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Video games and youth

intendo games depicted a total of 115 male and 9 female characters; among these characters, 20 of the males struck a dominant pose while none of the females did. Thirteen of the 47 games were based on a scenario in which a woman is kidnapped or has to be rescued. Studies have indicated that males play video games more frequently than females. Television program producers and video game manufacturers may produce violent shows and games for this audience. This demand for violence may not arise because of an innate male desire to witness violence, but because males are looking for strong role models, which they find in these shows and games (Clark, 1993). Conclusion Given inconclusive research, recommendations concerning video games must be conservative. According to researcher Jeanne Funk (1993), a ban on video games is: probably not ... in the child's best interests. Limiting playing time and monitoring game selection according to developmental level and game content may be as important as similar parental management of television privileges. Parents and professionals should also seek creative ways to increase the acceptance, popularity, and availability of games that are relatively prosocial, educational, and fun. (p.89) Bibliography Clark, C.S. (1993). TV Violence. CQ Rrsearcher 3(12, Mar26): 167-187. De Franco, E.B. (1989). Are Your Kids Too Tuned In? PTA Today , May): 18-19. EJ 414 201. Funk, J.B. (1993). Reevaluating the Impact of Video Games. Clinical Pediatrics 32 (2, Feb): 86-90. PS 521 243. Kubey, R. and Larson, R. (1990). The Use and Experience of the New Video Media among Children and Young Adolescents. Communication Research 17(1): 107-130. EJ 406 646. National Coalition on Television Violence. (1990). Nintendo Tainted by Extreme Violence. NCTV News 11(1-2, Feb-Mar):1, 3-4. Provenzo, E.F., Jr. (1992). The Video Generation. American School Board Journal 179(3, Mar): 29-32. EJ 441 136. ...

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