Grand Theft Childhood: Difference between revisions
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==Conclusions== |
==Conclusions== |
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In an interview with [[X-play]], the authors stated that they found two extremes for boys, and one extreme for girls. They found that boys or girls who exclusively played M rated games, for more than 15 hours per week, were more likely to get into fights at school, and have a more aggressive nature. The other extreme is that for young males playing video games is a sign of social competence and not playing them is seen as aberrant. |
In an interview with [[X-play]], the authors stated that they found two extremes for boys, and one extreme for girls. They found that boys or girls who exclusively played M rated games, for more than 15 hours per week, were more likely to get into fights at school, and have a more aggressive nature. The other extreme is that for young males playing video games is a sign of social competence and not playing them is seen as aberrant. |
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They also found that lying for publicity's sake can be used to self promote. |
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==External links== |
==External links== |
Revision as of 04:32, 21 April 2008
Author | Lawrence Kutner (psychologist) Cheryl Olson |
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Publisher | Simon & Schuster |
Publication date | 2008-04-15 |
ISBN | [[Special:BookSources/ISBN+0743299515%3Cbr+%2F%3EISBN+978-0743299510 |ISBN 0743299515 ISBN 978-0743299510]] Parameter error in {{ISBNT}}: invalid character |
Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do is a book by psychologists Lawrence Kutner (psychologist) and Cheryl Olson. The book is based on a study the couple ran for the Harvard Medical School Center for Mental Health and Media at the behest of the United States Department of Justice about video games and youth violence. In it they draw various conclusions that run contrary to the rhetoric of various "anti-gaming" politicians and activists. The book's title is a play on the Grand Theft Auto series, a video game series that has attracted a great deal of controversy.
Conclusions
In an interview with X-play, the authors stated that they found two extremes for boys, and one extreme for girls. They found that boys or girls who exclusively played M rated games, for more than 15 hours per week, were more likely to get into fights at school, and have a more aggressive nature. The other extreme is that for young males playing video games is a sign of social competence and not playing them is seen as aberrant.
They also found that lying for publicity's sake can be used to self promote.