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Violent And Explicit Video Games
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Author :United States. Congress. House. Committee on Energy and Commerce. Subcommittee on Commerce, Trade, and Consumer Protection Publisher : ISBN 13 : Total Pages :164 pages Book Rating :4.0/5 ( download)
Book Synopsis Violent and Explicit Video Games by : United States. Congress. House. Committee on Energy and Commerce. Subcommittee on Commerce, Trade, and Consumer Protection
Download or read book Violent and Explicit Video Games written by United States. Congress. House. Committee on Energy and Commerce. Subcommittee on Commerce, Trade, and Consumer Protection and published by . This book was released on 2006 with total page 164 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Author :United States. Congress. House. Committee on Energy and Commerce. Subcommittee on Commerce, Trade, and Consumer Protection Publisher : ISBN 13 : Total Pages :164 pages Book Rating :4.F/5 ( download)
Book Synopsis Violent and Explicit Video Games by : United States. Congress. House. Committee on Energy and Commerce. Subcommittee on Commerce, Trade, and Consumer Protection
Download or read book Violent and Explicit Video Games written by United States. Congress. House. Committee on Energy and Commerce. Subcommittee on Commerce, Trade, and Consumer Protection and published by . This book was released on 2006 with total page 164 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Critical Readings: Moral Panics And The Media by : Critcher, Chas
Download or read book Critical Readings: Moral Panics And The Media written by Critcher, Chas and published by McGraw-Hill Education (UK). This book was released on 2006-03-01 with total page 353 pages. Available in PDF, EPUB and Kindle. Book excerpt: First coined by Stanley Cohen in 1972, 'moral panic' is a key term in media studies, used to refer to sudden eruptions of indignant concern about social issues. An occurrence of moral panic is characterised by stylized and stereotypical representation by the mass media, and a tendency for those in power to claim the moral high ground and pronounce judgement. In this important book, Chas Critcher brings together essential readings on moral panics, which he contextualises in the light of moral panic scholarship through an editor’s introduction and concise section introductions. The first section discusses moral panic models, and includes contributions on the history and intellectual background of the concept. Differences in thinking between British and American moral panic scholarship are also examined. A second section features important case studies, including AIDS, Satanism, drugs, paedophilia and asylum seekers. This is followed by readings that look at themes such as the importance of language, rhetoric and discourse; the dynamics of media reporting and how it affects public opinion; and the idea of the ‘risk society’. Finally, readings critique and debate the use and relevance of moral panic models. Critical Readings: Moral Panics And The Mediais a valuable resource for students and researchers in media studies, criminology and sociology. Essays by:David L. Altheide, Nachman Ben-Yehuda, Joel Best, Theodore Chiricos, John Clarke, Stan Cohen, Chas Critcher, Mary deYoung, Julie Dickinson, Erich Goode, Johanna Habermeier, Stuart Hall, Sean P. Hier, Tony Jefferson, Philip Jenkins, Hans Mathias Kepplinger, Jennifer Kitzinger, Daniel Maier-Katkin, Angela McRobbie, Peter Meylakhs, Suzanne Ost, Bryan Roberts, Liza Schuster, Stephen Stockwell, Kenneth Thompson, Sarah L.Thornton, Sheldon Ungar, Simon Watney, Jeffrey Weeks, Michael Welch, Paul Williams.
Book Synopsis The Game Believes in You by : Greg Toppo
Download or read book The Game Believes in You written by Greg Toppo and published by St. Martin's Press. This book was released on 2015-04-21 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: What if schools, from the wealthiest suburban nursery school to the grittiest urban high school, thrummed with the sounds of deep immersion? More and more people believe that can happen - with the aid of video games. Greg Toppo's The Game Believes in You presents the story of a small group of visionaries who, for the past 40 years, have been pushing to get game controllers into the hands of learners. Among the game revolutionaries you'll meet in this book: *A game designer at the University of Southern California leading a team to design a video-game version of Thoreau's Walden Pond. *A young neuroscientist and game designer whose research on "Math Without Words" is revolutionizing how the subject is taught, especially to students with limited English abilities. *A Virginia Tech music instructor who is leading a group of high school-aged boys through the creation of an original opera staged totally in the online game Minecraft. Experts argue that games do truly "believe in you." They focus, inspire and reassure people in ways that many teachers can't. Games give people a chance to learn at their own pace, take risks, cultivate deeper understanding, fail and want to try again—right away—and ultimately, succeed in ways that too often elude them in school. This book is sure to excite and inspire educators and parents, as well as provoke some passionate debate.
