A Report of the Surgeon General. Office of the Surgeon General US ; Publications and Reports of the Surgeon General. This report, the first Surgeon General's report on youth violence in the United States, summarizes an extensive body of research and seeks to clarify seemingly contradictory trends, such as the discrepancies noted above between official records of youth violence and young people's self-reports of violent behaviors.
Olson suggests that the deliberately outrageous nature of violent games, though disturbing, makes them easily discernible from real life and suggests that the interactivity could potentially make such games less harmful. She raises the question of how these two behaviors can be linked if youth violence has declined over the last several years while violent video game playing has increased significantly during the same period.
This analysis ignores the fact that such variation may be explained by factors other than the link between the two. A spurious variable—a third variable that explains the relationship between two other variables—may explain the negative correlation of video game playing and violent behavior.
As one example, socioeconomic status may explain both a decline in violent behavior and an increase in video game playing. More affluent youth have the means and time to buy and play video games, which keeps them safely inside while avoiding potentially violent interactions on the street.
Olsen also cites several studies that have failed to show a connection between violent video game playing and violent behavior among youth. This conclusion, however, may not be as clear cut as it appears. Youth violence remains a significant public health issue The decline of youth violence notwithstanding, it remains a significant public health issue that requires attention.
Youth homicide remains the number one cause of death for African-American youth between 14 and 24 years old, and the number two cause for all children in this age group. Furthermore, the proportion of youth admitting to having committed various violent acts within the previous 12 months has remained steady or even increased somewhat in recent years http: Although the Columbine tragedy and others like it make the headlines, youth are killed everyday by the hands of another.
A more critical analysis of the link between video game playing and violence is necessary for fully understanding a complex problem like youth violent behavior that has many causes and correlates.
Studies support a link between violent video games and aggressive behavior Researchers have reported experimental evidence linking violent video games to more aggressive behavior, particularly as it relates to children who are at more sensitive stages in their socialization.
These effects have been found to be particularly profound in the case of child-initiated virtual violence. In one study, 9- to year olds and college students were randomly assigned to play either a violent or nonviolent video game. The participants subsequently played another computer game in which they set punishment levels to be delivered to another person participating in the study they were not actually administered.
The authors reported three main findings: The second study was a cross-sectional correlational study of media habits, aggression-related individual difference variables, and aggressive behaviors of an adolescent population.
After statistically controlling for sex, total screen time and aggressive beliefs and attitudes, the authors found that playing violent video games predicted heightened physically aggressive behavior and violent behavior in the real world in a long-term context.
In a third study, Anderson et al. Surveys were given to third, fourth, and fifth graders, their peers, and their teachers at two times during a school year. The survey assessed both media habits and their attitudes about violence.
Results indicated that children who played more violent video games early in a school year changed to see the world in a more aggressive way and also changed to become more verbally and physically aggressive later in the school year. Changes in attitude were noticed by both peers and teachers.
Bushman and Huesmann, in a Pediatrics and Adolescent Medicine articleexamined effect size estimates using meta-analysis to look at the short- and long-term effects of violent media on aggression in children and adults. They reported a positive relationship between exposure to media violence and subsequent aggressive behavior, aggressive ideas, arousal, and anger across the studies they examined.Center for the Prevention of School Violence: The Center for the Prevention of School Violence was created from a recommendation of the School Violence Task Force.
The Center is a primary point of contact for information, programs, and research about preventing school violence. Special Feature: Youth Violence. Youth violence has long been a major challenge for American police chiefs, schools, and municipal leaders. An enduring threat, it undermines the public safety and economic health of cities across the nation.
The Review of the Roots of Youth Violence report, by Roy McMurtry and Alvin Curling, recommends that government focus its resources on the province's most disadvantaged communities and describes how poverty, racism, the lack of decent housing.
prevent youth violence in Philadelphia, this plan describes those outcomes on which we must concentrate. By focusing on the outcomes and holding ourselves accountable to achieving those outcomes, we keep our eyes on the prize. In other words, while the programs and services needed to achieve these outcomes may.
A report of the U.S. Surgeon General and of the National Action Alliance for Suicide Prevention Preventing Tobacco Use Among Youth and Young Adults: A Report of the Surgeon General Violence is defined by the American Psychological Association as an extreme form of aggression.
Examples of youth violence in today's society include date rape, homicides, school shootings and fighting. As parents of teens, we know that these types of .