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Grand Theft Childhood

Grand Theft Childhood is a science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Grand Theft Childhood rather than just read about it. In short: 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.

Grand Theft Childhood — main illustration
Grand Theft Childhood — illustration

Key takeaways

  • Grand Theft Childhood belongs to science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Grand Theft Childhood to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Grand Theft Childhood from memory before moving on to harder problems.

Reference excerpt

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.

Background The book was based in part on original research funded by the Office of Juvenile Justice and Delinquency Prevention, U.S. Department of Justice to the Center for Mental Health and Media. The book's title is a play on the Grand Theft Auto series, a video game series that has attracted a great deal of controversy. In contrast to previous studies that focused on potential harmful effects of violent video game play and links to real-life violence, Kutner and Olson take a more nuanced view of how video games influence young teens. The authors found previous research (including experimental studies on college students) of little help to parents, teachers, pediatricians or policymakers concerned about potential risks from video game play. They also suggest that potential benefits of video games (including some games with violent content) has not received enough attention. Their program of research included a school-based survey of 1,254 children in grades 7 and 8, a survey of 500 of their parents, and focus groups with adolescent boys and their parents. Kutner and Olson first looked at what behaviors are normal for young adolescents today, including what games they play, where, how much, with whom, and why. They then looked for patterns of play associated with a higher risk of everyday problems of concern to parents. Because it is not possible to show cause and effect with a one-time survey, the authors focused on identifying "markers" of increased risk for problems. The authors described their findings as both "encouraging, and at times disturbing". As they reviewed their data as well as reports by other researchers, they concluded that "parents, politicians, researchers and child advocates probably worry too much about the wrong things, and too little about more subtle issues and complex effects that are much more likely to affect our children" (page 18). In an interview, Olson explained why they chose to write a popular book in addition to their academic publications: "We felt it was important to give intelligent people who haven't been involved in research a chance to see how media violence studies are planned, carried out and interpreted so they could judge for themselves what makes sense. We also wanted to share insightful comments made by teens about the role of video games in their lives, and the specifics of parents' concerns."

Summary of book contents Chapter 1 looks at fears and myths about violent video games (including their purported role in school shootings) and introduces the research. Chapter 2 puts concerns about video game violence into context with panics over effects of earlier media (including paperback novels, gangster films and comic books). Chapter 3 explains how media violence research is actually carried out, and why various experts strongly disagree on its effects. Chapter 4 describes the results of the authors' research, including what games 13-year-olds play, and correlations between certain game play patterns and aggressive behavior or school problems. Chapter 5 reviews research on what attracts children to violent video games. Chapter 6 goes beyond the issue of game violence to examine sexual content in games, web-based games by hate groups, "advergames", and game addiction concerns. Chapter 7 looks at game rating systems around the world, and what parents want from a rating system. Chapter 8 looks at the politics of video games and the motivations behind and failure of efforts to regulate games. Chapter 9 reviews parent concerns and provides specific advice on minimizing harm and maximizing benefits from children's video game play.

… excerpt ends here. Continue reading the full article.

Worked examples

Example 1 — a first encounter with Grand Theft Childhood

Start with the simplest possible case. Write down what Grand Theft Childhood claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Grand Theft Childhood before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Grand Theft Childhood ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Grand Theft Childhood

In research
Grand Theft Childhood appears in science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Grand Theft Childhood in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Grand Theft Childhood is common in secondary-school and first-year university syllabi. It links to neighbouring topics Books about video games, Grand Theft Auto, Psychology books, so understanding it makes those chapters shorter.
In everyday life
Look for Grand Theft Childhood outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.
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How to study Grand Theft Childhood in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Grand Theft Childhood means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Grand Theft Childhood out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Grand Theft Childhood in simple terms?

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.

Why does Grand Theft Childhood matter?

Because it connects several science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Grand Theft Childhood?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Grand Theft Childhood.

Tags

  • Books about video games
  • Grand Theft Auto
  • Psychology books

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