Ron Leone
Biographic Data
| ID | 212578 |
|---|---|
| NAME | Ron Leone |
| GIVEN NAMES | Ron |
| FAMILY NAME | Leone |
| SIGNATURE | LEONE R |
| AFFILIATIONS | Stonehill College |
| VERIFIED | No |
| TOTAL WORKS | 6 |
| TOTAL CITATIONS | 19 |
| WORKS AS AUTHOR | 6 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2002 |
| LATEST PUBLICATION YEAR | 2012 |
| H-INDEX | 2 |
Callous/Malice
This chapter explores the complex relationship between exposure to media violence, aggression, and desensitization across various effects dimensions, from physiological and cognitive to affective and behavioral. The impact of contextual factors of media violence is explored, supported by a discussion of Leone's work on “ratings creep.” Susceptibility to media violence is also discussed, informed by Paradise's videogame research dealing with trait…
MPAA Ratings Creep
The term "ratings creep" refers to the belief that various types of adult content escalate in films with the same rating over time. The purpose of this study was to test the ratings creep hypothesis through a quantitative analysis of films from 1988, 1997, and 2006 in the PG-13 rating category used by the Motion Picture Association of America (MPAA). A quantitative content analysis of 45 films was conducted, and significant increases in violent c…
First-Person Shooters and the Third-Person Effect
A sample of 118 U.S. 6th and 7th graders was used to examine early adolescents' views of whether video games negatively influence themselves, others of the same age, and younger others. Six specific games ranging in rating from E for Everyone to M for Mature were listed for the early adolescents to respond to, with questions asked about both potential influence and whether young people should be allowed to play the games. Results support a third-…
I Know You Are But What Am I? Young People's Perceptions of Varying Types of Video Game Influence
This study examines 3rd-person perception—the idea that individuals think others are more susceptible to negative media influence than they are themselves—in the survey responses of 118 6th and 7th graders. Results show these early adolescents think that others of the same age and younger others are more susceptible to aggression, desensitization, and mean world syndrome effects of playing violent video games than they are. The 3rd-person percept…
Hollywood's Triumph and Parents' Loss
This study is an examination of the Motion Picture Association of America's (MPAA's) use of the PG-13 rating through a content analysis of ratings descriptions-sentences used by the MPAA to explain why PG-13 was assigned to a movie-for the years 2000 to 2002. It is hypothesized that during the period, rating descriptions will indicate increases in overall adult content (H1), sex (H2), and violence (H3). The hypotheses received various levels of s…
Contemplating Ratings
This study examined the MPAA's assertion that sexual and violent content are treated equally when rating a film. It was hypothesized that sex and violence are not treated equally based on a content analysis of 210 sequences from 13 films consisting of material present in unrated or NC-17-rated—but not in R-rated—versions of the same film. It was hypothesized that more sexual sequences than violent sequences would be removed from R-rated films. Th…
First-Person Shooters and the Third-Person Effect
A sample of 118 U.S. 6th and 7th graders was used to examine early adolescents' views of whether video games negatively influence themselves, others of the same age, and younger others. Six specific games ranging in rating from E for Everyone to M for Mature were listed for the early adolescents to respond to, with questions asked about both potential influence and whether young people should be allowed to play the games. Results support a third-…
I Know You Are But What Am I? Young People's Perceptions of Varying Types of Video Game Influence
This study examines 3rd-person perception—the idea that individuals think others are more susceptible to negative media influence than they are themselves—in the survey responses of 118 6th and 7th graders. Results show these early adolescents think that others of the same age and younger others are more susceptible to aggression, desensitization, and mean world syndrome effects of playing violent video games than they are. The 3rd-person percept…
Contemplating Ratings
This study examined the MPAA's assertion that sexual and violent content are treated equally when rating a film. It was hypothesized that sex and violence are not treated equally based on a content analysis of 210 sequences from 13 films consisting of material present in unrated or NC-17-rated—but not in R-rated—versions of the same film. It was hypothesized that more sexual sequences than violent sequences would be removed from R-rated films. Th…
Hollywood's Triumph and Parents' Loss
This study is an examination of the Motion Picture Association of America's (MPAA's) use of the PG-13 rating through a content analysis of ratings descriptions-sentences used by the MPAA to explain why PG-13 was assigned to a movie-for the years 2000 to 2002. It is hypothesized that during the period, rating descriptions will indicate increases in overall adult content (H1), sex (H2), and violence (H3). The hypotheses received various levels of s…
Contemplating Ratings
This study examined the MPAA's assertion that sexual and violent content are treated equally when rating a film. It was hypothesized that sex and violence are not treated equally based on a content analysis of 210 sequences from 13 films consisting of material present in unrated or NC-17-rated—but not in R-rated—versions of the same film. It was hypothesized that more sexual sequences than violent sequences would be removed from R-rated films. Th…
Hollywood's Triumph and Parents' Loss
This study is an examination of the Motion Picture Association of America's (MPAA's) use of the PG-13 rating through a content analysis of ratings descriptions-sentences used by the MPAA to explain why PG-13 was assigned to a movie-for the years 2000 to 2002. It is hypothesized that during the period, rating descriptions will indicate increases in overall adult content (H1), sex (H2), and violence (H3). The hypotheses received various levels of s…
I Know You Are But What Am I? Young People's Perceptions of Varying Types of Video Game Influence
This study examines 3rd-person perception—the idea that individuals think others are more susceptible to negative media influence than they are themselves—in the survey responses of 118 6th and 7th graders. Results show these early adolescents think that others of the same age and younger others are more susceptible to aggression, desensitization, and mean world syndrome effects of playing violent video games than they are. The 3rd-person percept…
First-Person Shooters and the Third-Person Effect
A sample of 118 U.S. 6th and 7th graders was used to examine early adolescents' views of whether video games negatively influence themselves, others of the same age, and younger others. Six specific games ranging in rating from E for Everyone to M for Mature were listed for the early adolescents to respond to, with questions asked about both potential influence and whether young people should be allowed to play the games. Results support a third-…
MPAA Ratings Creep
The term "ratings creep" refers to the belief that various types of adult content escalate in films with the same rating over time. The purpose of this study was to test the ratings creep hypothesis through a quantitative analysis of films from 1988, 1997, and 2006 in the PG-13 rating category used by the Motion Picture Association of America (MPAA). A quantitative content analysis of 45 films was conducted, and significant increases in violent c…
Callous/Malice
This chapter explores the complex relationship between exposure to media violence, aggression, and desensitization across various effects dimensions, from physiological and cognitive to affective and behavioral. The impact of contextual factors of media violence is explored, supported by a discussion of Leone's work on “ratings creep.” Susceptibility to media violence is also discussed, informed by Paradise's videogame research dealing with trait…
Psychology (6 works) · Media Influence and Health (5 works) · Social Psychology (5 works) · Social Psychology (4 works) · Bullying, Victimization, and Aggression (2 works) · Computer Science (2 works) · Content analysis (2 works) · Developmental psychology (2 works) · Digital Games and Media (2 works) · Impact of Technology on Adolescents (2 works)