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Papers [1-15] of 100 :: [Page 1 of 7]
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Search results on "CONTROLLING VIOLENT TV":

Term Paper # 64102 SHOPPING CART DISABLED
Controlling Violent TV, 2006.
A discussion of the problem of violence on TV and the industry's role in protecting children.
1,587 words (approx. 6.3 pages), 7 sources, MLA, $ 51.95
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Abstract
This paper examines the issue of parents who allow their children to watch endless hours of TV, unmonitored. It shows that an increased awareness against violence on TV has lead to all new television sets requiring a 'V-chip' - an electronic device that allows parents to block violent shows. The paper concludes that society as a whole must make sure that television nurtures children instead of harming them, and must find more effective ways to limit the violence dominating programming today.

From the Paper
"Although Senator Paul Simon has been a long time critic of the industry, he surprised and disappointed many when he opposed the concept of the V-Chip and the legislation that incorporates it into new television set. In an article written for Business Wire and also in a speech on the floor of the Senate he argues that the V-chip is no substitute for the industry disciplining itself. Furthermore, In areas of high crime where children watch 50% more TV, the V-chip would not be used. In addition, teenagers will find a way around the V-chip, will see the programs at the homes of other children, and for 10- to 14- year-old males a negative rating will have drawing effect."
Term Paper # 18460 SHOPPING CART DISABLED
Violent TV & Children, 1990.
Effects of such programming on development. Limitations of research, popular perceptions, theories, monitoring, real world v. fictional TV, behavioral reinforcement, observational learning.
2,025 words (approx. 8.1 pages), 10 sources, $ 71.95
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From the Paper
" The purpose of this paper is to examine violence on television as it relates to children, and to analyze the limitations of research, popular perceptions, theories, monitoring, real world versus fictional TV, behavioral reinforcement and observational learning.
At the end of World War II, most children in the United States had never heard of television. When the medium was first introduced, it was little more than a luxury for the wealthy, but it was a luxury with great appeal, especially for children. Children whose families had a television set quickly became popular. Groups of neighborhood children swarmed to the nearest TV-equipped home to soak up early cartoon and adventure offerings. Given this response, it is not surprising that within two decades (of 1940) virtually every American home had a TV and.."
Term Paper # 102554 SHOPPING CART DISABLED
TV Violence and Aggression, 2008.
This paper discusses the effects of violent TV and video games on aggression in children and adolescents.
2,463 words (approx. 9.9 pages), 5 sources, APA, $ 75.95
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Abstract
In this article, the writer notes that the apparent effects of TV violence on aggression in children and adolescents have long been suspected. The writer points out that the effect of violent video games on children's aggression is not so well known. This paper explores the relationship between exposure to violent television and video games and the development of aggression in children and adolescents. The paper explains that this link is extremely important because in recent years in North America there has been a noticeable increase in children's violence. The writer maintains that if a strong link can be found between TV and video game violence, this could have implications for reducing and controlling the degree of violence that is presently witnessed in society. The writer concludes that the research into the effects of TV and video violence on child and adolescent aggression suggests that a certain child or adolescent under very specific conditions will very likely act out aggression after viewing a violent TV program or video game.

Outline:
Introduction
Violence in Television
Explanations of Media Impact on Aggression
Violent TV, Violent Video Games and Aggression
Conclusion

