Risk-Taking and the Media

Total Page:16

File Type:pdf, Size:1020Kb

Risk-Taking and the Media Risk Analysis, Vol. 31, No. 5, 2011 DOI: 10.1111/j.1539-6924.2010.01538.x Perspective Risk-Taking and the Media Peter Fischer,1,∗ Evelyn Vingilis,2 Tobias Greitemeyer,3 and Claudia Vogrincic1 In recent years, media formats with risk-glorifying content, such as video games that simulate illegal street racing (“bang and crash” games), films about extreme sports, and risky stunts have emerged as top sellers of the media industry. A variety of recent studies conducted by several researchers revealed that exposure to risk-glorifying media content (e.g., video games that simulate reckless driving, smoking and drinking in movies, or depictions that glorify ex- treme sports) increases the likelihood that recipients will show increased levels of risk-taking inclinations and behaviors. The present article (1) reviews the latest research on the detri- mental impact of risk-glorifying media on risk-taking inclinations (cognitions, emotions, be- haviors), (2) puts these findings in the theoretical context of recent sociocognitive models on media effects, and (3) makes suggestions to science and policymakers on how to deal with these effects in the future. KEY WORDS: Media effects; risk-glorifying media; risk taking; sociocognitive models Use your car as a weapon and battle your way to the haviors. For example, binge drinking is on the rise front of the pack by taking down rivals and causing spec- in Western countries;(10) with Germany witnessing a tacular crashes. (advertising slogan for the video racing doubling in the number of 15- to 19-year-old ado- game Burnout 3) lescents being treated in hospital due to extreme al- In as much as risk-taking behavior is among the cohol abuse between 2002 and 2009. In Germany, main causes of lethal injuries among children, ado- still 20.3% of 11- to 17-year-old teenagers are smok- (1) lescents, and young adults, it is not surprising that ing cigarettes,(11) and the 2008 report on the global both the general public and scientists are concerned AIDS epidemic found that HIV infections had in- about the determinants of and how risk-taking be- creased to approximately 33 million people world- (2−7) havior can be reduced. For example, risky be- wide in 2007.(12,13) haviors in road traffic such as impaired driving, In the meantime there is considerable evidence excessive speeding, illegal street racing, and failing to that risk-glorifying media content such as video (1,8) use seatbelts accounted for approximately 51% games that simulate reckless driving or illegal street of the total economic crash cost ($230.6 billion) of racing, smoking and drinking role models in movies, all 16.4 million U.S. motor vehicle collisions (with 5.3 or advertisements for extreme sports significantly (9) million injuries and 41,821 fatalities) in 2000. The foster the occurrence of risk-taking behaviors in so- picture is similar for other forms of risk-taking be- ciety. Although it is not known how often risk- glorifying media lead to negative consequences, one 1University of Graz, Austria. study did examine media-based, “copycat” burn 2University of Western Ontario, Canada. injuries. Hurley et al.(14) retrospectively examined 3University of Innsbruck, Austria. ∗ medical records of patients aged 5–19 admitted to a Address correspondence to Peter Fischer, Institute of Psychol- ogy, Social Psychology, Karl-Franzens-University, Graz, Austria; hospital burn unit between 2000 and 2003: 4% were peter.fi[email protected]. potential copycat injuries. 699 0272-4332/11/0100-0699$22.00/1 C 2010 Society for Risk Analysis 700 Fischer et al. Inspired by media violence research (which pro- communicated to young children with cartoons such vided strong evidence that violent media causally as Speed Racer, and there is anecdotal evidence of increases aggression; see Anderson et al. 2010),(15) “copycat stunts.”(19) For example, the public recently an emerging field of research has been investigat- became aware of the potentially detrimental effects ing whether similar causal links can be found be- of risk-glorifying video racing games (which simu- tween exposure to risk-glorifying media content and late street racing in a photographically realistic video increased risk-taking inclinations. This expectation game environment) when the popular racing game, has been confirmed: several types of media (video “Need for Speed,” was found in the vehicle of one games, films, TV shows, newspaper articles) that of two young male drivers who appeared to be rac- depict risk taking in a positive light causally in- ing in Toronto on January 26, 2006, following a col- crease risk-promoting cognitions, emotions, and be- lision that led to the death of a taxi-driver.