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Essay / Research Paper Abstract
This is a 3 page paper that provides an overview of the cultural effects of violent media. A study highlighting violent video games in Singapore is examined. Bibliography lists 1 source.
Page Count:
3 pages (~225 words per page)
File: KW60_KFsci024.doc
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Unformatted sample text from the term paper:
culture of the future. This is a given reality in respect to small communities and localized groups. However, in the 21st century, culture has taken on a totally new meaning
that is somewhat different from what has come before. Nowadays, culture is a mass phenomenon. Rather than being isolated to small groups and communities, culture is disseminated through cultural artifacts
that are widely displayed around the country and indeed around the world. This raises a number of interesting questions about the cultural impact that modern cultural artifacts can have upon
the universal development of personality. One of the most pressing concerns expressed is that violence in media can have the effect of making the viewers and consumers of that media
themselves more violent. Video games have often been singled out in this respect, with many claiming that violent video games tend to produce a more violence-prone personality in players. Because
of this, many researchers have scientifically addressed the topic of whether or not there is any true evidence of such a phenomenon. A report produced in 2011 by Teng, Chong,
Siew, and Skoric looked at the "long-term impact on violent behavior and aggressive cognitions" associated with exposure to violent video games by young players (Teng, Chong, Siew, & Skoric, 2011).
The researchers attempted to produce a "clear consensus" on this subject that they felt had been lacking more "more than 100 studies" previously produced on similar topics of concern (Teng,
Chong, Siew, & Skoric, 2011). The researchers were able to explore this question through a carefully developed longitudinal experiment that examined players over a protracted period of time. The
study involved no less than one hundred and thirty five players, who were split into two groups; a group who would be exposed to a violent video game (Grand Theft
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