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Breaking the trance : a practical guide for parenting the screen-dependent child / by Lynn, George T.,1945-author.(CARDINAL)637552; Johnson, Cynthia C.,1959-author.(CARDINAL)379440;
Includes bibliographical references.Introduction: why taking charge is easier said than done -- How to determine whether your child is screen dependent -- Brains awash in adrenaline: what overclocking the brain does to the bodies, minds, and nervous systems of screen-dependent children -- There is no pill to cure it: how to know whether the problem is caused by screen dependence or a co-occurring psychiatric condition -- The deepest wound: interrupted identity development -- The gangster, the golem, and the charmer: how becoming screen dependent changes a child's personality -- Rules for schools: what you can do to make sure your child's school is part of the solution -- Give me what I want and nobody gets guilt: how the screen-dependent child trains his parents -- Boys against moms: the hidden anguish of mothers and wives -- Surrender is easier when you have good reasons: what parents tell themselves to stifle the inner voice of concern -- Implementing screen controls -- phase 1: writing your family values statement and behavior standards -- Implementing screen controls -- phase 2: executing and enforcing your screen control plan -- How to help a formerly screen-dependent child battle his demons -- Conclusion: you are in charge.Screen media use (accessing digital content on tablets, cell phones, etc.) is quickly replacing traditional family time, and there is an accepted reality that nothing can be done. With few resources available, many parents are challenged to make the best decisions for their families. Breaking the Trance does not blame parents, nor vilifies technology as a whole, but rather provides easy and effective strategies to implement immediately. Ultimately, parents will be able to establish a screen control plan based on their own family's values that works and can be enforced.
Subjects: Video games and children.; Video game addiction.; Parenting.;
Available copies: 2 / Total copies: 2
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Video games and youth / by Nakaya, Andrea C.,1976-(CARDINAL)463502;
Includes bibliographical references and index.Video games research -- Violent game play -- Video games and health -- Games and learning -- Regulation of video games.Grade 9 to 12.
Subjects: Video games and children;
Available copies: 1 / Total copies: 1
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Game addiction : the experience and the effects / by Clark, Neils.(CARDINAL)495840; Scott, P. Shavaun.(CARDINAL)495841;
MARCIVE 3/03/11Includes bibliographical references (pages 187-199) and index.The digital living room -- Media experience and real illusion -- Why they play -- Anatomy of a game addiction -- Games are not babysitters -- The road ahead -- Appendix A. Helpful activities during the process of change -- Appendix B. Learning the lingo -- Appendix C. Commonly used Internet and gamer slang -- Appendix D. Seeking help in an unfamiliar world."This book studies videogame addiction from a cross-disciplinary approach, bridging the divide between liberal arts academics and clinical researchers. The topic of addiction is examined neutrally, using accepted research in neuroscience, media studies, and developmental psychology, among others, to reveal how today's gamers interact with and become consumed by the virtual worlds of their videogames"--Provided by publisher.
Subjects: Video games.; Video game addiction.; Video games; Video games and children.; Video games and teenagers.;
Available copies: 1 / Total copies: 1
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"Don't bother me Mom, I'm learning!" : how computer and video games are preparing your kids for twenty-first century success and how you can help! / by Prensky, Marc.(CARDINAL)707081;
Includes bibliographical references (pages 223-242) and index.pt. I. Games are NOT the enemy -- 1. Of course you're worried : you have no idea what's going on! -- 2. The really good news about your kids' games -- 3. But wait--what about all that bad stuff I hear about in the press -- pt. II. The rise of the digital native -- 4. Our kids are not like us : they're natives, we're immigrants -- 5. Do they really think differently? -- 6. The emerging online life of the digital native -- pt. III. What's different about today's games -- 7. Complexity matters : what most adults don't understand about games -- 8. What kids learn that's POSITIVE from playing computer games -- 9. The motivation of gameplay -- 10. Adaptivity in games--really leaving no child behind -- 11. It's not just the games--it's the system -- pt. IV. What kids are learning (on their own) -- 12. Economics and business lessons for a 10-year-old from a computer game -- 13. How kids learn to cooperate in video games -- 14. Video games are our kids' first ethics lessons (believe it or not!) -- 15. The seven games of highly effective people -- 16. Making games of their own : modding -- 17. Playing video games to stay healthy (yes, video games!) -- 18. What our kids could be learning from their cell phones -- pt. V. How parents, teachers, and all adults can get in the game! -- 19. Talk to your kids; value what they know -- 20. The new language--a digital immigrant remedial vocabulary -- 21. How parents who "get it" are educating their kids about games -- 22. Girls, boys, parents, grandparents--there are games for everyone -- 23. Moving past "edutainment" : curricular games are coming -- 24. For teachers : using games in the curriculum and classroom -- 25. What can kids learn on their own? -- 26. Are you as brave as your kids?--try it yourself! -- 27. What to do right now -- Conclusion -- Epilogue -- Appendix: a parent-teacher toolkit.