Book Synopsis Violence in Video Games by : Diane Marczely Gimpel
Download or read book Violence in Video Games written by Diane Marczely Gimpel and published by ABDO Publishing Company. This book was released on 2013-01-01 with total page 50 pages. Available in PDF, EPUB and Kindle. Book excerpt: Violence in Video Games provides a balanced look at a hot-button topic. Discover the controversy over whether video game violence affects players and crime statistics, as well as the history of video games, ratings systems, and the First Amendment. Full-color photos, a glossary, an index, sidebars, primary source documents, and other creative content enhance the book. It also includes prompts and activities that directly engage students in developing the reading, writing, and critical thinking skills required by the Common Core standards. This well-researched title has a credentialed content consultant and aligns with Common Core and state standards. Aligned to Common Core Standards and correlated to state standards. Core Library is an imprint of Abdo Publishing, a division of ABDO.
Book Synopsis Violent Video Game Effects on Children and Adolescents by : Craig A. Anderson
Download or read book Violent Video Game Effects on Children and Adolescents written by Craig A. Anderson and published by Oxford University Press. This book was released on 2007-01-11 with total page 200 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Book Synopsis Violent Video Games by : Roman Espejo
Download or read book Violent Video Games written by Roman Espejo and published by Greenhaven Publishing LLC. This book was released on 2014-12-02 with total page 103 pages. Available in PDF, EPUB and Kindle. Book excerpt: While organizations such as the American Psychological Association release statements that research supports a link between violent video game use and an increase in aggressive behavior, independent studies (such as one by Whitney DeCamp), show little or no relationship between the two. Those who believe that there are no significant links, caution researchers to avoid compiling evidence 'in a vacuum.' This sets the stage for a very hot debate, especially amongst any of your readers who love violent video games. A variety of narratives are compiled through eyewitness accounts, governmental views, scientific analysis, and newspaper accounts, so readers can decide for themselves how they feel about this issue. Important facts are pulled out from the main text and highlighted so that readers can isolate details for their research or report writing.
Book Synopsis Are Video Games Too Violent? by : Nick Christopher
Download or read book Are Video Games Too Violent? written by Nick Christopher and published by Greenhaven Publishing LLC. This book was released on 2017-12-15 with total page 26 pages. Available in PDF, EPUB and Kindle. Book excerpt: Violence in the media is a major topic of debate, and video games are often at the center of these debates. Are they too violent? Does playing a violent video game have any impact on a young person becoming violent themselves? Readers are encouraged to form their own answers to these challenging questions and to back them up with facts from the enlightening text. A detailed graphic organizer, vivid photographs, and helpful fact boxes are also included to guide readers as they explore the many facets of this controversial issue.
Author :Christopher Thomas Miller Publisher :Springer Science & Business Media ISBN 13 :0387097759 Total Pages :270 pages Book Rating :4.3/5 (87 download)
Book Synopsis Games: Purpose and Potential in Education by : Christopher Thomas Miller
Download or read book Games: Purpose and Potential in Education written by Christopher Thomas Miller and published by Springer Science & Business Media. This book was released on 2008-10-22 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt: The field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. This increased interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming background. Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design. Ideas of identity development, gender diversity, motivation, and integrating instructional design within game development are addressed since each of these areas is important in the field of instructional design and can have a significant impact on learning. This volume brings together leading experts, researchers, and instructors in the field of gaming and explores current topics in gaming and simulations, available resources, and the future of the field.
