Tuesday, 6 December 2011

Amazon Book Reference

Censorship:

How does film and video censorship operate in Britain? Why does it exist? And is too strict? Starting in 1979, the birth of the domestic video industry - and the first year of the Thatcher government - this critical study explains how the censorship of films both in cinemas and on video and DVD has developed in Britain. As well as presenting a detailed analysis of the workings of the British Board of Film Classification, Petley casts his gaze well beyond the BBFC to analyse the forces which the Board has to take into account when classifying and censoring. These range from laws such as the Video Recordings Act and Obscene Publications Act, and how these are enforced by the police and Crown Prosecution Service and interpreted by the courts, to government policy on matters such as pornography. In discussing a climate heavily coloured by 30 years of lurid 'video nasty' stories propagated by a press which is at once censorious and sensationalist and which has played a key role in bringing about and legitimating one of the strictest systems of film and video/DVD censorship in Europe, this book is notable for the breadth of its contextual analysis, its critical stance and its suggestions for reform of the present system. Key features include: * Detailed case studies of individual instances of censorship, including Last House on the Left, sex videos in the R18 category, and press-inspired campaigns against films such as Child's Play 3 and Crash. * Interviews with central figures * The author's own contemporaneous reports on key moments in the censorship process.

Video Game Censorship:

Hephaestus Books represents a new publishing paradigm, allowing disparate content sources to be curated into cohesive, relevant, and informative books. To date, this content has been curated from Wikipedia articles and images under Creative Commons licensing, although as Hephaestus Books continues to increase in scope and dimension, more licensed and public domain content is being added. We believe books such as this represent a new and exciting lexicon in the sharing of human knowledge. This particular book is a collaboration focused on Video game censorship.<br/><br/>More info: Similar to other forms of media, video games have been the subject of argument between leading professionals and restriction and prohibition. Often these bouts of criticism come from use of debated topics such as video game graphic violence, virtual sex, violent and gory scenes, partial or full nudity, portrayal of criminal behavior or other provocative and objectionable material. Video games have also been studied for links to addiction and aggression. Several studies have found that video games do not contribute to these problems. Furthermore, several groups have argued that there are few if any scientifically proven studies to back up these claims, and that the video game industry has become an easy target for the media to blame for many modern day problems. Furthermore, numerous researchers have proposed potential positive effects of video games on aspects of social and cognitive development and psychological well-being. It has been shown that action video game players have better hand-eye coordination and visuo-motor skills, such as their resistance to distraction, their sensitivity to information in the peripheral vision and their ability to count briefly presented objects, than non-players.

Media and Entertainment:

Media and Entertainment Law presents a contemporary analysis of the law relating to the media and entertainment industry both in terms of its practical application and its theoretical framework. Looking at key aspects such as TV and radio broadcasting, the print press, the music industry, online news and entertainment and social networking sites, this textbook provides students with detailed coverage of the key principles, cases and legislation as well as a critical analysis of regulatory bodies such as the Press Complaints Commission and OFCOM.
Drawing on principles from public law, tort, contract law and human rights, Media and Entertainment Law explores all the central themes of the subject including privacy and confidentiality, contempt of court, defamation and intellectual property, as well as helping students to gain an awareness of ethical issues surrounding journalistic practice. Media and Entertainment Law is also the first book to discuss superinjunctions and the phone-hacking scandal involving News of the World.


Stop Teaching Our Kids to Kill: A Call to Action against TV, Movie and Video Game Violence :


Video Game Controversy:


Similar to other forms of media, video games have been the subject of argument between leading professionals and restriction and prohibition. Often these bouts of criticism come from use of debated topics such as video game graphic violence, virtual sex, violent and gory scenes, partial or full nudity, portrayal of criminal behavior or other provocative and objectionable material, particularly since video games are primarily aimed and marketed for children and young adults. Video games have also been studied for links to addiction and aggression. Several studies have found that video games do not contribute to these problems. Furthermore several groups have argued that there are few if any scientifically proven studies to back up these claims, and that the video game industry has become an easy target for the media to blame for many modern day problems. Furthermore, numerous researchers have proposed potential positive effects of video games on aspects of social and cognitive development and psychological well-being.

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