Saturday, November 9, 2019
Prons and Cons of Corporate Reporting Essay
We succinctly lay out arguments put forth both for and against the regulation of corporate disclosure and standard-setting. We then examine current developments suggesting that accounting standard-setting is at risk of becoming entangled in a web of political forces with potentially significant consequences. The crisis has brought into sharp focus the reality that the regulation of corporate reporting is just one piece of a larger regulatory configuration, and that forces are at play that would subjugate accounting standard-setting to broader regulatory demands. Recent actions by the European Commission relating to IFRS 9 and proposed legislation in the US Congress to create a systemic risk council serve to illustrate this point. We conclude by discussing in detail the recent fair value debate as a case study of the way in which bank regulatory policy and accounting standard-setting decisions were jointly determined as a potentially socially optimal means to mitigate the effects of the financial crisis. Keywords: regulation; corporate reporting; politics 1. Introduction History attests to the influence of crisis and scandals as an impetus for regulatory intervention by politicians (Banner, 1997; Reinhart and Rogoff, 2008). After a series of scandals in the UK in the 1990s culminating in the collapse of Barings Bank, there was a dramatic shift in the structure of nnancial regulation that consolidated regulation responsibilities under the auspices of the Financial Services Authority. A wave of financial scandals epitomised by the Enron debacle catalysed swift and sweeping ciianges to US securities regulations with the passage of the Sarbanes Oxley Act of 2002. Today, in the aftermath of the financial crisis of 2007-2009, financial accounting standard-setting finds itself drawn into the orbit of complex political processes focused on restructuring the regulation of the worldââ¬â¢s financial markets. The crisis has ignited woddwide debate on issues of systemic risk and the role played by financial regulation in creating and exacerbating the crisis. Proposals abound for how regulation of financial markets and financial institutions should be changed to mitigate the potential â⬠¢The authors are at Kenan-Flagler Business School, University of North Carolina. This paper has been prepared for presentation and discussion at the Information for Better Markets Conference, sponsored by the Institute of Chartered Accountants of England and Wales, 14-15 December 2009. We thank Dan Amiram, Mary Barth, Elieia Cowins, Martien Lubberink, Brian Singleton-Green and Steve Zeff for helpful comments. Correspondence should be addressed to: Professor Robert Bushman, Kenan-Flagler Business School, The Unversity of North Carolina, CB #3490, Chapel Hill, NC 27599-3490, USA. E-mail: Bushman@unc. edu. for such large-scale financial meltdowns in the fixture. The scope of regulatory issues under debate spans many aspects of the financial system, including the alleged role played by financial accounting standards in deepening the trajectory of the crisis. The crisis has energised politicians, regulators, and economists to scrutinise financial accounting standards as never before, creating significant pressure for change (see, e. g. G-20, 2009). Given mounting momentum for potentially far reaching regulatory change, this is an opportune moment to step back and carefiilly consider how to organise the analysis of efticient regulatory choice.
Thursday, November 7, 2019
Immigrant Experienes essays
Immigrant Experienes essays Article Review Letters from an American Farmer In this Article the Farmer wants to know the feeling of an Englishman when he first time set foot in America. The main reason the Englishman Have come to America is due to the condition prevailing in England .These refuges are coming to very modern society which is free from lords, Bishops, Kings courts etc. No one in the society has the at most power to rule one and all. In short everyone in the society has the right to live their lives in the manner they wish to. He compares medieval England to America, in England a person traveling by road would see hostel castle and haughty mansion which suggest the power in few hands in contrast in America small clay built hut and miserable cabin, where cattle and me live together. All This suggest the simplicity of those times. The Farmer regards his society as the most perfect in the world in which men are free and equal. The refuges have come from all over Europe but over the period of time these mixture of people will become new breed of p eople know as American. The farmer wonder that these refuges who have come from countries where they had nothing of their own can they call England or any kingdom as their own Country. In America these refuges would be reborn they would follow new laws, new mode of living, new social system. In their country of birth they were just know as mere poor people who were good for nothing but in America they would be proud citizen. The farmer also talks about the attachment these European emigrants have towards America. All these people left behind their ancient prejudices and started excepting the new mode of life, the new government and started obeying the law of the land. This new country has given them land; bread, protection and consequently all emigrants have just one motto ubi patria. Here individuals of all different countries are melted into a new race of people, whose labor a...