(19) This haviors.(16−18) The present article reviews recent and other similar events have led policymakers to research on the impact of risk-glorifying media wonder whether playing racing games that promote content on risk-taking inclinations, identifies under- illegal street racing might motivate players to en- lying psychological processes, and integrates these gage in real-life street racing and other forms of findings into a new theoretical perspective based on risky driving. For example, Australian road safety au- sociocognitive theories. thorities tried to ban a video game on street racing through virtual images of Sydney, Australia (cited in Vingilis & Smart, 2009(19)), which was promoted 1. CORRELATIONAL AND EXPERIMENTAL by the following advertisement: “Burn up a storm RESEARCH ON RISK-GLORIFYING past famous landmarks such as the Opera House and MEDIA EFFECTS Sydney Harbour.” Do games like these and other The current perspective article works with a def- forms of risk-glorifying media increase risky driving inition suggested by Ben-Zur and Zeidner:(2) “Risk and other forms of risk taking? In the following sec- taking refers to one’s purposive participation in some tions we review the empirical evidence on the ques- form of behavior that involves potential negative tion whether such risk-glorifying depictions in the consequences or losses (social, monetary, interper- media indeed increase recipients’ inclinations to risk sonal) as well as perceived positive consequences or taking. gains” (p. 110). Risk-taking behaviors can be ob- served in a variety of domains, such as unhealthy 1.1. Correlational Research living (drugs, alcohol, smoking), promiscuous sex- uality (unprotected sex, promiscuity), road traffic A variety of correlational studies indicate that (e.g., reckless driving, street racing, driving with- increased levels of exposure to risk-glorifying media out seat belts), or dangerous sport activities (e.g., are associated with increased levels of risk-taking in- solo climbing without security ropes).(2) Can risk- clinations and actual risk-taking behaviors. For ex- taking inclinations and behaviors be influenced by ample, Beullens and van den Bulck(20) obtained data risk-glorifying media content? from 2,194 adolescents and found a positive correla- The media that surrounds us is full of risk- tion between exposure to risk-glorifying media and glorifying depictions. For example, in the famous positive attitudes toward both risky driving and will- TV show Jackass (MTV), young men engage in ex- ingness to take risks in traffic situations (e.g., driv- tremely dangerous activities, such as risky driving, ing while impaired). Further positive associations downhill racing with skateboards, risky stunts, self- between consumption of risk-glorifying media con- experimentation with weapons and electro shocks, tent and willingness to take risks have been found for etc. All these dangerous activities are performed in viewing images of smoking on television and starting a rather “funny” and thus risk-glorifying way. In ad- to smoke;(21−23) exposure to alcohol advertising and dition, we find risk-glorifying media content in music adolescent alcohol consumption;(24) and adolescents’ lyrics, car advertisements, and video games. More- exposure to sexual media stimuli and actual sexual over, Vingilis and Smart(19) have suggested that il- activity.(25) Fischer et al. (2007, Study 1) also found legal street racing has increased because of the pro- that weekly frequency of playing racing games was motion of a risk-glorifying street racing culture in significantly positively associated with self-reported the media, including video games, movies, and car competitive driving, obtrusive driving, and motor ve- advertisements. This risk-promoting culture is even hicle collisions, as well as negatively associated with Risk-Taking and the Media 701 cautious driving.(17) In a similar study, Kubitzki(26,27) creased risk-taking inclinations on cognitive, affec- found that among 657 13- and 17-year-old partici- tive, and behavioral levels. pants, there was a positive association between con- For example, Fischer and colleagues(17,16,18) un- sumption of risk-glorifying racing games and illegal dertook a systematic experimental investigation of underage driving. whether exposure to risk-glorifying video racing Findings from longitudinal studies also support games increases individuals’ inclination toward risk the assumption that consumption of risk-glorifying taking. Video racing games (also called virtual driv- media content is positively associated with risk- ing games or bang and crash games; e.g., “Need taking inclinations and behaviors. For example, Wills for Speed,” “Burnout,” or “Midnight Racer”) have et al.(28) investigated a sample of 961 young adults emerged as top-sellers in the video game indus- and observed that prior
