Illinois After-school Alliance Partners with Youth Policy Action Center
Joins 80+ organizations to launch the all-new Youth Policy Action Center website

The Illinois After-school Alliance played an important role in launching the new version of the Youth Policy Action Center  a website that engages young people (and adults) in real-time democracy: changing policies that affect young people’s lives. The Alliance will be forwarding our timely and informative Action Alerts to the Youth Policy Action Center, YPAC, for posting on the website. This will provide us with another creative outreach tool to increase advocacy amongst Illinois youth and adults to contact their elected officials regarding state or national child and youth out-of-school time and after school program issues. The new YPAC site features:

  • Action Alerts: Receive alerts from the leading national, state and local child and youth organizations, and contact your elected officials.
  • State Pages: Find out what is going on close to home and contact local officials.
  • Policy Tools : Access tools to learn about elected officials identify media contacts, and track legislation.
  • Information Portal: Stay up to date with media stories, research and policy analyses.
  • Social Networking: Use your social network (on sites such as MySpace®, Friendster®, assembly, and Yahoo!®360) for social good.
  • Videos, Voting, Volunteering: View and post videos created by young people, register to vote, and find volunteer opportunities.

We encourage you to visit the site(www.youthpolicyactioncenter.org):, join the mailing list, and visit your state page (Illinois) to stay in the loop! If you have any questions, feel free to call or e-mail the Illinois After-school Alliance Coordinator at 312-986-9200

ICVP Focuses On Bullying Prevention

ICVP defines bullying as a continuum of intentional, repeated aggressive behaviors carried out by a group or an individual against another individual featuring some sort of disparity in strength, status, or ability between the victim and aggressor(s).

Overview
In our effort to continue to provide the violence prevention field with relevant resources, research and skill building opportunities around crucial violence prevention strategies, ICVP is providing practitioners the following cutting edge resources and opportunities for bullying prevention.

  • Our September 2005 conference focused exclusively on this topic and we have posted keynote workshops, publications, and resources. Conference participants were also alerted to the upcoming release of the video game "bully" and we have posted information on how to create meaningful dialogues between adults and youth towards Media Literacy - how to make good choices about media in today's society.
  • ICVP's March 2005 newsletter, Violence Prevention News focuses on strategies, best practices and resources on bullying prevention as well as an article on the role of bystanders by leading researcher Ron Slaby, PhD.
  • Fight Crime: Invest in Kids' 2003 report, Bullying Prevention is Crime Prevention details the long-term benefits of investing in these efforts.

Bullying Defined
ICVP defines bullying as a continuum of intentional, repeated aggressive behaviors carried out by a group or an individual against another individual featuring some sort of disparity in strength, status, or ability between the victim and aggressor(s). Though most estimates are that 30% of children and youth bully and are bullied often, research conducted in Midwestern schools indicates that bullying is more widespread.

Workplace Bullying
ICVP sees bullying as pervasive across the lifespan.  The National Institute for Occupational Safety and Health, which now recognizes bullying as a form of workplace violence, released a study last year that showed 24.5 percent of the 516 companies surveyed reported that some degree of bullying had occurred there during the preceding year. Of the most recent incidents, 39.2 percent involved an employee as the aggressor, 24.5 percent a customer and 14.7 percent a supervisor. 

Victims of workplace bullying may soon have recourse in some states against their aggressive bosses. In what is considered the first workplace bully case of its kind, a jury ordered an Indiana surgeon in March to pay a former hospital employee $325,000 in lost wages after a 2001 incident in which the doctor screamed and lunged at the worker. Anti-bullying laws already exist in Australia, Canada and Great Britain.

Effective Programs
Research suggests that the most effective programs address both individual risk and environmental conditions, individual skills and competencies, improving the schools' social climate, and changes in type and level of involvement in peer groups. By learning from current research, schools and youth-serving programs can implement evidence-based bullying prevention strategies.

Click here for a list of additional Bullying Prevention Resources.

Conference Participants Alerted to
“Bully” the Video Game
Developing a Thoughtful Response

Presenters at ICVP’s September 2005 conference on preventing bullying and relational aggression alerted participants of the yet-to-be-released “Bully” video game. As a follow-up, ICVP offers the following information, suggested responses, action steps and resources to create meaningful dialogues on the general topic of violent video games.

Background
Take-Two Interactive, Inc., the parent company of San Andreas publisher Rockstar Games, has announced a delay in its release of the controversial “Bully” game. The game focuses on a year in the life of Jimmy Hopkins, a picked-on kid attending a private school who in turn becomes the bully. The companies are already under scrutiny for such products as “Grand Theft Auto.” Though Take-Two Interactive touts Bully as “humorous tongue-in-cheek storytelling,” numerous groups in the US and the UK have protested the release of the game. These advocates cite fears that the product will promote violence and make a game of bullying, a serious and endemic social phenomenon linked with numerous acts of crime, depression, substance abuse, suicide, and school failure across the globe.

