Violent Video Game Effects on Children and Adolescents

Violent Video Game Effects on Children and Adolescents

Author: Craig A. Anderson

Publisher: Oxford University Press

Published: 2007-01-11

Total Pages: 200

ISBN-13: 0195345568

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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 Effects of Video Games on Children

The Effects of Video Games on Children

Author: Barrie Gunter

Publisher: A&C Black

Published: 1998-01-01

Total Pages: 186

ISBN-13: 9781850758334

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The rapid growth in popularity of computer and video games, particularly among children and teenagers, has given rise to public concern about the effects they might have on youngsters. The violent themes of many of these games, coupled with their interactive nature, have led to accusations that they may be worse than televised violence in affecting children's antisocial behaviour. Other allegations are that they have an addictive quality and that excessive playing results in a diminished social contact and poorer school performance. But how bad are video games? There are strong methodological reasons for not accepting the evidence for video games effects at face value. There are also positive signs that playing these games can enhance particular mental competencies in children. This book provides an up-to-date review and critique of research evidence from around the world in an attempt to put the issue of video game effects into perspective.


The Psychology of Video Games

The Psychology of Video Games

Author: Celia Hodent

Publisher: Routledge

Published: 2020-10-07

Total Pages: 105

ISBN-13: 1000194760

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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

Grand Theft Childhood

Author: Lawrence Kutner

Publisher: Simon and Schuster

Published: 2008-04-15

Total Pages: 275

ISBN-13: 1416564691

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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.


Video Games & Your Kids

Video Games & Your Kids

Author: Hilarie Cash

Publisher:

Published: 2008

Total Pages: 216

ISBN-13:

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Video Games & Your Kids is for parents who are worried that their children may be spending too much time playing video games. Based on research and the authors' clinical experience, the book explains what gaming addiction is, how much gaming is too much, and the affects gaming has on the body and brain. The authors give gaming advice on each stage of life; birth-2 years, ages 2-6, elementary school years, adolescence, and adult children still living at home. Where there is a problem, the authors provide parents with tools that will help the them successfully set appropriate limits for their children.


A Parent's Guide to Video Games

A Parent's Guide to Video Games

Author: Rachel Kowert

Publisher: Createspace Independent Publishing Platform

Published: 2016-11-30

Total Pages: 102

ISBN-13: 9781537359830

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Over the last forty years, video games have transformed from a niche market to a multibillion-dollar industry. No longer limited to arcade parlors, video games are everywhere and are accessible at any time. Along with the popularization of video games has come a growing concern about their ability to transform those who play them into antisocial killing machines who are desensitized to violence, have no friends, and will forever live in their parents' basements. But are these fears based in reality? Over the last twenty years, psychologists, sociologists, and media scholars have been working hard to answer these questions. Until now, their findings have largely remained insulated within scientific circles and inaccessible to the general public. A Parent's Guide to Video Games breaks the long-standing barriers between science and society by providing the first comprehensive guide to the science behind the headlines. Drawing from the most recent research in the field of game studies, A Parent's Guide to Video Games was developed specifically to help parents better understand if, how, and why video game play can impact a child's physical, social, and psychological well-being. This includes addressing questions such as these: Will playing violent video games make my child more aggressive and more likely to commit violent crime? Is video game addiction real? If so, how do I know if my child is addicted to video games? Will video game play worsen the symptoms of attention deficit disorder (ADD)? Answers to these questions and many more are discussed inside. Armed with accurate and up-to-date scientific information, parents will begin to understand the science behind the headlines and be able to make more informed decisions for themselves and their families.


Everything Bad is Good for You

Everything Bad is Good for You

Author: Steven Johnson

Publisher: Penguin

Published: 2006-05-02

Total Pages: 274

ISBN-13: 1101158018

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From the New York Times bestselling author of How We Got To Now and Farsighted Forget everything you’ve ever read about the age of dumbed-down, instant-gratification culture. In this provocative, unfailingly intelligent, thoroughly researched, and surprisingly convincing big idea book, Steven Johnson draws from fields as diverse as neuroscience, economics, and media theory to argue that the pop culture we soak in every day—from Lord of the Rings to Grand Theft Auto to The Simpsons—has been growing more sophisticated with each passing year, and, far from rotting our brains, is actually posing new cognitive challenges that are actually making our minds measurably sharper. After reading Everything Bad is Good for You, you will never regard the glow of the video game or television screen the same way again. With a new afterword by the author.


Learning by Playing

Learning by Playing

Author: Fran Blumberg

Publisher: Oxford University Press, USA

Published: 2014

Total Pages: 386

ISBN-13: 019989664X

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There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.


Effects of Video Games on Children’s Behavior

Effects of Video Games on Children’s Behavior

Author: Patrick Kimuyu

Publisher: GRIN Verlag

Published: 2018-05-02

Total Pages: 15

ISBN-13: 3668695628

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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.


Pause and Reset

Pause and Reset

Author: Nancy M. Petry

Publisher: Oxford University Press

Published: 2019-01-07

Total Pages: 233

ISBN-13: 0190279494

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Over 90% of children and adolescents play electronic or computerized games, and 25% play for three hours a day or even longer. Although some degree of video game playing is normal, excessive playing can negatively impact schoolwork, kids' social lives, and even their health. Pause and Reset is aimed at parents concerned about the role of gaming in their children's lives. In this informative, reader-friendly book, addiction expert Dr. Nancy Petry sheds light on what constitutes problematic video gaming and what does not, how to determine whether a child, adolescent or young adult may be "addicted" to gaming or developing problems with it, and when to seek professional help. Setting this book apart from others on the subject, the author also provides accessible explanations of the latest science behind how gaming addiction impacts children, adolescents, and families; she also explores the question of whether gaming may have positive effects in certain situations. Finally, Dr. Petry offers three simple, easy-to-implement steps parents can take to reduce and reverse the harmful effects of gaming: Record, Replace, and Reward. Pause and Reset also provides exercises and worksheets to support parents' efforts to help their kids.