Recommended publications
  • Automatic Playtesting for Game Parameter Tuning Via Active Learning
    Automatic Playtesting for Game Parameter Tuning via Active Learning Alexander Zook, Eric Fruchter and Mark O. Riedl School of Interactive Computing, College of Computing Georgia Institute of Technology Atlanta, Georgia, USA {a.zook, efruchter, riedl}@gatech.edu ABSTRACT ways that self-testing, simulations, and design analysis may Game designers use human playtesting to gather feedback not. Playtesting, however, is expensive|developers must about game design elements when iteratively improving a recruit players, devise design experiments, collect game play game. Playtesting, however, is expensive: human testers and subjective feedback data, and make design changes to must be recruited, playtest results must be aggregated and meet design goals. interpreted, and changes to game designs must be extrap- We ask the question: can we reduce the cost of the playtest- olated from these results. Can automated methods reduce ing process by automating some of the more mundane as- this expense? We show how active learning techniques can pects of playtesting? To address this problem we exam- formalize and automate a subset of playtesting goals. Specif- ine a subset of playtesting questions focused on \param- ically, we focus on the low-level parameter tuning required eter tuning." Parameter tuning involves making low-level to balance a game once the mechanics have been chosen. changes to game mechanic settings such as character move- Through a case study on a shoot-`em-up game we demon- ment parameters, power-up item effects, or control sensitiv- strate the efficacy of active learning to reduce the amount ity. Games based on careful timing and reflexes depend on of playtesting needed to choose the optimal set of game pa- well-tuned parameters, including racing, platforming, shoot- rameters for two classes of (formal) design objectives.
    [Show full text]
  • A Systematic Review on the Effectiveness of Gamification Features in Exergames
    Proceedings of the 50th Hawaii International Conference on System Sciences | 2017 How Effective Is “Exergamification”? A Systematic Review on the Effectiveness of Gamification Features in Exergames Amir Matallaoui Jonna Koivisto Juho Hamari Ruediger Zarnekow Technical University of School of Information School of Information Technical University of Berlin Sciences, Sciences, Berlin amirqphj@ University of Tampere University of Tampere ruediger.zarnekow@ mailbox.tu-berlin.de [email protected] [email protected] ikm.tu-berlin.de One of the most prominent fields where Abstract gamification and other gameful approaches have been Physical activity is very important to public health implemented is the health and exercise field [7], [3]. and exergames represent one potential way to enact it. Digital games and gameful systems for exercise, The promotion of physical activity through commonly shortened as exergames, have been gamification and enhanced anticipated affect also developed extensively during the past few decades [8]. holds promise to aid in exercise adherence beyond However, due to the technological advancements more traditional educational and social cognitive allowing for more widespread and affordable use of approaches. This paper reviews empirical studies on various sensor technologies, the exergaming field has gamified systems and serious games for exercising. In been proliferating in recent years. As the ultimate goal order to gain a better understanding of these systems, of implementing the game elements to any non- this review examines the types and aims (e.g. entertainment context is most often to induce controlling body weight, enjoying indoor jogging…) of motivation towards the given behavior, similarly the the corresponding studies as well as their goal of the exergaming approaches is supporting the psychological and physical outcomes.
