Video Games and Youth

From the Series Video Games and Society
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$31.95

Research shows that video game play is widespread among youth, with more than 90 percent of Americans ages two to seventeen playing games. Some people believe games have the potential to be powerful tools for learning and social development, while others worry that game play is detrimental to both mental and physical health. These are among the issues covered in Video Games and Youth.

Interest Level Grade 7 - Grade 12
Reading Level Grade 7
Copyright 2015
Genre Nonfiction
Publisher ReferencePoint Press
Series Video Games and Society
Language English
Number of Pages 80
ISBN 9781601527509
Title Format Reinforced book
Release Date 2015-01-01
Author Andrea Nakaya
Dewey 794.8083
 

Voya

Bjornlund’s so-so introduction to gaming devices lacks the specificity to engage the average reader. Through arcade games, Pong, Atari, and Nintendo, she works up to the allure of console toys and fantasy film without capturing the psychological hook that keeps players amused. By drifting into fantasy film, she abandons the initial subject. Nakaya’s analysis of electronic games and their impact on children and teens balances the summation with commentary on violence and educational value. Coverage of rating systems and proposed legislation to curb mounting aggression in players exposes the failed efforts of lawmakers and parents to supervise use. Images and sidebars cite examples of deaths connected with such titles as “Mortal Kombat.” The bibliography quotes recent research and events. Indexing lists entries on mass shootings, addiction, marketing, and specific titles, e.g. “Grand Theft Auto.” A valuable source, this book belongs in public and middle school libraries as well as the professional shelves of counselors and home schoolers. Netzley’s link between electronic games and crime makes a similar effort to establish motivation for felonies and concludes that opinions vary, from school psychologists to the National Rifle Association. Images shore up arguments, particularly photos of role playing and pornographic factors. More forcefully stated than Nakaya’s conclusion, this book discloses the heart of concerns about school shootings and brutal video games. It is recommended for school and public libraries.

School Library Journal

This series addresses tattoos and body piercings ranging from ancestral origins to pending medical applications. Tattoos, Body Piercings, and Health presents physical damages associated with adornments, and guidance for selecting qualified artists. Especially interesting is the discussion of tattoos and piercings used to cover scars, skin disorders, and other medical issues. Current research also indicates that tongue piercings can assist paralyzed individuals’ communication. Removing piercings and tattoos likewise receives significant coverage. Tattoos, Body Piercings, and Teens focuses upon contemporary scenarios, with decorated individuals and celebrities sharing their experiences as in previous volumes. While not against adornments, consideration of permanency, eventual appearance changes, and professional situations where visible tattoos or piercings are questionable is strongly advised. Tattoos, Body Piercings, and Art features historical information, although piercings is limited to one chapter. Also examined are past and current reasons for adornment, profiles of those having multiple decorations, plus the industry and its artists. These volumes’ covers and formats are identical, with each containing an introduction, five chapters, and supplemental information in eighty pages. Attention-grabbing graphics abound, housing interesting little-known information over chapter topics. The numerous color photos,, however, feature extreme adornments, depicting groups like Samoans or Maori, as well as industry-noted individuals, not average adolescents. Overall, these volumes are essentially written for adolescents, rather than about them. Depicting typical teens and their commentary regarding deliberating a first tattoo or piercing, rationale for or against proceeding, the procedure, and afterwards would be invaluable for those planning an adornment. As written, these are best for general information or reports

Booklist

Humans have played games for centuries, and the thorough titles in the Video Games and Society series explore some of the numerous issues related to today’s popular pastime. The History of Video Games provides a detailed look at the nonlinear growth of the video game industry, beginning with the earliest video games developed as an accidental offshoot of initial computer research and noting such important factors as big personalities and market economics. How Do Video Games Affect Society? discusses the conflicting research regarding physical and social costs and benefits associated with gaming, as well as how gaming can become an addiction. Video Games and Youth focuses on the divided research concerning gaming and its effect on children and teens, especially the impact of playing violent games and connections between gaming and health and learning. Video Games, Violence, and Crime examines the relationship between gaming and mass shootings, antisocial behavior, and mental illness, highlighting the disagreement on a cause-and-effect relationship between violent games and violent crimes. A final chapter in this book addresses legal responses to gaming issues. Accompanied by color photos and related quotes and sidebars, these titles offer a balanced view of the topics, while additional back matter presents resources for these useful debate guides.

Author: Andrea Nakaya

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