The Impact of Interactive Violence on Children

The Impact of Interactive Violence on Children PDF

Author: United States. Congress. Senate. Committee on Commerce, Science, and Transportation

Publisher:

Published: 2003

Total Pages: 84

ISBN-13:

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Members met to discuss the various forms of interactive violence and the potential negative impact it has on children at this hearing. Statements made by the following individuals are included in this document: [Panel I]Senator Sam Brownback; Dr. David Walsh, President, National Institute on Media and the Family (additional documents); Mrs. Sabrina Steger, Pediatrics Nurse, Lourdes Hospital; Miss Danielle Shimotakahara, Student;[Panel ii] Dr. Craig Anderson, Professor, Iowa State University, Department of Psychology; Dr. Eugene F. Provenzo, Professor, School of Education, University of Miami; and Dr. Jeanne Funk, Professor, University of Toledo, Department of Psychology. Submitted for the record were: Video Software Dealers Association (vsda); Mr. Douglas Lowenstein, President, Interactive Digital Software Association; and Mr. Jeffrey Goldstein, Department of Social & Organizational Psychology, University of Utrecht, The Netherlands. (Ma).

The Impact of Interactive Violence on Children

The Impact of Interactive Violence on Children PDF

Author: United States. Congress. Senate. Committee on Commerce, Science, and Transportation

Publisher:

Published: 2003

Total Pages: 86

ISBN-13:

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Members met to discuss the various forms of interactive violence and the potential negative impact it has on children at this hearing. Statements made by the following individuals are included in this document: [Panel I]Senator Sam Brownback; Dr. David Walsh, President, National Institute on Media and the Family (additional documents); Mrs. Sabrina Steger, Pediatrics Nurse, Lourdes Hospital; Miss Danielle Shimotakahara, Student;[Panel ii] Dr. Craig Anderson, Professor, Iowa State University, Department of Psychology; Dr. Eugene F. Provenzo, Professor, School of Education, University of Miami; and Dr. Jeanne Funk, Professor, University of Toledo, Department of Psychology. Submitted for the record were: Video Software Dealers Association (vsda); Mr. Douglas Lowenstein, President, Interactive Digital Software Association; and Mr. Jeffrey Goldstein, Department of Social & Organizational Psychology, University of Utrecht, The Netherlands. (Ma).

The Impact of Interactive Violence on Children

The Impact of Interactive Violence on Children PDF

Author: United States. Congress

Publisher: Createspace Independent Publishing Platform

Published: 2018-02-14

Total Pages: 78

ISBN-13: 9781985453609

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The impact of interactive violence on children : hearing before the Committee on Commerce, Science, and Transportation, United States Senate, One Hundred Sixth Congress, second session, March 21, 2000.

Violent Video Game Effects on Children and Adolescents

Violent Video Game Effects on Children and Adolescents PDF

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 Impact of Interactive Violence on Children

The Impact of Interactive Violence on Children PDF

Author: Max Baucus

Publisher:

Published: 2004-10-01

Total Pages: 73

ISBN-13: 9780756743840

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Witnesses: Dr. Craig A. Anderson, Prof., Iowa State Univ., Dept. of Psychology, Ames, IA; Dr. Jeanne B. Funk, Ph.D., Dept. of Psychology, Univ. of Toledo; Eugene F. Provenso, Jr., Prof., School of Ed., Univ. of Miami; Danielle Shimotakahara, Student, North Bend, OR; Sabrina Steger, Pediatrics Nurse, Lourdes Hospital, Paducah, KY; & Dr. David Walsh, Pres., Nat. Institute on Media & the Family, Minneapolis, MN. Appendix: Prepared statements by: Jeffrey Goldstein, Ph.D., Dept. of Social & Organizational Psychology, Univ. of Utrecht, The Netherlands; Douglas Lowenstein, pres., Interactive Digital Software Assoc.; & Video Software Dealers Assoc.

Effects of Video Games on Children’s Behavior

Effects of Video Games on Children’s Behavior PDF

Author: Patrick Kimuyu

Publisher: GRIN Verlag

Published: 2018-05-02

Total Pages: 9

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.

The Effects of Video Games on Children

The Effects of Video Games on Children PDF

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 Oxford Handbook of Digital Technologies and Mental Health

The Oxford Handbook of Digital Technologies and Mental Health PDF

Author: Marc N. Potenza

Publisher: Oxford University Press, USA

Published: 2020

Total Pages: 517

ISBN-13: 0190218053

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"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"--

Grand Theft Childhood

Grand Theft Childhood PDF

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.

The Effects of Video Games on Children

The Effects of Video Games on Children PDF

Author: Barrie Gunter

Publisher:

Published: 1998

Total Pages: 172

ISBN-13: 9781472596765

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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."--Bloomsbury Publishing.