From the Paper
"Sherry conducted a meta-analysis of research into video games and found that the effect of violent video games on aggression in children is less than what results from violent TV programming. The video games studies ranged over the 25-year period from 1975 to 2000. An analysis was made of all the studies during that time by analyzing the results of those studies. The effects of the more violent and graphic games were compared with the less violent games. The most important finding from this meta-analysis was that the longer the children were exposed to violent video games, the less of an effect was produced on aggression. It appeared that the children and adolescents had to be already angered and aggressive before the video game began in order for it to produce any effect. Other researchers have also observed that video games are different in their effect on aggression from TV. According to Browne and Hamilton-Giachritsis, video games merely amplify the effect which already exists of aggressive feelings and thoughts in the child or adolescent."
Term Paper # 19529 SHOPPING CART DISABLED
The Effect of TV on Children, 1992.
A pro-TV stance on why TV is a positive influence, arguing that exposure to real-life situations prepares them, using "Social Animal" as support and also discussing TV as an essential educational tool ("Sesame Street").
1,575 words (approx. 6.3 pages), 4 sources, $ 55.95
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From the Paper
"Television's effects on children are a largely debated topic. Everyone seems to have research reporting either the "negative" or "positive" effects of television on children. Every parent's worst nightmare is of raising a six-year-old TV addict. He watches TV in the morning before school. He gets home and sits down right in front of the TV. He has an extra dose after dinner to calm him down for bed. He has trouble reading and exhibits restless and combative behavior in class. Is this monster really in existence, or are the harmful effects of TV on children exaggerated? This report will discuss why TV is a very postive influence on children, and it will express how it helps them become better adjusted "social animals" by exposing them to real-life situations before they have the pain and shock of encountering them unprepared. Relevant concepts from ..."
Term Paper # 19995 SHOPPING CART DISABLED
Children and TV, 1993.
Examines the effects of gender stereotyping of TV characters, discussing TV as a message-giver, advertising, ratings, family roles, sexism and socialization.
3,150 words (approx. 12.6 pages), 18 sources, $ 111.95
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From the Paper
"INTRODUCTION

Television is considered a powerful force in American life, whether for good or for ill, and the latter distinction has been much argued over the history of television broadcasting. One of the issues raised in recent years involves how television serves as an example in teaching gender roles to children, and this issue has become more heated as gender roles in society at large have been challenged, analyzed, and tested with the shifts in thinking and behavior that have taken place over the last two decades. It is not surprising that critics of television cannot agree on the effect of gender role presentation in the media when they cannot agree among themselves on what types of gender roles should be projected in the first place. Some theorists have simply approached the issue with the question as to whether or ..."
Term Paper # 16702 SHOPPING CART DISABLED
Ethical Punishments for Non-Violent Offenders, 2002.
An examination of the current prison system and the changes that need to be made. Shows that non-violent criminals deserve better treatment than violent offenders.
1,859 words (approx. 7.4 pages), 7 sources, APA, $ 59.95
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Abstract
What punishment does a non-violent criminal deserve? This paper shows how an examination of the U.S's current system's problems is necessary in order to understand how a solution will work. The paper asks if an eclectic approach could improve the current system and society as a whole. The paper tries to prove that a Commission should be set up to dictate the regulations of a new system that would allow non-violent criminals to be rehabilitated while receiving a punishment fit for the crime that was committed.

Table of Contents
Non-Violent Crime: An Overview
Internally-Based Prison Problems
Overcrowding
Recidivism
Making Non-violent Criminals Violent
Fights and Rapes
Stabbings and Beatings
In Prison Solutions
Drug Treatment
Boot Camp
Prison Commissaries
Out-of-Prison Punishments for Non-Violent Criminals
Intense and Inclusive Probation
Drug Treatment
Residential Restitution and/or community service
Day Reporting
Electronic Monitoring
Community-Based Employment Opportunities
Trouble shooting
Noncompliance
Increase in probationary case loads
Conclusion

