Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do by Simon & Schuster Title: Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do

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Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do by Simon & Schuster

A book about bias in research that has it's own bias

For a book that claims to be fair and unbiased, I was surprised about the degree of bias in the writing in this book. It is incredibly critical of the research that has already been conducted on the relationship between violent video games and aggression (especially research that confirms the link). But the same level of scrutiny is not applied to their own work. Several major methodological and theoretical problems associated with the methods of the research reported within are either briefly glanced over or left completely unaddressed. This juxtaposition will likely leave a lay reader with the impression that the studies reported in the book are much more methodologically rigorous and sound than previous research (which they are not). Their reliance entirely upon self-report and a correlational design leaves them unable to establish any sense of causality and results in a susceptibility to subject bias in reporting. The design chosen for the studies reported in this book results in data that is easily interpreted in several ways. They chose to interpret it to suggest that games aren't a problem. Which is quite surprising, considering that even their findings lend support to the argument that violent games can cause some behavioral problems.

There is some merit in their findings pertaining to people's perceptions of how games influence their behavior (e.g. allows them to vent stress). Nevertheless, any conclusions drawn from these results are speculative at best (and much of their conclusions stand in direct contrast to other findings in the area of aggression). The reason someone says they do something is often very different than the actual reason that people do things. This is a standard in all psychological processes for all people whether talking about aggression or simple decison-making processes.

I was unimpressed by the poor quality of the writing in the book as well. Thoughts are often left unfinished - leaving the reader to infer the point that the authors are trying to make. Although the casual writing style employed by the authors makes the book more appropriate for a lay audience, it results in a lack of detail where such detail is necessary.

The authors encourage their readers to be skeptical of the research pertaining to video games. Surely, this is warranted. The research is not entirely clear as of yet and the suggestions made by the media are often overblown (of course the suggestions made by the video game industry are often overblown as well). But their approach to analyzing previous research has its own faults. And their interpretation of their and other's data is rather one sided and not well thought out. I suggest that anyone reading this book apply the same degree of skepticism to what the authors write as the authors encourage their readers to apply to other's research and writing.
Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do by Simon & Schuster

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.
Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do by Simon & Schuster

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.
Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do by Simon & Schuster

Product Description

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. In fact, many parents are worried about the wrong things!

In 2004, Lawrence Kutner, PhD, and Cheryl K. Olson, ScD, cofounders and directors of the Harvard Medical School Center for Mental Health and Media, began a $1.5 million federally funded study on the effects of video games. In contrast to previous research, their study focused on real children and families in real situations. What they found surprised, encouraged and sometimes disturbed them: their findings conform to the views of neither the alarmists nor the video game industry boosters. In Grand Theft Childhood: The Surprising Truth about Violent Video Games and What Parents Can Do, Kutner and Olson untangle the web of politics, marketing, advocacy and flawed or misconstrued studies that until now have shaped parents' concerns.

Instead of offering a one-size-fits-all prescription, Grand Theft Childhood gives the information you need to decide how you want to handle this sensitive issue in your own family. You'll learn when -- and what kinds of -- video games can be harmful, when they can serve as important social or learning tools and how to create and enforce game-playing rules in your household. You'll find out what's really in the games your children play and when to worry about your children playing with strangers on the Internet. You'll understand how games are rated, how to make best use of ratings and the potentially important information that ratings don't provide.

Grand Theft Childhood takes video games out of the political and media arenas, and puts parents back in control. It should be required reading for all families who use game consoles or computers.

Almost all children today play video or computer games. Half of twelve-year-olds regularly play violent, Mature-rated games. And parents are worried...

"I don't know if it's an addiction, but my son is just glued to it. It's the same with my daughter with her computer...and I can't be watching both of them all the time, to see if they're talking to strangers or if someone is getting killed in the other room on the PlayStation. It's just nerve-racking!"

"I'm concerned that this game playing is just the kid and the TV screen...how is this going to affect his social skills?"

"I'm not concerned about the violence; I'm concerned about the way they portray the violence. It's not accidental; it's intentional. They're just out to kill people in some of these games."

What should we as parents, teachers and public policy makers be concerned about? The real risks are subtle and aren't just about gore or sex. Video games don't affect all children in the same way; some children are at significantly greater risk. (You may be surprised to learn which ones!) Grand Theft Childhood gives parents practical, research-based advice on ways to limit many of those risks. It also shows how video games -- even violent games -- can benefit children and families in unexpected ways.

In this groundbreaking and timely book, Drs. Lawrence Kutner and Cheryl Olson cut through the myths and hysteria, and reveal the surprising truth about kids and violent games.