Team+Strawberry+Acid


 * More work needs to be seen from Lucas and Mary Kate.

Mr. Newcome and Mr. Shupp**

"The Effects of DV on Children." __ACADV__. ACADV. 13 Nov 2008 . SK

~Found that children can draw distinctions between on screen violence and the real thingCW ~video games can act more as a social tool than an isolaterCW ~parent should not overreactCW ~in the 1950's society panicked that comic books threatened the nations moral fiberCW ~people used to worry that books would corrupt young girlsCW ~have a long history of misjudging things of this nature (new media)CW ~should embrace the culture, not push it awayCW ~parents can sit with their children as they are playing the game and talk to them about it if they wishCW ~they can discuss that it is merely a game, and that its not appropriate to act like that in real lifeCW ~moniter your childs gameplaying if thats what you see fitCW ~its the parents responsibility to keep kids off the street and out of harms way, if they dont want their kid playing violent video games, dont give it to them- dont let them play itCW ~ if parents dont want their kids walking the streets with guns, dont let them go out alone, dont give them a gun. simple as thatCW ~limit how long they can playCW ~in games that involve headsets, theyre actually beneficialCW ~socialize with other children palying the gameCW ~have to think about a strategyCW ~works the mind, makes them thinkCW ~makes them work together to solve a problemCW
 * domestic violence effects children CW
 * children who witness family violence are affected similar to children who are physically abused CW
 * over 3 million children witness violence in their own homes per year CW
 * they suffer physically and emotionally CW
 * "Families under stress produce children under stress. If a spouse is being abused and there are children in the home, the children are affected by the abuse." (Ackerman and Pickering, 1989) CW
 * children - greater risk of abuse if they live in a violent household CW
 * children in violent home environment are more likely to be anxious, depressed, angry, and tempermental CW
 * the trauma they experience can affect their adulthood CW
 * can show up as emotional, behavioral, social and physical disturbances CW
 * effects on children due to violence within the household CW
 * shame CW
 * guilt CW
 * self blame CW
 * confused feelings towards parents CW
 * anger CW
 * fear CW
 * depression CW
 * embarassment CW
 * acting out CW
 * aggressive CW
 * refusing to go to school CW
 * nightmares CW
 * rigid defenses CW
 * reduced intellectual competency CW
 * mood swings CW
 * isolation from friends and relatives CW
 * regression in development CW
 * self abuse CW
 * poor personal hygeineCW
 * effects on child develop as time progresses CW
 * infant CW
 * routines are disturbed CW
 * irritability CW
 * inconsolable CW
 * injuries while caught in crossfire CW
 * developmental delays CW
 * lack of responsivnessCW
 * preschool CW
 * psychosomatic complaints CW
 * irritability CW
 * separation anxietyCW
 * elementary CW
 * becoming hostile CW
 * behavior problems CW
 * inadequate social skillsCW
 * preadolescence CW
 * more serious behavior problems CW
 * increased internalized behavior problems (depression isolation withdrawel) CW
 * poor social skills CW
 * guarded about familyCW
 * adolescence CW
 * behavior problems can become extreme CW
 * drug/alcohol, truancy, gangs, sexual acting out, pregnancy, runaway, suicidalCW
 * dating relationships may reflect violenceCW
 * each year, 3.3 million children exposed to violence CW
 * abuse occurs in 30-60% of family violence cases involve families with children CW
 * 50% of men who abuse their wives also abuse their children CW
 * 80-90% of children who are around domestic violence, realize the violence CW
 * a number one predictor of child abuse is woman abuse CW
 * 80% of child fatalities within a family are attributed to father figure CW
 * In families where the mother is assaulted by the father, daughters are at risk of sexual abuse 6.51 times greater than girls in non-abusive families CW
 * child's exposure to the father abusing the mother is the strongest risk fact for transmitting violent behavior from one generation to the next CW
 * male children who witness abuse are more likely to become abusers themselves CW
 * Walters, Lawrence. "Illinois and Louisiana Video Game Laws Ruled Unconstitutional." __GameCensorship.com__. 2006. 13 Nov 2008 .
 * http://www.gamecensorship.com/Illinois.htm SK
 * November 2006 – SK
 * Courts strike down two video game laws SK
 * Safe Games Illinois Act SK
 * Law saying that those that sell video games with violent or sexually explicit material to minors has committed a Class A misdemeanor for which a $5,000 fine may be imposed SK
 * Law passed in 2005 SK
 * Signed into a law by the governor SK
 * Last year, district courts judged the law unconstitutional SK
 * Links found to aggressive behaviors in minors- SK
 * Researchers have found a link between violent video game players and slightly elevated levels of aggression in minors who play them SK
 * **//__”It may be that aggressive children are attracted to violent video games”__//** SK
