Chapter 2: Lessons We've Learned from Society

Authors

  • Jenny Levine

DOI:

https://doi.org/10.5860/ltr.45n5

Abstract

There has been considerable media coverage devoted to the suspected but mostly unverified link between violent videogames and violent behavior. Thus, many parents have serious misconceptions about the nature of their children's use of videogames, assuming that it is something that should be minimized. According to the largest and most objective study on this topic, the link between violent videogames and violent behavior is minimal, at best. The study also found that contrary to many assumptions, playing video games can be a valuable social experience for children, helping them to build communication and problem-solving skills. This chapter of “Gaming in Libraries: Learning Lessons from the Intersections” explores the link between video games, behavior and civic engagement in children.

References

Entertainment Software Association, “Industry Facts,” www.theesa.com/factsnLawrence Kutner, Cheryl Olson, Grand Theft Childhood: The Surprising Truth about Violent Video Games and What Parents Can Do (New York: Simon & Schuster 2008)nLawrence Kutner and Cheryl Olson, “Some Key Findings from Our Research,” Grand Theft Childhood? website, Summary page, www.grandtheftchildhood.com/GTC/Summary.htmlnIbid.nKutner and Olson,

Grand Theft Childhood

, Kindle Location 4016.nAmanda Lenhart,

Teens, Video Games, and Civics

(Washington, DC: Pew Internet & American Life Project, 2008), i.nIbid.nIbid., ii.nIbid., v.nIbid., vi.nIbid.nIbid.nIbid., vii.nJoseph Kahne, Ellen Middaugh, and Chris Evans,

The Civic Potential of Video Games

(Oakland, CA: Civic Engagement Research Group at Mills College, 2008), ii.nIbid., 5.nIbid., 6–7.nIbid., 26.n

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Published

2009-07-17

Issue

Section

Articles