Download or read book Moral Combat written by Patrick M. Markey and published by BenBella Books, Inc.. This book was released on 2017-03-21 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: In family rooms across America, millions of children and teenagers are playing video games, such as Call of Duty, Halo, and Grand Theft Auto, roaming violent virtual worlds—with virtual guns in their hands. In what sometimes seems like an increasingly violent world, it's only natural to worry about the effects of all this pixelated gore. But is that concern misplaced? Authors and psychologists Patrick M. Markey and Christopher J. Ferguson say it is. The media and politicians have been sounding the alarm for years, and with every fresh tragedy involving a young perpetrator comes another flurry of articles about the dangers of violent media. The problem is this: Their fear isn't supported by the evidence. In fact, unlike the video game–trained murder machines depicted in the press, school shooters are actually less likely to be interested in violent games than their peers. In reality, most well-adjusted children and teenagers play violent video games, all without ever exhibiting violent behavior in real life. What's more, spikes in sales of violent games actually correspond to decreased rates of violent crime. If that surprises you, you're not alone—the national dialogue on games and violence has been hopelessly biased. But that's beginning to change. Scholars are finding that not only are violent games not one of society's great evils, they may even be a force for good. In Moral Combat, Markey and Ferguson explore how video games—even the bloodiest—can have a positive impact on everything from social skills to stress, and may even make us more morally sensitive. Tracing the rise of violent games from arcades to online deathmatches, they have spent years on the front lines of the video game debate and now offer a comprehensive overview of the scientific research on gaming. With humor, complete honesty, and extensive research, they separate the myth from the medium. Moral Combat is an irreverent and informative guide to the worries—and wonders—of our violent virtual world.
Book Synopsis Regulating Violence in Entertainment by : Paul Ruschmann
Download or read book Regulating Violence in Entertainment written by Paul Ruschmann and published by Infobase Publishing. This book was released on 2010 with total page 153 pages. Available in PDF, EPUB and Kindle. Book excerpt: Provides divergent viewpoints on whether or not exposure to violent entertainment harms young people.
Book Synopsis Marketing Violent Entertainment to Children by : United States. Federal Trade Commission
Download or read book Marketing Violent Entertainment to Children written by United States. Federal Trade Commission and published by DIANE Publishing. This book was released on 2000 with total page 118 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis What Every Parent Needs to Know about Video Games by : Richard Abanes
Download or read book What Every Parent Needs to Know about Video Games written by Richard Abanes and published by Harvest House Publishers. This book was released on 2006 with total page 132 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this helpful primer, an award-winning journalist and experienced gamer gives readers a survey of the field and a framework for thinking through the issues in order to make judgments about not only what is shown in games, but how it's shown, in what context, and what overall message is being delivered.
Author :United States. Congress. Senate. Committee on the Judiciary. Subcommittee on the Constitution, Civil Rights, and Property Rights Publisher : ISBN 13 : Total Pages :240 pages Book Rating :4.0/5 ( download)
Book Synopsis What's in a Game? by : United States. Congress. Senate. Committee on the Judiciary. Subcommittee on the Constitution, Civil Rights, and Property Rights
Download or read book What's in a Game? written by United States. Congress. Senate. Committee on the Judiciary. Subcommittee on the Constitution, Civil Rights, and Property Rights and published by . This book was released on 2006 with total page 240 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Violence and Video Games by : John L. Hakala
Download or read book Violence and Video Games written by John L. Hakala and published by Referencepoint Press. This book was released on 2019 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the early 1990s, video games began getting more violent and more realistic, sparking debates over the effects of such content. Since then, the violence has become more technologically advanced and often more gruesome. Violence and Video Games examines the history of violent video games, explores the controversies in the video game industry, and discusses the future advances of violent video games.
Author :United States. Congress. Senate. Committee on the Judiciary. Subcommittee on Juvenile Justice Publisher : ISBN 13 : Total Pages :258 pages Book Rating :4.3/5 (121 download)
Book Synopsis Rating Video Games by : United States. Congress. Senate. Committee on the Judiciary. Subcommittee on Juvenile Justice
Download or read book Rating Video Games written by United States. Congress. Senate. Committee on the Judiciary. Subcommittee on Juvenile Justice and published by . This book was released on 1995 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Grand Theft Childhood by : Lawrence Kutner
Download or read book Grand Theft Childhood written by Lawrence Kutner and published by Simon and Schuster. This book was released on 2008-04-15 with total page 275 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.