Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do


  • ISBN13: 9780743299510
  • Condition: USED – VERY GOOD
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Product Description
Listening to pundits and politicians, you’d think that the relationship between violent video games and aggressive behavior in children is clear. Children who play violent video games are more likely to be socially isolated and have poor interpersonal skills. Violent games can trigger real-world violence. The best way to protect our kids is to keep them away from games such as Grand Theft Auto that are rated M for Mature. Right?Wrong. In fact, many parents are worri… More >>

Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do

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  1. #1 by Joanne Cantor on February 17, 2010 - 5:20 pm

    This book does a great disservice to families and anyone trying to make sense of the effects of violent video games. Having conducted a survey and focus groups, asking kids what they think of the effects of violent video games on themselves, the authors dismiss a wealth of scientifically valid, peer-reviewed journal articles that have shown that violent video games contribute to users’ becoming more hostile, more aggressive, and, yes, at times, more violent. The argument that there’s hardly any research on violent video games is false, as is the suggestion that the research is inconclusive. The book smells a lot like Jonathan Freedman’s book on media violence. Freedman, a psychologist who never conducted his own research on media violence, wrote a book in which he systematically tore apart every study that had been conducted to date, without regard to the validity of the studies. Freedman gratefully acknowledged funding from the Motion Picture Association of America for his book. It’s hard to figure out why someone like Kutner, who has apparently dedicated his career to helping families, would confuse his audience by throwing out valid findings, and calling the research “irrelevant” and “muddleheaded.” He is simply wrong.
    Rating: 1 / 5

  2. #2 by Claus Fosgen on February 17, 2010 - 5:30 pm

    Would you too like to turn some heads and sell a lot of books in the process? Well then, all you have to do is write about something that everyone knows but make the opposite conclusions so your book can serve as a force against those who have protested ill effects. There are millions of teens are happy to see a book like this published and thousands employed in the gaming industry who, you can bet will flood the market with this book, hoping to set parents at ease regarding the damaging effects of video games.

    No, video games don’t led to increased incidence of social dysfunction, violent behavior, and hinder normal childhood development. Just like having firearms in the home don’t lead to increased homicides, both accidental and intentional. In fact, it’s a great thing to play video games because it increases hand-eye coordination! Sorry, but hand-eye coordination is no longer a skill needed in America since all the factories are in Asia.

    Kids don’t just play video games for 10 minutes a day. They play them for hours, often leading to sleep deprivation and other forms of physiological neglect. Combined with other forms of docile activity such as Internet chatting, texting, and other crap that consumes children today, we are seeing the most obese teens in the history of earth. In fact, due to childhood and teenage obesity trends, this young generation currently risks a lower life span than its parents – the first time this has happened in the modern era. Wake Up People!

    Playing video games is a form of mental programming and even behavioral conditioning. This is a fact. I would like to know how much money these bozos have received from the gaming industry (including Microsoft, Sony, software companies etc.) to conduct research. The irresponsible and blatant wrong assertions in this book should serve as sufficient cause to strip these clowns of their licenses.

    The authors confirm what most people with common sense already know – psychologists are morons who are so unintelligent that the had to learn about human behavior from books written by people who have had little interaction with society, rather than learn it through life experiences as a perceptive intellect – the best way to learn about human behavior.

    Rating: 1 / 5

  3. #3 by CHRIS BARNES on February 17, 2010 - 6:30 pm

    Video games arent the problem if i feel like chainsawing hookers,doing drive buys or selling drugs to small children i bloody well can you stupid christians parents go give your children what they really need a copy of GTA, some crack and a hooker with lots of STDS.
    Rating: 1 / 5

  4. #4 by Mike Petty on February 17, 2010 - 7:41 pm

    there is no proof that one thing in this book is true. plain and simple
    Rating: 1 / 5

  5. #5 by S. Gitter on February 17, 2010 - 7:42 pm

    When I first opened this book, I was very impressed by the approach they took to scrutinizing the recent media frenzy concerning the link between violent video games and extremely violent behavior (e.g. Columbine). Although the research (including the research in the book) suggests that violent games are associated with aggression, the effects are relatively small. As such, this book may do well to allay concerns that parents have generated as the result of media hype. I agree with the authors that it is not wise to scapegoat video games for everything and that other risk factors should be considered. Unfortunately, I found little of value after the initial chapters.

    Although it is good for parents to attend to other high risk factors, it is my opinion that the authors play down the effects of violent media too much. Even their own research suggests that children who play violent games are 1) more likely to engage in aggressive conflicts, 2) engage in delinquent behavior (e.g. property damage) for fun, and 3) receive poor grades on a report card. Seemingly games are associated with problematic behaviors. And even if the relationship is the reverse, such that children who are more likely to have these problems will turn to violent video games, then parents of children who play these games should remain concerned – as it is suggestive that their child may already be engaging in problematic and delinquent behavior.

    I also found that the approach to criticizing previous research was not very even handed. There was a lot of picking and choosing of individual studies to make specific points about the failure of previous research. Any study, when considered individually, will have flaws. But other studies that have been conducted more recently have done well to rule out several of the flaws identified by the authors. These studies were not mentioned. Even the study reported in this book had a great deal of flaws (many of which were also never mentioned). For example, they relied entirely on self-report. People are often reluctant to respond truthfully to self-report questions, especially when the questions pertain to socially undesirable behavior such as aggression. This flaw is most likely to affect the interviews they held with children. The responses children gave seem incredibly insightful and intelligent. One might wonder, however, whether these children put as much thought into their behavior when they aren’t being observed by adults. Heck, if an adult asked me these questions when I was a kid I’d be able to report back all the rules and lessons that my parents tried to teach me. I’d probably tell them whatever I thought they wanted to hear. This did not mean, however, that I actually followed these rules in my parent’s absence.

    Lastly, the authors suggest that violent video games may even confer some benefits to children who play them. They did find that children who played violent games were less likely to be bullied than those who didn’t play violent games. Additionally they suggest that children may play violent games to relieve stress, achieve success at something, and that violent games confer social opportunities for children. Given the questionable methods of the study, however, these conclusions are speculative at best. Also, it could be argued that there are a host of other activities that children could engage in that confer the same benefits – activities that aren’t associated with aggression, delinquent behavior, and school problems.

    Overall I thought this book was alright. I think it is important for parents to understand that violent games need not be their only concern. The way the book is written, however, may leave many of the readers completely unconcerned with the way violent media may influence their children. I don’t think this was the intention that the authors had, but unfortunately it may come across that way (I’ve seen some gamer’s responses to this book, and unfortunately some seem to have taken it as evidence that they shouldn’t be concerned at all about their violent game play). In the end, in my opinion the true values of this book are the first chapter concerning the misguided media frenzy and the suggestions they make to readers in later chapters about how to monitor your child’s exposure to violent content.

    Rating: 2 / 5