Monday, November 4, 2019
Case study anaylsis ( marketing management) Essay
Case study anaylsis ( marketing management) - Essay Example Another weakness for SCAD is the companyââ¬â¢s lack of diversity. Presently, the company deals with one product hence; it is likely to face challenges in case of inflation, or immense competition. The company has various opportunities that can improve its status. Since estimates show that that company grows at about 30 percent every year planning (Ferrell & Hartline, 2011). It is possible to lay succinct strategic plans to help the company do well in future. Proper strategic plans will aid company operation even in times of inflation. The UAE economic growth is an opportunity the company can utilize by ensuring product quality and diversity. The threats the company faces emanate from the likely competition from other emerging companies. The two companies are diverse in terms of super car sales contrary to SCAD which lacks diversity. However, the companies are devoid of experience and adequate finances planning (Ferrell & Hartline, 2011). The lack of proper plans and management is a threat to the companyââ¬â¢s effectiveness. SCAD lies in the star section due to its present share in the market. In the UAE market, the company is the leading due to low competition from other companies. Jumeirah motors and Al Ameri cars lie on Dogs quadrant planning (Ferrell & Hartline, 2011). This is because the two companies are new in the market. In order to improve the condition, the companies will require adequate input. Such actions include market strategies aimed at improving brand name and market segment. The questions quadrant indicates opportunities which are not utilized planning (Ferrell & Hartline, 2011). The quadrant characterizes units with low market share but high growth rate. The cash flows portion shows units with a large market segment, although the growth rate is slow. The quadrant displays presence of low opportunities for development. The unit requires a small input to improve its status. SCAD should lay strategic plans responsible for helping the
Saturday, November 2, 2019
Inequality of Sexual Orientation Essay Example | Topics and Well Written Essays - 1250 words
Inequality of Sexual Orientation - Essay Example They are common terms that are used by teenager without understanding the real meaning of the word. According to the author, the use of these words on someone is attributed to some of the characters that the person exhibits that can be linked to the real construction of a gay person in the society. The author shows that if one if short or too tall, too fast or too skinny, one becomes a target by others in school and will always be referred to in bad words. This means that there are some contractions by the society which leads people to identify someone with some kind of sexual orientation unlike others. However it has been shown that most of the young people use these words in two different ways. First they can use these words for derogatory purposes and second they can be used for purpose of sexual orientation. Although schools have put in place hard polite to deal with the use of these world, they usually face a hard time in trying to curtail the use of the words (Cass, 1999). The use of antigay languages is therefore linked not to the real aspect of student being gay but is it used for the about two purpose. When use for general derogatory remarks, anti gay words generally lead to a lot of emotional strain for student. This is because it leads the student to think how the other is seeing them though it is not what they are. In case an inequality in these sense that student start to think that they are gay while in the actual sense they are not. But when it used for the purpose of sexual orientation, it shows that there are some particular characteristics that the person is bearing that rely can be closely associated with the gays even if they may not be gay themselves. In the other case about the Indian Muslim woman, the author also gives a number of factors that can be attributed to be the main causes of inequality due to sexual orientation. The other brings our the social constitution of a Muslim woman in which it is shows that Muslim women in a hijab for example ill not be considered as a first class citizen but would be relegated below man. The author brings this kind of construction to show how the Muslim society sees the position of a woman in the society. This is a sexual orientation that puts women below men. That author brings out a struggle scenario where we have the woman tiring to find a new sense of identity in another society. It is shown that the women in this case are living in two different works which result from the way the society has constructed the perception of woman. The Indian Muslim is faced with the reality of living a double standard life which is actually a conflicting world between Muslims and the American society. The American woman is not the same as the Indian Muslim though they are living in the same society (Bollough, 1996). The feminist construction in the western world and in Islam results to a sharp conflict between the two worlds with a high level of inequality. The Muslim society has a different construction of a good woman and the western societies well has a different consorting of the same woman. The inequality between the tow sides comes in the fact that the Muslim society wants a woman who lives by the standards dictated by the religion
