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Violent video games and society / Gloria G. Adams, book editor.

Adams, Gloria G., editor.  

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  • 1 of 1 copy available at Consortium of Ohio Libraries. (Show)
  • 1 of 1 copy available at Wornstaff Library.

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0 current holds with 1 total copy.

Location Call Number / Copy Notes Barcode Shelving Location Status Due Date
Wornstaff Library J 794.8 Ada (Text) 30011000563701 Juvenile Nonfiction Available -

Record details

  • ISBN: 1534500723
  • ISBN: 9781534500723
  • Physical Description: 190 pages ; 24 cm.
  • Edition: First edition.
  • Publisher: New York, NY : Greenhaven Publishing, 2018.
  • Bibliography Note: Includes bibliographical references (p. 176, 180-185) and index.
Subject: Video games > Social aspects.
Violence in video games.

Syndetic Solutions - Summary for ISBN Number 1534500723
Violent Video Games and Society
Violent Video Games and Society
by Adams, Gloria G. (Editor)
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Summary

Violent Video Games and Society


The video game industry is big business, and with the improvement of Virtual Reality technology, video games will only become more realistic and immersive. Fears abound that they drive their players to commit violent acts. While many people believe the games desensitize kids to violence, others argue that there has been no scientific connection between aggressive behavior and video games. Is immersion in violent video games a bridge to committing real-life acts of violence, demeaning women, and bullying? Or can video games actually help troubled kids, by providing them with a safe outlet for their aggression and a way to work out their frustrations?
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