    [Show full text]
  • Fighting Games, Performativity, and Social Game Play a Dissertation
    The Art of War: Fighting Games, Performativity, and Social Game Play A dissertation presented to the faculty of the Scripps College of Communication of Ohio University In partial fulfillment of the requirements for the degree Doctor of Philosophy Todd L. Harper November 2010 © 2010 Todd L. Harper. All Rights Reserved. This dissertation titled The Art of War: Fighting Games, Performativity, and Social Game Play by TODD L. HARPER has been approved for the School of Media Arts and Studies and the Scripps College of Communication by Mia L. Consalvo Associate Professor of Media Arts and Studies Gregory J. Shepherd Dean, Scripps College of Communication ii ABSTRACT HARPER, TODD L., Ph.D., November 2010, Mass Communications The Art of War: Fighting Games, Performativity, and Social Game Play (244 pp.) Director of Dissertation: Mia L. Consalvo This dissertation draws on feminist theory – specifically, performance and performativity – to explore how digital game players construct the game experience and social play. Scholarship in game studies has established the formal aspects of a game as being a combination of its rules and the fiction or narrative that contextualizes those rules. The question remains, how do the ways people play games influence what makes up a game, and how those players understand themselves as players and as social actors through the gaming experience? Taking a qualitative approach, this study explored players of fighting games: competitive games of one-on-one combat. Specifically, it combined observations at the Evolution fighting game tournament in July, 2009 and in-depth interviews with fighting game enthusiasts. In addition, three groups of college students with varying histories and experiences with games were observed playing both competitive and cooperative games together.
    [Show full text]
  • Individual Differences in Risky Decision Making: a Meta-Analysis of Sensation Seeking and Impulsivity with the Balloon Analogue Risk Task
    Journal of Behavioral Decision Making, J. Behav. Dec. Making (2013) Published online in Wiley Online Library (wileyonlinelibrary.com) DOI: 10.1002/bdm.1784 Individual Differences in Risky Decision Making: A Meta-analysis of Sensation Seeking and Impulsivity with the Balloon Analogue Risk Task MARCO LAURIOLA1*, ANGELO PANNO1, IRWIN P. LEVIN2 and CARL W. LEJUEZ3 1Department of Social and Developmental Psychology, University of Rome “Sapienza”, Italy 2Department of Psychology, University of Iowa, USA 3Department of Psychology, University of Maryland, USA SUMMARY To represent the state-of-the-art in an effort to understand the relation between personality and risk taking, we selected a popular decision task with characteristics that parallel risk taking in the real world and two personality traits commonly believed to influence risk taking. A meta-analysis is presented based on 22 studies of the Balloon Analogue Risk Task from which correlations with sensation seeking and impulsivity assessments could be obtained. Results calculated on a total of 2120 participants showed that effect size for the relation of sensation seeking with risk taking was in the small–moderate range (r = .14), whereas the effect size for impulsivity was just around the small effect size threshold (r = .10). Although we considered participants’ demographics as moderators, we found only significantly larger effect sizes for the older adolescents and young adults compared with other ages. The findings of the present review supported the view that inconsistencies in personality–risk research were mostly due to random fluctuations of specific effect sizes, rather than to lack of theoretical ties or to measurement unreliability. It is also concluded that studies aimed at relating individual differences in personality to performance in experimental decision tasks need an appropriate sample size to achieve the power to produce significant results.
