Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public PolicyViolent 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. |
Contents
1 | |
Part II New Studies | 59 |
Part III General Discussion What Does It All Mean? | 131 |
Best Practices Coding | 165 |
Video Game Ratings | 167 |
173 | |
187 | |
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Common terms and phrases
adolescents adult involvement aggres Aggression Model aggressive behavior analyses catharsis causal children’s game violence cognitive destructive testing effect sizes effects of media effects of violent ESRB experimental exposure to media exposure to violent forgivingness game condition game violence effect game violence exposure Gentile grade point average gression Haninger havior hostile attribution bias Huesmann hypothesis interaction involvement in media lence levels longitudinal studies measures of aggression media violence effects media violence exposure media violence research movie noise blasts nonviolent game orientation to violence parental involvement participants peer physical aggression physical fights playing video games positive orientation predicted predictor prosocial behavior public policy relational aggression risk factors significant significantly social statistically controlled subscale T-rated theoretical theory total screen verbal aggression video game effects video game industry video game studies video game violence violent behavior violent games violent media violent video games