Response
ICVP joins other violence prevention advocates in expressing grave concern over popular media and video games, which engage youth in simulated violence and reward them for their aggression within the game’s structure. While there is much debate over the impact of violent media on youth, research has not shown evidence of a link between playing violent video games and subsequent acts of violence. However, the Kaiser Family Foundation, through a meta-analysis of 35 research studies that included over 4000 participants found that “playing violent video games significantly increases physiological arousal and feelings of anger or hostility, and significantly decreases prosocial helping behavior.”

ICVP encourages parents and youth to strive for media literacy by making use of the resources below that provide information on media violence and how you can engage others in meaningful dialogues on the topic. As stated by the center for Media Literacy, “Media Literacy does NOT mean ‘don't watch,’ it means ‘watch carefully, think critically.’ "

Bullying Impacts and Prevention Strategies
It is important to remember that there is a cluster of risk factors for perpetrating bullying that include family, individual developmental, peer group and institutional issues. Violent video games cannot be seen as a sole cause or risk factor for bullying behavior. The increased interest and growing alarm over bullying is a result of greater attention in recent years of the role that bullying plays in both the aggressor and victim, and the potential results of each if left ignored. The impact and associated factors for bullies and those they bully include depression, suicidality, crime, negative perception of school, school failure, social isolation, and substance abuse.

During the last ten years, we have seen an increase in research studies devoted to youth violence in an attempt to identify strategies that do work in its prevention. Through evaluations of programs that focus on anger management, conflict resolution, teen dating violence, and school violence, we have learned that in order for youth violence prevention interventions to work they have to include strategies on individual, interpersonal, family and neighborhood/community levels. The most effective programs combine components that address both individual risk and environmental conditions, particularly building individual skills and knowledge, improving the social climate of the school, and changes in the types and levels of involvement in peer groups.

Illinois’ Bill
On July 26, 2005, Governor Blagojevich signed a bill to make Illinois the only state to ban the rental or sale of sexually explicit or violent video games to minors. The law will take effect in January, if it survives a challenge in federal court from the video game industry. In October, California followed suit and several other states are considering similar legislation.

Action Steps
In addition to becoming Media Literate, as described above, the following action steps are suggested:

  • Parents and guardians need to know what their children are playing. If parents buy these games, they are helping to support the market and these games will continue to be produced. Don’t just say no - start a dialogue with your child. Take a stand as an educated consumer.
  • Send a letter to Take-Two Interactive (parent company) and Rock Star Games expressing your concerns over this and other violent video games.
  • Find out where the violent video games are sold in your community. Tell the managers and/or corporate headquarters why you won't be shopping with them.
  • Find out where violent video games are NOT sold, take your business there, and commend the managers and/or corporate headquarters and tell them why they do have your business.

Resources
The following resource list is provided for informational purposes and does not constitute an endorsement of these sites.

The National Institute on Media and the Family
With a vision to build healthy families and communities through the wise use of media, they have developed the MediaWise® approach to build dialogue between parents and their children. http://www.mediafamily.org/

The Center for Media Literacy
Dedicated to promoting and supporting media literacy, CML works to help citizens, especially the young, develop critical thinking and media production skills needed to live fully in the 21st century media culture. http://www.medialit.org/focus/viol_home.html

The Kaiser Family Foundation
Their publication, “Key Facts: Children and Video Games,” the first fact sheet in a series on topics related to children, media and health, focuses on video games, including the best research on the impact of video games on young players. This non-profit, private foundation is an independent voice and source of facts and analysis for policymakers, the media, the health care community, and the general public.
http://www.kff.org/entmedia/3271-index.cfm

The Media Education Foundation
Game Over: Gender, Race & Violence in Video Games (2000), is the first educational documentary to address the fastest growing segment of the media through engaging questions of gender, race and violence. Game Over offers a refreshing dialogue about the complex and controversial topic of video game violence, and is designed to encourage high school and college students to think critically about the video games they play. This video is offered at a reduced price for high schools and non-profits: $95.00. http://www.mediaed.org/videos/MediaGenderAndDiversity

The National Youth Violence Prevention Resource Center
As a gateway for professionals, parents, youth and other interested individuals, the Resource Center offers the latest tools to facilitate discussion with children, to resolve conflicts nonviolently, to stop bullying, to prevent teen suicide, and to end violence committed by and against young people. http://www.safeyouth.org/scripts/topics/mediavio.asp 

Recent News

Illinois After-school Alliance Partners with Youth Policy Action Center
ICVP Focuses On Bullying Prevention
“Bully” the Video Game