From the Paper
"A nonviolent crime is a crime committed in which no person is physically injured. Of the nonviolent crimes committed in America, only one in three are reported to police. The police arrest an estimated 20% of those crimes reported which means there are approximately seven arrests for every one hundred crimes. Of these arrests, the prosecution throws out nearly 50% and the rest are usually sentenced. The sentencing usually consists of nearly 50% going to jail or prison. In other words, in total, two people are incarcerated for every one hundred crimes committed (Colson & Van Ness, 1991, p. 70)."
Term Paper # 61282 SHOPPING CART DISABLED
Non-Violent Social Movements, 2005.
This paper discusses the idea of indirect approach in non-violent social movements as presented by Liddell Hart in "Strategy" and Gene Sharp in "Politics of Non-Violent Action".
1,800 words (approx. 7.2 pages), 3 sources, MLA, $ 57.95
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Abstract
This paper explains that the philosophies of non-violent social movements of Liddell Hart's "Strategy" and of Gene Sharp's "Politics of Non-Violent Action" are vastly different in context: Hart's expertise is planning, fighting and winning a battle; whereas, Gene Sharp's reality is in search of maintaining a non-violent movement for peace and social change. The author points out that, in many ways, non-violence requires the same techniques of strategy as war; the results are just different. The paper states that the strength of non-violence lies in its ability to reduce the moral legitimacy of those who persist in using violence.

Table of Contents
Introduction
Indirect Approach
Nonviolent Movement
Conclusion

From the Paper
"The indirect approach was born out of Liddell Hart's years of military study and review of historical accounts of war. The very essence of indirect approach is to discover the enemy's Achilles heal or weakness and strike it quickly to take best advantage of the situation. This will lead to a swift and decisive victory. It is determining the Achilles heal that creates an element of surprise. The enemy will be shocked such knowledge of their weakness is apparently known. By surprising the enemy, the opponent takes advantage of the human factor. Liddell Hart writes in "Strategy", "Throughout the ages effective results in war have rarely been attained unless the approach of has had such indirectness as to ensure the opponent's unreadiness to meet it." Basically what this is saying is an indirect approach wears down the enemy's ability to fight back effectively. The surprise element is so profound the enemy loses its will to meet their opponent head on. Their resistance dissolves while their defense crumbles from exhaustion."
Term Paper # 32175 SHOPPING CART DISABLED
Violent Video Games Do Effect Aggressive Behavior, 2002.
Report on the direct correlation between increased violent behavior in children and the amount of violent video games viewed.
2,400 words (approx. 9.6 pages), 12 sources, $ 89.95
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Abstract
Research on exposure to television and movie violence suggests that playing violent video games will increase aggressive behavior. Playing violent video games also decreases prosocial behavior. Laboratory exposure to a graphically violent video game increased aggressive thoughts and behavior. Video game violence has a positive effect on aggressive behavior. By reducing exposure to violence, children can reduce their outward aggressive behavior.
Term Paper # 23934 SHOPPING CART DISABLED
Serious and Violent Juvenile Offenders, 2002.
The rise in violent juvenile crime, its origins and suggestions for improvement.
1,585 words (approx. 6.3 pages), 4 sources, MLA, $ 51.95
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Abstract
This paper examines the phenomenon of violent juvenile offenders and explores the reasons and theories behind it. It begins by examining the "gang violence" culture which breeds many violent youth. It then examines the interplay between violent and non-violent crime and shows how often those who begin with non-violent move quickly to violent if not correctly guided. The writer then looks at misconceptions about juvenile dlinquency and its origins. The writer concludes with stressing the importance of avoiding incarceration, so as not to create career criminals.

From the Paper
"At the same time, the nature of juvenile crime has changed significantly. The United States has seen a notable increase in gangs and gang violence. This can be blamed in part on the popularization of gangs, which were at one point limited to blighted sections of Los Angeles and other cities. Drug prohibition has provided these groups with a revenue stream; gangs have provided a more dynamic distribution system for scheduled narcotics than traditional organized crime. Unlike many traditional merchants or racketeers, teenagers from lower income families without other job prospects willingly undertake the political risks associated with the sale of these narcotics."
Term Paper # 7744 SHOPPING CART DISABLED
TV Guide Corporation ? Case Analysis, 2002.
In this case analysis, the current business situation of the TV Guide Corporation is investigated.
1,035 words (approx. 4.1 pages), 5 sources, MLA, $ 36.95
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Abstract
In this case analysis, the current business situation of the TV Guide Corporation is investigated. This analysis is done from a marketing perspective, and assesses and applies marketing concepts to a real-life situation at TV Guide magazine. In this case study, a situational analysis, which reviews TV Guide corporation, and its main product, TV Guide, along with additional offerings is shown. A brief history of TV Guide is given; the corporation?s current business situation is assessed. A comprehensive SWOT analysis is given. This analysis lists the Strengths, Weaknesses, Opportunities, and Threats (SWOT) that are faced by TV Guide. A comprehensive recommendation for the marketing strategy is given for TV Guide. Finally, a conclusion summarizes the important information given in the other sections.

