at their fingertips it seems ways to connect the dots so that the reader cannot but help to be motivated to do something! For instance, they distinguish between old and new violent media. I did this as well in my book, Stop Teaching Our Kids to Kill. However, since 1999 when that book was published, violent video game entertainment has gotten much more sophisticated and certainly more available to younger children. The questions and points raised by Anderson and his colleagues in considering the differences and issues between older and the newer forms can help the reader understand the processes involved, in the challenges, as well as in the solutions. This entire section, to me, is like taking a retreat and reflecting on important issues in order to determine one's priorities. One can get renewed commitment and feelings of energy for the issue by contemplating the compelling ideas the authors discuss.

I am very grateful that they refute the catharsis argument—that playing violent video games can help youngster "get out" their aggression. Nothing could be further from the truth. Citing brain research—we do know that repeating experiences is one effective way to learn them—the authors squelch this myth. They also point out that aggression is not a drive, but learned behavior, and that violent video games cannot help "vent" because catharsis carries with it feelings of pity and fear. In other words, the player must also identify with the victim and understand the entire narrative. Players are identifying with the murder. With such a reinforcing metacognitive script, there is no catharsis.

It takes a book to explain this issue. It takes long sentences, technical ideas, and complex ideas. It takes well-thought out, impeccably conducted research studies. Therefore, the suggestions given at the end of the book are sound and good ones. But they are the "what" of the situation, not the "how." These suggestions have been given for over fifty years now and so few can make them a part of their lives. For instance, telling parents and grandparents "Don't allow access to violent video games," is absolutely important. Yet, in our work with thousands of parents at the PCI, we know that most parents, grandparents, and care-givers are not doing this even though they are well-intentioned and love the children. The reasons for this are as complex as the effects of violent video games. I would encourage these researchers to begin here with the next research imperative: Since we know violent entertainment is harmful, what works to assist parents, grandparents, and care-givers to make the daily, tough secondary choices that align with their fundamental choice to limit the harmful effective of violent media entertainment?

 

About the Author

Gloria DeGaetano (www.GloriaDeGaetano.com) is the founder and CEO of The Parent Coaching Institute (www.ThePCI.org), the originator of the parent coaching profession and a speaker and author on issues related to parenting well in a media/digital age.

 

An acclaimed keynote speaker, Gloria is a sought-after favorite for major national and international conferences because she is a recognized leader in family support, and media/digital literacy who provides very specific and practical tools for parents to successfully navigate the stresses of modern day culture. An innovator in parent education, Ms. DeGaetano often trains parent educators and agency staff on how to best help moms and dads in our digital age which often divides family life, making it even more difficult for healthy parent-child relationships. Her popular trainings are tailored to the specific needs of participants, resulting in positive outcomes for the agencies and the parents they serve.

 

Ms. DeGaetano, a best-selling author, has written Screen Smarts: A Family Guide to Media Literacy; Stop Teaching Our Kids to Kill: A Call to Action Against TV, Movie, and Video Game Violence (with Lt. Col. Dave Grossman), and manuals for parent professionals. Her latest book Parenting Well in a Media Age, has won the 2007 i-Parenting Media Award for excellence. Ms. DeGaetano's books and articles have been translated into Spanish, German, Danish, Romanian, Korean, Chinese, and Turkish.

 

Ms. DeGaetano's ideas and articles have appeared in numerous publications including McCall's Magazine, American Baby Magazine, The Boston Globe, the American Academy of Pediatrics Newsletter, and Catholic Faith and Family Magazine.

 

Ms. DeGaetano has appeared on The Today Show to discuss Baby Einstein videos and has been interviewed on many national radio shows, including NPR's Fresh Air and Marketplace, and The Tavis Smiley Show. Ms. DeGaetano has been featured in television documentaries produced by ABC and the Canadian Broadcast Corporation. The Parent Coaching Institute has been featured on news programs by NBC-affiliates throughout the country and in newspapers and magazines, including Newsweek, Parents Magazine, The Chicago Tribune, The New York Times, The Wall Street Journal, La Tribune, The London Times, The Observer, Better Homes and Garden, Redbook, Ladies Home Journal, American Way of American Airlines, The Chicago Daily Herald, and Spirit Magazine of Southwest Airlines.

 

Topics: Uncategorized | No Comments »

Comments

You must be logged in to post a comment.