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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.
As a video game violence researcher myself, I have grown accostomed to considerable hysteria surrounding video games (as I write this GTA IV is about to come out, to much fanfare). Unfortunately, much of the hysteria and bad information comes from psychology as a discipline where poor research methods have been "given a pass" in support of outdated dogma and social engineering. Thus it is refreshing to see a book such as Grand Theft Childhood, which deftly cuts through the politics and dogma, discusses the research in a way parents can understand, and offers concrete directions for the future.
Drs. Kutner and Olson do an excellent job of discussing the history of moral panics which consistently surround new media and how the recent controversy over video games fits into this historical context. Each new media, from novels, to movies, to comic books, to television, to jazz, rock and roll and rap, to Dungeons and Dragons and Harry Potter faces public hysteria, usually from... read more
I've been a gamer for about 19 of my 23 years of life. As such, I've grown more and more frustrated at the misguided and misleading attempts of religious groups, politicians, and "watchdog" groups that purportedly have the best interests of children at heart. Few people seemed to truly be interested in figuring out the truth behind violent video games and violence in general. Perhaps this is why I'm so shocked that Grand Theft Childhood seems to be the first one to try a really simple idea: why not talk to the gamers themselves? It was refreshing, for a change, to hear the opinions of young people who actually play games.
GTC goes more in-depth than that, though. The first chapter does an excellent job of tackling the myths from both sides of the issue. The book then goes on to make parallels between complaints about violent video games and complaints about violent media in general over the last several hundred years. It explains how little effective research has been... read more
The research done for this book was obviously well-done and carefully considered. Instead of drawing premature conclusions, the authors really explored true cause-and-effect relationships of video games, social interactions, parenting, and violence.
One of the most amazing parts was the research about kids that did NOT play video games at all. It showed how video games, especially in moderation, can help kids with social interactions and help them try out social and life situations in a non-threatening and low-risk environment. With today's games being simulations as much as they are games, it has really changed the impact that video games can have on people.
The section on parenting and video games was one of the most impressive and thought provoking. When situations are presented that allow a child or teen to teach their parents how to play games with them, it can really improve the child's social skills and relationship with their parents.
If... read more
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