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Violent Video Game Effects on Children and Adolescents
Theory, Research, and Public Policy
9780195309836
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Description
Violent video games are successfully marketed to and easily obtained by children and adolescents. Even the U.S. government distributes one such game, Americas 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 behaviour? 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 behaviour in both short and long-term contexts. Violent Video Game Effects on Children and Adolescentsalso 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 significantrisk 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.
Product Details
84791
9780195309836
9780195309836
Data sheet
- Publication date
- 2007
- Issue number
- 1
- Cover
- hard cover
- Pages count
- 200
- Dimensions (mm)
- 165 x 241
- Weight (g)
- 467
- Part I. Introduction; Violent Video Games: Background and Overview; Effects of Exposure to Violent Entertainment Media; The General Aggression Model; Part II. New Studies; Study 1: Experimental Study of Violent Video Games with Elementary School and College Students; Study 2: Correlational Study with High School Students; Study 3: Longitudinal Study with Elementary School Students; Risk Factor Illustrations; Part III. General Discussion (What Does it all Mean?); New Findings and Their Implications; Interpretations and Public Policy; Reducing Violent Video Game Effects; Appendix 1: Best Practices Coding; Appendix 2: Video Game Ratings;
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