Violent video games and society
(Book)
Contributors
Adams, Gloria G., editor.
Status
Sodus Community Library - Adult Nonfiction
794.8 VIO
1 available
794.8 VIO
1 available
Description
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Copies
Location | Call Number | Status |
---|---|---|
Sodus Community Library - Adult Nonfiction | 794.8 VIO | Available |
Subjects
OCLC Fast Subjects
More Details
Format
Book
Physical Desc
190 pages ; 23 cm.
Language
English
Notes
Bibliography
Includes bibliographical references and index.
Description
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?
Citations
APA Citation, 7th Edition (style guide)
Adams, G. G. (2018). Violent video games and society (First edition.). Greenhaven Publishing.
Chicago / Turabian - Author Date Citation, 17th Edition (style guide)Adams, Gloria G.. 2018. Violent Video Games and Society. Greenhaven Publishing.
Chicago / Turabian - Humanities (Notes and Bibliography) Citation, 17th Edition (style guide)Adams, Gloria G.. Violent Video Games and Society Greenhaven Publishing, 2018.
MLA Citation, 9th Edition (style guide)Adams, Gloria G.. Violent Video Games and Society First edition., Greenhaven Publishing, 2018.
Note! Citations contain only title, author, edition, publisher, and year published. Citations should be used as a guideline and should be double checked for accuracy. Citation formats are based on standards as of August 2021.
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