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Featured researches published by Lawrence Kutner.


Journal of Adolescent Research | 2008

The Role of Violent Video Game Content in Adolescent Development Boys' Perspectives

Cheryl K. Olson; Lawrence Kutner; Dorothy E. Warner

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 perceive as exciting and realistic environments (but distinct from real life), to work through angry feelings or relieve stress, and as social tools. Boys did not believe they had been harmed by violent games but were concerned that younger children might imitate game behavior (especially swearing).


Applied Developmental Science | 2009

M-Rated Video Games and Aggressive or Problem Behavior Among Young Adolescents

Cheryl K. Olson; Lawrence Kutner; Lee Baer; Eugene V. Beresin; Dorothy E. Warner; Armand M. Nicholi

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. Analyses were conducted using simultaneous logistic regression for binary outcome variables, and simultaneous multiple linear regression for continuous outcome variables, controlling for a series of potential confounders. M-rated game dose predicted greater risk for bullying (p < .01) and physical fights (p < .001), but not for delinquent behaviors or being a victim of bullies. When analyzed separately, these associations became weaker for boys and stronger for girls.


Journal of behavioral addictions | 2017

Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal

Espen Aarseth; Anthony M. Bean; Huub Boonen; Michelle Colder Carras; Mark Coulson; Dimitri Das; Jory Deleuze; Elza Dunkels; Johan Edman; Christopher J. Ferguson; Maria C. Haagsma; Karin Helmersson Bergmark; Zaheer Hussain; Jeroen Jansz; Daniel Kardefelt-Winther; Lawrence Kutner; Patrick M. Markey; Rune Kristian Lundedal Nielsen; Nicole Prause; Andrew K. Przybylski; Adriano Schimmenti; Vladan Starcevic; Gabrielle Stutman; Jan Van Looy; Antonius J. van Rooij

Concerns about problematic gaming behaviors deserve our full attention. However, we claim that it is far from clear that these problems can or should be attributed to a new disorder. The empirical basis for a Gaming Disorder proposal, such as in the new ICD-11, suffers from fundamental issues. Our main concerns are the low quality of the research base, the fact that the current operationalization leans too heavily on substance use and gambling criteria, and the lack of consensus on symptomatology and assessment of problematic gaming. The act of formalizing this disorder, even as a proposal, has negative medical, scientific, public-health, societal, and human rights fallout that should be considered. Of particular concern are moral panics around the harm of video gaming. They might result in premature application of diagnosis in the medical community and the treatment of abundant false-positive cases, especially for children and adolescents. Second, research will be locked into a confirmatory approach, rather than an exploration of the boundaries of normal versus pathological. Third, the healthy majority of gamers will be affected negatively. We expect that the premature inclusion of Gaming Disorder as a diagnosis in ICD-11 will cause significant stigma to the millions of children who play video games as a part of a normal, healthy life. At this point, suggesting formal diagnoses and categories is premature: the ICD-11 proposal for Gaming Disorder should be removed to avoid a waste of public health resources as well as to avoid causing harm to healthy video gamers around the world.


Crime & Delinquency | 2014

Violent Video Games, Catharsis Seeking, Bullying, and Delinquency A Multivariate Analysis of Effects

Christopher J. Ferguson; Cheryl K. Olson; Lawrence Kutner; Dorothy E. Warner

The effects of violent video game exposure on youth aggression remain an issue of significant controversy and debate. It is not yet clear whether violent video games uniquely contribute to long-term youth aggression or whether any relationship is better explained through third variables such as aggressive personality or family environment. The current study examines the influence of violent video game exposure on delinquency and bullying behavior in 1,254 seventh- and eighth-grade students. Variables such as parental involvement, trait aggression, stress, participation in extracurricular activities, and family/peer support were also considered. Results indicated that delinquent and bullying behavior were predicted by the child’s trait aggression and stress level. Violent video game exposure was not found to be predictive of delinquency or bullying, nor was level of parental involvement. These results question the commonly held belief that violent video games are related to youth delinquency and bullying.


Academic Psychiatry | 2008

Training Pediatric Residents and Pediatricians about Adolescent Mental Health Problems: A Proof-of-Concept Pilot for a Proposed National Curriculum.

Lawrence Kutner; Cheryl K. Olson; Steven C. Schlozman; Mark A. Goldstein; Dorothy E. Warner; Eugene V. Beresin

ObjectiveThis article presents a DVD-based educational program intended to help pediatric residents and practicing pediatricians recognize and respond to adolescent depression in busy primary care settings.MethodsRepresentatives from pediatrics and adolescent medicine, child and adolescent psychiatry and psychology, and experts in the creation of educational mental health programs met to design a multimedia approach to improving the mental health diagnostic skills among pediatric residents. The authors chose depression as the initial topic because of its relatively high prevalence among children and adolescents, and evidence suggesting that pediatricians may have difficulty diagnosing this disorder in the primary care setting. The authors created a 30-minute DVD program featuring depressed adolescents and experts in child psychiatry and adolescent medicine. After viewing the DVD, residents in the training program, as well as practicing pediatricians, completed a standardized survey to assess the usefulness and attractiveness of this approach to pediatric education.ResultsThe survey results support the potential value of this type of material and the feasibility of similar programs in addressing an array of mental health concerns in pediatric residencies. Participants found the program useful and indicated interest in receiving more educational programs in this format.ConclusionThe authors suggest that the relative ease with which initiatives such as this media-based approach can be implemented make this educational technique appropriate and feasible on a large scale for programs throughout the nation and for a variety of mental health concerns.


Academic Psychiatry | 1999

Media Training for Psychiatry Residents

Lawrence Kutner; Eugene V. Beresin

Psychiatric residency training programs rarely prepare residents for exposure to the media. Increasingly, however, physicians are called upon to disseminate current knowledge about a wide range of topics pertinent to mental health and illness. The authors describe a model seminar used in a psychiatric residency training program providing residents with skills in effective communication through the mass media. The goal of the seminar is to prepare residents for an important role in public health psychiatry.


Archive | 2019

Mass Media Outreach for Child Psychiatrists

Cheryl K. Olson; Lawrence Kutner; Eugene V. Beresin

Abstract The mass media, which include both “traditional” and “new” media channels, offer opportunities for clinicians and researchers to complement their primary work with public education and stigma reduction. Doing so effectively requires an understanding of how those media operate and what they value. National and international media-based education and public policy programs provide insights into the potential of this approach to reduce stigma and improve public health.


Journal of Adolescent Health | 2007

Factors Correlated with Violent Video Game Use by Adolescent Boys and Girls

Cheryl K. Olson; Lawrence Kutner; Dorothy E. Warner; Jason B. Almerigi; Lee Baer; Armand M. Nicholi; Eugene V. Beresin


Journal of Adolescent Research | 2008

Parents' and Sons' Perspectives on Video Game Play A Qualitative Study

Lawrence Kutner; Cheryl K. Olson; Dorothy E. Warner; Sarah M. Hertzog


Journal of the American Academy of Child and Adolescent Psychiatry | 2000

Reaching out: mass media techniques for child and adolescent psychiatrists.

Lawrence Kutner; Eugene V. Beresin

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Anthony M. Bean

Framingham State University

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Nicole Prause

University of California

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