Cheryl K. Olson

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Cheryl K. Olson is a health and behavior researcher. She has done work researching the influence of media on childhood development and psychological well-being, and focuses on the relationship between childhood use of video games and violent behavior.

Contents

Olson completed her undergraduate degree in communications and earned master's degree in community health education from the University of Minnesota in 1986. She then earned a Doctor of Science degree in Health and Social Behavior at the Harvard School of Public Health in 1995, as well as a Postdoctoral European Certificate in Pharmaceutical Medicine from the University of Basel. Olson served as a faculty member of Psychiatry at Harvard Medical School for 15 years and as an assistant clinical professor of psychiatry at Massachusetts General Hospital. She also co-founded the Center for Mental Health and Media at Massachusetts General Hospital with Lawrence Kutner, PhD in 2000. [1] [2] She currently works as a researcher, educator, author, consultant, and media producer.

Awards and grants

Research

Video game research

Funded by the US Department of Justice's Office of Juvenile Justice and Delinquency Prevention in 2004, Olson and Kutner steered a $1.5 million project investigating the use of computer and video games of 1,254 teenagers in South Carolina and Pennsylvania. [2] [4] Utilizing surveys and focus groups to collect data from teenage gamers and their parents, the study was the largest of its kind. Olson and Kutner suggest that the findings of this research project provide evidence against several stereotypes related to video gamers, including lack of social aptitude and physical activity, and also highlight parents' lack of awareness in their teenagers' gaming practices and factors that increase children's exposure to violent video games. [5] [6]

In addition to video game use, Olson and Kutner investigated the relationship between violent video games and violent behavior. Citing the findings of their research project, they conclude that violent video games are not inherently bad; instead, a multitude of factors related to both the game and the gamer may impact the potential outcome of video game use. Olson also argues that while video games rated for mature audiences are associated with a higher likelihood of violent behavior such as fighting, the relationship between violence video games and violent behavior may not be one of cause and effect and that the research sheds light on potential benefits of video game use, including development of problem-solving and strategic planning. [7] [6]

Smoking cessation and prevention

Olson has consulted on smoking cessation and prevention initiatives and conducted research on strategies to combat smoking using a behavioral approach. [1] She also serves as a health behavior researcher and consultant for the QuitAssist project, funded by Philip Morris, [1] which aims to provide informational support to adults looking to quit smoking. [8]

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Related Research Articles

Violence is "the use of physical force so as to injure, abuse, damage, or destroy". Other definitions are also used, such as the World Health Organization's definition of violence as "the intentional use of physical force or power, threatened or actual, against oneself, another person, or against a group or community, which either results in or has a high likelihood of resulting in injury, death, psychological harm, maldevelopment, or deprivation."

<span class="mw-page-title-main">Juvenile delinquency</span> Illegal behavior by minors

Juvenile delinquency, also known as juvenile offending, is the act of participating in unlawful behavior as a minor or individual younger than the statutory age of majority. In the United States of America, a juvenile delinquent is a person who commits a crime and is under a specific age. Most states specify a juvenile delinquent, or young offender, as an individual under 18 years of age while a few states have set the maximum age slightly different. In 2021, Michigan, New York, and Vermont raised the maximum age to under 19, and Vermont law was updated again in 2022 to include individuals under the age of 20. Only three states, Georgia, Texas, and Wisconsin still appropriate the age of a juvenile delinquent as someone under the age of 17. While the maximum age in some US states has increased, Japan has lowered the juvenile delinquent age from under 20 to under 18. This change occurred on April 1, 2022 when the Japanese Diet activated a law lowering the age of minor status in the country. Just as there are differences in the maximum age of a juvenile delinquent, the minimum age for a child to be considered capable of delinquency or the age of criminal responsibility varies considerably between the states. Some states that impose a minimum age have made recent amendments to raise the minimum age, but most states remain ambiguous on the minimum age for a child to be determined a juvenile delinquent. In 2021, North Carolina changed the minimum age from 6 years old to 10 years old while Connecticut moved from 7 to 10 and New York made an adjustment from 7 to 12. In some states the minimum age depends on the seriousness of the crime committed. Juvenile delinquents or juvenile offenders commit crimes ranging from status offenses such as, truancy, violating a curfew or underage drinking and smoking to more serious offenses categorized as property crimes, violent crimes, sexual offenses, and cybercrimes.

