Violent and Explicit Video Games

Violent and Explicit Video Games
Author :
Publisher :
Total Pages : 164
Release :
ISBN-10 : PSU:000058949351
ISBN-13 :
Rating : 4/5 (51 Downloads)

Synopsis Violent and Explicit Video Games by : United States. Congress. House. Committee on Energy and Commerce. Subcommittee on Commerce, Trade, and Consumer Protection

Critical Readings: Moral Panics And The Media

Critical Readings: Moral Panics And The Media
Author :
Publisher : McGraw-Hill Education (UK)
Total Pages : 353
Release :
ISBN-10 : 9780335218073
ISBN-13 : 0335218075
Rating : 4/5 (73 Downloads)

Synopsis Critical Readings: Moral Panics And The Media by : Critcher, Chas

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.

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 Game Believes in You

The Game Believes in You
Author :
Publisher : St. Martin's Press
Total Pages : 258
Release :
ISBN-10 : 9781466879454
ISBN-13 : 1466879459
Rating : 4/5 (54 Downloads)

Synopsis The Game Believes in You by : Greg Toppo

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.

Video Game Influences on Aggression, Cognition, and Attention

Video Game Influences on Aggression, Cognition, and Attention
Author :
Publisher : Springer
Total Pages : 205
Release :
ISBN-10 : 9783319954950
ISBN-13 : 3319954954
Rating : 4/5 (50 Downloads)

Synopsis Video Game Influences on Aggression, Cognition, and Attention by : Christopher J. Ferguson

This book addresses the ongoing scientific debates regarding video games and their effects on players. The book features opposing perspectives and offers point and counterpoint exchanges in which researchers on both sides of a specific topic make their best case for their findings and analysis. Chapters cover both positive and negative effects of video games on players’ behavior and cognition, from contributing to violence and alienation to promoting therapeutic outcomes for types of cognitive dysfunction. The contrasting viewpoints model presents respectful scientific debate, encourages open dialogue, and allows readers to come to informed conclusions. Key questions addressed include: · Do violent video games promote violence? · Does video game addiction exist? · Should parents limit children’s use of interactive media? · Do action video games promote visual attention? · Does sexist content in video games promote misogyny in real life? · Can video games slow the progress of dementia? · Are video games socially isolating? Video Game Influences on Aggression, Cognition, and Attention is a must-have resource for researchers, clinicians and professionals as well as graduate students in developmental psychology, social work, educational policy and politics, criminology/criminal justice, child and school psychology, sociology, media law, and other related disciplines.

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.

Violence against Women in Pornography

Violence against Women in Pornography
Author :
Publisher : Routledge
Total Pages : 149
Release :
ISBN-10 : 9781317313427
ISBN-13 : 1317313429
Rating : 4/5 (27 Downloads)

Synopsis Violence against Women in Pornography by : Walter DeKeseredy

Violence against Women in Pornography illuminates the ways in which adult pornography hurts many women, both on and off screen. A growing body of social scientific knowledge shows that it is strongly associated with various types of violence against women in intimate relationships. Many women who try to leave abusive and/or patriarchal men also report that pornography plays a role in the abuse inflicted on them by their ex-partners. On top of these harms, male pornography consumption is strongly correlated with attitudes supporting violence against women. Many researchers, practitioners, and policy makers believe that adult pornography is a major problem and offer substantial evidence supporting this claim. Violence against Women in Pornography, unlike books written mainly for scholarly and general audiences, specifically targets students enrolled in undergraduate criminology, deviance, women’s studies, masculinities studies, human sexuality, and media studies courses. Thoughtful discussion questions are placed at the end of each chapter, and appropriate PowerPoint slides and suggestions for classroom exercises will be available to aid student understanding. The main objective of this book is to motivate readers to think critically about adult pornography and to take progressive steps individually and collectively to curb the production and consumption of hurtful sexual media, including that from the "dark side of the Internet."

Sexual Violence in a Digital Age

Sexual Violence in a Digital Age
Author :
Publisher : Springer
Total Pages : 323
Release :
ISBN-10 : 9781137580474
ISBN-13 : 113758047X
Rating : 4/5 (74 Downloads)

Synopsis Sexual Violence in a Digital Age by : Anastasia Powell

This book examines how digital communications technologies have transformed modern societies, with profound effects both for everyday life, and for everyday crimes. Sexual violence, which is recognized globally as a significant human rights problem, has likewise changed in the digital age. Through an investigation into our increasingly and ever-normalised digital lives, this study analyses the rise of technology-facilitated sexual assault, ‘revenge pornography’, online sexual harassment and gender-based hate speech. Drawing on ground-breaking research into the nature and extent of technology-facilitated forms of sexual violence and harassment, the authors explore the reach of these harms, the experiences of victims, the views of service providers and law enforcement bodies, as well as the implications for law, justice and resistance. Sexual Violence in a Digital Age is compelling reading for scholars, activists, and policymakers who seek to understand how technology is implicated in sexual violence, and what needs to be done to address sexual violence in a digital age.

Handbook of Sexual Assault and Sexual Assault Prevention

Handbook of Sexual Assault and Sexual Assault Prevention
Author :
Publisher : Springer Nature
Total Pages : 850
Release :
ISBN-10 : 9783030236458
ISBN-13 : 3030236455
Rating : 4/5 (58 Downloads)

Synopsis Handbook of Sexual Assault and Sexual Assault Prevention by : William T. O'Donohue

This timely handbook provides in-depth overviews of the myriad and multi-faceted issues surrounding sexual assault and its pervasiveness in today’s culture. Drawing for multiple viewpoints and experts, the book is divided into seven comprehensive sections, covering such topics as risk factors, varying theoretical frameworks, prevention and intervention, and special populations. Within these sections the authors provide historical background as well as the latest research, and offer treatment outcomes and potentials.Selected topics covered in this book include: Feminist theories of sexual assault Social and economic factors surrounding sexual violence Mental, physiological, physical, and functional health concerns of victims, including PTSD Major categories of sexual offenders Treatment of sexual assault survivors in the LGBTQ+ community Procedural processes related to sexual assault investigation and adjudication within the criminal justice system The Handbook of Sexual Assault and Sexual Assault Prevention is a vital book that will appeal to a broad spectrum of students, researchers, practitioners, and clinicians in the fields of psychology, psychiatry, community mental health, and sociology.

Living and Learning with New Media

Living and Learning with New Media
Author :
Publisher : MIT Press
Total Pages : 121
Release :
ISBN-10 : 9780262258272
ISBN-13 : 0262258277
Rating : 4/5 (72 Downloads)

Synopsis Living and Learning with New Media by : Mizuko Ito

This report summarizes the results of an ambitious three-year ethnographic study, funded by the John D. and Catherine T. MacArthur Foundation, into how young people are living and learning with new media in varied settings—at home, in after school programs, and in online spaces. It offers a condensed version of a longer treatment provided in the book Hanging Out, Messing Around, and Geeking Out (MIT Press, 2009). The authors present empirical data on new media in the lives of American youth in order to reflect upon the relationship between new media and learning. In one of the largest qualitative and ethnographic studies of American youth culture, the authors view the relationship of youth and new media not simply in terms of technology trends but situated within the broader structural conditions of childhood and the negotiations with adults that frame the experience of youth in the United States. The book that this report summarizes was written as a collaborative effort by members of the Digital Youth Project, a three-year research effort funded by the John D. and Catherine T. MacArthur Foundation and conducted at the University of California, Berkeley, and the University of Southern California. John D. and Catherine T. MacArthur Reports on Digital Media and Learning