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Grand Theft Childhood

The Surprising Truth About Video Games and What Parents Can Do
Lawrence Kutner, Cheryl K. Olson , local 
Buchcover
Dieses Biblionetz-Objekt existiert erst seit Juni 2026. Es ist deshalb gut möglich, dass viele der eigentlich vorhandenen Vernetzungen zu älteren Biblionetz-Objekten bisher nicht erstellt wurden. Somit kann es sein, dass diese Seite sehr lückenhaft ist.

iconZusammenfassungen

Grand Theft Childhood

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.

Von Klappentext im Buch Grand Theft Childhood (2008)

iconDieses Buch erwähnt ...


Aussagen
KB IB clear
Computerspiele führen zu verminderter VerantwortungComputer games lead to diminished responsibility.
Computerspiele machen süchtigComputer games are addictive.

Begriffe
KB IB clear
Computercomputer , Computerspielecomputer game , Elternparents , Familiefamily , Internetinternet , Kinderchildren , LehrerInteacher , Lernenlearning , Marketingmarketing , Politikpolitics , Schuleschool , Spielgame

iconDieses Buch erwähnt vermutlich nicht ... Eine statistisch erstelle Liste von nicht erwähnten (oder zumindest nicht erfassten) Begriffen, die aufgrund der erwähnten Begriffe eine hohe Wahrscheinlichkeit aufweisen, erwähnt zu werden.

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icon10 Erwähnungen  Dies ist eine nach Erscheinungsjahr geordnete Liste aller im Biblionetz vorhandenen Werke, die das ausgewählte Thema behandeln.

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Buchcover

Free Culture

How Big Media Uses Technology and the Law to Lock Down Culture and Control Creativity

(Lawrence Lessig) (2004) local web 
Buchcover

Everything Bad is Good for You

How Popular Culture Is Making Us Smarter

(Steven Johnson) (2005)  local 
Buchcover

The Wealth of Networks

How Social Production Transforms Markets and Freedom

(Yochai Benkler) (2006) local web 
Buchcover

Violent Video Game Effects on Children and Adolescents

Theory, Research, and Public Policy

(Craig A. Anderson, Douglas A. Gentile, Katherine E. Buckley) (2007)
Buchcover

Here Comes Everybody

The Power of Organizing Without Organizations

(Clay Shirky) (2008) local 
Buchcover

Convergence Culture

Where Old and New Media Collide

(Henry Jenkins) (2006) local 

iconVolltext dieses Dokuments

Grand Theft Childhood: Gesamtes Buch als Volltext (lokal: PDF, 10004 kByte)

iconAnderswo suchen  Auch im Biblionetz finden Sie nicht alles. Aus diesem Grund bietet das Biblionetz bereits ausgefüllte Suchformulare für verschiedene Suchdienste an. Biblionetztreffer werden dabei ausgeschlossen.

iconBeat und dieses Buch

Beat hat dieses Buch erst in den letzten 6 Monaten in Biblionetz aufgenommen. Er hat dieses Buch einmalig erfasst und bisher nicht mehr bearbeitet. Beat besitzt kein physisches, aber ein digitales Exemplar. (das er aber aus Urheberrechtsgründen nicht einfach weitergeben darf).

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