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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.
When someone brings up the subject of violent video games, it's usually for one of two reasons: a) To insist that media violence is turning our kids into killers, or b) To deny that media have any effects on us and to call anyone who says otherwise a moral crusader.Like most complex issues, the effects of media violence aren't so black-and-white. This book cuts through the rhetoric and grandstanding to directly answer the questions that parents, gamers, and researchers have. Condensing more than 50 years worth of scientific research into a easy-to-read book that provides clear, practical answers, the authors also "show their work" with detailed explanations and scientific references for thos...
The Handbook of Communication Science and Biology charts the state of the art in the field, describing relevant areas of communication studies where a biological approach has been successfully applied. The book synthesizes theoretical and empirical development in this area thus far and proposes a roadmap for future research. As the biological approach to understanding communication has grown, one challenge has been the separate evolution of research focused on media use and effects and research focused on interpersonal and organizational communication, often with little intellectual conversation between the two areas. The Handbook of Communication Science and Biology is the only book to bridge the gap between media studies and human communication, spurring new work in both areas of focus. With contributions from the field’s foremost scholars around the globe, this unique book serves as a seminal resource for the training of the current and next generation of communication scientists, and will be of particular interest to media and psychology scholars as well.
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 cont...
Video games can have many effects on players, some of which could be intentional effects (e.g., games designed to train health compliance behaviors), and most of which are unintentional (e.g., violent games, stereotypes, gaming disorder). Some of these areas of research have been seen as controversial, but many of the controversies can be at least partially resolved by considering the learning mechanisms underlying the effects. We describe the General Learning Model in greater detail than has been provided elsewhere, including short-term and long-term mechanisms, processes of learning and forgetting, and moderators of learning. Video games use many of the best practices to train for both mastery and for transfer of learning. The implications for re-interpreting the literature on violent video games and gaming disorder, as well as for applied social psychology broadly defined, are discussed.
This definitive examination of this important social topic asks questions such as: How much media violence is there? What are the meanings conveyed in the way violence is portrayed? What effect does it have on viewers?Divided into four parts, the book covers: a review of research on media violence; re-conceptions of exisiting theories of media violence; addresses the need to rethink the methodological tools used to assess media violence; and introduces the concept of Lineation Theory, a perspective for thinking about media violence and a new theoretical approach explaining it.
About the Book The multi-billion dollar video game industry is in the business of creating fun and enticing games that can be addictive. As addicted gamers feast on digital indulgences, real life is neglected and their reality crumbles around them. Headlines related to video games: ¿New Mexico mom gets 25 years for starving daughter.¿ ¿ Fox News ¿China used prisoners in lucrative Internet gaming work.¿ ¿ Guardian News ¿Online gamer killed for selling virtual weapon.¿ ¿ Sydney Morning Herald ¿South Korean dies after games sessions.¿ ¿ BBC News Hooked on Games is written by Brooke Strickland and Andrew Doan, MD, PhD, a physician with a research background in neuroscience, who battl...
Controversial new history of counterinsurgency which challenges its claims as an effective strategy of waging war.
"Each chapter contains recommendations for legislators, policy makers, researchers, and families. This book should be on the desk, and minds, of legislators, attorneys, social workers and other mental health professionals who encounter and wish to ameliorate the effects of violence in the lives of their young constituents, clients, and patients." -JOURNAL OF CHILD AND FAMILY STUDIESQuestions relating to violence and children surround us in the media: should V-chips be placed in every television set? How can we prevent another Columbine school shooting from occurring? How should pornography on the internet be regulated? The Handbook of Children, Culture and Violence addresses these questions ...
Edited by three of the world's leading authorities on the psychology of technology, this new handbook provides a thoughtful and evidence-driven examination of contemporary technology's impact on society and human behavior. Includes contributions from an international array of experts in the field Features comprehensive coverage of hot button issues in the psychology of technology, such as social networking, Internet addiction and dependency, Internet credibility, multitasking, impression management, and audience reactions to media Reaches beyond the more established study of psychology and the Internet, to include varied analysis of a range of technologies, including video games, smart phones, tablet computing, etc. Provides analysis of the latest research on generational differences, Internet literacy, cyberbullying, sexting, Internet and cell phone dependency, and online risky behavior