Violent video games and society / Gloria G. Adams, book editor.
- 1 of 1 copy available at Consortium of Ohio Libraries. (Show)
- 1 of 1 copy available at Wornstaff Library.
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||-|
- 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.
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|Subject:||Video games > Social aspects.
Violence in video games.
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Summary: 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?