Antisocial behaviours are actions which are considered to violate the rights of others by committing crime or nuisance, such as stealing and physical attack or noncriminal behaviours such as lying and manipulation. It is considered to be disruptive to others in society. This can be carried out in various ways, which includes, but is not limited to, intentional aggression, as well as covert and overt hostility. Anti-social behaviour also develops through social interaction within the family and community. It continuously affects a child's temperament, cognitive ability and their involvement with negative peers, dramatically affecting children's cooperative problem-solving skills. Many people also label behaviour which is deemed contrary to prevailing norms for social conduct as anti-social behaviour. However, researchers have stated that it is a difficult term to define, particularly in the United Kingdom where many acts fall into its category. The term is especially used in British English.

School violence includes violence between school students as well as attacks by students on school staff. It encompasses physical violence, including student-on-student fighting, corporal punishment; psychological violence such as verbal abuse, and sexual violence, including rape and sexual harassment. It includes many forms of bullying and carrying weapons in school. The one or more perpetrators typically have more physical, social, and/or psychological power than the victim. It is widely believed by society to have become a serious problem in recent decades in many countries, especially where weapons such as guns or knives are involved.

The studies of violence in radio analyzes the degree of correlation between themes of violence in media sources with real-world aggression and violence over time. Many social scientists support the correlation. However, some scholars argue that media research has methodological problems and that findings are exaggerated. Other scholars have suggested that the correlation exists, but can be unconventional to what is mainly believed.

Juvenile delinquency in the United States refers to crimes committed by children or young people, particularly those under the age of eighteen.

<i>Grand Theft Childhood</i>

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.

Video game controversies refers to a wide range of debates on the social effects of video games on players and broader society, as well as debates within the video game industry. Since the early 2000s, advocates of video games have emphasized their use as an expressive medium, arguing for their protection under the laws governing freedom of speech and also as an educational tool. Detractors argue that video games are harmful and therefore should be subject to legislative oversight and restrictions. The positive and negative characteristics and effects of video games are the subject of scientific study. Academic research has examined the links between video games and addiction, aggression, violence, social development, and a variety of stereotyping and sexual morality issues.

Nonviolent video games are video games characterized by little or no violence. As the term is vague, game designers, developers, and marketers that describe themselves as non-violent video game makers, as well as certain reviewers and members of the non-violent gaming community, often employ it to describe games with comparatively little or no violence. The definition has been applied flexibly to games in such purposive genres as the Christian video game. However, a number of games at the fringe of the "non-violence" label can only be viewed as objectively violent.

<span class="mw-page-title-main">Youth incarceration in the United States</span>

The United States incarcerates more of its youth than any other country in the world through the juvenile courts and the adult criminal justice system, which reflects the larger trends in incarceration practices in the United States. In 2010, approximately 70,800 juveniles were incarcerated in youth detention facilities alone. As of 2006, approximately 500,000 youth were brought to detention centers in a given year. This data does not reflect juveniles tried as adults. As of 2013, around 40% were incarcerated in privatized, for-profit facilities.

Lawrence Kutner is an American child psychologist best known as the author of the internationally syndicated "Parent & Child" column in the New York Times from 1987 to 1993. He is a former member of the psychiatry faculty at Massachusetts General Hospital, and the author of six popular books on child psychology and parent-child communication. He was the founder of the Center for Mental Health and Media at Massachusetts General Hospital. From 2009 to 2018, he was the executive director of the Jack Kent Cooke Foundation.

Craig A. Anderson is an American professor and director at the Department of Psychology, Iowa State University in Ames. He obtained his PhD at Stanford University in 1980.

