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Grand Theft Childhood (eBook)
272 Seiten
Simon & Schuster (Verlag)
978-1-4165-6469-0 (ISBN)
Listening to pundits and politicians, you'd think that the relationship between violent video games and aggressive behavior in children is clear. Children who play violent video games are more likely to be socially isolated and have poor interpersonal skills. Violent games can trigger real-world violence. The best way to protect our kids is to keep them away from games such as Grand Theft Auto that are rated M for Mature. Right?
Wrong. In fact, many parents are worried about the wrong things!
In 2004, Lawrence Kutner, PhD, and Cheryl K. Olson, ScD, cofounders and directors of the Harvard Medical School Center for Mental Health and Media, began a $1.5 million federally funded study on the effects of video games. In contrast to previous research, their study focused on real children and families in real situations. What they found surprised, encouraged and sometimes disturbed them: their findings conform to the views of neither the alarmists nor the video game industry boosters. In Grand Theft Childhood: The Surprising Truth about Violent Video Games and What Parents Can Do, Kutner and Olson untangle the web of politics, marketing, advocacy and flawed or misconstrued studies that until now have shaped parents' concerns.
Instead of offering a one-size-fits-all prescription, Grand Theft Childhood gives the information you need to decide how you want to handle this sensitive issue in your own family. You'll learn when -- and what kinds of -- video games can be harmful, when they can serve as important social or learning tools and how to create and enforce game-playing rules in your household. You'll find out what's really in the games your children play and when to worry about your children playing with strangers on the Internet. You'll understand how games are rated, how to make best use of ratings and the potentially important information that ratings don't provide.
Grand Theft Childhood takes video games out of the political and media arenas, and puts parents back in control. It should be required reading for all families who use game consoles or computers.
Almost all children today play video or computer games. Half of twelve-year-olds regularly play violent, Mature-rated games. And parents are worried...'I don't know if it's an addiction, but my son is just glued to it. It's the same with my daughter with her computer...and I can't be watching both of them all the time, to see if they're talking to strangers or if someone is getting killed in the other room on the PlayStation. It's just nerve-racking!''I'm concerned that this game playing is just the kid and the TV screen...how is this going to affect his social skills?''I'm not concerned about the violence, I'm concerned about the way they portray the violence. It's not accidental, it's intentional. They're just out to kill people in some of these games.'
What should we as parents, teachers and public policy makers be concerned about? The real risks are subtle and aren't just about gore or sex. Video games don't affect all children in the same way, some children are at significantly greater risk. (You may be surprised to learn which ones!) Grand Theft Childhood gives parents practical, research-based advice on ways to limit many of those risks. It also shows how video games -- even violent games -- can benefit children and families in unexpected ways.
In this groundbreaking and timely book, Drs. Lawrence Kutner and Cheryl Olson cut through the myths and hysteria, and reveal the surprising truth about kids and violent games.
Listening to pundits and politicians, you'd think that the relationship between violent video games and aggressive behavior in children is clear. Children who play violent video games are more likely to be socially isolated and have poor interpersonal skills. Violent games can trigger real-world violence. The best way to protect our kids is to keep them away from games such as Grand Theft Auto that are rated M for Mature. Right? Wrong. In fact, many parents are worried about the wrong things! In 2004, Lawrence Kutner, PhD, and Cheryl K. Olson, ScD, cofounders and directors of the Harvard Medical School Center for Mental Health and Media, began a $1.5 million federally funded study on the effects of video games. In contrast to previous research, their study focused on real children and families in real situations. What they found surprised, encouraged and sometimes disturbed them: their findings conform to the views of neither the alarmists nor the video game industry boosters. In Grand Theft Childhood: The Surprising Truth about Violent Video Games and What Parents Can Do, Kutner and Olson untangle the web of politics, marketing, advocacy and flawed or misconstrued studies that until now have shaped parents' concerns. Instead of offering a one-size-fits-all prescription, Grand Theft Childhood gives the information you need to decide how you want to handle this sensitive issue in your own family. You'll learn when -- and what kinds of -- video games can be harmful, when they can serve as important social or learning tools and how to create and enforce game-playing rules in your household. You'll find out what's really in the games your children play and when to worry about your children playing with strangers on the Internet. You'll understand how games are rated, how to make best use of ratings and the potentially important information that ratings don't provide. Grand Theft Childhood takes video games out of the political and media arenas, and puts parents back in control. It should be required reading for all families who use game consoles or computers. Almost all children today play video or computer games. Half of twelve-year-olds regularly play violent, Mature-rated games. And parents are worried... "e;I don't know if it's an addiction, but my son is just glued to it. It's the same with my daughter with her computer...and I can't be watching both of them all the time, to see if they're talking to strangers or if someone is getting killed in the other room on the PlayStation. It's just nerve-racking!"e; "e;I'm concerned that this game playing is just the kid and the TV screen...how is this going to affect his social skills?"e; "e;I'm not concerned about the violence; I'm concerned about the way they portray the violence. It's not accidental; it's intentional. They're just out to kill people in some of these games."e; What should we as parents, teachers and public policy makers be concerned about? The real risks are subtle and aren't just about gore or sex. Video games don't affect all children in the same way; some children are at significantly greater risk. (You may be surprised to learn which ones!) Grand Theft Childhood gives parents practical, research-based advice on ways to limit many of those risks. It also shows how video games -- even violent games -- can benefit children and families in unexpected ways. In this groundbreaking and timely book, Drs. Lawrence Kutner and Cheryl Olson cut through the myths and hysteria, and reveal the surprising truth about kids and violent games.
