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- Violence in video games / by Gimpel, Diane Marczely.(CARDINAL)492192;
1030LAccelerated Reader AR
- Subjects: Video games; Violence in video games;
- Available copies: 1 / Total copies: 1
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- Violent video games and society / by Adams, Gloria G.,editor.(CARDINAL)625378;
Includes bibliographical references and index.The importance of Opposing viewpoints -- Introduction -- Can playing violent video games alter our behavior? Violent video games have harmful effects / Brad J. Bushman ; Violent video games aren't necessarily the cause of aggressive behavior / Michael Kasumovic ; Violent video games are a risk factor for youth violence / Iowa State University News Service ; Playing video games does not cause violence / Matt Terzi ; Playing video games reduces stress / Eddie Makuch -- What is the effect of violent video games on health and development? Research shows violent video games reduce emotional reactivity / Craig Anderson ; Violent video games can desensitize young people / Shankar Vedantam ; Cooperative video gaming can increase prosocial behavior / Jeffrey MacCormack ; Playing violent video games increases stress / Yousseff Hasan, Laurent Begue, and Brad J. Bushman ; Playing video games reduces your stress / Ryan Dube ; How violent games are bad for your kids / Laura St. John ; Interpretations of video game studies depend on your agenda / John Walker -- Can violent video games lead to extreme or criminal behavior? Video games don't make deadly shooters / Brendan Keogh ; Violent video games : a place for cyberbullying / Jesse Aaron ; Changing video games could stop bullying / Patrick Stafford ; Study finds no impact of violent video games on bullying / Christopher J. Ferguson and Cheryl K. Olson ; We can't ignore the connections between violent video games and criminal activity / Andy Ruddock -- Should the government regulate violent video games? More studies, more policies needed for video games / Joyram Chakraborty and Nirali Chakraborty ; Violent video games should be banned / Eric Roberts ; Do we need more video game violence regulation? / Shawn Schuster ; Law banning sales of violent video games to minors overturned by Supreme Court / Derek Green ; Banning violent video games won't eliminate the violence in our culture / Alyssa Rosenberg -- For further discussion -- Organizations to contact.
- Subjects: Violence in video games.; Video games;
- Available copies: 2 / Total copies: 2
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- Video games, violence, and crime / by Netzley, Patricia D.,author.(CARDINAL)378152;
Includes bibliographical references (pages 63-72) and index.Video games and mass shootings -- Anti-social behavior -- Video games and mental illness -- Legal responses to gaming issues.
- Subjects: Violence in video games; Video games; Violence; Crime;
- 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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- Are video games harmful? / by Nakaya, Andrea C.,1976-author.(CARDINAL)463502;
Includes bibliographical references and index.What are the facts? -- Is video game addiction a problem? -- Do video games cause violent behavior? -- Can video game play be beneficial? -- How should video games be regulated?Questions whether video games are harmful or not, discussing video game addiction, regulations, and violent behavior.
- Subjects: Video games; Video game addiction; Violence in video games; Video games and children; Video games;
- Available copies: 1 / Total copies: 1
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- Assassination generation : video games, aggression, and the psychology of killing / by Grossman, Dave,author.(CARDINAL)390194; Miserany, Katie,author.(CARDINAL)629393; Paulsen, Kristine,author.(CARDINAL)629376;
Includes bibliographical references (pages 233-251) and index.It's worse than it looks : the case against the media --Guns, drugs, and denial : common excuses for the virus of violence --The human brain on violence : how violent video games warp the mind --The gangbanger's trainer : how video games train kids to kill --Fiction or reality? : true crimes and the games that may be linked to them --Failed attempts at change --Calling on community --The solution --What you can do today.The author of the landmark work On Killing reveals how violent video games have ushered in a new era of mass homicide--and what we must do about it. Paducah, Kentucky, 1997: a 14-year-old boy shoots eight students in a prayer circle at his school. Littleton, Colorado, 1999: two high school seniors kill a teacher, twelve other students, and then themselves. Utoya, Norway, 2011: a political extremist shoots and kills sixty-nine participants in a youth summer camp. Newtown, Connecticut, 2012: a troubled 20-year-old man kills 20 children and six adults at the elementary school he once attended. What links these and other horrific acts of mass murder? A young person's obsession with video games that teach how to kill. Lt. Col. Dave Grossman, who in his perennial bestseller On Killing revealed that most of us are not "natural born killers"--and who has spent decades training soldiers, police, and others who keep us secure to overcome the intrinsic human resistance to harming others and to use firearms responsibly when necessary--turns a laser focus on the threat posed to our society by violent video games. Drawing on crime statistics, cutting-edge social research, and scientific studies of the teenage brain, Col. Grossman shows how video games that depict antisocial, misanthropic, and casually savage behavior can warp the mind--with potentially deadly results. This book will kickstart a new national conversation about video games and the epidemic of mass murders that they have unleashed.--Adapted from dust jacket.