    [Show full text]
  • With God on Our Side: Religious Primes Reduce the Envisioned Physical Formidability of A
    With God on our side: Religious primes reduce the envisioned physical formidability of a menacing adversary Colin Holbrooka, Daniel M. T. Fesslera, and Jeremy Pollackb Department of Anthropology and Center for Behavior, Evolution, & Culturea University of California, Los Angeles Los Angeles, CA, 90095 Department of Anthropologyb California State University, Fullerton Fullerton, CA, 92831 ACCEPTED FOR PUBLICATION IN COGNITION Author Note Correspondence concerning this paper should be addressed to Colin Holbrook, Center for Behavior, Evolution and Culture, Department of Anthropology, 341 Haines Hall, University of California, Los Angeles, Los Angeles, CA 90095-1553 USA. E-mail: [email protected] Running head: GOD AND FORMIDABILITY Abstract The imagined support of benevolent supernatural agents attenuates anxiety and risk perception. Here, we extend these findings to judgments of the threat posed by a potentially violent adversary. Conceptual representations of bodily size and strength summarize factors that determine the relative threat posed by foes. The proximity of allies moderates the envisioned physical formidability of adversaries, suggesting that cues of access to supernatural allies will reduce the envisioned physical formidability of a threatening target. Across two studies, subtle cues of both supernatural and earthly social support reduced the envisioned physical formidability of a violent criminal. These manipulations had no effect on the perceived likelihood of encountering non-conflictual physical danger, raising the possibility that imagined supernatural support leads participants to view themselves not as shielded from encountering perilous situations, but as protected should perils arise. Keywords: violence, social cognition, religion, threat-detection 1 Running head: GOD AND FORMIDABILITY 1. Introduction Belief in supernatural agents is a ubiquitous feature of human societies (Atran & Norenzayan, 2004; Guthrie, 1993).
    [Show full text]
  • Artificial Intelligence in Racing Games
    BSc in Artificial Intelligence and Computer Science ABDAL MOHAMED BSc in Artificial Intelligence and Computer Science Sections 1. History of AI in Racing Games 2. Neural Networks in Games BSc in Artificial Intelligence and Computer Science BSc in Artificial Intelligence and Computer Science History Gran Trak 10 Single-player racing arcade game released by Atari in 1974 Did not have any AI Pole Position Single- player racing game released by Namco in 1982 Considered first racing game with AI BSc in Artificial Intelligence and Computer Science History Super Mario Kart Addition of Power Ups Released in 1992 for the Super Nintendo Entertainment System. Driver Free- form World 1998 video game developed by Reflections Interactive Vehicular Combat: Power Ups + Free Form World BSc in Artificial Intelligence and Computer Science Simple Areas of AI in Racing Games 1. Steering Sort of Basic Used in Formula One-Built to win, GTA3 2001 for background animation purpose. 2. Pathfinding Becomes more free-form world Would need to make decision on where to go. Need to find the best path between two points, avoiding any obstacles. BSc in Artificial Intelligence and Computer Science Steering + Racing Lines Racing Lines methods was used extensively until there was CPU power to do something else. It is just a drawn line in which the cars follow that line or stuck to that line. It uses Spline, where addition information such as velocity is included. Advantage It is very easy to create cheap spine creation tool Disadvantage Very limited- and gets very difficult Not very realistic- as car follows line, no response to deflection BSc in Artificial Intelligence and Computer Science Pathfinding + Tactical AI Racing line does not really work with free-form world so one of the solutions is having set path to where the car/ character is fleeing.
    [Show full text]
  • Platf Orm Game First Person Shooter Strategy Game Alternatereality Game
    First person shooter Platform game Alternate reality game Strategy game Platform game Strategy game The platform game (or platformer) is a video game genre Strategy video games is a video game genre that emphasizes characterized by requiring the player to jump to and from sus- skillful thinking and planning to achieve victory. They empha- pended platforms or over obstacles (jumping puzzles). It must size strategic, tactical, and sometimes logistical challenges. be possible to control these jumps and to fall from platforms Many games also offer economic challenges and exploration. or miss jumps. The most common unifying element to these These games sometimes incorporate physical challenges, but games is a jump button; other jump mechanics include swing- such challenges can annoy strategically minded players. They ing from extendable arms, as in Ristar or Bionic Commando, are generally categorized into four sub-types, depending on or bouncing from springboards or trampolines, as in Alpha whether the game is turn-based or real-time, and whether Waves. These mechanics, even in the context of other genres, the game focuses on strategy or tactics. are commonly called platforming, a verbification of platform. Games where jumping is automated completely, such as The Legend of Zelda: Ocarina of Time, fall outside of the genre. The platform game (or platformer) is a video game genre characterized by requiring the player to jump to and from sus- pended platforms or over obstacles (jumping puzzles). It must be possible to control these jumps and to fall from platforms or miss jumps. The most common unifying element to these games is a jump button; other jump mechanics include swing- ing from extendable arms, as in Ristar or Bionic Commando, or bouncing from springboards or trampolines, as in Alpha Waves.
