Violent Video Game Effects on Children and Adolescents (inbunden)
Format
Inbunden (Hardback)
Språk
Engelska
Antal sidor
200
Utgivningsdatum
2007-01-01
Upplaga
illustrated ed
Förlag
OUP USA
Medarbetare
Gentile, Douglas A. / Buckley, Katherine E.
Illustratör/Fotograf
21 illustrations
Illustrationer
21 line illustrations
Dimensioner
140 x 161 x 22 mm
Vikt
440 g
Antal komponenter
1
Komponenter
52:B&W 6.14 x 9.21in or 234 x 156mm (Royal 8vo) Case Laminate on White w/Gloss Lam
ISBN
9780195309836

Violent Video Game Effects on Children and Adolescents

Theory, Research, and Public Policy

Inbunden,  Engelska, 2007-01-01
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Developmental scientists have been concerned about the effects of violent video games on children and adolescents for decades. This concern has led to a phenomenal amount of high-quality research and sophisticated theories that have allowed several specific testable hypotheses to be formulated about the potential short-term and long-term effects of these games. In the proposed volume, the authors use the General Aggression Model (GAM) as a basis for explaining and predicting effects and changes in aggression related to exposure to violent video games. They also describe how a developmental risk and resilience model can be integrated into GAM to enhance our ability to predict long-term changes based on violent media exposure in conjunction with other risk factors for aggression. The authors conclude that playing violent video games is, indeed, a risk factor for aggressive behaviour regardless of sex, age, or prior aggressive behaviour.
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Recensioner i media

Doody's Notes 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.

The Psychologist, 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.

Övrig information

<br>Craig A. Anderson, Distinguished Professor of Psychology at Iowa State University, is widely regarded as the foremost expert on the effects of violent video games. His research on aggression, media violence, depression, and social judgment has had a profound influence on psychological theory and modern society. His tireless efforts to educate public policy-makers and the general public have earned him recognition as one of the most influential and respected social psychologists in the world. <br>Douglas A. Gentile is a developmental psychologist and is Assistant Professor of Psychology at Iowa State University and the Director of Research for the National Institute on Media and the Family. As one of the country's leading media effects researchers, he conducts studies on the positive and negative effects of media on children and adults, including the effects of advertising, educational television, and video games. His studies provide valuable insights to parents, educators, pediatricians, and policy-makers about how to maximize the benefits of media usage while minimizing potential harms. <br>Katherine E. Buckley, who is completing her Ph.D. in Psychology at Iowa State University, has been researching aggression and media violence. Katherine received her M.A. from Wake Forest University in 2001. She is a member of the American Psychological Society as well as the Society for Personality and Social Psychology and the Society for Research in Child Development.<br>

Innehållsförteckning

PART I. INTRODUCTION; 1. Violent Video Games: Background and Overview; 2. Effects of Exposure to Violent Entertainment Media; 3. The General Aggression Model; PART II. NEW STUDIES; 4. Study 1: Experimental Study of Violent Video Games with Elementary School and College Students; 5. Study 2: Correlational Study with High School Students; 6. Study 3: Longitudinal Study with Elementary School Students; 7. Risk Factor Illustrations; PART III. GENERAL DISCUSSION (WHAT DOES IT ALL MEAN?); 8. New Findings and Their Implications; 9. Interpretations and Public Policy; 10. Reducing Violent Video Game Effects; Appendix 1: Best Practices Coding; Appendix 2: Video Game Ratings