GRAND THEFT CHILDHOOD
Kutner, L., & Olson, C. (2008). Grand theft childhood: The surprising truth about violent video games and what parents can do. New York: Simon & Schuster.
"Darren had a tough time in school earlier that week. On Monday, a teacher
had said something that embarrassed him in front of his classmates. When he
went home that afternoon, he plugged in his video game console, loaded Grand
Theft Auto 3, blew up a few cars and shot a half-dozen people, including a young
blonde woman. When asked, Darren admits that the woman he killed in the game
looked a lot like his teacher." CHAPTER 1, PAGE 1.
Columbine High School shooters Dylan Harris and Eric Klebold were
avid computer gamers. According to psychologists Craig Anderson and
Karen Dill, "One possible contributing factor is violent video games.
Harris and Klebold enjoyed playing the bloody shoot-em-up video
game Doom, a game licensed by the US Army to train soldiers to
effectively kill." CHAPTER 1, PAGE 2.
"It's unlikely that Harris and Klebold's interest in violent videogames or
other violent media played any significant role in their actions. An FBI
investigation concluded that Klebold was significantly depressed and
suicidal, and Harris was a sociopath." CHAPTER 1, PAGE 4.
"Young game players are socially isolated and
unable to form interpersonal relationships." CHAPTER 1, PAGE 2.
"Video games that are rated "T" ("suitable for ages 13 and older") are less
likely to desensitize a child to real-world violence than video games that
are rated "M" ("suitable for ages 17 and older"). "CHAPTER 1, PAGE 2.
"Much of the information in the popular press about the effects
of violent video games is wrong." CHAPTER 1, PAGE 3.
"For younger children especially, games are a topic of conversation that
allows them to build relationships with peers" CHAPTER 1, PAGE 5.
"Also, those games in which the
player is rewarded with extra points for avoiding a violent
confrontation (e.g., the SWAT series) are given the same "M" rating as
those games in which the player is given extra points for piling up
virtual corpses." CHAPTER 1, PAGE 7.
This book is relevant to my case study as it shows a balanced argument of video games and the impact it has on children. It also speaks a lot about how the press and how news institutions always have a negative against side on video games and how they talk lies about video games.
GAMING AT THE EDGE
Shaw, A. (2015). Gaming at the edge: Sexuality and gender at the margins of gamer culture.
"it never really occurred to me that gaming was something only a certain type of person did. In fact, it was only in my adult life that I heard people talking about the heterosexual, white, cisgendered male gamer as the norm”
"In Grand Theft Auto, it is used to construct a “credible” gangster fantasy, in Resident Evil 5, to paint a “realistic” picture of Africa. While these examples have been heavily contested as particularly “bad” representations of racial minorities"
"Games are absorbing, but in order to do that identification isn’t required”
This book is relevant to my case study as it is almost like a audience study on gamers. Adrienne Shaw argues that video game players experience race, gender, and sexuality. Overall revealing how representation comes to matter to participants and considering the high stakes in politics of representation debates.
VIOLENCE IN VIDEO GAMES
Gimpel, D. (2013). Violence in video games.
This book links to my case study as it has a lot of real life information of incidents that have occurred within video game violence, also speaks on how genuine they may be and how the news blame video games when really the killers are deranged and depressed teens.
VIOLENT VIDEO GAME EFFECTS ON CHILDREN AND ADOLESCENTS
Anderson, C., & Gentile, D. (2007). Violent video game effects on children and adolescents: Theory, research, and public policy. Oxford: Oxford University Press.
"Characters make players feel like they are them, shooting and hunting down players to kill."
"The dramatic increase in speed and graphic capability has allowed video game violence to be as realistic as ever before."
"Fourth graders reported that they're favourite video games were violent, (59% girls, 73% boys.)"
This book goes into detail within popular violent video games and how they can affect young children in the long run. It also speaks on how easy it is for children to buy violent video games. The writers also question a lot of school shootings that have taken place in the past and gives details on how video games may not be the blame for these disastrous shootings.
