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Media Usage And Preferences Among College Students: A Comparison Between Television And The Internet

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10 pages in length. Much the same way television eclipsed radio more than a half a century ago, the extraordinary technological advancements of computers and the Internet will ultimately overpower the once-omnipotent mode of communication known as TV. Television has been an untouchable resource of information and entertainment for the last six decades; to have this legacy of communication standard unseated so quickly and cleanly by the progressive technology of computers and the Internet is a harsh reality many have seen materializing since before the new millennium. Bibliography lists 13 sources.

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10 pages (~225 words per page)

File: LM1_TLCMediaClg.rtf

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will ultimately overpower the once-omnipotent mode of communication known as TV. Television has been an untouchable resource of information and entertainment for the last six decades; to have this legacy of communication standard unseated so quickly and cleanly by the progressive technology of computers and the Internet is a harsh reality many have seen materializing since before the new millennium. II. ENTERTAINMENT With gaming an undeniable presence in todays college society, it is not difficult to envision the tremendous - and detrimental - impact online video games and casino sites have had upon the frequency with which students engage in television programming. A recent survey by Lucid Marketing confirmed what industry analysts already knew: the target market of 19- to 34-year-old typical gamers enjoyed - and heavily participated in - the online gaming community, with over sixty-three percent of the respondents saying the online presence of virtual competitors significantly to somewhat increased the enjoyment of play (Greenspan, 2003a). Surprising to some was the impact Internet gaming has had upon the female college population, with more young women than young men participating in Internet gaming over computer and console (Greenspan, 2003). Citing boredom as the primary reason for their participation, female college students also responded that the online experience is a more comfortable way to interact with others. In fact, the comfort zone offered by the anonymity of online gaming has lent itself to a growing social circuit where women feel safe engaging with total strangers. "...The line between playing an online game and socializing is likely to become blurred as the game becomes a form of socializing in itself" (Greenspan, 2003). III. COMMUNICATION Inasmuch as Internet communications have broadened the ever-expanding concept of cultural exchange, many ...

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