Showing 1 through 5 of 17 records. | | Pages: 20 pages | || | Words: 5682 words | || | |
| 1. Hewitt, Lyndi. "Reflections on the Role of the Scholar-Activist in Feminist Sociology: Dilemmas, Frustrations, and Visions for the Future" Paper presented at the annual meeting of the American Sociological Association, Marriott Hotel, Loews Philadelphia Hotel, Philadelphia, PA, Aug 12, 2005 Online <PDF>. 2009-12-04 <http://www.allacademic.com/meta/p22925_index.html>Publication Type: Conference Paper/Unpublished Manuscript Abstract: Feminist scholars have a long and rich history of forging intentional connections between theory/scholarship and practice. Despite the many challenges associated with activist scholarship, feminists continue to count among their goals reducing gender inequality in the “real world.” In this paper, I consider both the contributions of and the obstacles faced by feminist scholar-activists, and address critical questions in the current disciplinary context. I articulate a vision for feminist sociology, and argue that feminist sociologists have a unique opportunity to lead the effort to advance scholar-activism for the benefit of women transnationally. |
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| | Pages: 37 pages | || | Words: 9937 words | || | |
| 2. Williams, Kevin. "High Scores: How Violence and Frustration in Video Games Affect Aggression" Paper presented at the annual meeting of the International Communication Association, Dresden International Congress Centre, Dresden, Germany, Online <PDF>. 2009-12-04 <http://www.allacademic.com/meta/p92940_index.html>Publication Type: Conference Paper/Unpublished Manuscript Abstract: As both the popularity of video games and the reporting of teenage violent acts increase, much has been said regarding the ability of violent video games to influence aggression in their players. Yet, other factors in video games which may contribute to aggressive players have not been heavily discussed in the media or in academia. Using the General Aggression Model (GAM), a 2 X 2 factorial design was conducted with 150 male college undergraduates playing different video games to investigate the impact of 1) the violent content in video games and 2) frustration with playing the game on later measurements of aggressive affect and physiological arousal. Results showed that neither violent content nor frustration affected heart rate. Violent content did not affect blood pressure although frustration increased blood pressure. Individually, both violent content and frustration did increase scores on a scale designed to measure feelings of anger. The combination of violent content and frustration led to the highest scores on the anger instrument. Findings support the GAM and suggest that frustration with gameplay could be just as an effective means, if not more so, of influencing aggression within game players as exposure to violent content. |
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| | Pages: 37 pages | || | Words: 9216 words | || | |
| 3. Mahood, Chad. "The Effects of Video Game Violence and Frustration on Aggressive Tendencies: A Test of the Mediating Influences of Affect, Cognition, and Arousal" Paper presented at the annual meeting of the International Communication Association, TBA, San Francisco, CA, May 23, 2007 Online <APPLICATION/PDF>. 2009-12-04 <http://www.allacademic.com/meta/p172525_index.html>Publication Type: Conference Paper/Unpublished Manuscript Abstract: Several studies have shown that violent video game play can lead to various aggressive effects, such as increases in aggressive affect, aggressive cognition, arousal, and aggressive behavior. While many of these studies explore the content of video game play (violent vs. nonviolent), they often ignore the importance of contextual elements such as game play-induced frustration. Drawing on several theoretical perspectives, the present study argues that playing any video game, violent or not, can cause aggression if the game play experience is sufficiently frustrating. Results of this experiment (n = 124) support this notion and also demonstrate that several variables mediate the relationship between violent video game play and aggression. |
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| | Pages: 27 pages | || | Words: 9319 words | || | |
| 4. Yildiz, Taylan. "The Clash of Narratives: Turkish Foreign Policy between Islamist Alienation and Secularist Frustration" Paper presented at the annual meeting of the ISA's 50th ANNUAL CONVENTION "EXPLORING THE PAST, ANTICIPATING THE FUTURE", New York Marriott Marquis, NEW YORK CITY, NY, USA, Feb 15, 2009 Online <APPLICATION/PDF>. 2009-12-04 <http://www.allacademic.com/meta/p314037_index.html>Publication Type: Conference Paper/Unpublished Manuscript Review Method: Peer Reviewed Abstract: Turkey’s traditional pro-Western foreign policy has become highly controversial. In this regard two clashing narratives of westernization and progress are of particular importance: an older secular and a newly transformed religious one. The first insists |
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| 5. Hollinquest, Marilyn. "Tears of Frustration and Anger: Queer Black Womyn in Academia" Paper presented at the annual meeting of the National Women's Studies Association, Millennium Hotel, Cincinnati, OH, <Not Available>. 2009-12-04 <http://www.allacademic.com/meta/p230103_index.html>Publication Type: Conference Paper/Unpublished Manuscript |
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