Empathy and Violent Video Games

Empathy and Violent Video Games
Author :
Publisher : Palgrave Pivot
Total Pages : 0
Release :
ISBN-10 : 1137440120
ISBN-13 : 9781137440129
Rating : 4/5 (20 Downloads)

Synopsis Empathy and Violent Video Games by : C. Happ

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.

Empathy and Violent Video Games

Empathy and Violent Video Games
Author :
Publisher : Springer
Total Pages : 87
Release :
ISBN-10 : 9781137440136
ISBN-13 : 1137440139
Rating : 4/5 (36 Downloads)

Synopsis Empathy and Violent Video Games by : C. Happ

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.

Grand Theft Childhood

Grand Theft Childhood
Author :
Publisher : Simon and Schuster
Total Pages : 275
Release :
ISBN-10 : 9781416564690
ISBN-13 : 1416564691
Rating : 4/5 (90 Downloads)

Synopsis Grand Theft Childhood by : Lawrence Kutner

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.

The Philosophy of Computer Games

The Philosophy of Computer Games
Author :
Publisher : Springer Science & Business Media
Total Pages : 281
Release :
ISBN-10 : 9789400742499
ISBN-13 : 9400742495
Rating : 4/5 (99 Downloads)

Synopsis The Philosophy of Computer Games by : John Richard Sageng

Computer games have become a major cultural and economic force, and a subject of extensive academic interest. Up until now, however, computer games have received relatively little attention from philosophy. Seeking to remedy this, the present collection of newly written papers by philosophers and media researchers addresses a range of philosophical questions related to three issues of crucial importance for understanding the phenomenon of computer games: the nature of gameplay and player experience, the moral evaluability of player and avatar actions, and the reality status of the gaming environment. By doing so, the book aims to establish the philosophy of computer games as an important strand of computer games research, and as a separate field of philosophical inquiry. The book is required reading for anyone with an academic or professional interest in computer games, and will also be of value to readers curious about the philosophical issues raised by contemporary digital culture.

Violent Video Game Effects on Children and Adolescents

Violent Video Game Effects on Children and Adolescents
Author :
Publisher : Oxford University Press
Total Pages : 200
Release :
ISBN-10 : 9780195345568
ISBN-13 : 0195345568
Rating : 4/5 (68 Downloads)

Synopsis Violent Video Game Effects on Children and Adolescents by : Craig A. Anderson

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.

The Clinical Assessment of Children and Adolescents

The Clinical Assessment of Children and Adolescents
Author :
Publisher : Routledge
Total Pages : 812
Release :
ISBN-10 : 9781317843467
ISBN-13 : 1317843460
Rating : 4/5 (67 Downloads)

Synopsis The Clinical Assessment of Children and Adolescents by : Steven R. Smith

This book highlights assessment techniques, issues, and procedures that appeal to practicing clinicians. Rather than a comprehensive Handbook of various tests and measures, The Clinical Assessment of Children and Adolescents is a practitioner-friendly text that provides guidance for test selection, interpretation, and application. With topics ranging from personality assessment to behavioral assessment to the assessment of depression and thought disorder, the leaders in the field of child and adolescent measurement outline selection and interpretation of measures in a manner that is most relevant to clinicians and graduate students. Each chapter makes use of extensive case material in order to highlight issues of applicability.

The Impact of the 4th Industrial Revolution on Engineering Education

The Impact of the 4th Industrial Revolution on Engineering Education
Author :
Publisher : Springer Nature
Total Pages : 977
Release :
ISBN-10 : 9783030402747
ISBN-13 : 3030402746
Rating : 4/5 (47 Downloads)

Synopsis The Impact of the 4th Industrial Revolution on Engineering Education by : Michael E. Auer

This book gathers papers presented at the 22nd International Conference on Interactive Collaborative Learning (ICL2019), which was held in Bangkok, Thailand, from 25 to 27 September 2019. Covering various fields of interactive and collaborative learning, new learning models and applications, research in engineering pedagogy and project-based learning, the contributions focus on innovative ways in which higher education can respond to the real-world challenges related to the current transformation in the development of education. Since it was established, in 1998, the ICL conference has been devoted to new approaches in learning with a focus on collaborative learning. Today, it is a forum for sharing trends and research findings as well as presenting practical experiences in learning and engineering pedagogy. The book appeals to policymakers, academics, educators, researchers in pedagogy and learning theory, school teachers, and other professionals in the learning industry, and further and continuing education.

