00432ngm 2200169z- 450 9910887828103321(CKB)5470000001390079(EXLCZ)99547000000139007920220504cuuuuuuuu -u- vengRetinoblastoma (Rb) GeneMyJoVE CorpRetinoblastoma VIDEO9910887828103321Retinoblastoma (Rb) Gene4237711UNINA04796nam 2200865 a 450 991095553900332120251116153421.09786611163518978019534556801953455689780199893393019989339X9781429468947142946894797812811635161281163511(MiAaPQ)EBC7038707(CKB)24235101400041(MiAaPQ)EBC416029(Au-PeEL)EBL416029(CaPaEBR)ebr10271542(CaONFJC)MIL116351(OCoLC)476246648(Au-PeEL)EBL7038707(OCoLC)1294196334(EXLCZ)992423510140004120060522d2007 uy 0engur|||||||||||txtrdacontentcrdamediacrrdacarrierViolent video game effects on children and adolescents theory, research, and public policy /Craig A. Anderson, Douglas A. Gentile, Katherine E. Buckley1st ed.Oxford ;New York Oxford University Press2007viii, 190 p. ill9780195309836 Includes bibliographical references (p. 173-186) and index.Violent video games : background and content -- Effects of exposure to violent entertainment media -- The general aggression model -- Experimental study of violent video games with elementary school and college students -- Correlational study with high school students -- Longitudinal study with elementary school students -- Risk factor illustrations -- New findings and their implications -- Interpretations and public policy -- Reducing violent video game effects.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? 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 processe sand how media-violence exposure can increase the likelihood of aggressive and violent behavior 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.Video games and childrenVideo games and teenagersViolence in mass mediaChildren and violenceYouth and violenceAggressiveness in childrenAggressiveness in adolescenceVideo Games(DNLM)D018910Aggression(DNLM)D000374Violence(DNLM)D014754Child(DNLM)D002648Adolescent(DNLM)D000293Video games and children.Video games and teenagers.Violence in mass media.Children and violence.Youth and violence.Aggressiveness in children.Aggressiveness in adolescence.Video Games.Aggression.Violence.Child.Adolescent.302.23/1Anderson Craig Alan1952-1810901Gentile Douglas A.1964-1810902Buckley Katherine E1810903MiAaPQMiAaPQMiAaPQBOOK9910955539003321Violent video game effects on children and adolescents4362450UNINA