Brad J. Bushman conducted a study in 1998 that studied the effects of watching televised violence on memory. Bushman conducted experiments to find out if the viewers remembered the advertisements after watching violence on television. Results showed that violence had a negative effect on recall of the brand and the advertisement message. The present research sought to study the effect of violence in Indian crime shows on the recall of the brand, the product category and the tag lines used in the advertisements.
The purpose of the study is to find out whether there is a difference in the representation of historical figures by historical film and historical textbooks. The researcher focuses on the various factors affecting the representation of the historical figures in historical film. The analysis conducted on the two films Bajirao Mastani and Jodha Akbar points at the modifications in the representation of the historical figures. The researcher conducts a textual analysis on the films which are analyzed during the research.
Television is medium which has the power to influence the people. With the advancement in technology and innovation, this medium became pervasive in nature. This particular study tires to explore how a particular television programme helps in shaping the image of television channel.
Movies and cricket are two of the big entertainment and revenue generating industries in India. The first feature film in India can be dated back to 1913 while cricket had its emergence in the 16th century itself. Cricket can also be seen in movies in recent years. This study focuses on films which were released between the years 2011 and 2016 which have depicted cricket in them. The study uses the Representation theory by Stuart Hall as a theoretical framework.
Product Placement is a new innovative and modern form of advertising and promotional mechanism in which the marketers brand their goods by placing it in sports & entertainment programs. Brand Placement when collaborated with a well respected athlete or is strategically placed on the field at a game has helped many brands draw much needed exposure to their product offerings. The modes of product placement have transformed over the years, from the traditional practice of inserting ten or thirty seconds commercials to direct placement of the brand during live game or match intervals. Brand placement has the power to persuade a consumer or to strengthen the loyalty towards a brand.
The aim of this study would be to reach out to people who identify themselves as gamers and then find out about the subculture that they represent. The study will be aimed at analyzing that culture and then identifying the behavioral and psychological influences it has on the “gamers”. Through this study the researcher has tried to break the myth on online gaming being addictive and inducing violence.