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The Internet has become an indispensable tool for communications, research and commerce. But this report addresses the growing public concern at the Internet's dark side: the easy availability of hardcore pornography, which people may find offensive, the uploading by ordinary people of film of real fights, bullying or alleged rape, or the setting up of websites encouraging others to follow extreme diets, or self-harm, or even commit suicide. In particular, there is increasing anxiety among parents about the use of social networking sites and chatrooms for grooming and sexual predation. The Committee welcomes the Government-commissioned report by Dr Tanya Byron on the risks posed by the Internet to children, and agrees that a UK Council for Child Internet Safety should be established. Sites which host user-generated content-typically photos and videos uploaded by members of the public-have taken some steps to set minimum standards for that content. The Committee recommends that proactive review of content should be standard practice for such sites, and calls for provision of high profile facilities for reporting abuse or unwelcome behaviour directly to law enforcement and support organisations. There is a distinct issue about labelling of video games to indicate the nature of their content. Two systems currently exist side by side: the industry awards its own ratings, and the British Board of Film Classification awards classifications to a small number of games which feature content unsuitable for children. The dual system is confusing, and BBFC should have responsibility for rating games with content appropriate for adults or teenagers.
Response to the Committee's 10th report, HC 353-I, session 2007-08 (ISBN 9780215523389)
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.
A report that addresses the public concern at the Internet's dark side. It concerns with: the easy availability of hardcore pornography, which people may find offensive; the uploading by ordinary people of film of real fights, bullying, or alleged rape; and, the setting up of websites encouraging others to follow extreme diets or self-harm.
What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural phenomena? The Psychology of Video Games introduces the curious reader to the relationship between psychology and video games from the perspective of both game makers and players. Assuming no specialist knowledge, this concise, approachable guide is a starter book for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on players in relation to education and healthcare, considers the concerns over potential negative impacts such as pathological gaming, and concludes with some ethics considerations. With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows the importance of understanding the human brain and its mental processes to foster ethical and inclusive video games.
This book discusses incentives for information management, usage of information for existing practices to become more efficient, the acceleration of executive learning, and an evaluation of the information management impact on an organization. In today’s COVID-influenced volatile world, companies face a variety of challenges. And the most crucial of them are high levels of uncertainty and risk. Therefore, companies are constantly under pressure to provide sustainable solutions. Accordingly, previously gathered knowledge and information can be extremely helpful for this purpose. Hence, this fourth book of our subseries continues to accentuate on different approaches, which point to the importance of continuous progress in structural management for sustainable growth. It highlights the permanent gain and usage of information. We would be pleased if the book can stimulate further research on this subject matter.
This work explores the growing convergence between youth culture and digital communication technologies and the corresponding challenges posed to policymakers, examining the current governance debate on online child safety.
Why should anyone care about the medium of communication today, especially when talking about media law? In today’s digital society, many emphasise convergence and seek new regulatory approaches. In Medium Law, however, the ‘medium theory’ insights of Harold Innis, Marshall McLuhan and the Toronto School of Communication are drawn upon as part of an argument that differences between media, and technological definitions, continue to play a crucial role in the regulation of the media. Indeed, Mac Síthigh argues that the idea of converged, cross-platform, medium-neutral media regulation is unattainable in practice and potentially undesirable in substance. This is demonstrated through the exploration of the regulation of a variety of platforms such as films, games, video-on-demand and premium rate telephone services. Regulatory areas discussed include content regulation, copyright, tax relief for producers and developers, new online services, conflicts between regulatory systems, and freedom of expression. This timely and topical volume will appeal to postgraduate students and postdoctoral researchers interested in fields such as Law, Policy, Regulation, Media Studies, Communications History, and Cultural Studies.