Thomas
Posted in Effects of Video Games on Children by Thomas on the April 19th, 2008

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? (more…)

A pair of new studies tend to dispel the notion that violent video games spark violent behavior.

GameCritics reports that the March issue of Criminal Justice and Behavior cites research from Texas A&M and the University of Wisconsin:

One study found that students who played shooter Medal of Honor: Allied Assault were no more aggressive afterward than another group which played the non-violent Myst III. From the research:

Although males appeared to prefer to play violent video games relative to females, there was no evidence from this study to suggest that people who prefer violent video games are more innately aggressive than those who do not…

The second project surveyed hundreds of students on issues such as domestic violence, past criminal behavior, aggression and gaming. The conclusion (more…)

British newspaper The Guardian reports, “UK Ministers plan a proposal for a legally enforceable cinema-style classification system for video games in an effort to keep children from playing damaging games unsuitable for their age. Under the proposals, it would be illegal for shops to sell classified games to a child below the recommended age”.

london image

Currently only video games with sex or extreme violence require (more…)

“Cyberbullying is a problem affecting almost half of all American teens”

Teens’ lives exist in a variety of places such as school hallways, part-time jobs, and friends’ houses. Now many teens also have lives on the Internet - And bullying has followed along…

Bullying involves a power play: trying to make someone else feel weak and helpless, while inflating your own value. Online bullying is particularly tempting, since anyone with access to a computer can play. Some reasons for the increase are:
1. The illusion of anonymity. Most kids (and adults) say or do things on a computer that they wouldn’t have the nerve to do in person.
2. The number of kids using the Internet makes it the preferred way to communicate. The Pew Internet & American Life Project reports that approximately 17 million kids aged 12 to 17 use the Internet. Teens have embraced IM—74 percent of teens IM, compared to only 44 percent of adults.

It’s easy to disguise your identity and pose as someone else. For example, anyone can get a Web based e-mail account with an ISP, make up a screen name and post comments with little consequence.

adina’s deck logo

Adina’s Deck is a thirty minute film, website and curriculum to educate 9-15 year olds about Cyber Bullying: Harassment using technology.

Adina’s Deck was created, directed and produced by Debbie Heimowitz for her Master’s Thesis in the Learning, Design and Technology program in the school of Education at Stanford University. Jason Azicri developed, wrote and co-directed the pilot. Over fifty crew members and one hundred actors contributed to the pilot episode, which was completed in October, 2007.

Take a look: http://www.adinasdeck.com/

Thomas
Posted in Effects of Video Games on Children by Thomas on the January 28th, 2008

LEGO - the “Toy of the Century” celebrates 50th Anniversary. (more…)

Next Page »
Close
E-mail It