Cheryl K Olson
Biographic Data
| ID | 6034166 |
|---|---|
| NAME | Cheryl K Olson |
| GIVEN NAMES | Cheryl K |
| FAMILY NAME | Olson |
| SIGNATURE | OLSON C K |
| AFFILIATIONS | Massachusetts General Hospital |
| VERIFIED | No |
| TOTAL WORKS | 5 |
| TOTAL CITATIONS | 22 |
| AUTHOR COUNT | 5 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2007 |
| LATEST PUBLICATION YEAR | 2014 |
| H-INDEX | 2 |
Video Game Violence Use Among “Vulnerable” Populations: The Impact of Violent Games on Delinquency and Bullying Among Children with Clinically Elevated Depression or Attention Deficit Symptoms
Children's Motivations for Video Game Play in the Context of Normal Development
Electronic games are now an everyday part of childhood and adolescence. The debate has moved from whether children should play video games to how to maximize potential benefits and to identify and minimize potential harms. To do this, we must understand what motivates children to play electronic games and what needs the games meet. Drawing on a survey of 1,254 middle school children, focus groups with boys and their parents, and findings from oth…
M-Rated Video Games and Aggressive or Problem Behavior Among Young Adolescents
This research examined the potential relationship between adolescent problem behaviors and amount of time spent with violent electronic games. Survey data were collected from 1,254 7th and 8th grade students in two states. A "dose" of exposure to Mature-rated games was calculated using Entertainment Software Rating Board ratings of titles children reported playing "a lot in the past six months," and average days per week of video game play. Analy…
Parents' and Sons' Perspectives on Video Game Play: A Qualitative Study
Public policy efforts to restrict children's access to electronic games with violent or sexual content are often predicated on assumptions about parental concerns. As an initial step in determining whether those assumptions are accurate, the authors conduct focus groups of 21 adolescent boys and 21 of their parents or guardians to explore parents' concerns, compare parents' and children's perceptions, and see whether these are consistent with the…
The Role of Violent Video Game Content in Adolescent Development: Boys' Perspectives
Numerous policies have been proposed at the local, state, and national level to restrict youth access to violent video and computer games. Although studies are cited to support policies, there is no published research on how children perceive the uses and influence of violent interactive games. The authors conduct focus groups with 42 boys ages 12 to 14. Boys use games to experience fantasies of power and fame, to explore and master what they per…
The Role of Violent Video Game Content in Adolescent Development: Boys' Perspectives
Numerous policies have been proposed at the local, state, and national level to restrict youth access to violent video and computer games. Although studies are cited to support policies, there is no published research on how children perceive the uses and influence of violent interactive games. The authors conduct focus groups with 42 boys ages 12 to 14. Boys use games to experience fantasies of power and fame, to explore and master what they per…
Parents' and Sons' Perspectives on Video Game Play: A Qualitative Study
Public policy efforts to restrict children's access to electronic games with violent or sexual content are often predicated on assumptions about parental concerns. As an initial step in determining whether those assumptions are accurate, the authors conduct focus groups of 21 adolescent boys and 21 of their parents or guardians to explore parents' concerns, compare parents' and children's perceptions, and see whether these are consistent with the…
Video Game Violence Use Among “Vulnerable” Populations: The Impact of Violent Games on Delinquency and Bullying Among Children with Clinically Elevated Depression or Attention Deficit Symptoms
Parents' and Sons' Perspectives on Video Game Play: A Qualitative Study
Public policy efforts to restrict children's access to electronic games with violent or sexual content are often predicated on assumptions about parental concerns. As an initial step in determining whether those assumptions are accurate, the authors conduct focus groups of 21 adolescent boys and 21 of their parents or guardians to explore parents' concerns, compare parents' and children's perceptions, and see whether these are consistent with the…
The Role of Violent Video Game Content in Adolescent Development: Boys' Perspectives
Numerous policies have been proposed at the local, state, and national level to restrict youth access to violent video and computer games. Although studies are cited to support policies, there is no published research on how children perceive the uses and influence of violent interactive games. The authors conduct focus groups with 42 boys ages 12 to 14. Boys use games to experience fantasies of power and fame, to explore and master what they per…
M-Rated Video Games and Aggressive or Problem Behavior Among Young Adolescents
This research examined the potential relationship between adolescent problem behaviors and amount of time spent with violent electronic games. Survey data were collected from 1,254 7th and 8th grade students in two states. A "dose" of exposure to Mature-rated games was calculated using Entertainment Software Rating Board ratings of titles children reported playing "a lot in the past six months," and average days per week of video game play. Analy…
Children's Motivations for Video Game Play in the Context of Normal Development
Electronic games are now an everyday part of childhood and adolescence. The debate has moved from whether children should play video games to how to maximize potential benefits and to identify and minimize potential harms. To do this, we must understand what motivates children to play electronic games and what needs the games meet. Drawing on a survey of 1,254 middle school children, focus groups with boys and their parents, and findings from oth…
Video Game Violence Use Among “Vulnerable” Populations: The Impact of Violent Games on Delinquency and Bullying Among Children with Clinically Elevated Depression or Attention Deficit Symptoms
Child Development and Digital Technology (5 works) · Impact of Technology on Adolescents (5 works) · Psychology (5 works) · Developmental psychology (4 works) · Social Psychology (4 works) · Bullying, Victimization, and Aggression (3 works) · Social Psychology (3 works) · Video game (3 works) · Computer Science (2 works) · Juvenile delinquency (2 works)