Subjects: Video games; Video games and children.; Social learning.;
Available copies: 4 / Total copies: 4
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Teaching social skills to children with autism using Minecraft® : a step by step guide / by Dundon, Raelene,author.(CARDINAL)803264;
Includes bibliographical references.This comprehensive and accessible guide contains everything that needs to be known in order to set up and run a Minecraft® Social Group for children with autism spectrum disorders. Minecraft®, often described as 'digital Lego', provides an ideal forum to help children with autism and related conditions to develop social and communication skills. This book offers guidance on how to use the game to support the learning of social and emotional concepts such as having a conversation, showing interest in others and understanding another person's point of view. With over 100 pages of photocopiable and downloadable session plans, visuals and handouts, this manual is essential reading for professionals working with autism who are interested in introducing Minecraft® to support social skill development in their students.
Subjects: Autism in children.; Social skills.; Video games and children.; Video games;
Available copies: 0 / Total copies: 1
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Video games & your kids : how parents stay in control / by Cash, Hilarie,1952-(CARDINAL)490821; McDaniel, Kim,1963-(CARDINAL)490822;
Includes bibliographical references (pages 173-176) and index.What is gaming addiction? -- Effects of gaming on the body and brain -- Setting limits: it's just a game -- Infants and toddlers (birth to 2 years old) -- Early childhood (ages 2-6) -- Elementary school years -- Adolescence -- Adult children addicted to gaming -- The formal intervention option.
Subjects: Video games and children; Video gamers;
Available copies: 1 / Total copies: 2
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Video games are good for you! / by Mauleón, Daniel,1991-author.(CARDINAL)805110;
Includes bibliographical references (page 31) and index.Level up in real life -- Give your brain a boost -- Get a move on."In the past video games have gotten a bad rep for having a negative effect on players. But many studies have proven the opposite! From improved hand-eye coordination and better eyesight to increased socializing and fitness, discover the many ways video games are good for you."--RL: 3-4.Ages 8-14.IL: 3-9.950LAccelerated Reader AR
Subjects: Video games and children; Video games;
Available copies: 3 / Total copies: 3
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Digital nation [videorecording] / by Goodman, Rachel Dretzin.; Rushkoff, Douglas.(CARDINAL)203354; Fedde, R. A.; Shinn, Sam.; McCarthy, Stephen.; Ark Media (Firm); PBS Video.(CARDINAL)159566; WGBH Educational Foundation.(CARDINAL)132712;
1. Distracted by everything -- 2. What's it doing to their brains? -- 3. South Korea's gaming craze -- 4. Teaching with technology -- 5. The dumbest generation? -- 6. Relationships -- 7. Virtual worlds -- 8. Can virtual experiences change us? -- 9. Where are we headed?Directors of photography, Sam Shinn, Stephen McCarthy ; edited by R. A. Fedde ; music, Joel Goodman.Correspondents, Douglas Rushkoff, Rachel Dretzin."Within a single generation, digital media and the World Wide Web have transformed virtually every aspect of modern culture, from the way we learn and work to the ways in which we socialize and even conduct war. But is the technology moving faster than we can adapt to it? And is our 24/7 wired world causing us to lose as much as we've gained? In Digital Nation: Life on the Virtual Frontier, FRONTLINE presents an in-depth exploration of what it means to be human in a 21st-century digital world"--Frontline website.MPAA rating: Not rated.DVD, NTSC; widescreen.
Subjects: Documentary television programs.; Video recordings for the hearing impaired.; Mass media and children.; Computers and children.; Technology and children.; Internet and children.; Video games and children.; Child development.; Internet addiction.;
Available copies: 1 / Total copies: 1
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Violent video games / by Espejo, Roman,1977-(CARDINAL)665611;
Includes bibliographical references and index.Violent video games can benefit children / Isabela Granic, Adam Lobel, and Rutger C.M.E. Engels -- Violent video games can desensitize players and increase aggression / George Drinka -- Violent video games do not cause violence / Eric Kain -- Shooting in the dark / Benedict Carey -- Violent video games promote antisocial behaviors / Jack Flanagan -- Video game culture does not promote antisocial behaviors / Andrew Leonard -- Video game makers have a moral obligation to limit game violence / Simon Parkin -- Violent video games are a form of free speech / Daniel Greenberg -- Barring sales of violent games to minors does not violate free speech / Joseph J. Horton -- The video games rating system is effective / Ilya Shapiro, Thomas S. Leatherbury, John P. Elwood, and Paul B. Spelman -- The video games rating system is not effective / Jason Dafnis.
Subjects: Video games and children.; Video games and teenagers.; Violence in video games.; Children and violence.; Youth and violence.;
Available copies: 2 / Total copies: 2
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A smart kid's guide to playing online games / by Jakubiak, David J.(CARDINAL)494908;
Click to play -- Why play? -- Simple games -- Kickoff across town -- MMOGs -- Sign up safe, play safe -- Griefers and worse -- Ending problems -- Take a break -- Safety tipsAccelerated Reader ARAccelerated Reader AR
Subjects: Video games; Computers and children;
Available copies: 1 / Total copies: 1
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