Thursday, October 31, 2019
Brands Deal With Fluctuating Markets at Las Vegas Trade Shows Article
Brands Deal With Fluctuating Markets at Las Vegas Trade Shows - Article Example One of the things that stand out from the article that is an indication that it will affect the overall fashion trend or the consumers behaviors is unemployment.2 According to the article, the unemployment rate dropped to 5.7% from 6.6%.3 It shows a strong indication that more people will have the money to spend on the apparel. As more people are employed and earn some cash, their spending also increases which is good for any business. The businesses will no longer rely on the entrepreneurs to buy the products as it will have an expanded consumer base including those who were not employed. In conclusion, consumerââ¬â¢s purchasing power is critical for business because it make them trap their spending. Increasing trend of employment among the consumers is a good predictor that sells of apparel will increase because many consumers have money to spend. Employment will also influence the consumer behaviors because they will be buying as per the
Tuesday, October 29, 2019
Critical Thinking Development Essay Example | Topics and Well Written Essays - 1000 words
Critical Thinking Development - Essay Example In our daily life we have a lot of decisions to make, important and ordinary both. One can use the techniques of critical thinking in solving the problems of daily life. As a citizen I can apply the techniques off critical thinking in my daily life. For example, in my daily life, how should I manage my priorities and my time, all these aspects are important factors of life that can be well managed by the principles of critical thinking. For example, my personal experience tells me that the moon is largest after it has risen over the eastern horizon or the time when it just sets on the western horizon. It is smallest when it is in the night sky above my head. It is clear to me that it is true; I have seen it several times with my own eyes. But what my personal experience tells me regarding this fact is false in a way. The apparent increase in the size of the moon when it is near the horizon is actually an optical illusion. In fact, the moon is neither closer to Earth nor does its actu al size increase when it is closer to the horizon than when it is directly above my head. For many of us, our personal experiences seem to be the most coercing kind of evidence on which to base our beliefs. But, as the example of the illusion of the moon shows us, compelling personal experiences may result us in believing which is not true. Here, critical thinking helps in searching for the right and correct conclusion which satisfies our mind. In case of teaching and learning, there can be several different strategies used in critical thinking like think/pair/share, jigsaw, one stay other stray, reciprocal teaching, mini-lecture, active lessoning and so on. Among these different strategies I have to select the appropriate method with regard to my subject, content and topic of instruction. Moreover, the main factors of the selection of strategy also depend upon the number of students, intellectual level of students, individual differences, geography of classroom etc. The education s ystem is the brain of society and is correctly called the backbone of any system. Similarly mathematics is called as the mirror of civilization and takes an important and considerable place in the curriculum of higher level of studies. These days, not only mathematics but also social sciences are becoming more and more mathematical. Therefore, teaching mathematics is very much important and essential in different aspects of learning. As a teacher, promoting critical thinking and problem solving in the subject of mathematics is crucial in the future development of successful students. Critical thinking and problem solving go hand in hand and in order to learn mathematics through problem solving, the students must know and learn how to think critically. In my belief, there are two values of teaching through critical thinking techniques. 1) Critical thinking focuses the studentsââ¬â¢ attention on ideas and sense making rather than cramming their course. 2) It develops the studentsâ â¬â¢ belief that they are capable of doing mathematics and that mathematics does make sense. The main objective is to help the students to become familiar of the fact that the problem solving is not a special area but instead it uses the same logical techniques to which they are already familiar with and use in their daily
Sunday, October 27, 2019
What are the effects of violent video games?
