ISBN 10:
0-393-70484-X
ISBN 13:
978-0-393-70484-X
February 2007 / 272 pages / Paperback
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Cyber Rules: What You Really Need to Know about the Internet The Essential Guide for Clinicians, Educators, and Parents
Joanie Farley Gillispie and Jayne Gackenbach

Overview Contents
Contents
Preface
Introduction:
- Getting It About the Internet
- How Do We Use Internet Media
- Cyber Rules for Cyberspace
- Applying It: Comparing Online Behaviors with Offline Effects
Chapter 1: Online Identities
- Exploring the Self Online
- Internet Identities
- Online Versus Offline Selves
- Self Expression or Disinhibition Online?
- Crafting Personality Online
- Introverts and Extroverts Online
- Offline Effects of Online Identities
- Evaluating Online Identities (Exercises)
Chapter 2: Children’s and Teens’ Media Lives
- How Do Children Use Media?
- Families Online
- Interactive Media Effects
- Does the Internet Help or Hinder Learning?
- Cell Phone Selves
- Digital Toys
- Online Marketing
- Kid's Media Lives: What’s A Parent To Do?
- Cyber Rules for Families
- Effective Discipline and Kids' Media Use
- Does Julia Have A Problem?
(Exercise)
- Getting It: Comparing Julia’s Online Behaviors with Offline Effects
Chapter 3: Net Relationships: From Fake To Falling In Love
- Close Encounters
- Comparing Online and Offline Interactions
- Relationships Online
- Looking for Love Online
- Cyber Rules for a Cyber Affair
- An Online Relationship and Its Possible Offline Effects (Exercise)
- Groups Online
- Form and Function Online
- Have Groups Will Travel
- Group Think Online
Chapter 4: Video Games, The Light and Dark Sides of the Force
- Online Gaming 101
- What's in an Electronic Game?
- Who's Playing?
- Why Play Video Games?
- Gender and Game Play
- Virtual Immersion
- Negative Aspects of Video-Game Play
- Moderating Variables of Game Play
- Compulsive Game Playing
- Other Problems Associated with Video-Game Play
- The Light Side of the Force
- Playing Games Makes You Smarter
- Video-Game Play and Consciousness
- Playing Games at School and in Therapy
- Video-Game Play Interventions
- Win, Play, or Lose: Before You Play, Know the Game (Exercise)
Chapter 5: Hooking Up: Cyber Sex and Youth
- Cyber Sex Quiz (Exercise)
- Some Facts for Confused Adults
- Adolescent Sexuality Offline
- Adolescent Sexuality Online
- Sexual Mesages in Media
- Cyber Sex
- Cyber Sex Reality Checks
- Bad Sex
- Healthy Sexuality
- Talking Tips for Making Effective Connections with Kids About Cyber Sex (Exercise)
Chapter 6: Got Health Online?
- Who's Looking?
- How to Search
- Best Search Strategies (Exercise)
- Barriers to Good Health Online
- How to Use Online Health Information
- Consumer Beware
- Sample Online Treatment Plan (Exercise
- Some Good News
- A Short List of Good Health Websites
- Video-Game Play and Consciousness
- Playing Games at School and in Therapy
- Video-Game Play Interventions
- Win, Play, or Lose: Before You Play, Know the Game (Exercise)
Chapter 7: Evolving in Cyberspace
- Cyber Rules for the Future
- Is Technology Making Us Smarter?
- Making Sense of It
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References
ISBN 10: 0-393-70484-X
ISBN 13: 978-0-393-70484-X
February 2007 / 272 pages / Paperback
|