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96,676 result(s) for "mass violence"
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Killer images : documentary film, memory and the performance of violence
Cinema has long shaped not only how mass violence is perceived but also how it is performed. Today, when media coverage is central to the execution of terror campaigns and news anchormen serve as embedded journalists, a critical understanding of how the moving image is implicated in the imaginations and actions of perpetrators and survivors of violence is all the more urgent. If the cinematic image and mass violence are among the defining features of modernity, the former is significantly implicated in the latter, and the nature of this implication is the book's central focus. This edited anthology brings together a range of newly commissioned essays and interviews from the world's leading academics and documentary filmmakers, including Ben Anderson, Errol Morris, Harun Farocki, Rithy Phan, Avi Mograbi, Brian Winston, and Michael Chanan.
Violent Video Game Effects on Children and Adolescents
Violent video games are increasingly popular, raising concerns by parents, researchers, policy makers, and informed citizens about potential harmful effects. Chapter 1 describes the history of violent games and their explosive growth. Chapter 2 discusses research methodologies, how one establishes causality in science, and prior research on violent television, film, and video games. Chapter 3 presents the General Aggression Model, focusing on how media violence increases aggression and violence in both short and long-term contexts. Important scientific questions are answered by three new studies. Chapter 4 reports findings from a laboratory experiment: even children's games with cartoonish violence increased aggression in children and college students. Chapter 5 reports findings from a survey study of high school students: frequent violent game play leads to an angry and hostile personality and to frequent aggression and violence. Chapter 6 reports findings from the first longitudinal study video game effects: elementary school children who frequently played violent games early in the school year became more verbally and physically aggressive, and less helpful. Chapters 7 and 8 compare a host of risk factors for development of aggression, and find video game effects to be quite important. Chapter 9 describes the role of scientific findings in public policy, industry responses to scientific findings, and public policy options. Chapter 10 recommends that public policy debates acknowledge the harmful effects of violent video games on youth, and urges a more productive debate about whether and how modern societies should act.
Documenting gendered violence : representations, collaborations, and movements
\"Documenting Gendered Violence explores the intersections of documentary and gendered violence. Several contributors investigate representations through grounded textual analyses of key films and videos, including Sex Crimes Unit (2011) and The Invisible War (2012),and other documentary texts including Youtube, photographs, and theater. Other chapters use analysis and interviews to explore how gender violence issues impact production and how these documentaries become part of collaborations and awareness movements\"-- Provided by publisher.
Audience responses to real media violence
Audience Responses to Real Media Violence: The Knockout Game considers an emerging and relatively overlooked area of media effects research: user-generated cellphone videos that feature real violence and its victims.
Assassination generation : video games, aggression, and the psychology of killing
\"Drawing on crime statistics, cutting-edge social research, and scientific studies of the teenage brain, Col. Grossman shows how video games that depict antisocial, misanthropic, and casually savage behavior can warp the mind-- with potentially deadly results. [This work] will kickstart a new national conversation about video games and the epidemic of mass murders that they have unleashed\"--Front jacket flap.
Mind Abuse
Although rogue elements on the internet have spawned concerns about foreign interference in elections, invasion of privacy, and the impact of hate speech, most people are still in denial about the harmful effects of media violence as entertainment. This new edition of Mind Abuse covers developments in the last twenty years, showing how the problem has grown with each new technological innovation and how relentless marketing victimizes countless young people around the world while the entertainment industry rakes in billions. Rose A. Dyson offers a wake-up call to parents, teachers, health professionals, and policy makers who deal with the aftermath of first-person shooter video gaming and social media abuses, such as cyberbullying, that encourage errant behavior from an early age. She shows that recent trends toward increased violence in popular culture are symptomatic of deeper social, economic, and ecological problems that require an urgent shift away from the status quo toward a more sustainable model for peaceful co-existence.For over 30 years, Dyson has contributed to the debate over media violence. Here, she urges us to resist the corporate giants of the entertainment industries and reclaim the right to shape our own value systems and dreams. Blind consumption of media violence as entertainment, she argues, is not inconsistent with vital policies for a greener, healthier future.