How Does Video Game Violence Affect Society?
Title | How Does Video Game Violence Affect Society? PDF eBook |
Author | Patricia D. Netzley |
Publisher | Referencepoint Press |
Pages | 0 |
Release | 2013 |
Genre | Video games |
ISBN | 9781601524904 |
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 Game Effects on Children and Adolescents
Title | Violent Video Game Effects on Children and Adolescents PDF eBook |
Author | Craig A. Anderson |
Publisher | Oxford University Press |
Pages | 200 |
Release | 2007-01-11 |
Genre | Psychology |
ISBN | 0195345568 |
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.
The Oxford Handbook of Digital Technologies and Mental Health
Title | The Oxford Handbook of Digital Technologies and Mental Health PDF eBook |
Author | Marc N. Potenza |
Publisher | Oxford University Press, USA |
Pages | 517 |
Release | 2020 |
Genre | Medical |
ISBN | 0190218053 |
"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 Do Video Games Affect Society?
Title | How Do Video Games Affect Society? PDF eBook |
Author | Patricia D. Netzley |
Publisher | |
Pages | |
Release | 2015 |
Genre | Video games |
ISBN | 9781601527493 |
Video games can provide entertainment, mental stimulation, education, and social networks. But for some people they can also encourage addictive and/or aggressive behaviors that hurt both individuals and society. This book examines topics related to the physical and social costs and benefits of video gaming, quoting numerous experts on these issues.
Moral Combat
Title | Moral Combat PDF eBook |
Author | Patrick M. Markey |
Publisher | BenBella Books, Inc. |
Pages | 256 |
Release | 2017-03-21 |
Genre | Social Science |
ISBN | 1942952996 |
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 violent virtual world.
The Psychology of Video Games
Title | The Psychology of Video Games PDF eBook |
Author | Celia Hodent |
Publisher | Routledge |
Pages | 105 |
Release | 2020-10-07 |
Genre | Psychology |
ISBN | 1000194760 |
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.
Grand Theft Childhood
Title | Grand Theft Childhood PDF eBook |
Author | Lawrence Kutner |
Publisher | Simon and Schuster |
Pages | 275 |
Release | 2008-04-15 |
Genre | Family & Relationships |
ISBN | 1416564691 |
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.