From the Paper
"Interestingly, TV Guide corporation is much more than its most well known product, the TV Guide. Since the publication of McDonald?s article TV Guide has become much more diversified, and global. It operates four main business units. These are: TV Guide Television Group, TV Guide Interactive Group, TV Guide Magazine Group, and United Video Group. TV Guide markets and distributes products to over 100 million cable and satellite homes each and every week.
Perhaps the biggest news in the TV Guide area is the formation of Gemstar-TV Guide international on July 12, 2000. This company formed when Gemstar International Group merged with the TV Guide Company. Gemstar-TV Guide International now has television listing products licensed to over 180 companies, in industries like cable, satellite, Internet, personal computers and consumer electronics."
Term Paper # 96686 SHOPPING CART DISABLED
Research Designs and Reality TV, 2007.
A discussion of whether reality TV reinforces negative role models.
4,713 words (approx. 18.9 pages), 15 sources, APA, $ 121.95
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Abstract
This paper explores the role of actors and popular personalities on shaping society, especially when seen on reality TV shows. The author explains the appeal of reality TV and further describes the methodology used in this study. Additionally, the psychological factors of being a viewer of reality TV are discussed. Some of the pitfalls of this research project from a sociological standpoint are presented and analyzed. The paper contains a long discussion on qualitative research and how this approach is applied to this study of reality TV. The paper also contains a chart that categorizes reality TV characters.

Outline:
Methodology
Rationale
Reality TV as a Social Observation Experiment
Conducting Credible Sociological Research
The Nature of Qualitative Research
Reality TV Character Categorization
Transforming Observational Data into Numerical Form
Works Cited

From the Paper
" Reality TV is one of the most popular genres in the mass media today. The viewership of these programs increases at an astonishing rate. Reality TV allows the viewer to combine both reality and fantasy in a unique blend. We know that the characters have some effects on the adults that watch. However, until now this subject has received little attention. Some of the characters on reality TV would not be considered role models a major portion of the society. The proposed research will examine the presence of negative role models in British Reality Television."
Term Paper # 17864 SHOPPING CART DISABLED
TV Advertising And Children, 1989.
Emphasizes the negative effects. Contends that TV ads foster unhealthy attitudes. Also discusses TV violence.
1,350 words (approx. 5.4 pages), 8 sources, $ 47.95
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From the Paper
"The purpose of this paper is to discuss television advertising and its affect on children, particularly in light of the fact that children have a difficult time differentiating between advertising and programming, much of which today is of a violent nature. In addition, the research will review what kinds of protections there are for children versus the rights of advertisers and television stations, and what have been the positions of consumer groups and governmental agencies with respect to television advertising and children. Television, both from a programming and advertising point of view, is having a dramatic, and some believe negative, impact on child development. Therefore, it is important to look at steps parents can take to respond to the barrage of advertising stimulation received by their youngsters."
Term Paper # 67692 SHOPPING CART DISABLED
Violent Video Games, 2006.
A look at the issues surrounding violent video games.
1,527 words (approx. 6.1 pages), 4 sources, MLA, $ 50.95
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Abstract
This paper discusses how violent video games should be a clear cause for concern among all American citizens, especially parents and teachers and how children are the most at-risk group for developing signs of increased aggression due to playing too many violent video games for too long. It contends that American culture is violent enough without school shootings and that psychologists and sociologists need to study the effects of video game violence more so that public policy can better reflect the needs of children and of all citizens. It concludes that, because preliminary studies show at least a correlation between violent video games and aggressive physiological response as well as emotional, mental, and physical aggression, violent video games should be banned or at least restricted.