- Subjects: Aggressiveness in adolescence.; Homicide; Video games; Video games; Violence in video games; Violence; Youth and violence.;
- Available copies: 4 / Total copies: 5
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- Significant zero : heroes, villains, and the fight for art and soul in video games / by Williams, Walt,author.;
"An award-winning videogame writer offers a rare behind-the-scenes look inside the gaming industry, and expands on how games are transformed from mere toys into meaningful, artistic experiences"--"From the award-winning videogame writer behind Spec Ops: The Line comes an exclusive behind-the-scenes look at how today's blockbuster video games are made. When his satirical musings in a college newspaper got him discharged from the Air Force, it became clear to Walt Williams that his destiny in life was to be a writer--he just never thought he'd end up writing video games, let alone working on some of the most successful franchises in the industry--Bioshock, Civilization, Borderlands, and Mafia among others. Williams pulls back the curtain on an astonishingly profitable industry that has put its stamp on pop culture and yet is little known to those outside its walls. In his reflective yet comically-observant voice, Williams walks you through his unlikely and at times inglorious rise within one of the world's top gaming companies, exposing an industry abundant in brain power and out-sized egos, but struggling to stay innovative. Significant Zero also provides clear-eyed criticism of the industry's addiction to violence and explains how the role of the narrative designer--the poor soul responsible for harmonizing gameplay with storylines--is crucial for expanding the scope of video games into more immersive and emotional experiences. Significant Zero offers a rare look inside this fascinating, billion-dollar industry and a path forward for its talented men and women--gamers and nongamers alike--that imagines how video games might inspire the best in all of us"--
- Subjects: Williams, Walt.; Video games industry.; Video games; Violence in video games.; Video game designers;
- Available copies: 1 / Total copies: 1
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- Red Dead's history : a video game, an obsession, and America's violent past / by Olsson, Tore C.,author.(CARDINAL)896015;
Includes bibliographical references (pages 251-263) and index."A pathbreaking new way to examine US history, through the lens of a bestselling video game Red Dead Redemption and Red Dead Redemption II, set in 1911 and 1899, are the most-played American history video games since The Oregon Trail. Beloved by millions,they've been widely acclaimed for their realism and attention to detail. But how do they fare as recreations of history? In this engaging book, award-winning American history professor Tore Olsson takes up that question and more. Weaving the games' plotand characters into an exploration of American violence between 1870 and 1920, Olsson shows that it was more often disputes over capitalism and race, not just poker games and bank robberies, that fueled the bloodshed of these turbulent years. As such, this era has much to teach us today. From the West to the Deep South to Appalachia, Olsson reveals the gritty and brutal world that inspired the games, but sometimes lacks context and complexity on the digital screen. Colorful, fast-paced, and dramatic, RedDead's History sheds light on dark corners of the American past for gamers and history buffs alike."--
- Subjects: Informational works.; Red dead (Video game series); Violence; Violence in video games.;
- Available copies: 5 / Total copies: 6
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- Log horizon : the West Wind Brigade. [manga] by Touno, Mamare,author.(CARDINAL)619371; Koyuki(Manga artist),illustrator.(CARDINAL)416619; Hara, Kazuhiro,illustrator.(CARDINAL)620160; Engel, Taylor,translator.(CARDINAL)589725; Blakeslee, Brndn,letterer.(CARDINAL)620090;
"It's the return of the goblin king! Soujirou is conducting special training in hopes of acquiring power from outside the system. However, an army of more than ten thousand goblins appears just under their noses on the Zantleaf Peninsula! In the face of this unprecedented situation, the West Wind Brigade musters its best fighters and sets off to guard the nobles assembled at the ancient court of Eternal ice!"T, for teen.
- Subjects: Fantasy comics.; Graphic novels.; Comics (Graphic works); Imaginary places; Role playing; Video gamers; Violence in video games; Heroes; Roleplay.;
- Available copies: 1 / Total copies: 1
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- Log horizon : the West Wind Brigade. [manga] by Touno, Mamare,author.(CARDINAL)619371; Koyuki(Manga artist),artist.(CARDINAL)416619; Hara, Kazuhiro,illustrator.(CARDINAL)620160; Engel, Taylor,translator.(CARDINAL)589725;
"A mysterious Person of the Earth maneuvers covertly in the shadows of the capture of the difficult quest, 'The Return of the Goblin King.' Does he hold the secret to the Adventurers' resurrection? Soujirou clashes with an eerie, formidable enemy with powers that surpass the common sense of the game. As sparks fly, how will the battle play out?"--Amazon.com.T, teen.
- Subjects: Science fiction comics.; Fantasy comics.; Graphic novels.; Comics (Graphic works); Fiction.; Role playing; Video gamers; Imaginary places; Violence in video games; Heroes; Role playing; Video gamers; Imaginary places; Violence in video games; Heroes; Caricatures and cartoons; Roleplay.;
- Available copies: 1 / Total copies: 1
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Results 1 to 10 of 1,176 | next »