What are the effects of violent video games? Running Head: EXPOSURE TO VIOLENT VIDEO GAMES INCREASES AUTOMATIC AGGRESSIVENESS 1 INTRODUCTION Playing video games have become a hobby among people especially children and teenagers. Some video games are violent at the same time addictive and when they are played, there is an impact on the person playing the game. This has led some people to state that children become more aggressive after playing such games (Koop, 1982; Zimbardo, 1982). Parents nowadays have to sacrifice their time to monitor their children and to control the amount of time their children spend playing these video games. There are many types of new video games being introduced because of the popularity of these games and the number of players playing these games. Many researches have been conducted over the centuries about violent media and violent video games and the empirical evidence regarding the negative effects of violent video games and media is overwhelming. Violence has been a big issue in societies around the world for centuries and violence on the media causes violent behaviour among people. Findi ngs suggest that one way in which the violent media may influence behaviour is through the changes in a personsââ¬â¢ automatic self-concept. There were no researches on this done before. Therefore this research was carried out to find out the possibility. CONTENT This journal is about the effects of exposure to violent video games on automatic aggressiveness. A sample of 121 students were used in this research. Playing the violent video game Doom lead participants to associate themselves with aggressive traits and actions on the Implicit Association Test. In addition, self-reported prior exposure to violent video games predicted automatic aggressive self-concept, above and beyond self-reported aggression. Many researches have been conducted in the past regarding the effects of exposure to violent video games as well as violent television shows on aggressiveness and results show a positive correlation between the variables. According to a research, trait aggression as well as self-reported, peer reported and teacher reported aggressive behaviour correlates with exposure to violent television shows and video games (Anderson Dill, 2000; Singer Singer, 1983, 1986; Singer, Singer, Rapaczynski, 1984). Experimental studies as well as longitudinal studies have been carried out in the past. Experimental studies have shown that watching violent movie scenes on television and playing with violent video games increases aggressive behaviours such as delivering electric shocks and blasts of noise to another person (Anderson Dill, 2000; Anderson, &Murphy; Bartholow Anderson,2002; Bushman, 1998; Bushman Huesmann, 2001; Wood, Wong, Chachere, 1991), increases agressive expectations for others ( Bushman Anderson, 2002 ) and reduces prosocial behaviour ( Anderson Bushman, 2001 ). Longitudinal studies on the other hand have shown that watching violent television is one of the best predictors of future violent behaviours for example, criminal behaviour. (Huesmann, Eron, Lefkowitzb, Walder, 1973; Johnson, Cohen, Smailes, Kasen, Brook, 2002). What is not so clear and well understood is the mechanisms by which exposure to violent media increases aggressive behaviour. In addition to other influences, such as learning of aggressive values (Bandura, 1978; Bandura, Ross, Ross, 1963), current models (Huesmann, 1986; Berkowitz, 1990; Bushman, 1998; Anderson Bushman, 2002) assume that the mechanisms underlying the effects of violent media are often automatic in nature. According to Berkowitz (1990), violent media automatically causes aggressive thoughts and feelings. Anderson Dill (2002) pointed out that playing violent video games increases the automatic accessibility of aggressive traits and actions in oneââ¬â¢s memory. When one is repeatedly being exposed to violent media, oneââ¬â¢s aggressive thoughts and actions are easily accessible causing an increase in the likelihood that the person will behave aggressively especially when the person is being provoked or in a frustrated state. (Anderson Dill, 2000; Berkowitz, 1990; Bushman, 1998; Todorov Bargh, 2002). Besides, according to researches there will also be an influence on automatic relations with the self when one is exposed to violent media (Greenwald Banaji, 1995; Greenwald, McGhee, Schwartz, 1998; Todorov Bargh, 2002). Research involving the area of automatic social cognition on the other hand suggests that peopleââ¬â¢s cognitive associations with the self and other attitudes objects would mediate the relationship between their environment and their behaviours. (Bargh Chartrand, 1999; Greenwald Banaji, 1995; Todorov Bargh, 2002). Measures of these associations (Fazio, Jackson, Dunton, Williams,1995; Greenwald et al., 1998) are strong predictors of relevant judgments and behaviours, including the actions that discriminate members of social outgroups (Bessenoff Sherman, 2000; Dovidio, Kawakami, Johnson, Johnson, Howard, 1997; Fazio et al., 1995; Gawronski, Ehrenberg, Banse, Zukova, Klaur, 2003; McConnell Leibold, 2001; Rudman Glick, 2001) and psychological abuse of oneà ¢â¬â¢s spouse (Zayas Shoda, 1999). According to this journal, exposure to violent media may exert an influence on oneââ¬â¢s behaviour through changes in a personââ¬â¢s automatic self-concept. For example, the extent to which one associates the self with aggressive traits and actions. It is time this research is carried out because till date, there are no researches that have explored this possibility. This study investigated the relationship between exposure to violent media and the automatic self-concept on two levels. The first one was, can exposure to media, in this case the violent video game Doom in the laboratory temporarily change the extent to which people associate the self with aggression ? Second, does the extent to which a person plays with violent video games in their own life predict their automatic self-concept with regard to aggression, above and beyond self reported aggressiveness? Violent video games have the tendency to influence the player more and cause the player to learn aggressive scripts compared to violent television and movies (Anderson, 2002). In this study, 121 introductory psychology students took part in the experiment in return for course credit. 