Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do
By Samuel P. Millham. 2010
104 citations recorded by the source corpus.
Subfields: Education, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/6413c0d1e29d107dac86113ae7a5a62e34d5faf1
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Education
- C. Ferguson
- Mark D. Griffiths
- Zsolt Demetrovics
- Orsolya Király
- Róbert Urbán
- D. Dyck
- Matteo Ballabio
- A. Quartiroli
In Sociology and Political Science
- Zsolt Demetrovics
- C. Ferguson
- Mark D. Griffiths
- Orsolya Király
- Cheryl K. Olson
- A. V. Van Rooij
- Anthony M. Bean
- Rune Kristian Lundedal Nielsen
Citations in the corpus
- Blazing Angels or Resident Evil? Can Violent Video Games be a Force for Good? (2010, background): “Fears about video game violence also fit into a sociological and historical context of fears of new media, particularly in United States culture, but also in a broader historical world context (Cumberbatch, 2008; Grimes, Anderson, & Bergen, 2008; Gauntlett, 1995; Kutner & Olson, 2008; Trend, 2007).”
- The school shooting/violent video game link: causal relationship or moral panic? (2008, background): “By contrast, video games present something of a ‘straw man’ by which politicians can create an appearance of taking action against crime (Kutner & Olson, 2008).”
- Video Games in Psychotherapy (2010, background): “…dime novels and comic books in 1900s, TV programs in 1970s, and the role-playing game Dungeons and Dragons in 1980s all received criticism based on the notion that they led to violent behavior despite the lack of conclusive data that showed them to cause harm (Ferguson, 2008; Kutner & Olson, 2008).”
- Do gaming motives mediate between psychiatric symptoms and problematic gaming? An empirical survey study (2017, background): “…effects of playing videogames include increased aggressive behaviour as a consequence of playing violent games (e.g. Anderson & Bushman 2001; Kutner & Olson 2008) and excessive playing causing functional and/or psychological impairment leading in a small minority of cases to problematic…”
- Paradigm change in aggression research: The time has come to retire the General Aggression Model (2012, background): “…be both innate to the human condition and so often couched in moralistic negative terms, it is probably not surprising that aggression research has historically been so controversial and fraught with ideology and hyperbole (Gauntlett, 2005; Grimes, Anderson, & Bergen, 2008; Kutner & Olson, 2008).”
- Video Game Addiction: The Push To Pathologize Video Games (2017, background): “…their well-being (Ben-Yehuda, 2009) There is a long history of moral panics focusing on perceived harms due to media (Bowman, 2016; Kill Screen, 2010; Kutner & Olson, 2008; Markey & Ferguson, 2017), ranging from comic books, to pinball machines, to Elvis Presley, to 1980s rock music to video games.”