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research on violent video games
By admin | June 24, 2008
research on violent video games
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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. |
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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... |
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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. |
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Video Games $11.16 Video Games |
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The Ultimate History of Video Games $15.99 Inside the Games You Grew Up with but Never Forgot With all the whiz, bang, pop, and shimmer of a glowing arcade. The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning. This engrossing book tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, you'll read firsthand accounts of how yesterday's games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today's empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you'll discover: ·The video game that saved Nintendo from bankruptcy ·The serendipitous story of Pac-Man's design ·The misstep that helped topple Atari's $2 billion-a-year empire ·The coin shortage caused by Space Invaders ·The fascinating reasons behind the rise, fall, and rebirth of Sega ·And much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who's ever touched a joystick. From the Trade Paperback edition. |
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What''s In A Game? Regulation Of Violent Video Games And The First Amendment $18.81 The BiblioGov Project is an effort to expand awareness of the public documents and records of the U.S. Government via print publications... |
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What Video Games Have To Teach Us About Learning And Literacy $15.96 James Paul Gee begins his classic book with I want to talk about video games--yes, even violent video games--and say some positive things about them... |
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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 |
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Intimate Games $12.71 The 1970's was a decade of significant sexual liberation and experimentation. The British sex film INTIMATE GAMES, made in 1976, recreates this world at the time of its actual occurrence. A group of adventurous psychology students decide to make their research person by acting out their own sexual fantasies. This classic sex romp features performances from George Baker, of the popular television show RUTH RENDELL MYSTERIES, and future sex star Mary Millington. |
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Video Games By Parks, Peggy J. $47.52 Discusses violence in video games and its possible effects on mental and physical health, and includes facts and primary sources on the issue of video game regulation. Author: Parks, Peggy J. Series Title: Compact Research Series Publication Date: 2008/08/15 Number of Pages: 104 Binding Type: Hardcover Grade Level: 1012 Language: English Depth: 0.50 Width: 6.75 Height: 9.50 |
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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. |
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Violent Video Game Effects on Children and Adolescents : Theory, Research, and Public Policy $37.04 No Synopsis Available |
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The Meaning of Video Games $97.81 The Meaning of Video Games |
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The Art of Video Games $29.87 The Art of Video Games |
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Philosophy Through Video Games $27.59 Philosophy Through Video Games |
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From Marbles to Video Games $5.93 From Marbles to Video Games |
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The Civic Potential of Video Games $10.45 The Civic Potential of Video Games |
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Video Games and Learning $22.36 Video Games and Learning |
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The Encyclopedia of Arcade Video Games $29.83 The Encyclopedia of Arcade Video Games |

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