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Gun buff, movie critic and bestselling author of Dirty White Boys, Stephen Hunter takes aim at 13 years of violence on the big screen, hitting the highlights and the lowlifes, the thrills, the chills, and the kills, with deadly precision, explosive prose and devastating good humor.
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.
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.
Through three empirical studies, this book explores the mechanisms behind moderating functions of empathy in violent video games, revealing new insights that will inform the ongoing debates about the effects violent media content.
This book is an academic work which reviews and critiques the research literature concerning violent games and their alleged effects on players. It examines the debates about the potential effects of these games and the divisions between scholars working in the field. It places the research on violent video games in the longer historical context of scholarly work on media violence. It examines research from around the world on the nature of video games and their effects. It provides a critique of relevant theories of media violence effects and in particular theories developed within the older media violence literature and then considers how useful this and newer scholarly work might be for policy-makers and regulators. The book identifies where gaps exist in the extent literature and where future research attention might be directed.
The comparison of the Russian and American experience regarding media violence, standards for rating Russian media programs, and a course of study on media violence for students will have a significant impact upon Russian society, will raise Russian societal and governmental attention to the infringement of the Rights of the Child on the Russian screen, will help to mobilize Russian society against unnecessary violence in the media, will raise the level of responsibility expected of those who disseminate violence on the television, cinema, video, PC-games, etc., and will decrease the atmosphere of Russian social indifference to this problem. This publication was prepared (in part) under a grant funded by the United States Information Agency and administered by the Kennan Institute for Advanced Russian Studies of the Woodrow Wilson International Center for Scholars, Washington D.C. The statements and views expressed herein are those of the author and are not necessarily those of the Wilson Center. The final phase of research for this book was supported in part under a grant funded by the United States Information Agency and administered by the Kennan Institute for Advanced Russian Studies of the Woodrow Wilson International Center for Scholars, Washington D.C. The statements and views expressed herein are those of the author and are not necessarily those of the Wilson Center. The initial phase of research for this book was supported by Open Society Institute (1998, grant No.???809), ECHO Program (Central European University, Budapest, Senior Visiting Grant, 1998, October), Russian Science Foundation for Humanities (RGNF, 1999-2000, grant N 99-06-00008a, and partly published in "Russian Foundation for Humanity Journal." 2001. N 1, pp.131-145). Another short publications: "Media I Skole og Samfunn"/Norway, 2001. N21, p.41, 2000. N 1, pp.16-23. 1999. N 5, pp.37-39; "News from The UNESCO International Clearinghouse on children and Violence on the Screen." 2000. N 2, p.5; "The International Research Forum on Children and Media"/Australia. 2000. N 9, p.5.
The rapid growth in popularity of computer and video games, particularly among children and teenagers, has given rise to public concern about the effects they might have on youngsters. The violent themes of many of these games, coupled with their interactive nature, have led to accusations that they may be worse than televised violence in affecting children's antisocial behaviour. Other allegations are that they have an addictive quality and that excessive playing results in a diminished social contact and poorer school performance. But how bad are video games? There are strong methodological reasons for not accepting the evidence for video games effects at face value. There are also positive signs that playing these games can enhance particular mental competencies in children. This book provides an up-to-date review and critique of research evidence from around the world in an attempt to put the issue of video game effects into perspective.
What if there were video games that weren’t about killing things? The world’s biggest entertainment medium has come under decades of scrutiny because of its violent content. But here’s a little known fact: from the very beginning, non-violent video games have done as much, if not more, to shape the industry than violent ones. The Best Non-Violent Video Games is the first ever guide to the full breath of interactive entertainment. Discover the true variety the medium has to offer and learn how developers constantly find new ways to engage people by challenging their minds, testing their reflexes, and even tugging at the heartstrings. Take a journey through more than three hundred video games, stretching back to the very dawn of the industry and extending right up to modern day indie hits. You’ll learn more about the origins of some of gaming’s biggest franchises, discover underrated gems from developers of all sizes, and perhaps even find some new favorites. Written by a journalist with over 15 years of industry experience and more than 30 years of gaming experience, this guide is for anyone seeking something truly different from the video games space without dealing with guns and gore, or those simply looking for a change of pace.
'Violence' provides an in-depth look at an increasingly frightening global issue. It explores subjects such as domestic violence, gun and knife crime and violence and entertainment.