Violent Video Game Effects on Children and AdolescentsTheory, Research, and Public Policy
Craig A. Anderson, Douglas A. Gentile, Katherine E. Buckley
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Zusammenfassungen
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?
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 behavior in both short- and long-term contexts. Violent Video Game Effects on Children and Adolescents also 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 significant risk 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.
Von Klappentext im Buch Violent Video Game Effects on Children and Adolescents (2007) 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 behavior in both short- and long-term contexts. Violent Video Game Effects on Children and Adolescents also 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 significant risk 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.
Bemerkungen zu diesem Buch
In seinem neusten Buch «Violent Video Game Effects on Children and Adolescents», präsentierte [Craig Anderson] diesen Januar eine Langzeitstudie, die zeigen soll, dass gewalttätige Videogames einen messbaren negativen Einfluss auf das Verhalten von Kindern haben können. Er sagt aber auch, dass kein ernsthafter Forscher in diesem Gebiet daran glaubt, dass psychisch normale Kinder durch Game-Konsum zu mordenden Monstern werden. Damit setzt er sich ab von Game-Kritikern wie dem Ex-US-Soldaten Dave Grossmann, der in seinem Buch «Stop Teaching our Children to Kill» behauptet, Videogames mit Gewaltinhalt seien «Mördersimulationen».
Von Christian Bütikofer im Text Elterlicher Zorn über Videogame-Gewalt (2007) Dieses Buch erwähnt ...
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4 Erwähnungen
- Elterlicher Zorn über Videogame-Gewalt (Christian Bütikofer) (2007)
- Videospiele: 10. Kunst oder Teufelszeug - Eine Bestandesaufnahme zum Stand der Wissenschaft 2009 (Marc Bodmer) (2009)
- Hanging Out, Messing Around, and Geeking Out - kids living and learning with new media (Mizuko Ito, Sonja Baumer, Matteo Bittanti, danah boyd, Rachel Cody, Becky Herr-Stephenson, Heather Horst, Patricia G. Lange, Dilan Mahendran, Katynka Z. Martínez, C.J. Pascoe, Dan Perkel, Laura Robinson, Christo Sims, Lisa Tripp) (2010)
- Lesen im digitalen Zeitalter (Gerhard Lauer) (2020)
Co-zitierte Bücher
Bibliographisches
Titel | Format | Bez. | Aufl. | Jahr | ISBN | ||||||
Violent Video Game Effects on Children and Adolescents | E | - | - | 1 | 2007 | 0195309839 |
Beat und dieses Buch
Beat war Co-Leiter des ICT-Kompetenzzentrums TOP während er dieses Buch ins Biblionetz aufgenommen hat. Die bisher letzte Bearbeitung erfolgte während seiner Zeit am Institut für Medien und Schule. Beat besitzt weder ein physisches noch ein digitales Exemplar. Aufgrund der wenigen Einträge im Biblionetz scheint er es nicht wirklich gelesen zu haben. Es gibt bisher auch nur wenige Objekte im Biblionetz, die dieses Werk zitieren.