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Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy
 
 

Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy (Hardcover)

by Craig A. Anderson (Author), Douglas A. Gentile (Author), Katherine E. Buckley (Author)
2.0 out of 5 stars See all reviews (4 customer reviews)
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Product details

  • Hardcover: 200 pages
  • Publisher: OUP USA (25 Jan 2007)
  • Language English
  • ISBN-10: 0195309839
  • ISBN-13: 978-0195309836
  • Product Dimensions: 24.1 x 16.5 x 2 cm
  • Average Customer Review: 2.0 out of 5 stars See all reviews (4 customer reviews)
  • Amazon.co.uk Sales Rank: 349,488 in Books (See Bestsellers in Books)

    Popular in these categories:

    #9 in  Books > Computing & Internet > PC & Video Games > Hardware
    #33 in  Books > Computing & Internet > PC & Video Games > History & Culture
    #73 in  Books > Computing & Internet > Web Development > E-commerce > Business Issues > Legal
  • See Complete Table of Contents

Product Description

Review
This book delivers on all accounts. The authors are widely regarded as the foremost experts on the effects of violent video games and the media, and this book is by far the most signifiant addition to the study of developmental psychology this year. (Doody's Notes )

This is a shocking but necessary read for anyone working or living with children or adolescents. ... Altough this is a controversial subject, this book successfully opens the reader's eyes to the psychological, sociological and political implications of violent video games for the mass population. (The Psychologist, )

Product Description
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 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 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.

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Inside This Book (Learn More)
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Front Cover | Copyright | Table of Contents | Excerpt | Index
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Customer Reviews

4 Reviews
5 star:
 (1)
4 star:    (0)
3 star:    (0)
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 (3)
 
 
 
 
 
Average Customer Review
2.0 out of 5 stars (4 customer reviews)
 
 
 
 
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6 of 8 people found the following review helpful:
1.0 out of 5 stars Rubbish, 29 Jan 2008
By R. GRIFFIN "Wolfun" (Lincolnshire) - See all my reviews
(REAL NAME)   
Upon reading the book, it was filled with out-dated theories (which have been scientifically proven). This is all the book has. Theories, and negative views, rarely showing that video games can be helpful, or even completely missing out research that shows that violent video games DECREASE teenage violence. It also completely misses out the fact that the average video gamer age is 30.
AVOID.
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2 of 3 people found the following review helpful:
1.0 out of 5 stars the Psychological view, 28 April 2008
By A. Pelekanos - See all my reviews
(REAL NAME)   
Though i can't speak from direct knowledge, i can give the view of my husband and son (both Clinical psychology graduates), they both comment that this research was thought to be true in the early stages of video game history (2/3 generation of gaming) but has been completely disproved in recent history. If anyone out there wants a genuine psychological article Grand theft childhood is an excellent and accurate protrial of modern video gaming and the true effects on youth and modern cultures. According to my son one of games on the cover is the original Medal of Honer so if the game is as old as the content then the book is bound to be an epic misrepresentation to the industry.
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2 of 11 people found the following review helpful:
5.0 out of 5 stars An honnest account, 14 Feb 2008
A good book and why people who have not read it are allowed to comment on it amazes me. I have seen how these games effect children in my job as a teacher . These game should not be sold to under 18's. It is as simple as that, if gamers don't like it then they should see the knife crime between our children, instead they sit behind screens tapping away.
shame on them...... shame on us for allowing kids to get these games..
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Most Recent Customer Reviews

1.0 out of 5 stars Utter Rubbish
I haven't actually read this book, but I can tell it's full of utter rubbish by reading the title. As a gamer myself, I have played loads of violent video games just like... Read more
Published 19 months ago by M. Jamie D. Garner

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