    [Show full text]
  • Guide 2020 Games from Spain
    GUIDE GAMES 2020 FROM SPAIN Message from the CEO of ICEX Spain Trade and Investment Dear reader, We are proud to present the new edition of our “Guide to Games from Spain”, a publication which provides a complete picture of Spain’s videogame industry and highlights its values and its talent. This publication is your ultimate guide to the industry, with companies of various sizes and profiles, including developers, publishers and services providers with active projects in 2020. GAMES Games from Spain is the umbrella brand created and supported by ICEX Spain Trade and Investment to promote the Spanish videogame industry around the globe. You are cordially invited to visit us at our stands at leading global events, such us Game Con- nection America or Gamescom, to see how Spanish videogames are playing in the best global production league. Looking forward to seeing you soon, ICEX María Peña SPAIN TRADE AND INVESTMENT ICT AND DIGITAL CONTENT DEPARTMENT +34 913 491 871 [email protected] www.icex.es GOBIERNO MINISTERIO DE ESPAÑA DE INDUSTRIA, COMERCIO Y TURISMO EUROPEAN REGIONAL DEVELOPMENT FUND A WAY TO MAKE EUROPE GENERAL INDEX ICEX | DISCOVER GAMES FROM SPAIN 6 SPANISH VIDEOGAME INDUSTRY IN FIGURES 8 INDEX 10 DEVELOPERS 18 PUBLISHERS 262 SERVICES 288 DISCOVER www.gamesfromspain.com GAMES FROM SPAIN Silvia Barraclough Head of Videogames Animation and VR/AR ICEX, Spain Trade and Investment in collaboration with [email protected] DEV, the Spanish association for the development and +34 913 491 871 publication of games and entertainment software, is proud to present its Guide to Games from Spain 2020, the perfect way to discover Spanish games and com- panies at a glance.
    [Show full text]
  • Car Racing Game 1 Introduction
    CSEE 4840 Embedded System Design Jing Shi (js4559), Mingxin Huo (mh3452), Yifan Li (yl3250), Siwei Su (ss4483) Car Racing Game -- Project Design 1 Introduction For this Car Racing Game, we would like to accomplish a video game imitating the existing game showed as Figure 1 with a projective view. The theme of our game is to compete with the other 5 opponents that are controlled by computer in a racing tournament, the player’s goal is to get to the destination as soon as possible while trying to avoid bumping to other cars or road object, the final score will be posted according to the finishing position, numbers of bumps and the time. Figure 1 The Car Racing Game This game consists of three major modules. First part is the Game Logic Generator which calculate the logic of this game, such as to detect bumps to obstacle, speed control based on keyboard input, opponents control and road generation, and this module is based on software. The second part is the Screen Rendering Module, we adopt the Sprite Graphics technique to decompose the display screen into 7 layers, which will be explained in derails in later section. The last part is the Audio Module which generate the proper sound under the control of game logic. The overall design of the game is demonstrated in figure 2. The following content of this paper explain each modules in details. Software Keyboard Game Logic Input Module Avalon Bus Hardware Sprite Audio Controller Controller VGA Audio Codec Controller VGA Output Audio Output Figure 2 The overall design of Car Racing Game including Software and Hardware.