Assassination Generation

Assassination Generation
Author :
Publisher : Little, Brown
Total Pages : 217
Release :
ISBN-10 : 9780316265966
ISBN-13 : 0316265969
Rating : 4/5 (66 Downloads)

Synopsis Assassination Generation by : Kristine Paulsen

The author of the 400,000-copy bestseller On Killing reveals how violent video games have ushered in a new era of mass homicide -- and what we must do about it. Paducah, Kentucky, 1997: a 14-year-old boy shoots eight students in a prayer circle at his school. Littleton, Colorado, 1999: two high school seniors kill a teacher, twelve other students, and then themselves. Utoya, Norway, 2011: a political extremist shoots and kills sixty-nine participants in a youth summer camp. Newtown, Connecticut, 2012: a troubled 20-year-old man kills 20 children and six adults at the elementary school he once attended. What links these and other horrific acts of mass murder? A young person's obsession with video games that teach to kill. Lt. Col. Dave Grossman, who in his perennial bestseller On Killing revealed that most of us are not "natural born killers" - and who has spent decades training soldiers, police, and others who keep us secure to overcome the intrinsic human resistance to harming others and to use firearms responsibly when necessary - turns a laser focus on the threat posed to our society by violent video games. Drawing on crime statistics, cutting-edge social research, and scientific studies of the teenage brain, Col. Grossman shows how video games that depict antisocial, misanthropic, casually savage behavior can warp the mind - with potentially deadly results. His book will become the focus of a new national conversation about video games and the epidemic of mass murders that they have unleashed.

Learning from Video Games (and Everything Else)

Learning from Video Games (and Everything Else)
Author :
Publisher : Cambridge University Press
Total Pages : 141
Release :
ISBN-10 : 9781108967679
ISBN-13 : 1108967671
Rating : 4/5 (79 Downloads)

Synopsis Learning from Video Games (and Everything Else) by : Douglas A. Gentile

Video games can have many effects on players, some of which could be intentional effects (e.g., games designed to train health compliance behaviors), and most of which are unintentional (e.g., violent games, stereotypes, gaming disorder). Some of these areas of research have been seen as controversial, but many of the controversies can be at least partially resolved by considering the learning mechanisms underlying the effects. We describe the General Learning Model in greater detail than has been provided elsewhere, including short-term and long-term mechanisms, processes of learning and forgetting, and moderators of learning. Video games use many of the best practices to train for both mastery and for transfer of learning. The implications for re-interpreting the literature on violent video games and gaming disorder, as well as for applied social psychology broadly defined, are discussed.

The Aesthetics of Violence

The Aesthetics of Violence
Author :
Publisher : Rowman & Littlefield
Total Pages : 196
Release :
ISBN-10 : 9781786605047
ISBN-13 : 178660504X
Rating : 4/5 (47 Downloads)

Synopsis The Aesthetics of Violence by : Robert Appelbaum

Violence at an aesthetic remove from the spectator or reader has been a key element of narrative and visual arts since Greek antiquity. Here Robert Appelbaum explores the nature of mimesis, aggression, the effects of antagonism and victimization and the political uses of art throughout history. He examines how violence in art is formed, contextualised and used by its audiences and readers. Bringing traditional German aesthetic and social theory to bear on the modern problem of violence in art, Appelbaum engages theorists including Kant, Schiller, Hegel, Adorno and Gadamer. The book takes the reader from Homer and Shakespeare to slasher films and performance art, showing how violence becomes at once a language, a motive, and an idea in the experience of art. It addresses the controversies head on, taking a nuanced view of the subject, understanding that art can damage as well as redeem. But it concludes by showing that violence (in the real world) is a necessary condition of art (in the world of mimetic play).