Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy

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9780195309836: Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy
Review:

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. ( Doody's Notes)

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. ( The Psychologist,)

From the Publisher:

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 behaviour?

Anderson, Gentile, and Buckley first present an overview of empirical research on the effects of violent video games, and then add to this literature three new studies that fill the most important gaps. They update the traditional General Aggression Model to focus on both developmental processes and how media-violence exposure can increase the likelihood of aggressive and violent behaviour in both short and long-term contexts. Violent Video Game Effects on Children and Adolescents also reviews the history of these games' explosive growth, and explores the public policy options for controlling their distribution. Anderson et al. describe the reaction of the games industry to scientific findings that exposure to violent video games and other forms of media violence constitutes a significant risk factor for later aggressive and violent behavior. They argue that society should begin a more productive debate about whether to reduce the high rates of exposure to media violence, and delineate the public policy options that are likely be most effective.

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.

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1.

Anderson, Craig A.; Gentile, Douglas A.; Buckley, Katherine E.
Editorial: Oxford Univ Pr (2006)
ISBN 10: 0195309839 ISBN 13: 9780195309836
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Descripción Oxford Univ Pr, 2006. Hardcover. Estado de conservación: Brand New. 1st edition. 190 pages. 9.00x6.25x0.50 inches. In Stock. Nº de ref. de la librería __0195309839

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Anderson, Craig A.; Gentile, Douglas A.; Buckley, Katherine E.
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Descripción Oxford University Press Inc. Hardback. Estado de conservación: new. BRAND NEW PRINT ON DEMAND., Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy, Craig A. Anderson, Douglas A. Gentile, Katherine E. Buckley, 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 behaviour? Anderson, Gentile, and Buckley first present an overview of empirical research on the effects of violent video games, and then add to this literature three new studies that fill the most important gaps. They update the traditional General Aggression Model to focus on both developmental processes and how media-violence exposure can increase the likelihood of aggressive and violent behaviour in both short and long-term contexts. Violent Video Game Effects on Children and Adolescents also reviews the history of these games' explosive growth, and explores the public policy options for controlling their distribution. Anderson et al. describe the reaction of the games industry to scientific findings that exposure to violent video games and other forms of media violence constitutes a significant risk factor for later aggressive and violent behavior. They argue that society should begin a more productive debate about whether to reduce the high rates of exposure to media violence, and delineate the public policy options that are likely be most effective. 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. Nº de ref. de la librería B9780195309836

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Anderson, Craig A.; Gentile, Douglas A.; Buckley, Katherine E.
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Descripción OUP USA, 2007. HRD. Estado de conservación: New. New Book. Shipped from US within 10 to 14 business days. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000. Nº de ref. de la librería I1-9780195309836

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Anderson, Craig A.; Gentile, Douglas A.; Buckley, Katherine E.
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Descripción Oxford University Press, USA, 2007. Hardcover. Estado de conservación: New. 1. Nº de ref. de la librería DADAX0195309839

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Anderson, Craig A.; Gentile, Douglas A.; Buckley, Katherine E.
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Descripción Oxford University Press, 2007. Estado de conservación: New. Brand New, Unread Copy in Perfect Condition. A+ Customer Service! Summary: 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. Nº de ref. de la librería ABE_book_new_0195309839

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Descripción Oxford University Press. Estado de conservación: New. Brand New. Nº de ref. de la librería 0195309839

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Descripción Oxford University Press. Hardcover. Estado de conservación: New. 0195309839 Brand New Book. Ships from the United States. 30 Day Satisfaction Guarantee!. Nº de ref. de la librería 4702946

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Anderson, Craig A.; Gentile, Douglas A.; Buckley, Katherine E.
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Descripción Oxford University Press, 2007. Hardcover. Estado de conservación: New. book. Nº de ref. de la librería 0195309839

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Anderson, Craig A.; Gentile, Douglas A.; Buckley, Katherine E.
Editorial: Oxford University Press Inc, United States (2007)
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Descripción Oxford University Press Inc, United States, 2007. Hardback. Estado de conservación: New. 236 x 157 mm. Language: English . Brand New Book. 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 behaviour? Anderson, Gentile, and Buckley first present an overview of empirical research on the effects of violent video games, and then add to this literature three new studies that fill the most important gaps. They update the traditional General Aggression Model to focus on both developmental processes and how media-violence exposure can increase the likelihood of aggressive and violent behaviour in both short and long-term contexts. Violent Video Game Effects on Children and Adolescents also reviews the history of these games explosive growth, and explores the public policy options for controlling their distribution. Anderson et al. describe the reaction of the games industry to scientific findings that exposure to violent video games and other forms of media violence constitutes a significant risk factor for later aggressive and violent behavior. They argue that society should begin a more productive debate about whether to reduce the high rates of exposure to media violence, and delineate the public policy options that are likely be most effective. 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. Nº de ref. de la librería AAS9780195309836

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Anderson, Craig A.; Gentile, Douglas A.; Buckley, Katherine E.
Editorial: Oxford University Press Inc, United States (2007)
ISBN 10: 0195309839 ISBN 13: 9780195309836
Nuevos Tapa dura Cantidad: 1
Librería
The Book Depository US
(London, Reino Unido)
Valoración
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Descripción Oxford University Press Inc, United States, 2007. Hardback. Estado de conservación: New. 236 x 157 mm. Language: English . Brand New Book. 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 behaviour? Anderson, Gentile, and Buckley first present an overview of empirical research on the effects of violent video games, and then add to this literature three new studies that fill the most important gaps. They update the traditional General Aggression Model to focus on both developmental processes and how media-violence exposure can increase the likelihood of aggressive and violent behaviour in both short and long-term contexts. Violent Video Game Effects on Children and Adolescents also reviews the history of these games explosive growth, and explores the public policy options for controlling their distribution. Anderson et al. describe the reaction of the games industry to scientific findings that exposure to violent video games and other forms of media violence constitutes a significant risk factor for later aggressive and violent behavior. They argue that society should begin a more productive debate about whether to reduce the high rates of exposure to media violence, and delineate the public policy options that are likely be most effective. 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. Nº de ref. de la librería AAS9780195309836

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