LEADER 03496nam 2200757 a 450 001 9910465212003321 005 20200520144314.0 010 $a9786611163518 010 $a1-281-16351-1 010 $a0-19-534556-8 010 $a1-4294-6894-7 035 $a(CKB)2560000000299433 035 $a(EBL)416029 035 $a(OCoLC)476246648 035 $a(SSID)ssj0000267631 035 $a(PQKBManifestationID)11213455 035 $a(PQKBTitleCode)TC0000267631 035 $a(PQKBWorkID)10211945 035 $a(PQKB)10634715 035 $a(StDuBDS)EDZ0000075940 035 $a(MiAaPQ)EBC416029 035 $a(Au-PeEL)EBL416029 035 $a(CaPaEBR)ebr10271542 035 $a(CaONFJC)MIL116351 035 $a(EXLCZ)992560000000299433 100 $a20060522d2007 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aViolent video game effects on children and adolescents$b[electronic resource] $etheory, research, and public policy /$fCraig A. Anderson, Douglas A. Gentile, Katherine E. Buckley 210 $aOxford ;$aNew York $cOxford University Press$d2007 215 $a1 online resource (199 p.) 300 $aDescription based upon print version of record. 311 $a0-19-530983-9 311 $a0-19-989339-X 320 $aIncludes bibliographical references (p. 173-186) and index. 327 $aViolent 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. 330 $aViolent 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 t 606 $aVideo games and children 606 $aVideo games and teenagers 606 $aViolence in mass media 606 $aChildren and violence 606 $aYouth and violence 606 $aAggressiveness in children 606 $aAggressiveness in adolescence 608 $aElectronic books. 615 0$aVideo games and children. 615 0$aVideo games and teenagers. 615 0$aViolence in mass media. 615 0$aChildren and violence. 615 0$aYouth and violence. 615 0$aAggressiveness in children. 615 0$aAggressiveness in adolescence. 676 $a302.23/1 700 $aAnderson$b Craig Alan$f1952-$0907430 701 $aGentile$b Douglas A.$f1964-$0907431 701 $aBuckley$b Katherine E$0907432 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910465212003321 996 $aViolent video game effects on children and adolescents$92029897 997 $aUNINA