Violent Video Games and Society
Violent Video Games and Society
Amazon Internet, 2017
ΠΠ±Π·ΠΎΡ
ΠΠ½Π΄ΡΡΡΡΠΈΡ Π²ΠΈΠ΄Π΅ΠΎΠΈΠ³Ρ ΡΠ²Π»ΡΠ΅ΡΡΡ ΠΊΡΡΠΏΠ½ΡΠΌ Π±ΠΈΠ·Π½Π΅ΡΠΎΠΌ, ΠΈ Ρ ΡΠ°Π·Π²ΠΈΡΠΈΠ΅ΠΌ ΡΠ΅Ρ Π½ΠΎΠ»ΠΎΠ³ΠΈΠΉ Π²ΠΈΡΡΡΠ°Π»ΡΠ½ΠΎΠΉ ΡΠ΅Π°Π»ΡΠ½ΠΎΡΡΠΈ ΠΈΠ³ΡΡ ΡΡΠ°Π½ΠΎΠ²ΡΡΡΡ Π²ΡΡ Π±ΠΎΠ»Π΅Π΅ ΡΠ΅Π°Π»ΠΈΡΡΠΈΡΠ½ΡΠΌΠΈ. Π‘ΡΡΠ΅ΡΡΠ²ΡΡΡ ΠΎΠΏΠ°ΡΠ΅Π½ΠΈΡ, ΡΡΠΎ ΠΎΠ½ΠΈ ΠΏΠΎΠ΄ΡΠ°Π»ΠΊΠΈΠ²Π°ΡΡ ΠΈΠ³ΡΠΎΠΊΠΎΠ² ΠΊ ΡΠΎΠ²Π΅ΡΡΠ΅Π½ΠΈΡ Π½Π°ΡΠΈΠ»ΡΡΡΠ²Π΅Π½Π½ΡΡ Π΄Π΅ΠΉΡΡΠ²ΠΈΠΉ. ΠΠ΅ΠΊΠΎΡΠΎΡΡΠ΅ ΡΡΠΈΡΠ°ΡΡ, ΡΡΠΎ ΠΈΠ³ΡΡ ΡΠ½ΠΈΠΆΠ°ΡΡ ΡΡΠ²ΡΡΠ²ΠΈΡΠ΅Π»ΡΠ½ΠΎΡΡΡ Π΄Π΅ΡΠ΅ΠΉ ΠΊ Π½Π°ΡΠΈΠ»ΠΈΡ, Π² ΡΠΎ Π²ΡΠ΅ΠΌΡ ΠΊΠ°ΠΊ Π΄ΡΡΠ³ΠΈΠ΅ ΡΡΠ²Π΅ΡΠΆΠ΄Π°ΡΡ ΠΎΡΡΡΡΡΡΠ²ΠΈΠ΅ Π½Π°ΡΡΠ½ΠΎΠΉ ΡΠ²ΡΠ·ΠΈ ΠΌΠ΅ΠΆΠ΄Ρ Π°Π³ΡΠ΅ΡΡΠΈΠ²Π½ΡΠΌ ΠΏΠΎΠ²Π΅Π΄Π΅Π½ΠΈΠ΅ΠΌ ΠΈ Π²ΠΈΠ΄Π΅ΠΎΠΈΠ³ΡΠ°ΠΌΠΈ. Π―Π²Π»ΡΠ΅ΡΡΡ Π»ΠΈ ΠΏΠΎΠ³ΡΡΠΆΠ΅Π½ΠΈΠ΅ Π² ΠΆΠ΅ΡΡΠΎΠΊΠΈΠ΅ Π²ΠΈΠ΄Π΅ΠΎΠΈΠ³ΡΡ ΡΠ°Π³ΠΎΠΌ ΠΊ ΡΠ΅Π°Π»ΡΠ½ΠΎΠΌΡ Π½Π°ΡΠΈΠ»ΠΈΡ, ΡΠ½ΠΈΠΆΠ΅Π½ΠΈΡ ΠΆΠ΅Π½ΡΠΈΠ½ ΠΈ Π±ΡΠ»Π»ΠΈΠ½Π³Ρ? ΠΠ»ΠΈ Π²ΠΈΠ΄Π΅ΠΎΠΈΠ³ΡΡ ΠΌΠΎΠ³ΡΡ ΠΏΠΎΠΌΠΎΡΡ ΠΏΡΠΎΠ±Π»Π΅ΠΌΠ½ΡΠΌ Π΄Π΅ΡΡΠΌ, ΠΏΡΠ΅Π΄ΠΎΡΡΠ°Π²Π»ΡΡ Π±Π΅Π·ΠΎΠΏΠ°ΡΠ½ΡΠΉ Π²ΡΡ ΠΎΠ΄ Π΄Π»Ρ Π°Π³ΡΠ΅ΡΡΠΈΠΈ ΠΈ ΡΠΏΠΎΡΠΎΠ± ΡΠΏΡΠ°Π²ΠΈΡΡΡΡ Ρ ΡΡΡΡΡΡΠ°ΡΠΈΠ΅ΠΉ?
