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Violent video game effects on children and adolescents : theory, research, and public policy / Craig A. Anderson...[et al.]

By: Anderson, Craig AContributor(s): Gentile, Douglas A | Buckley, Katherine EPublisher: Oxford : Oxford University Press, 2007Description: viii, 190 p. ill. 25 cm001: 14400ISBN: 9780195309836Subject(s): Computer and video games | Video games and children | Video games and teenagers | Violence in mass media | Children and violence | Youth and violence | Aggressiveness in children | Aggressiveness in adolescenceDDC classification: 302.231 AND
Holdings
Item type Current library Collection Call number Copy number Status Date due Barcode
Book MAIN LIBRARY Book PRINT 302.231 AND (Browse shelf(Opens below)) 1 Available 095360

Enhanced descriptions from Syndetics:

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.

Table of contents provided by Syndetics

  • Part I Introduction
  • 1 Violent Video Games: Background and Overview (p. 3)
  • 2 Effects of Exposure to Violent Entertainment Media (p. 12)
  • 3 The General Aggression Model (p. 40)
  • Part II New Studies
  • 4 Study 1: Experimental Study of Violent Video Games With Elementary School and College Students (p. 61)
  • 5 Study 2: Correlational Study With High School Students (p. 78)
  • 6 Study 3: Longitudinal Study With Elementary School Students (p. 95)
  • 7 Risk Factor Illustrations (p. 120)
  • Part III General Discussion (What Does It All Mean?)
  • 8 New Findings and Their Implications (p. 133)
  • 9 Interpretations and Public Policy (p. 142)
  • 10 Reducing Violent Video Game Effects (p. 160)
  • Appendix 1 Best Practices Coding (p. 165)
  • Appendix 2 Video Game Ratings (p. 167)
  • References (p. 173)
  • Index (p. 187)

Reviews provided by Syndetics

CHOICE Review

Research to date on violent media has primarily focused on television and film, but an increasing number of studies are beginning to focus on the effects of violent video games. Anderson, Gentile, and Buckley have collaborated on a book of research findings about violent video game effects on children and adolescents. Anderson and Gentile (both psychology, Iowa State University) are well known in their field for their research on media violence. The book begins with an overview of violent video games and a review of literature on the effects of violent entertainment media. The authors identify gaps in research on violent video games and address these gaps by presenting three new studies. These new studies examine the short- and long-term effects of violent video games, and changes in aggression related to exposure to violent video games. Each study includes an in-depth explanation of the authors' research methodology and outcomes. The book finishes with a summary of the authors' research findings and their implications for public policy and reducing the effects of violent video games on children and adolescents. Summing Up: Recommended. Upper-division undergraduates and above. T. Baillargeon Kansas State University

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