Undergraduate Research Project
Permanent URI for this collectionhttps://hdl.handle.net/20.500.14583/29
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Item The portrayal of violence against women in the films made by Carlos Siguion ReynaBalsamo, Ethel (Division of Social Sciences, College of Arts and Sciences, University of the Philippines Visayas, 2002-04)This study deals with gender analysis on the portrayal of violence against women in the films made by Carlos Siguion Reyna. Its aims to (1) identify the role of women portrayed in the films made by Carlos Siguion Reyna, (2) to describe the portrayal of violence against women in the films made by Carlos Siguion Reyna, and (3) to explain the portrayal of violence against women in the films made by Carlos Siguion Reyna. The twelve films of Carlos Siguion Reyna were briefly presented to aid for further understanding of the study. Different roles of women portrayed in the films were enumerated and were explained briefly into their portrayal. Violence against women was categorized into physical, sexual, and emotional abuse. Finally, a gender analysis was used to assess the portrayal of violence against women in the films of Carlos Siguion Reyna. In this study, data were gathered through self-analysis of the ten films of Carlos Siguion Reyna with the help of some film reviews of his films. Violence against women is evident in the films of director and it comes in many forms, be it physical, sexual, and emotional abuse. Patriarchy, women seen as sex object are some of the factors that contributed to the violence toward women and it happens in most social groups and all income levels. The ideas and images of women in reality are reinforced in the mass media on which people model their behavior and attitudes. Thus, indeed there is a relationship between the social condition of women in reality and the portrayal of violence against women in films.Item The effect of playing violent video games and gender on aggression among first year students in Iloilo National High SchoolBalicanta, Alexander John F.; Cacho, Charlotte J. (Division of Social Sciences, College of Arts and Sciences, University of the Philippines Visayas, 2002-03)The study was conducted to determine the effects of playing violent video games and gender on aggression among first-year high school students. The experimental design utilized two treatment groups and two control groups. The four groups consisted of (1) males who played the violent videogame; (2) females who played the violent videogame; (3) males who played the nonviolent videogame; and (4) females who played the nonviolent videogame. In this study, aggression was measured using the Direct and Indirect Aggression Scales (DIAS). The DIAS consists of 24 items that measure physical, verbal, and indirect aggression. Prior to the administration of the DIAS, the participants were first asked to play video games. Two groups were assigned to play a violent video game, and the other two groups played a nonviolent game. The participants’ scores in the DIAS were computed and analyzed using the two-way analysis of variance (ANOVA) with interaction. This is done to show if the variables type of video game played and gender significantly affect aggression among adolescents. The two-way ANOVA with interaction yielded three computed values of F. Results show that there is a significant F-ratio on the variable type of video game played. The obtained F is 5.45, and an F of 4.26 is required at the 0.05 level with 1 and 27 df. Since 5.45 is greater than 4.26, the null hypothesis is rejected. Thus, the conclusion is that the type of video game played has a significant effect on aggression among first-year high school students. However, the F-ratio derived for the variable gender was not significant. The obtained F is 3.59, and an F of 4.26 is required at the 0.05 level with 1 and 27 df. Since the value of F is less than 4.26, the null hypothesis on gender is accepted. Thus, gender has no significant effect on aggression among first-year high school students. The F ratio derived for the interaction of the two variables is also not significant. The computed value of F., which is only 0.297, is less than 4.26. The null hypothesis, thus, is rejected. This leads to the conclusion that the type of videogame played and gender do not interact to affect aggression.Item Desensitizing effects of violent media on bullyingAnasis, Anna Marie C. (Division of Social Sciences, College of Arts and Sciences , University of the Philippines Visayas, 2014-04)The study examined the links between repeated exposure to violent media stimuli and desensitization to violence as a predictor variable and bullying tendency as outcome variables. Participants in two different conditions were made to watch a different set of video clips for three nonconsecutive days. Experimental groups were made to watch violent video clips, and for control group, nonviolent video clips. Following the clip, participants for both group completed a Positive and Negative Affect Schedule to measure desensitization and Tendency to Bully Scale to measure the tendency of the participants to bully. One-way analysis of variance and test of means were used to determine whether there are significant differences between sessions and between groups. The result showed significant results across variables except for the positive affect on the last session. Repeated exposure to violent video clips was found to increase experimental participants positive affect, decrease negative affect and increase the tendency to bully. Speculations were drawn from these results.