54 were males, 65 females and another 2 did not give an answer. All the participants were 18 years old and above. The materials used in this study were violent games,non-violent video game, implicit association test, feeling thermometers, semantic differentials, Buss and Perry aggression questionnaire and previous game exposure questionnaire. A popular 3d game, Doom was selected as the violent video game. The non-violent video games used was ââ¬Å" Mahjongg : Clicksâ⬠, a puzzle game. The Implicit- Association Test ( IAT ) was used to measure the automatic aggressive self-concept. This test was developed by Greenwald (1998). The participants completed two feeling thermometer measures whereby they rated themselves on a scale from 0( not aggressive ) to 100 ( extremely aggressive ) and on the other one they rated ââ¬Å"other peopleâ⬠on the same scale. They also rate d themselves and other people on three semantic differential scales and also completed the Buss and Perry (1992) Aggression Questionnaire to measure trait aggression. Besides, participants were also asked on their previous game exposure. All the participants were asked to play Doom or Mahjong for 10 minutes. They were then assessed using the IAT, feeling thermometers, semantic differentials, Buss and Perry Questionnaire and the previous game exposure questionnaire in a fixed order. This was the procedure conducted. Various results were found soon after that. Overall, participants associated themselves more with ââ¬Å"Peacefulâ⬠than with ââ¬Å"Aggressiveâ⬠on the IAT. The more positive a personââ¬â¢s IAT score, the greater their association of Aggression with Self. A 2 (game condition : violent vs non violent ) Ãâ" 2 ( gender ) ANOVA on participantââ¬â¢s IAT scores. Participants in the Doom game condition were more likely to automatically associate themselves with aggression than participants in the Mahjongg game condition and there seem to be no interaction between the participantsââ¬â¢ gender and game condition. As hypothesised, playing violent video games did increase automatic aggressiveness and it applies to both males and females. However on the feeling thermometers, semantic differential measures and Buss and Perry measure, participants reported a low level of aggressiveness. The same was done whereby a 2 (game condition : violent vs non violent ) Ãâ" 2 ( gender ) ANOVA on participantsââ¬â¢ scores on the 3-self reported aggressiveness measures. The results gained from this was that there were no significant effects of game condition on the feeling thermometer measure, semantic differential measure and Buss and Perry scale. There were no gender effects on both feeling thermometer and differential measures but on the Buss and Perry scale, there was a significant gender difference whereby the score for aggressiveness for men were higher than for women. Overall, the results suggested that exposure to violent video games did not significantly influence the self-reported aggressiveness of both males and females. For the prior game exposure questionnaire, the results showed that more men played video games and spent more time playing violent video games compared to women. However, both these genders did not differ in their exposure to non violent video games. Both the IAT and the Buss and Perry scale were positively correlated with self-reported prior exposure to violent video games and neither correlated with prior exposure to non violent video games. The relationship between the measures and prior exposure to violent video games remained significant after controlling for game condition. Therefore, long term exposure to violent video games makes largely independent contributions to automatic and self-reported aggressiveness. The author came up with a good discussion about this research and several conclusions were drawn. Most people have the belief that exposure to violent media has no effect on them personally but they do believe that it has an effect on other people (Innes Zeitz, 1988). As a conclusion, in this study participants that played the violent video game, Doom for 10 minutes associated the self more with aggressive traits on the IAT. However, they did not associate self with aggressive traits on the other self-report measures. Thus, the findings suggest that the short term effects of game exposure on the self-concept in this study were strongest at an automatic level. It is easy to imagine how playing a violent video game could temporarily increase the accessibility of aggressive concepts, feelings, and thoughts through priming or spreading activation (Anderson Dill, 2000; Berkowitz, 1990; Bushman, 1998). There have been many correlation, experimental as well as longitudinal studies over the decades that suggest that exposure to violent media is a cause of aggressive behaviour (Bushman Anderson, 2001; Singer Singer, 1983). From the results of this study, it is found that violent media may also exert their effects through changes in automatic associations with the self. There will be several strengths as well as limitations when it comes to research. First, the critique will be on the strengths of this research. There are a few strengths that must be highlighted. The hypothesis and purpose of study of this research is clear and understandable. This is one plus point of this whole research because without a clear and proper purpose of study, the readers would not understand the whole research and what it is all about. Therefore, having a proper purpose of study in all researches is important. The purpose of study for this research was to examine the relationship between exposure to violent media, in this case the violent video game and the automatic self concept on two different