 * If this is true, than it is **__not__** the video game play that is directly causing the aggressive behaviors. If a person is naturally violent/aggressive, it could be that they are attracted to the game, and this would mean that there is no direct proof that the games **__cause__** this behavior SK
 * Sexually explicit materials (court appeals) SK
 * (2006 court cases) The governor appealed on the ground of sexually explicit material in games SK
 * (2006 court cases cont.) The court ruled that the statue is too broad SK
 * The statue would have viewed nudity as sexually explicit SK
 * This does not take into account the context of the nudity SK
 * Using the game “**//__God of Wars__//**” as an example, the exposition of breasts would cause a ban SK
 * Minor’s would miss out on the social value of a game, which is seen essentially as a digital version of the Odyssey SK
 * "Game Ratings & Descriptor Guide." __ESRB__. Entertainment Software Rating Board. 14 Nov 2008 http://www.esrb.org/ratings/ratings_guide.jsp. SK
 * ** Video Game RatingsCW
 * EC- Early ChildhoodCW
 * content suitable for ages 3 and olderCW
 * contains no material that parents would find innappropriateCW
 * E- EveryoneCW
 * suitable for ages 6 and olderCW
 * may contain minimal cartoon/fantasy mild violence and minimal languageCW
 * E 10+- Everyone 10+CW
 * suitable for ages ten or olderCW
 * may contain more mild violence/languageCW
 * minimal suggestive themesCW
 * T- TeenCW
 * suitable for ages 13 or olderCW
 * may contain violence, suggestive themes, crude humor, minimal blood, simulated gambling, orstrong languageCW
 * M- MatureCW
 * ages 17 or olderCW
 * intense violence, blood and gore, sexual content, or strong languageCW
 * AO- Adults onlyCW
 * prolonged scences of intense violence, sexual content, nudityCW
 * RP- Rating PendingCW
 * has yet to be rated by ESRBCW
 * What these descriptors meanCW
 * Alcohol ReferenceCW
 * reference to alcoholic beveragesCW
 * images of alcoholic beveragesCW
 * Animated BloodCW
 * discolored or unrealisticdepictions of bloodCW
 * BloodCW
 * depictions of blood
 * Blood and goreCW
 * depiction of blood or mutilation of body partsCW
 * cartoon violenceCW
 * violence involving cartoon charactersCW
 * comic mischiefCW
 * depictions of slapstick/suggestive humorCW
 * crude humorCW
 * vulgar anticsCW
 * "bathroom humor"CW
 * drug referenceCW
 * depiction of drugs or drug useCW
 * fantasy violenceCW
 * violence involving non-human figures in situations that are easily distinguishable from real lifeCW
 * intense violenceCW
 * realistic violenceCW
 * may involve weponsCW
 * languageCW
 * mild to moderate profanityCW
 * lyricsCW
 * Mild references to profanity, sexuality, violence, alcohol or drug use in music CW
 * mature humorCW
 * dialogue involving "adult" humorCW
 * including sexual referencesCW
 * nudityCW
 * graphic nude sequences or depictionsCW
 * partial nudityCW
 * brief/mild nudityCW
 * real gamblingCW
 * player can gamble with real money or currencyCW
 * sexual contentCW
 * non-explicitCW
 * may contain partial nudityCW
 * sexual themesCW
 * reference to sex/sexualityCW
 * sexual violenceCW
 * rape or other violent sexual actsCW
 * simulated gamblingCW
 * players can bet, but without real currencyCW
 * strong languageCW
 * explicit and frequent profanityCW
 * strong lyricsCW
 * explicit and frequent references to sex, drugs, etc in musicCW
 * strong sexual contentCW
 * frequent and/or explicit sexual depictions, may contain nudityCW
 * suggestive themesCW
 * mild provocative referencesCW
 * tobacco referenceCW
 * image of tobacco productCW
 * use of drugsCW
 * consumption/use of illegal substancesCW
 * use of alcoholCW
 * consumption of alcoholic beveragesCW
 * use of tobaccoCW
 * consumption of tobacco productCW
 * violenceCW
 * aggressive conflictCW
 * bloodless dismembermentCW
 * violent referencesCW
 * references to violenceCW
 * bloodless dismembermentCW
 * violent referencesCW
 * references to violenceCW
 * Nyhan, Paul. "Video Game Violence: Do Parents Overreact?." __Seattle__ __Post Intelligencer__. 2008. Hearst Newspapers. 14 Nov 2008 .
 * ** We don’t know enough about correlation between video games and child behavior to make proper judgement CW
 * Parents often worry about the wrong things CW
 * Often ignore subtle benefits from video games CW
 * "For most kids and most parents, the bottom-line results of our research can be summed up in a single word: Relax," – Lawrence KutnerCW
 * Parents should think twice before confronting video gamesCW
 * Ratings are there for a reasonCW
 * Meant to hinder younger audiences from playing the gameCW
 * Mature ratings (17 and older)
 * Games aren’t made for young children, only for those responsible enough to handle itCW
 * -Technology and researchers cannot keep up with the game advances fast enough to keep an accurate study going (for video violence’s effect on children)CW
 * -cant keep up with the timesCW
 * -Technology and researchers cannot keep up with the game advances fast enough to keep an accurate study going (for video violence’s effect on children)CW
 * -cant keep up with the timesCW

