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Much of the current rhetoric surrounding climate change focuses on
the physical changes to the environment and the resulting material
damage to infrastructure and resources. Although there has been
some dialogue about secondary effects (namely mass migration),
little effort has been given to understanding how rapid climate
change is affecting people on group and individual levels. In this
Element, we examine the psychological impacts of climate change,
especially focused on how it will lead to increases in aggressive
behaviors and violent conflict, and how it will influence other
aspects of human behavior. We also look at previously established
psychological effects and use them to help explain changes in human
behavior resulting from rapid climate change, as well as to propose
actions that can be taken to reduce climate change itself and
mitigate harmful effects on humans.
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 processes and 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.
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