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video games make children violent
By admin | March 10, 2007
video games make children violent
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Violent Video Game Effects on Children and Adolescents $41.95 Violent video games are successfully marketed to and easily obtained by children and adolescents. Even the U.S... |
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Grand Theft Childhood: The Surprising Truth About Violent Video Games And What Parents Can Do $15.29 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 |
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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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Children, Gender, Video Games $38 Placing gender at the center of the debate about young children and multimedia, particularly video games, this, now available in paperback, book develops a relational approach to game play ... |
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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. |
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Handbook Of Children And The Media $165.95 Cyber-bullying, sexting, and the effects that violent video games have on children are widely discussed and debated... |
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Children in a Violent Society $37.95 Children in a Violent Society |
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How can you blame entertainment for children doing violent acts?
How can you blame a game or other forms of entertainment for the shortcomings of the parents? The whole point of a game, movie, TV show, etc is to entertain, so what ever seems to entertain the masses is what they will produce. Why would you fault them for that? They have the age rating system for a reason to INFORM the PARENTS of the nature of the video game; shows etc, so the parents now have the information about the content of the product and it is up to them if it is deemed appropriate for their child. If they think it is then that's their choice, if they don't then don't purchase it, it is that simple. How can you ask for censorship on these and say you don't want censorship on other things such as news report etc. We live in a free society and we have the right to make decisions of our own free will, so censoring these products would now take away our right to choose whether or not the product is appropriate and we would be told it is appropriate now that it was edited.
You are right. Blaming media for violent kids is like saying Iraq is responsible for 9/11. The media/entertainment is a cheap cop out for the failure of parents to teach their children right from wrong, good from bad, common sense, and thinking before you act. The PARENTS today are guilty of not caring enough about their kids to stay home with them and teach them about life. They want to blame the tv, computers, music etc - but who buys these things for the kids? Who makes them available to the kids? The parents do and it is their fault. I was raised in the heydey of violent tv/films/cartoons before there was a rating system - I haven't hit anyone ( except my brother once ) or committed a crime because my parents taught me the way to live and didn't rely on preachers, pastors or teachers to show my how to be responsible.
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