~limits on time spent playing video games are crucialCW ~gaming and parenting are about trustCW ~trust is built on raising your children right, and talking to themCW "The extreme violence in these games is disturbing, but we have extreme violence in movies. We are a culture that turns violence into entertainment."CW ~theres violence everywhere, for many children they can step out of their house to see the same thing in a violent video game. CW ~impossible to protect a child from every aspect of violence when we live in a world full of itCW __serendip__
 * ** The kids that are violent and play violent video games are usually not violent because of the game. They are usually violent because something happened to them to make them that way. MS
 * You play the games with a controller, not resembling the violent act in any way. MS
 * The kid should be able to tell real world from virtual. MS
 * Repetition helps learning…if the violence is repetitive the children learn to be violent. MS
 * The more games available, the more kids to buy them and play them. MS
 * Scientific evidence says that violent games lead to youth aggression. MS
 * Kids, out of all people, play the most video games. MS
 * Because games are used to train soldiers to kill, they do the same to kids. MS
 * When you play a violent game repetitively, it makes you less sensitive to that action. MS
 * The kids who play m-rated games are more likely to get onto fights then those who don’t. 51% to 28%MS
 * The kids who want to play those games usually have a violent nature anyway. MS
 * Violent games are the most popular on the market. MS
 * Crime and abuse rate in United States has gone up in the last 10 years. MS
 * It has been proven that after playing violent video games, people have a higher heart rate, they were dizzy and nauseas, and they had more aggressive thoughts than those who played a nonviolent video game.(this was a test) MS
 * Boys who played a violent game displayed more verbal and physical aggression towards inanimate objects then those who didn’t play the violent games. (this was a test) MS
 * After playing violent games, kids were asked questions about a story. The kids who played the violent games answered more negatively then the ones who didn’t. MS
 * Violent games are considered to be more harmful to children than TV and film. MS
 * Violent games do not affect children who hadn’t had any violent experiences before. MS
 * ** TV is responsible for 10% of youth violence LS
 * Music lyrics are concerning drug use, sex, and violence against women. LS
 * “We’re not just teaching kids to kill; we’re teaching them to like it.” LS
 * More than 1000 studies have been taken and they all say the same thing: tv and video game violence leads to domestic violence. LS
 * Last 20 years- violence on TV has increased greatly. LS
 * in 2005 there were 1,360,088 violent crimes reported in the USA compared with 1,423,677 in 2004 LS
 * so with the increase of violent video games sold, violence has gone down LS
 * books can also raise stress and aggression as much as video games can LS
 * Video games will only make children more violent if they already have a tendency towards aggression LS
 * Some Children prone to worrying, neurotic behaviors and predisposed to aggression are likely to be more aggressive after playing violent video games. LS
 * some children predisposed to aggression who are relaxed before playing violent video games became more aggressive afterwards LS
 * Some Children prone to worrying, neurotic behaviors and predisposed to aggression are likely to be more aggressive after playing violent video games. LS
 * some children predisposed to aggression who are relaxed before playing violent video games became more aggressive afterwards LS

MacMillan, Robert. "A Replayable Debate on Game Violence." washingtonpost.com. The Washington Post. 17 Nov 2008 .

