Empathy and Violent Video Games

Empathy and Violent Video Games
Title Empathy and Violent Video Games PDF eBook
Author C. Happ
Publisher Springer
Total Pages 122
Release 2014-11-21
Genre Psychology
ISBN 1137440139

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Through three empirical studies, this book explores the mechanisms behind moderating functions of empathy in violent video games, revealing new insights that will inform the ongoing debates about the effects violent media content.

Empathy and Violent Video Games

Empathy and Violent Video Games
Title Empathy and Violent Video Games PDF eBook
Author C. Happ
Publisher Springer
Total Pages 87
Release 2014-11-21
Genre Psychology
ISBN 1137440139

Download Empathy and Violent Video Games Book in PDF, Epub and Kindle

Through three empirical studies, this book explores the mechanisms behind moderating functions of empathy in violent video games, revealing new insights that will inform the ongoing debates about the effects violent media content.

Television and the Aggressive Child

Television and the Aggressive Child
Title Television and the Aggressive Child PDF eBook
Author L. Rowell Huesmann
Publisher Routledge
Total Pages 343
Release 2013-06-19
Genre Social Science
ISBN 1135043329

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The research presented in this book, originally published in 1986, looks to pinpoint the psychological processes involved in the media violence-aggression relation. Expanding on earlier studies, the compilation of essays here delves deeply into aggression study and compares results about media influence across 5 countries. Cultural norms and programming differences are investigated as well as age and gender and other factors. What is offered overall is a psychological model in which TV violence is both a precursor and a consequence of aggression.

The Philosophy of Computer Games

The Philosophy of Computer Games
Title The Philosophy of Computer Games PDF eBook
Author John Richard Sageng
Publisher Springer Science & Business Media
Total Pages 281
Release 2012-07-10
Genre Philosophy
ISBN 9400742495

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Computer games have become a major cultural and economic force, and a subject of extensive academic interest. Up until now, however, computer games have received relatively little attention from philosophy. Seeking to remedy this, the present collection of newly written papers by philosophers and media researchers addresses a range of philosophical questions related to three issues of crucial importance for understanding the phenomenon of computer games: the nature of gameplay and player experience, the moral evaluability of player and avatar actions, and the reality status of the gaming environment. By doing so, the book aims to establish the philosophy of computer games as an important strand of computer games research, and as a separate field of philosophical inquiry. The book is required reading for anyone with an academic or professional interest in computer games, and will also be of value to readers curious about the philosophical issues raised by contemporary digital culture.

The Impact of the 4th Industrial Revolution on Engineering Education

The Impact of the 4th Industrial Revolution on Engineering Education
Title The Impact of the 4th Industrial Revolution on Engineering Education PDF eBook
Author Michael E. Auer
Publisher Springer Nature
Total Pages 977
Release 2020-03-17
Genre Technology & Engineering
ISBN 3030402746

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This book gathers papers presented at the 22nd International Conference on Interactive Collaborative Learning (ICL2019), which was held in Bangkok, Thailand, from 25 to 27 September 2019. Covering various fields of interactive and collaborative learning, new learning models and applications, research in engineering pedagogy and project-based learning, the contributions focus on innovative ways in which higher education can respond to the real-world challenges related to the current transformation in the development of education. Since it was established, in 1998, the ICL conference has been devoted to new approaches in learning with a focus on collaborative learning. Today, it is a forum for sharing trends and research findings as well as presenting practical experiences in learning and engineering pedagogy. The book appeals to policymakers, academics, educators, researchers in pedagogy and learning theory, school teachers, and other professionals in the learning industry, and further and continuing education.

Grand Theft Childhood

Grand Theft Childhood
Title Grand Theft Childhood PDF eBook
Author Lawrence Kutner
Publisher Simon and Schuster
Total Pages 275
Release 2008-04-15
Genre Family & Relationships
ISBN 1416564691

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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.

The Relationship Between Playing Violent Video Games and Emotional Empathy

The Relationship Between Playing Violent Video Games and Emotional Empathy
Title The Relationship Between Playing Violent Video Games and Emotional Empathy PDF eBook
Author Charles Hannon
Publisher
Total Pages 110
Release 2001
Genre Empathy
ISBN

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