levels as mentioned previously. This research is different from other research because this research focuses more on the self concept. Another strength of this research is that it provides cognitive awareness through its clear explanations in the discussion section of the research. According to social cognitive models, the self is a knowledge structure, organized as a network of associations (Greenwald et al., 2002). It provides a clear knowledge on how priming can increase the automatic accessibility of a possible self. There are other studies, Wheeler Petty, 2001 ; Blair Ma Lenton, 2001 that explains more on how priming increases the automatic accessibility of a possible self. Participants will gain more knowledge in the sense that they know and have an idea on what is actually going on and why they react in such ways. Therefore this research in other words will create awareness among people. Every research will have strengths as well as several limitations. The limitations of a research need to be pointed out so that future researchers would take the weaknesses into consideration when conducting their research. The first limitation identified in this research is that the researcher did not really get the expected results from the participants. There were no significant effects of game condition on the feeling thermometer measure, semantic differential measure and Buss and Perry scale. Therefore the first limitation of the study would be the self report measures. Several other studies for example Rushbrook (1986) have measured the aggression using self reports. The problem with the research is that the correlational evidence is not so convincing and sometimes the observed positive correlations may not only be due to aggressive individuals having a greater desire for video games. It can be due to other factors such as low educational level or low socioeconomic status. Vid eo games studies with better methods typically yield greater effects, suggesting that heightened concern about harmful effects of exposure to violent video game is warranted. Another limitation would be health issues of the participants were not taken into consideration during the experiment. For example, when one plays violent video games, some biological processes occur inside the personââ¬â¢s body. This could be dangerous. A study carried out by Lynch (1994) proposed that playing video games with violent content would produce greater cardiovascular responses. Besides, exposing one to violent video game is not good even if it was for an experiment purpose. Researchers in the British Journal Nature (1998) reported that the brain releases a hormone called dopamine when one is playing video games. Dopamine is a pleasure chemical hormone. Those exposed to these video games then tend to get addicted to it. It can be addictive even if exposed once. New brain research (Bartholow, Bushman Sestir, 2006) stated that violent video game players are showing less healthy development, brain tend to be more response to real-life violence such as gun attacks and th at those with these less empathic brain responses were more likely behave aggressively in the laboratory. Future researches should take this seriously before conducting any kind of experiments. It would be better if surveys on consumption of violent video games are used rather than carrying out experiments. CONCLUSION Although previously there have been many researches on violent video games from many aspects, this research showed something new. According to this research, there is a relationship between exposure to violent video games and the automatic self-concept. Therefore, it is proven that exposure to violent video games increases oneââ¬â¢s automatic aggressiveness. Video games are not always bad. It depends on what video game one is playing. There are video games that are quite beneficial that can be used as training aids in classrooms and therapeutic settings. Violent video games on the other hand definitely have negative effects and causes aggression among children and teenagers. There are many different types of violent video games that which probably have different effects. Therefore researchers should carry out more studies to find out all the different effects caused by playing violent video games. Future studies perhaps could use more surveys instead of experiments because experi ments sometimes could be quite harmful if certain measures and precautions are not taken into consideration. This journal is quite useful in the sense that it gives a lot of information to readers about this new aspect of violent video games that never have been studied before. Studies such as this would create awareness among people and hopefully would have an impact on them as well. Such researches are carried out with the aim that somehow or the other the information and results that the researchers have found could help people for example reduce the amount of consumption of violent video games in the future. REFERENCES Uhlmann, E, Swanson, J. (2003). Exposure to violent video games increases automatic Aggressiveness. Journal of Adolescence. Retrieved from, http://www.lionlamb.org/research_articles/study 3.pdf Carnagey, N.L ., Anderson, C.A ., Bushman, B.J. ( 2007 ). The effect of video game violence on physiological desensitization to real-life violence. Journal of Experimental Social Psychology. Retrieved from, http://www.psychology.iastate.edu/faculty/caa/abstracts/2005-2009/07CAB.pdf Griffiths, M.(1998). Violent video games and aggression : A review of the literature. Retrieved from, http://www.sciencedirect.com/science/article/pii/S1359178997000554 Hasan, Y. , Begue, L. , Scharkow, M., Bushman, B.J. (2013) The more you play, the more aggressive you become: A long-term experimental study of cumulative violent video game effects on hostile expectations and aggressive behaviour. Journal of Experimental Social Psychology.Retrieved from, http://www.sciencedirect.com/science/article/pii/S0022103112002259
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