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Media
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Media studies sits at the intersection of communications, sociology, cultural studies, and psychology, making it a common subject across undergraduate and graduate curricula. The field examines how information is produced, distributed, and consumed — and how those processes shape public perception, behavior, and identity. Students are drawn to it because media is both a cultural mirror and an active force, influencing everything from stock markets and criminal justice narratives to how society understands race, gender, and aging. The recurring role of the internet and evolving digital platforms makes the subject especially urgent and contested in contemporary coursework.

The papers archived here reflect a wide range of approaches. Some take a social-psychological angle, examining connections between media violence and aggressive behavior, or applying Social Cognitive Theory to explain how audiences learn from media content. Others focus on representation, analyzing the stereotypical portrayal of Black people and minorities, or how advertising affects girls psychologically. Still others use reaction-paper formats to engage critically with specific media pieces, while case-study and comparative approaches address news selection processes, news values, and how television determines which stories reach audiences.

A strong essay on media grounds its thesis in a specific claim about cause, effect, or representation rather than simply describing media as influential. Evidence carries the most weight when it connects a concrete media practice — a news framing choice, a recurring stereotype, a platform incentive — to a measurable or documented outcome in society or culture. The most common pitfall is scope creep: treating "the media" as a single, uniform entity rather than distinguishing between platforms, genres, and audiences, which weakens analytical precision considerably.

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Research Paper Undergraduate
Video Gaming: History, Advances, Concerns
The objective of this work is to research the history, advances, concerns and future of video gaming and to cite at least 10 scholarly sources in the research.
Paper Undergraduate
Media Specialty Overview of Print
Overview of print media today and its future
Paper Undergraduate
Reality in America
According to Lee Siegel's essay "Reality in America" far from being 'more real' than episodes of the Sopranos or other examples of gritty but ostensibly fictional television like Oz, most examples of reality TV are in…
Paper Undergraduate
Bambification in modern design and architecture
¶ … proof to the fact that people have lost part of their basic understanding in nature. Because of the evolution experienced by society, humans have gotten accustomed to believing that everything in nature has its…
Paper Doctorate
Ford Pinto Case Study: Ethics, Safety, and Cost-Benefit Analysis
The Ford Pinto was a budget vehicle designed to compete with small, European models in the American car market. Lee Iacocca, working as a manger for Ford Motors, set a benchmark that the Pinto could not cost more than…
Paper Undergraduate
Historiography of Chinese American History
The Exclusion Act; Redefining Citizenship
Research Paper Doctorate
News Framing: NYT vs. People's Daily on the 2001 Spy Plane Incident
It was April 1st, 2001 in the South China Sea. The unprecedented collision between a Chinese fighter jet and a U.S. spy plane triggered a month-long political and diplomatic standoff between two countries.
Paper Doctorate
Globalization of Software Development Global
Global software development continues to be a disruptive innovation that is re-ordering every facet of the software industry and its value chain. From high-end enterprise software development of applications used within Fortune 1,000 corporations to the reliance start-up firms throughout the Silicon Valley and elsewhere have on Indian outsourcing firms for rapid prototyping, the globalization of software development is accelerating. Best practices in these areas is often defined by the adoption of quality management and compliance frameworks by both the outsourcer and client organization. Total Quality Management (TQM) and Six Sigma frameworks and methodologies are often used for ensuring application requirements are equally understood and implemented (DCosta, 2002). Software outsourcing is also growing exponentially due to its use for streamlining out-of-date applications that need to be updated to support current and future generation information systems needs of companies relying on them. The shift from Information Technologies (IT) departments attempting to do all development internally to having outsourcers handle the programming, quality testing and release is exponentially growing due to the time savings and potential to gain external expertise quickly and at a reasonable cost (Dey, Fan, Zhang, 2010). The option for many IT organizations choose to pursue is select an outsourcing partner who has the needed expertise needed for next-generation applications. This strategy is very dominant in enterprise software especially, as the recruitment and retention costs of experts in a given area would be exponentially more expensive than working with the outsourcer (Hanna, Daim, 2009). There is also the issue of time-to-value and the critical role that time management plays in managing enterprise applications. There is often literally not enough resources or time for a given enterprise to plan, code, test and launch complex enterprise applications. In many industries these constraints of time, cost and the urgency to focus only on the core business are becoming so great that outsourcing application software development is often the only viable alternative to keeping an enterprise in step with the many competitive demands placed on it over time. For all of these benefits however there are just as many disadvantages and hidden costs of outsourcing software development. The intent of this analysis is to provide the best practices ascertained from an extensive literature review and continued study of this rapidly changing area of the IT industry.
Essay Doctorate
Age, Gender & Personality in Film and Television
¶ … Entertainment Industry Concept Aging, Gender, Personality Development Movies Television Shows
Paper Undergraduate
Customer perception of made in China products
¶ … China -- Not Necessarily a Good Thing?