From the Paper
"As Walsh notes, "Pong" was one of the first video games, an innocuous non-violent digital version of table tennis. Pong evolved quickly into combat games that involved the player blasting spaceships to bits or hitting creatures on the head with mallets. Some violent video games even came with toy guns in place of the joystick, so that viewers could shoot at targets physically. Nothing could be closer to inducing actual violence than a game with a gun. Many of the violent games using guns are hunting games, implying that violence against animals might also be an added concern. Today, video games are more violent than they ever have been; they have come a long way since Pong. Games like Doom and Mortal Kombat require constant killing of enemies. In many cases the imagery that accompanies the killing is gory. Blood spurts through the air and splatters on-screen. Severed limbs tremble and spew bodily fluids. Ultra-realistic settings make the viewer feel even more like he or she has been transported to another world, that the game is a semblance of reality."
Term Paper # 11789 SHOPPING CART DISABLED
TV & Political Views, 1996.
Examines effect of TV on viewers' political attitudes & behavior. Regular broadcast news, cable news, tv newsmagazines, fictionalized political stories, political commercials.
5,625 words (approx. 22.5 pages), 26 sources, $ 135.95
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From the Paper
Does television influence viewers' political attitudes and/or affect their political behavior; and, if so, in what ways? The purpose of this report is to examine the existing research investigating this question. The reviewed research covers studies of the effects of five categories of political television: (1) Regular broadcast news; (2) Cable news; (3) Television newsmagazines; (4) Fictionalized political stories; and (5) Political advertisements.
Regular Broadcast News
By far, the majority of studies of television effects on political attitudes and behavior have examined for influences resulting from viewing regular local and national news..."
Term Paper # 102662 SHOPPING CART DISABLED
Aggressive Behavior and Violent Video Games, 2008.
A analysis of three studies addressing aggressive behaviour and violent video games.
1,821 words (approx. 7.3 pages), 3 sources, APA, $ 58.95
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Abstract
This paper examines studies pertaining to violent video games as encouragers of aggressive behaviour. The paper explains that these studies take different approaches to the same mechanism that much previous research has asserted to exist between young people who play violent video games and observable aggression expressed in their thinking and self-expression or behaviour. The writer points out that one paper was found to be more thoughtful, varied, less reductive and more generative of new questions than the others towards reflection on what studies of this variety can produce in terms of useful or stimulating information. The writer then looks at how all three studies indicate the sway in psychology of what previous studies have found in numbers, in studies of varying quality or small differences seeming to be unanimous in correlating violent video games and user aggression. The writer concludes that many studies addressing violent video games in relation to aggression obviously point to an unspoken question as to why such aggression of sometimes very serious forms is demonstrated by many persons in North America - a society that has attained one of the highest standards of living, ever seen.

From the Paper
"A comment is made on violent media as known to produce aggressive behaviour according to various studies of different kinds. The conclusion repeats the introduction's statement on violent video games perhaps inducing automatic aggressive associations of the self. However, the reader is never quite sure what aggressive associations of the self are. One presumes that a student of a certain age has enough insight to report that, yes, he or she is aware of feeling angry or 'wired up' after interacting with a violent video game, but this need mean very little. Perhaps a student having had a difficult morning or a delayed trip to school would report that he or she also felt aggressive, or a student having had to deal with an intense, unpleasant experience of another kind. Again, is aggression anger, or anger expressed outwardly, or annoyance?"
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Papers [1-15] of 100 :: [Page 1 of 7]
Go to page : 1 2 3 4 5 6 7 —>