CHAPTER 1 The Big Fear We've been seeing a whole rash of shootings throughout this country and in Europe that relate back to kids who obsessively play violent video games. The kids involved as shooters in Columbine were obsessively playing violent video games. We know after the Beltway sniper incident where the seventeenyear-old was a fairly good shot, but Mr. Muhammad, the police tell us, got him to practice on an ultra-violent video game in sniper mode to break down his hesitancy to kill. -- Washington State representative Mary Lou Dickerson on The NewsHour with Jim Lehrer (PBS), July 7, 2003 THIRTEEN-YEAR-OLD DARREN AND A HALF DOZEN OF HIS video game-playing friends are sitting around a table at the Boys and Girls Club in a working-class section of Boston. We're talking about the games, especially the violent ones. They've all played them. Darren had a tough time in school earlier this week. On Monday, a teacher said something that embarrassed him in front of his classmates. When he went home that afternoon, he plugged in his video game console, loaded Grand Theft Auto 3, blew up a few cars and shot a half-dozen people, including a young blonde woman. When asked, Darren admits that the woman he killed in the game looked a lot like his teacher. If you listen to the politicians and the pundits, the relationship is blindingly clear: playing violent video games leads children to engage in real-world violence or, at the very least, to become more aggressive. In August 2005, the American Psychological Association issued a resolution on violence in video games and interactive media, stating that 'perpetrators go unpunished in 73 percent of all violent scenes, and therefore teach that violence is an effective means of resolving conflict.' The attorney for Lee Malvo, the young 'DC Sniper,' claimed that the teen had taught himself to kill by playing Halo on his Xbox game console. 'He's trained and desensitized with video games...to shoot human forms over and over.' Columbine High School shooters Eric Harris and Dylan Klebold were avid computer gamers. According to psychologists Craig Anderson and Karen Dill, 'One possible contributing factor is violent video games. Harris and Klebold enjoyed playing the bloody shoot-'em-up video game Doom, a game licensed by the U.S. Army to train soldiers to effectively kill.' We hear that youth violence, as reflected in violent crime and school shootings, is a growing problem, and that young game players are socially isolated and unable to form interpersonal relationships. The growth in violent video game sales is linked to the growth in youth violence -- especially school violence -- throughout the country. School shooters fit a profile that includes a fascination with violent media, especially violent video games. A British study by Save the Children was described in the press as finding that 'children are struggling to make friends at school because they spend too long playing computer games.'5 A spokesperson for that organization added, 'Children have always played alone, for example with dolls or train sets, but these activities required a certain level of imagination -- they stimulated their brains. That is not the case with modern computer games, which do children's thinking for them and put them in their own little world.' We're told that the game ratings and content descriptors provided by the Entertainment Software Ratings Board (ESRB) are all that's needed to help parents protect their children from violent and other inappropriate content. ...
Erscheint lt. Verlag | 15.4.2008 |
---|---|
Sprache | englisch |
Themenwelt | Sachbuch/Ratgeber ► Gesundheit / Leben / Psychologie ► Familie / Erziehung |
Sachbuch/Ratgeber ► Gesundheit / Leben / Psychologie ► Schwangerschaft / Geburt | |
Informatik ► Weitere Themen ► Computerspiele | |
Recht / Steuern ► Öffentliches Recht | |
Sozialwissenschaften ► Politik / Verwaltung | |
ISBN-10 | 1-4165-6469-1 / 1416564691 |
ISBN-13 | 978-1-4165-6469-0 / 9781416564690 |
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