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Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do [Format Kindle]

Lawrence Kutner , Cheryl Olson
4.0 étoiles sur 5  Voir tous les commentaires (1 commentaire client)

Prix éditeur - format imprimé : EUR 17,39
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Descriptions du produit

Présentation de l'éditeur

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 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.

Biographie de l'auteur

Lawrence Kutner is the author of five books about child psychology. He wrote the award-winning weekly New York Times "Parent & Child" column, was the "Ask the Expert" columnist for Parents magazine and has been a columnist and contributing editor at Parenting and Baby Talk magazines.

Cheryl Olson, a former teen issues columnist for Parents magazine, was the principal investigator of the first federally funded, large-scale research project to take an in-depth look at the effects of electronic games on preteens and teenagers. She has served as a health behavior consultant to a number of nonprofits and corporations, and is an award-winning video producer and writer.

Détails sur le produit

  • Format : Format Kindle
  • Taille du fichier : 817 KB
  • Nombre de pages de l'édition imprimée : 272 pages
  • Editeur : Simon & Schuster (15 avril 2008)
  • Vendu par : Amazon Media EU S.à r.l.
  • Langue : Anglais
  • ASIN: B001650UEE
  • Synthèse vocale : Non activée
  • X-Ray :
  • Word Wise: Non activé
  • Moyenne des commentaires client : 4.0 étoiles sur 5  Voir tous les commentaires (1 commentaire client)
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Commentaires en ligne

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Commentaires client les plus utiles
4.0 étoiles sur 5 Un très bon apprentissage ! 5 août 2011
Par Stefania
Format:Broché|Achat vérifié
Cet ouvrage extrêmement intéressant a été écrit dans le but de parler de la violence dans les jeux vidéo, et plus précisément de la série Grand Theft Auto (GTA), que beaucoup de parents et de joueurs connaissent. L'objectif de cet ouvrage est double : il est, avant tout, de faire le point sur toutes les recherches qui ont été menées sur la violence dans les jeux vidéo afin de démontrer qu'il n'y a pas de recherche sérieuse affirmant que les jeux vidéo rendent les joueurs violents ; il est, ensuite, de parler de la série Grand Theft Auto. En effet, l'ouvrage nous démontre que cette série, souvent pointée du doigt pour son côté violent et immoral (incarner un gangster qui commet toute sorte d'actes hors-la-loi), est généralement appréciée par les joueurs pour des raisons qui ne sont aucunement liés à cette violence et à cette immoralité. Cet ouvrage, écrit très clairement et simplement, permet de répondre à de nombreuses questions et de rassurer.

Je conseille ce livre à toutes les personnes s'intéressant de près ou de loin à la violence dans les jeux vidéo, mais aussi à la série Grand Theft Auto.
Que vous soyez un parent inquiet, un joueur intrigué ou même un chercheur en quête de références... ce livre est fait pour vous !
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5 internautes sur 5 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 A Reasonable Perspective 2 février 2013
Par lijebeck - Publié sur
Format:Format Kindle|Achat vérifié
The authors present a very sensible, well-researched argument for why violent video games might not be as evil as we are often led to believe by the media and politicians. I'd highly recommend this to any parent, teacher or counselor who has concerns about kids' obsession with these games, especially parents of pre-teen and teenage boys. I, for one, will be much less worried about why my son likes them so much and will allow him to use them. There were some especially helpful suggestions for talking with kids about the games and using the games as a way to prompt discussions about values rather than simply shutting them down.
2 internautes sur 2 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 Videogames and real world violent behavior 10 décembre 2013
Par David L. Roberts - Servant of All - Publié sur
Format:Format Kindle|Achat vérifié
VIDEOGAMES AND VIOLENCE - This book is unique, well researched and gives a rational alternative as to why violent videogames cause violent behavior in some children and teenagers and not in others. Violent behavior has more to do with children and teenager birth, hereditary factors, unstable families, depression, mental health problems, drugs, alcohol, teenage hormones, aggression, divorce, etc., than the violent content of the videogames themselves. Youth violence has been here forever, but our culture is different now with another 100 million people in the USA since the 50's, technology advances, globalization, the ERA, and a culture of violence. The Japanese play violent videogames, but their culture is not a culture of violence and guns. There are even many learning pluses to videogames. There is even a college chemistry course being researched as a game teaching tool for chemistry 101. Although not surprising, girls are much less attracted to mature violent videogames than boys. There are lot of poorly done research articles that try to connect teenager violent behavior to violent videogames as the primary source. As indicated, there is no clear connection to teenage violence related to interacting with a violent game, and addiction has yet to be proven as it has been for Heroin, Alcohol, etc. I have read a number of books on this subject and many have a clear agenda, Religious, former addicts, parents, etc. and few come to the same conclusions which I feel also makes the most sense in my experience.
1 internautes sur 1 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 Grand Theft Childhood 8 mars 2014
Par Eng_Teach - Publié sur
Format:Format Kindle|Achat vérifié
I agree with the authors that instead of pointing fingers at kids' entertainment, parents should watch their own behavior because kids will most likely mimic parents than follow in the footsteps of imaginary characters that help them relax and deter anger.
1 internautes sur 2 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 for book report 25 mars 2013
Par M. Geiger - Publié sur
Format:Broché|Achat vérifié
excellent info for book report my son needed to write. would highly recommend it to any one who needs info on this subject
2 internautes sur 11 ont trouvé ce commentaire utile 
1.0 étoiles sur 5 Very Misleading 29 janvier 2014
Par MindMatters - Publié sur
As a child neuropsychologist, I beg to differ with the interpretation of the research found in this book. Violent video games are clearly harmful to children, as more than 80% of my colleagues agree. It is hard to say how anyone could come up with another conclusion based on the piles of research currently in existence, other than trying to argue that science is conspiring against video games for some reason. Yes, there are many factors that influence violence in people, including children; violent video games (and violent TV/movies for that matter) are clearly one of the factors that normalize and facilitate violence in our world. I know it's hard, but parents need to start saying "no" to this stuff throughout their child's development.
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