    [Show full text]
  • MANIA RISK & RISK-TAKING 1 Feeling Good and Taking a Chance
    MANIA RISK & RISK-TAKING 1 Feeling Good and Taking a Chance? Associations of Hypomania Risk with Cognitive & Behavioral Risk Taking Hillary C. Devlin1, Sheri L. Johnson2, & June Gruber3* 1 Yale University, Department of Psychology 2 University of California Berkeley, Department of Psychology 3 University of Colorado Boulder, Department of Psychology and Neuroscience in press, Cognitive Therapy and Research *Corresponding Author: June Gruber University of Colorado Boulder Department of Psychology and Neuroscience 345 UCB Muenzinger D321C Boulder, CO 80309-0345 (510) 410-3822 [email protected] MANIA RISK & RISK-TAKING 2 Abstract Although elevated impulsivity among individuals at risk for or with a clinical history of mania has been identified in prior work, questions remain regarding ways in which impulsivity may manifest as risky decision-making and behavior. The present investigation examined how hypomania risk, measured using the Hypomanic Personality Scale, was associated with two facets of risk-taking: cognitive appraisals of risk and benefits that will result from risk-taking, and behavioral risk-taking on a validated task and self-report measures. Hypomania risk was associated with appraising future risk-taking as having less costs, but was unrelated to appraising future risk-taking as having more benefits. On behavioral risk measures, it was associated with increased expectations of engagement in risky behavior over the next six months, yet also with markers of lower risk-taking on the BART. The present findings have implications for understanding precise cognitive and behavioral factors that underlie the relationship between hypomania risk and risk-taking. Key words: Hypomania risk, positive emotion, impulsivity, risk-taking MANIA RISK & RISK-TAKING 3 Feeling Good and Taking a Chance? Associations of Hypomania Risk with Cognitive & Behavioral Risk Taking Within the field of emotion and psychopathology, much of the existing work has directed attention toward negative emotion disturbance.
    [Show full text]
  • Music Therapy and Restorative Justice: Overcoming Risk to Fulfill the Promise Of
    Music Therapy and Restorative Justice: Overcoming Risk to Fulfill the Promise of Urban Youth A Thesis Submitted to the Faculty of Drexel University by Janice Ann Nieves in partial fulfillment of the requirements for the degree of Master of Arts in Music Therapy and Counseling May 2018 © Copyright 2018 Janice A. Nieves. All Rights Reserved. i Acknowledgements I wish to thank Flossie Ierardi for her patience, knowledge, and support in my pursuit of becoming a music therapist and writing this thesis. I would also like to thank Elissa Goldberg for all of her help and guidance, as well as to the Bridging the Gaps program which truly inspired me to work with at-promise youth. Special thanks to my family and closest friends for lifting me up through this experience, as well as to the congregation of Elkton Presbyterian Church for always believing in me. ii Table of Contents ACKNOWLEDGEMENTS.................................................................................................i LIST OF TABLES.............................................................................................................iv ABSTRACT........................................................................................................................v 1. INTRODUCTION...........................................................................................................1 2. LITERATURE REVIEW................................................................................................5 2.1 “AT-RISK” VERSUS “AT-PROMISE” ......................................................................5
    [Show full text]
  • The Neuropsychology of Attention
    The Neuropsychology of Attention Ronald A. Cohen The Neuropsychology of Attention Second Edition Ronald A. Cohen, PhD, ABPP, ABCN Professor Departments of Neurology, Psychiatry and Aging Director, Center for Cognitive Aging and Memory University of Florida College of Medicine Gainesville , FL , USA Adjunct Professor Department of Psychiatry and Human Behavior Warren Alpert School of Medicine Brown University Providence , RI , USA ISBN 978-0-387-72638-0 ISBN 978-0-387-72639-7 (eBook) DOI 10.1007/978-0-387-72639-7 Springer New York Heidelberg Dordrecht London Library of Congress Control Number: 2013941376 © Springer Science+Business Media New York 2014 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, speci fi cally the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on micro fi lms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. Exempted from this legal reservation are brief excerpts in connection with reviews or scholarly analysis or material supplied speci fi cally for the purpose of being entered and executed on a computer system, for exclusive use by the purchaser of the work. Duplication of this publication or parts thereof is permitted only under the provisions of the Copyright Law of the Publisher’s location, in its current version, and permission for use must always be obtained from Springer. Permissions for use may be obtained through RightsLink at the Copyright Clearance Center.
    [Show full text]