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From Internet censorship to sex and violence on television and in video games to debates over rock lyrics, the media and their affect on children and adolescents is one of the most widely debated issues in our society. This text presents research and ready-to-use facts on the media's interaction with children and adolescents.
Mass media and children --- Mass media and teenagers --- Internet and children --- Internet and teenagers --- Video games and children --- Video games and teenagers --- Children and video games --- Children --- Teenagers and the Internet --- Teenagers --- Children and the Internet --- Internet (Computer network) and children --- Teenagers and mass media --- Children and mass media --- Teenagers and video games
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This book explores alternative immigrant integration projects in Vienna, focusing on online games, hip hop and social work as three promising approaches. It centers upon young people's identity formation and stipulates that true progress can only be made in Europe if inclusion, understood as a process of mutual understanding and respect, occurs.
Teenage immigrants --- Children of immigrants --- Video games and teenagers --- Hip-hop --- Immigrants --- Emigrants --- Foreign-born population --- Foreign population --- Foreigners --- Migrants --- Persons --- Aliens --- Hip-hop culture --- Hiphop --- African American arts --- Popular culture --- Teenagers and video games --- Teenagers --- First generation children --- Immigrants' children --- Second generation children --- Immigrant teenagers --- Immigrant youth --- Social conditions. --- Cultural assimilation
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"This book takes a cultural studies approach to analyzing video games for young players. It considers not only how games reflect myths in American culture but also how they propagate those myths through their design, imagery, and scenarios of violence"--
Violence in video games. --- Video games --- Video games and teenagers --- Video games and children --- Children and video games --- Children --- Teenagers and video games --- Teenagers --- Television games --- Videogames --- Electronic games --- Design --- Psychological aspects. --- Social aspects --- Computer games --- Internet games --- Games --- Crime in video games
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This report focuses on the civic aspects of video game play among youth. According to a 2006 survey, 58 percent of young people aged 15 to 25 were civically "disengaged," meaning that they participated in fewer than two types of either electoral activities (defined as voting, campaigning, etc.) or civic activities (for example, volunteering). Kahne and his coauthors are interested in what role video games may or may not play in this disengagement.Until now, most research in the field has considered how video games relate to children's aggression and to academic learning. Digital media scholars suggest, however, that other social outcomes also deserve attention. For example, as games become more social, some scholars argue that they can be important spheres in which to foster civic development. Others disagree, suggesting that games, along with other forms of Internet involvement, may in fact take time away from civic and political engagement.Drawing on data from the 2006 survey, the authors examine the relationship between video game play and civic development. They call for further research on teen gaming experiences so that we can understand and promote civic engagement through video games.
Video games --- Video games and teenagers --- Youth --- Teenagers and video games --- Teenagers --- Television games --- Videogames --- Electronic games --- Young people --- Young persons --- Youngsters --- Youths --- Age groups --- Life cycle, Human --- Social aspects --- Political activity --- Social networks --- EDUCATION/Digital Media & Learning --- GAME STUDIES/Games in Education --- SOCIAL SCIENCES/Media Studies --- Computer games --- Internet games --- Games --- Impact of science and technology on society --- Educational equipment and technology, computer-aided learning (CAL)
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"From Internet censorship to sex and violence on television and in video games to debates over rock lyrics, the media and their effect on children and adolescents is one of the most widely debated issues in our society. These books present state-of-the-art research and ready-to-use facts on the media's interaction with children and adolescents. With more than 400 entries, the two volumes of this resource cover the traditional and electronic media and their controversial impact -- for good and ill -- on children and adolescents. Key features include: cross-disciplinary coverage from the fields of psychology, education, media studies and communication, sociology, and public policy; a cross-cultural perspective with contributing authors from around the globe and entries on the media in Europe and Asia; entries covering television, film, video games, the Internet and World Wide Web, magazines, music, etc.; complex and difficult topics such as violence, sex, rating systems and warning labels, attention deficit disorder, body image and eating disorders, popular music lyrics, advertising, digital music downloading, parental involvement, policymaking, child development, and much more."--From source other than the Library of Congress
Age group sociology --- Mass communications --- #KVHA:Media. Woordenboeken. Engels --- #SBIB:309H400 --- #SBIB:309H01 --- Media en publieksgroepen: algemene werken --- Communicatiewetenschap: encyclopedieën, woordenboeken, naslagwerken, bibliografieën --- Internet and children --- Internet and teenagers --- Mass media and children --- Mass media and teenagers --- Video games and children --- Video games and teenagers --- Children and video games --- Children --- Teenagers and mass media --- Teenagers --- Children and mass media --- Teenagers and the Internet --- Children and the Internet --- Internet (Computer network) and children --- Teenagers and video games
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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.
#SBIB:309H402 --- #SBIB:309H17 --- 316.774.16 --- Media en publiekgroepen: gebruik van de boodschap, effecten van de media, ... --- Computer- en videogames --- Massamedia: maatschappelijk, politiek, ideologisch, ethisch, juridisch, socio-cultureel--(communicatiesociologie) --- Aggressiveness in adolescence. --- Aggressiveness in children. --- Children and violence. --- Video games and children. --- Video games and teenagers. --- Violence in mass media. --- Youth and violence. --- 316.774.16 Massamedia: maatschappelijk, politiek, ideologisch, ethisch, juridisch, socio-cultureel--(communicatiesociologie) --- Aggressiveness in adolescence --- Aggressiveness in children --- Children and violence --- Video games and children --- Video games and teenagers --- Violence in mass media --- Youth and violence --- Violence and children --- Violence --- Violence in children --- Aggressiveness (Child psychology) --- Aggressiveness (Psychology) in children --- Child psychology --- Conduct disorders in children --- Aggressiveness (Psychology) in adolescence --- Adolescent psychology --- Violence and youth --- Mass media --- Teenagers and video games --- Teenagers --- Children and video games --- Children --- Media en publiekgroepen: gebruik van de boodschap, effecten van de media, .. --- Media en publiekgroepen: gebruik van de boodschap, effecten van de media, . --- Media en publiekgroepen: gebruik van de boodschap, effecten van de media,
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