~study by speech-communication professor at University of Illinois, "robust exposure to a highly violent video game" did not prompt players to project violent tendencies into real life."CW ~"seeing pain and suffering as a consequence can inhibit aggressive behavior" psychologist Elizabeth CarllCW ~many games aren't produced with children in mind (not aimed towards children)CW ~"Until we have more long-term studies, I don't think we should make strong predictions about long-term effects" (Dmitri Williams)CW ~"Role-playing games aren't associated with violence." (not all games are violent)CW ~people start lookign for reasons to take every game off the shelves, its like trying to link Dungeons and dragons to armed robberyCW ~"There is no getting around the fact that violent video games -- some high-art and some just high -- will continue to rack up impressive sales figures." there will always be violent video games, whether or not parents let their kids play them, and most kids will outsmart their parents and find a way to play them anyway, so a parent may as well let them play it, and supervise them while they do it)CW ~overestimate a child's need for violenceCW ~many children and teens are regressing back to old-school video games (joystick games, etc) bc when a game is fun, its fun. regardless of whether or not you can blow someones head off in it)CW

Jenkins, Henry. "Reality Bytes: Eight Myths About Video Games Debunked." PBS. KCTS Television. 17 Nov 2008 .

~According to federal crime statistics, the rate of juvenile violent crime in the United States is at a 30-year low CW ~people serving time for a violent crime statistically have had less violent media intake than the average person CW ~90 percent of boys and 40 percent of girls play video games CW ~the majority of these boys and girls do NOT partake in violent behavior CW (when so many ppl take part in an activity there will undoubtedly be certain individuals that fit into the violent stereotype) ~ the strongest risk factors for school shootings centered on mental stability and the quality of home life, not media exposure CW ~ parents overreacting over video games misdirects energy away from eliminating the actual causes of youth violence and allows problems to continue to fester CW ~many of the facts made to support the claim that media violence causes violence in children is taken out of context CW ~subjects often asked questions and put in situations that they would not normally be under and might not understand CW ~put in environments that they would not normally play in CW ~research could simply show that aggressive people like aggressive entertainment CW ~links between media and children are vague at best CW ~there are other more immediate, real-world influences that can contribute to anti-social behavior CW ~"no research has found that video games are a primary factor or that violent video game play could turn an otherwise normal person into a killer." CW ~although video games are popular with children, the demographic to which the games are aimed has shifted to young adults and adults CW ~62 percent of the console market and 66 percent of the PC market is age 18 or older CW ~a sizable number of parents ignore game ratings because they assume that games are for kids (parental negligence) CW ~parents need to be more educated in the media choices they face CW ~83 percent of game purchases for underage consumers are made by parents CW ~we assume learners have no conscious goals and that they show no resistance to what they are being taught.CW ~we assume that they unwittingly apply what they learn in a fantasy environment to real world spaces.CW ~video games are a meaningful form of expression CW ~"To shield children right up to the age of 18 from exposure to violent descriptions and images would not only be quixotic, but deforming; it would leave them unequipped to cope with the world as we know it." CW ~Many current games are designed to be ethical testing grounds CW ~ players can make their own choices and witness their consequences CW ~"The Sims designer Will Wright argues that games are perhaps the only medium that allows us to experience guilt over the actions of fictional characters. In a movie, one can always pull back and condemn the character or the artist when they cross certain social boundaries. But in playing a game, we choose what happens to the characters" CW ~video game play is often social CW ~many meant for multiple players CW ~provides a context for thinking about rules and rule-breaking CW ~games are not socially isolating CW ~Two players may be fighting to death on screen and growing closer as friends off screen ~multi tasking: one the explicit conflict and combat on the screen; the other, the implicit cooperation and comradeship between the players CW ~scenarios symbolically translate into how to govern yourself in reality (in the right context) CW ~even apes can make basic distinctions between play fighting and actual combat CW ~research shows us only that violent play leads to more violent play, not video game play CW