December 2010
Perceived influence of negative and positive video game
This study seeks to examine the perceived effects between self and others in terms of both positive and negative video game. One hundred and sixty-four participants participated in the study and filled out questionnaires. Following assumptions of the third-person effect, the results showed that participants perceived others as more vulnerable to the negative effects of video games. Social distance also has...
December 2010
The local content industry and cultural identity in Malaysia
The expeditious growth of the local media industry is a catalyst to the escalation of the local content industry. The content industry does not merely create and publish content in the forms of information, entertainment and education programmes, but is construed as an industry of culture that disseminates society values, lifestyles and norms to its target audience. In the globalisation process, the growing...
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