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Violent video games and society
(Book)

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Contributors:
Published:
New York : Greenhaven Publishing, [2018].
Format:
Book
Edition:
First edition.
Physical Desc:
190 pages ; 23 cm.
Status:

Description

The video game industry is big business, and with the improvement of Virtual Reality technology, video games will only become more realistic and immersive. Fears abound that they drive their players to commit violent acts. While many people believe the games desensitize kids to violence, others argue that there has been no scientific connection between aggressive behavior and video games. Is immersion in violent video games a bridge to committing real-life acts of violence, demeaning women, and bullying? Or can video games actually help troubled kids, by providing them with a safe outlet for their aggression and a way to work out their frustrations?

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Copies

Location
Call Number
Status
Last Check-In
CMC Quigley Library
GV1469.34 .V56 2017
On Shelf
Sep 11, 2019
CMC Steamboat Campus
GV 1469.34 .V56 2017
On Shelf

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More Details

Street Date:
1704
Language:
English
ISBN:
9781534500556, 1534500553, 9781534500723, 1534500723

Notes

Bibliography
Includes bibliographical references and index.
Description
The video game industry is big business, and with the improvement of Virtual Reality technology, video games will only become more realistic and immersive. Fears abound that they drive their players to commit violent acts. While many people believe the games desensitize kids to violence, others argue that there has been no scientific connection between aggressive behavior and video games. Is immersion in violent video games a bridge to committing real-life acts of violence, demeaning women, and bullying? Or can video games actually help troubled kids, by providing them with a safe outlet for their aggression and a way to work out their frustrations?

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Citations

APA Citation (style guide)

Adams, G. G. (2018). Violent video games and society. First edition. New York, Greenhaven Publishing.

Chicago / Turabian - Author Date Citation (style guide)

Adams, Gloria G. 2018. Violent Video Games and Society. New York, Greenhaven Publishing.

Chicago / Turabian - Humanities Citation (style guide)

Adams, Gloria G, Violent Video Games and Society. New York, Greenhaven Publishing, 2018.

MLA Citation (style guide)

Adams, Gloria G. Violent Video Games and Society. First edition. New York, Greenhaven Publishing, 2018.

Note! Citation formats are based on standards as of July 2022. Citations contain only title, author, edition, publisher, and year published. Citations should be used as a guideline and should be double checked for accuracy.

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Grouped Work ID:
f6fe5f31-98f7-5f05-432f-9b03c42c96d3
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Record Information

Last Sierra Extract TimeOct 08, 2024 07:05:20 PM
Last File Modification TimeOct 08, 2024 07:05:42 PM
Last Grouped Work Modification TimeOct 08, 2024 07:05:27 PM

MARC Record

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504 |a Includes bibliographical references and index.
50500 |a Chatper 1: Can Playing Violent Video Games Alter our Behavior? -- |t Violent Video Games Have Harmful Effects / |r Brad J. Bushman -- |t Violent Video Games Aren't Necessarily the Cause of Aggressive Behavior / |r Michael Kasumovic -- |t Violent Video Games Are a Risk Factor for Youth Violence / |r Iowa State University News Service -- |t Playing Video Games Does Not Cause Violence / |r Matt Terzi -- |t Playing Video Games Reduces Stress / |r Eddie Makuch -- Chapter 2: What Is the Effect of Violent Video Games on Health and Development? -- |t Research Shows Violent Video Games Reduce Emotional Reactivity / |r Craig Anderson -- |t Violent Video Games Can Desensitize Young People / |r Shankar Vedantam -- |t Cooperative Video Gaming Can Increase Prosocial Behavior / |r Jeffrey MacCormack -- |t Playing Violent Video Games Increases Stress / |r Yousseff Hasan, Laurent Begue, and Brad J. Bushman / |t Playing Video Games Reduces Your Stress / |r Ryan Dube -- |t How Violent Games are Bad for Your Kids / |r Laura St. John -- |t Interpretations of Video Game Studies Depend on Your Agenda / |r John Walker -- Chapter 3: Can Violent Video Games Lead to Extreme or Criminal Behavior? -- |t Video Games Don't Make Deadly Shooters / |r Brendan Keogh -- |t Violent Video Games: A Place for Cyberbullying / |r Jesse Aaron -- |t Changing Video Games Could Stop Bullying / |r Patrick Stafford -- |t Study Finds No Impact of Violent Video Games on Bullying / |r Christopher J. Ferguson and Cheryl K. Olson -- |t We Can't Ignore the Connections Between Violent Video Games and Criminal Activity / |r Andy Ruddock -- Chapter 4: Should the Government Regulate Violent Video Games? -- |t More Studies, More Policies Need for Video Games / |r Joyram Chakraborty and Nirali Chakraborty -- |t Violent Video Games Should Be Banned / |r Eric Roberts -- |t Do We Need More Video Game Violence Regulation? / |r Shawn Schuster -- |t Law Banning Sales of Violent Video Games to Minors Overturned by Supreme Court / |r Derek Green -- |t Banning Violent Video Games Won't Eliminate the Violence in Our Culture / |r Alyssa Rosenberg.
520 |a The video game industry is big business, and with the improvement of Virtual Reality technology, video games will only become more realistic and immersive. Fears abound that they drive their players to commit violent acts. While many people believe the games desensitize kids to violence, others argue that there has been no scientific connection between aggressive behavior and video games. Is immersion in violent video games a bridge to committing real-life acts of violence, demeaning women, and bullying? Or can video games actually help troubled kids, by providing them with a safe outlet for their aggression and a way to work out their frustrations?
6500 |a Violence in video games. |0 https://id.loc.gov/authorities/subjects/sh2007008693
6500 |a Video games |x Social aspects. |0 https://id.loc.gov/authorities/subjects/sh2010117816
7001 |a Adams, Gloria G. |0 https://id.loc.gov/authorities/names/no2016041611
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