ΠΠΎΠΌΡ ΠΏΠΎΠ΄ΠΎΠΉΠ΄ΡΡ
- ΠΡΠ΄ΡΠΌ, ΠΈΠ½ΡΠ΅ΡΠ΅ΡΡΡΡΠΈΠΌΡΡ Π²Π»ΠΈΡΠ½ΠΈΠ΅ΠΌ ΠΌΠ΅Π΄ΠΈΠ° Π½Π° ΠΏΠΎΠ²Π΅Π΄Π΅Π½ΠΈΠ΅.
- ΠΡΡΠ»Π΅Π΄ΠΎΠ²Π°ΡΠ΅Π»ΡΠΌ ΡΠΎΡΠΈΠ°Π»ΡΠ½ΡΡ Π½Π°ΡΠΊ.
- Π ΠΎΠ΄ΠΈΡΠ΅Π»ΡΠΌ, ΠΎΠ±Π΅ΡΠΏΠΎΠΊΠΎΠ΅Π½Π½ΡΠΌ ΠΊΠΎΠ½ΡΠ΅Π½ΡΠΎΠΌ Π²ΠΈΠ΄Π΅ΠΎΠΈΠ³Ρ.
ΠΠ»ΡΡΠ΅Π²ΡΠ΅ ΠΎΡΠΎΠ±Π΅Π½Π½ΠΎΡΡΠΈ
- Π―Π·ΡΠΊ: ΠΠ½Π³Π»ΠΈΠΉΡΠΊΠΈΠΉ
- Π’ΠΈΠΏ ΠΎΠ±Π»ΠΎΠΆΠΊΠΈ: Paperback
- ΠΠΎΠ΄ ΠΈΠ·Π΄Π°Π½ΠΈΡ: 2017
- ΠΠΎΠ»ΠΈΡΠ΅ΡΡΠ²ΠΎ ΡΡΡΠ°Π½ΠΈΡ: 224
- ISBN: 9781534500556
- ΠΠ·Π΄Π°ΡΠ΅Π»ΡΡΡΠ²ΠΎ: Amazon Internet
Violent Video Games and Society
Amazon Internet, 2017
Overview
The video game industry is a significant business, with virtual reality technology enhancing realism and immersion. Concerns exist that these games may incite players to commit violent acts. While some believe games desensitize children to violence, others point to a lack of scientific evidence connecting aggressive behavior to video games. Does immersion in violent video games lead to real-life violence, demeaning women, and bullying? Alternatively, can video games offer troubled youth a safe outlet for aggression and a way to process frustrations?
Who it's for
- Individuals interested in the impact of media on behavior.
- Social science researchers.
- Parents concerned about video game content.
Key features
- Language: English
- Cover Type: Paperback
- Year: 2017
- Pages: 224
- ISBN: 9781534500556
- Publisher: Amazon Internet