THE EFFECTS OF VIDEO GAMES ON CHILDREN:
Gunter, B. (1998). The effects of video games on children: The myth unmasked. Sheffield, England: Sheffield Academic Press.
"Video games are becoming more interactive, therefore becoming more physiologically impacting on youth."
"Proponents of video games have been viewed to be a source of learning as well as entertainment."
"Mastering games can boost a child's self esteem"
This book relates to my case study as it goes into detail about the hypodermic needle theory and how video game violence is affecting our young children. Also how kids that play games early start to think how the games do on topics like, sexuality, race, violence, money and women. It will teach kids what the normal will be but video games will teach the wrong things.
Death By Video Games:
Parkin, S. (n.d.). Death by video game: Tales of obsession from the virtual frontline.
This book is about video game addiction and how there have been many cases of death by playing video games, shows how this industry is massive and can have a massive impact on people.
RACISM, SEXISM AND THE MEDIA:
Wilson, C., & Rrez, F. (2003). Racism, sexism, and the media: The rise of class communication in multicultural America (3rd ed.). Thousand Oaks, Calif.: Sage Publications.
This book relates to my case study, as it goes into detail about how the media puts racist and sexist views into our minds without us even knowing, We care so much about the entertainment that we don't realise what's being portrayed. It doesn't go into too much detail with video gaming but it does have a few pages on it. But over all it will help.
STOP TEACHING OUR KIDS TO KILL:
Grossman, D., & DeGaetano, G. (1999). Stop teaching our kids to kill: A call to action against TV, movie & video game violence. New York: Crown.
This book goes into detail about how video games are becoming much more realistic on shooters and other violent games. Also discusses how movies and TV shows are becoming much more violent and this can have a bad impact on society and for our kids of this generation.
MEDIA VIOLENCE AND CHILDREN:
Gentile, D. (2003). Media violence and children: A complete guide for parents and professionals. Westport, CT: Praeger.
TRAIT AGGRESSION AND STYLE OF VIDEO GAME PLAY:
Paradise, A. (2007). Trait aggression and style of video game play the effects of violent video game play on aggressive thoughts.
BIBLIOGRAPHY:
World Wide Web:
Why GTA 5's most controversial mission may be unpleasant and repulsive but there is a message behind the degradation:
Shaw, A. (2015). Gaming at the edge: Sexuality and gender at the margins of gamer culture.
VIOLENCE IN VIDEO GAMES
Gimpel, D. (2013). Violence in video games.
VIOLENT VIDEO GAME EFFECTS ON CHILDREN AND ADOLESCENTS
Anderson, C., & Gentile, D. (2007). Violent video game effects on children and adolescents: Theory, research, and public policy. Oxford: Oxford University Press.
THE EFFECTS OF VIDEO GAMES ON CHILDREN:
Gunter, B. (1998). The effects of video games on children: The myth unmasked. Sheffield, England: Sheffield Academic Press.
Parkin, S. (n.d.). Death by video game: Tales of obsession from the virtual frontline.
RACISM, SEXISM AND THE MEDIA:
Wilson, C., & Rrez, F. (2003). Racism, sexism, and the media: The rise of class communication in multicultural America (3rd ed.). Thousand Oaks, Calif.: Sage Publications.
STOP TEACHING OUR KIDS TO KILL:
Grossman, D., & DeGaetano, G. (1999). Stop teaching our kids to kill: A call to action against TV, movie & video game violence. New York: Crown.
MEDIA VIOLENCE AND CHILDREN:
Gentile, D. (2003). Media violence and children: A complete guide for parents and professionals. Westport, CT: Praeger.
MEDIA VIOLENCE AND CHILDREN:
Gentile, D. (2003). Media violence and children: A complete guide for parents and professionals. Westport, CT: Praeger.
TRAIT AGGRESSION AND STYLE OF VIDEO GAME PLAY:
Paradise, A. (2007). Trait aggression and style of video game play the effects of violent video game play on aggressive thoughts.