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…mehr
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.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Craig A. Anderson, Distinguished Professor of Psychology at Iowa State University, is widely regarded as the foremost expert on the effects of violent video games. His research on aggression, media violence, depression, and social judgment has had a profound influence on psychological theory and modern society. His tireless efforts to educate public policy-makers and the general public have earned him recognition as one of the most influential and respected social psychologists in the world. Douglas A. Gentile is a developmental psychologist and is Assistant Professor of Psychology at Iowa State University and the Director of Research for the National Institute on Media and the Family. As one of the country's leading media effects researchers, he conducts studies on the positive and negative effects of media on children and adults, including the effects of advertising, educational television, and video games. His studies provide valuable insights to parents, educators, pediatricians, and policy-makers about how to maximize the benefits of media usage while minimizing potential harms. Katherine E. Buckley, who is completing her Ph.D. in Psychology at Iowa State University, has been researching aggression and media violence. Katherine received her M.A. from Wake Forest University in 2001. She is a member of the American Psychological Society as well as the Society for Personality and Social Psychology and the Society for Research in Child Development.
Inhaltsangabe
Part I. Introduction 1: Violent Video Games: Background and Overview 2: Effects of Exposure to Violent Entertainment Media 3: The General Aggression Model Part II. New Studies 4: Study 1: Experimental Study of Violent Video Games with Elementary School and College Students 5: Study 2: Correlational Study with High School Students 6: Study 3: Longitudinal Study with Elementary School Students 7: Risk Factor Illustrations Part III. General Discussion (What Does it all Mean?) 8: New Findings and Their Implications 9: Interpretations and Public Policy 10: Reducing Violent Video Game Effects Appendix 1: Best Practices Coding Appendix 2: Video Game Ratings
Part I. Introduction 1: Violent Video Games: Background and Overview 2: Effects of Exposure to Violent Entertainment Media 3: The General Aggression Model Part II. New Studies 4: Study 1: Experimental Study of Violent Video Games with Elementary School and College Students 5: Study 2: Correlational Study with High School Students 6: Study 3: Longitudinal Study with Elementary School Students 7: Risk Factor Illustrations Part III. General Discussion (What Does it all Mean?) 8: New Findings and Their Implications 9: Interpretations and Public Policy 10: Reducing Violent Video Game Effects Appendix 1: Best Practices Coding Appendix 2: Video Game Ratings
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