The majority of lifelong smokers begin smoking habits before the age of 24, which makes the college years a critical time for tobacco companies to convince college students to pick up the habit of cigarette smoking. Cigarette smoking in college is seen as a social activity by those who partake in it, and more than half of the students that are users do not consider themselves smokers. This may be because most college students plan to quit smoking by the time that they graduate.

Brown v. Entertainment Merchants Association, 564 U.S. 786 (2011), was a landmark decision of the US Supreme Court that struck down a 2005 California law banning the sale of certain violent video games to children without parental supervision. In a 7–2 decision, the Court upheld the lower court decisions and nullified the law, ruling that video games were protected speech under the First Amendment as other forms of media.

The Center on Media and Child Health (CMCH) is a non-profit organization based at Boston Children's Hospital. CMCH was founded in 2002, by Michael Rich, pediatrician; Associate Professor of Pediatrics at Harvard Medical School; and Associate Professor of Society, Human Development, and Health at Harvard T.H. Chan School of Public Health.

Cyberbullying or cyberharassment is a form of bullying or harassment using electronic means. Cyberbullying and cyberharassment are also known as online bullying. It has become increasingly common, especially among teenagers and adolescents, due to the communication technology advancements and young people's increased use of such technologies. Cyberbullying is when someone, typically a teenager, bullies or harasses others on the internet and other digital spaces, particularly on social media sites.

Since their inception in the 1970s, video games have often been criticized by some for violent content. Politicians, parents, and other activists have claimed that violence in video games can be tied to violent behavior, particularly in children, and have sought ways to regulate the sale of video games. Studies have shown no connection between video games and violent behavior. The American Psychological Association states that while there is a well-established link between violent video games and aggressive behaviors, empirical research finds there is little to no evidence connecting violent behavior to video games.

School-based prevention programs are initiatives implemented into school settings that aim to increase children's academic success and reduce high-risk problem behaviors.

Community Crime Prevention relates to interventions designed to bring reform to the social conditions that influence, and encourage, offending in residential communities. Community crime prevention has a main focus on both the social and local institutions found within communities which can influence crime rates, specifically juvenile delinquency.

<span class="mw-page-title-main">Linda Teplin</span> Public health researcher and behavioral health scientist

Linda A. Teplin is an American behavioral scientist and public health researcher. Her research focuses on the interface between mental health and the criminal justice system, criminalization of the mentally ill, and mental health needs and related health outcomes of incarcerated populations, including those in juvenile detention, jails, and prisons. Many of her published papers investigate the prevalence of psychiatric disorders, mortality, patterns of crime victimization, health service utilization, disproportionate incarceration of minorities, and HIV/AIDS risk behaviors. Her research has provided the empirical basis for changes in public health and criminal justice policy.

References

  1. 1 2 3 4 5 6 "Cheryl Olson". GTNF 2020. Retrieved 2020-11-21.
  2. 1 2 3 "Cheryl K. Olson, ScD - Video Games - ProCon.org". Video Games. Retrieved 2020-11-22.
  3. 1 2 Yumpu.com. "CINE GOLDEN EAGLE FILM & VIDEO COMPETITION 1991 ..." yumpu.com. Retrieved 2020-11-21.
  4. Publishing, Harvard Health (2 August 2016). "Violent video games and young people". Harvard Health. Retrieved 2020-11-21.
  5. "Playing the Blame Game". Greater Good. Retrieved 2020-11-21.
  6. 1 2 "Game Plan". hms.harvard.edu. 31 January 2011. Retrieved 2020-11-21.
  7. "Fall 2008 Bookshelf". hms.harvard.edu. 26 September 2008. Retrieved 2020-11-21.
  8. "About QuitAssist - QuitAssist®". www.quitassist.com. Retrieved 2020-11-22.
  9. "8 Reasons Video Games Can Improve Your Child". Parents. Retrieved 2020-11-21.
  10. "Violent Video Games". Diane Rehm. Retrieved 2020-11-21.