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Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do is a book by Lawrence Kutner and Cheryl K. Olson.Along with psychiatrist Eugene V. Beresin, Kutner and Olson are co-directors of the Harvard Medical School Center for Mental Health and Media, a division of the department of psychiatry at Massachusetts General Hospital.
A growing number of young Americans are ready to press play on video games. This holiday season, video game-related gifts are topping wish lists for 76% of U.S. children ages 10-17, according to a ...
An early video game played by two children The prevalence and popularity of video games in recent years has created a wealth of psychological studies centred around them. While the bulk of those studies have covered video game violence and addiction , some mental health practitioners in the West, are becoming interested in including such games ...
Video game consoles had reached the 16-bit era with the ability to support higher resolution graphics. Alongside this, video games had started to draw older players, creating a market for games with more mature content, both on home consoles and in arcades. [2] During this period, two key players were Nintendo and Sega.
Rita Danielle Donohue-Simmons, a mom from Largo, Florida, took her 13-year-old daughter Belle Simmons, an avid fan of the "Five Nights at Freddy's" video games, to see the movie on opening night.
In September 2015, Cybersmile launched a Gaming Support Center featuring video game specific help and support resources as well as a dedicated blog and news feeds from industry professionals. [ 25 ] In November 2015 at the Intel Masters Extreme event in San Jose , Mark Cuban delivered a number of “f-bombs” during an interview where he was ...
Brown v. Entertainment Merchants Association, 564 U.S. 786 (2011), was a landmark decision of the US Supreme Court that struck down a 2005 California law banning the sale of certain violent video games to children without parental supervision.
Video game rehabilitation is a process of using common video game consoles and methodology to target and improve physical and mental weaknesses through therapeutic processes. Video games are becoming an integral part of occupational therapy practice in acute, rehabilitation, and community settings. [ 1 ]