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Paperback Grand Theft Childhood: The Surprising Truth about Violent Video Games and Book

ISBN: 1451631707

ISBN13: 9781451631708

Grand Theft Childhood: The Surprising Truth about Violent Video Games and

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Book Overview

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...

Customer Reviews

5 ratings

Courtesy of Teens Read Too

Violent, sexually explicit video games are corrupting today's youth! Our children are becoming desensitized, isolated, warmongering zombies and we need look no further than the game box for inciting influences behind such incidents as Columbine, Paducah, and Virginia Tech. Today's children are more aggressive, sexually active at younger ages, and even more foul-mouthed than ever before thanks to the rampant societal disintegration promoted in games like Grand Theft Auto, Vice City, and S.W.A.T. Well...not exactly. According to GRAND THEFT CHILDHOOD co-authors and social scientists, Lawrence Kutner and Cheryl K. Olson, there aren't enough up-to-date, clearly defined studies to make any determinations about the effects of graphic video games on children's behavior. Most data cited by public officials, watchdog organizations, and the media is at best inaccurate supposition which fans the flame of societal panic and ultimately diverts attention from the real issues. Kutner and Olson give a thorough context to their study, laying out the details, methods of investigation, inherent shortcomings, and need for further research, all in an informative, straightforward manner. The information can be a little dense to slog through at times, with the authors packing quite a bit of information into one book. (Everything from a brief history regarding previous research studies -- or, rather, lack thereof; the attributes and flaws of the game industry's current rating system; to an in-depth recounting of their own study's results). That being said, I am the first person to jump ship when it comes to dry recitations of scientific data, but not once did I consider abandoning GRAND THEFT CHILDHOOD. I found it an invaluable, thought-provoking treasure trove of information which any concerned parent or gaming teen would do well to read. Reviewed by: Cat

Excellent overview of complicated issue, well-researched

I work in video games. There are a lot of books that purport to address the issue of whether violent video games are harmful, benign, neither, or all of the above. Grand Theft Childhood actually delivers. It contains summaries of research conducted by the authors as well as (very often) the data they compiled so you can satisfy yourself. Their positions are nuanced and a bit surprising - although they note that kids are able to distinguish between violent games and real life and that they're not induced to be violent because of them, they also note that the amount of cursing in violent games often makes kids uncomfortable because they know those are "bad words". If you're interested in the space, this is an interesting read. If you work in the space, you should own this book.

Nice book, cuts through the hyperbole

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 "elders" unfamiliar with the new media. We look back on these past panics as just that...panics...yet somehow we never seem to learn the lesson. None of these media forms touched off a wave of violence...nor has video games. Violent crimes in the US, including among youth, have dropped to 1960s levels, even as violent video games become overwhelmingly popular. Are we worried about nothing? Drs. Kutner and Olson do an excellent job discussing the research, pointing out the significant methodological flaws, related to poor definitions of "aggression" and "violence", to the use of invalid measures of aggression, to some scholars who "cherry pick" data to support their views. This section of the book is a must-read for anyone who hears "a study found that video games cause aggression" and actually think the study had anything to do with hitting, kicking, violentce, etc. Most don't. The authors present their own research, funded through the DOJ, and largely correlational in nature. It's a nice although (as the authors admit themselves) imperfect study (I would have liked to see more measurement of family environment...in my own work controlling family violence typically negates any relationship between violent games and violent outcomes). Yet they find a complex relationship between game playing (they focus on M-rated games) and both positive and negative outcomes. Bottom line seems to be that most kids who play even M-rated games come out perfectly fine and may even see considerable benefits, whereas some kids who already have problems with violence may be best kept away from M-rated games. Their results generally question the conclusion that violent video games are setting off a wave of serious youth violence. Some kids even report using games to relax and vent aggression. This finding is likely to be controversial. Probably anti-game advocates will counter that kids don't necessarily have insight...yet as this argument is based on findings using invalid aggress

Thought-Provoking and Relevant

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 done on the correlation, and more importantly, the causality, between violent media and violent behavior. The book freely admits that its research merely scratches the surface: this should immediately cause anyone to be skeptical of claims of a definitive link or vindication of violent media. Gamers, you will find a lot here that confirms what you already believe. Parents, you will learn more about the world of your children and practical ways you can keep up with it. Skeptics, if this book encourages you to look at the issues more critically, then that's a win. I can't recommend this book enough to anyone who plays games or is worried about games.

Insights you would never expect

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 you are looking for a source to back up either your love or hatred of video games, this may not be the right book. But if you're looking for an interesting, thought-provoking, and impartial look at video games and their real effect on children and teens, this is a great book.
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