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Works Cited Argumentative
Works Cited
"The Dove® Campaign for Real Beauty." The Dove® Campaign for Real Beauty. Web. 19 Mar. 2015. <http://www.dove.us/Social-Mission/campaign-for-real-beauty.aspx>.
Dill, Karen, and Kathryn Thill. "Video Game Characters and the Socialization of Gender Roles: Young People 's Perceptions Mirror Sexist Media Depictions." Sex Roles (2007): 851-64. Print.
Zimmerman, Amanda, and John Dahlberg. "The Sexual Objectification of Women in Advertising: A Contemporary Cuitural Perspective." Journal of Advertising Resaearch (2008): 71-79. Print.
Stankiewicz, Julie M., and Francine Rosselli. "Women As Sex Objects And Victims In Print Advertisements." Sex Roles: 579-89. Print.
Kilbourne, J. (1999). Can’t buy my love: How advertising changes the way we think and feel. New York: Simon and Schuster.
Fox, Roy F., and George Gerbner. Harvesting Minds: How TV Commercials Control Kids. Westport, Conn.: Praeger, 1996. Print.
Low, K. G.; Charanasomboon, S.; Brown, C.; Hiltunen, G.; Long, K.; Reinhalter, K.; Jones, H. (2003). "Internalization of the Thin Ideal, Weight and Body Image Concerns". Social Behavior and Personality: an international journal 31: 81–89.
Bessenoff, Gayle R. "Can The Media Affect Us? Social Comparison, Self-Discrepancy, And The Thin Ideal." Psychology of Women Quarterly: 239-51. Print.
Pinhas, Leora, Brenda B. Toner, Alisha Ali, Paul E. Garfinkel, and Noreen Stuckless. "The Effects of the Ideal of Female Beauty on Mood and Body Satisfaction." International Journal of Eating Disorders (1998): 223-26
"Full Bio." Jean Kilbourne. 27 May 2012. Web. 20 Mar. 2015. <http://www.jeankilbourne.com/bio/>.
"College of Education." College of Education. Web. 20 Mar. 2015. <http://education.missouri.edu/faculty/LTC/Fox_Roy.php>.



Cited: "The Dove® Campaign for Real Beauty." The Dove® Campaign for Real Beauty. Web. 19 Mar. 2015. <http://www.dove.us/Social-Mission/campaign-for-real-beauty.aspx>. Dill, Karen, and Kathryn Thill. "Video Game Characters and the Socialization of Gender Roles: Young People 's Perceptions Mirror Sexist Media Depictions." Sex Roles (2007): 851-64. Print. Zimmerman, Amanda, and John Dahlberg. "The Sexual Objectification of Women in Advertising: A Contemporary Cuitural Perspective." Journal of Advertising Resaearch (2008): 71-79. Print. Kilbourne, J. (1999). Can’t buy my love: How advertising changes the way we think and feel. New York: Simon and Schuster. Fox, Roy F., and George Gerbner. Harvesting Minds: How TV Commercials Control Kids. Westport, Conn.: Praeger, 1996. Print. Pinhas, Leora, Brenda B. Toner, Alisha Ali, Paul E. Garfinkel, and Noreen Stuckless. "The Effects of the Ideal of Female Beauty on Mood and Body Satisfaction." International Journal of Eating Disorders (1998): 223-26 "Full Bio." Jean Kilbourne "College of Education." College of Education. Web. 20 Mar. 2015. <http://education.missouri.edu/faculty/LTC/Fox_Roy.php>.

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    (Eds.), Featuring females: Feminist analyses of the media. Washington, DC: American Psychological Association. Dill, K. E., & Thill, K. P. (in press) Video game characters and the socialization of gender roles: Young people’s perceptions mirror sexist media depictions. Sex Roles Dill, K. E., Brown, B. P., & Collins, M. A. (2007). Effects of Media Stereotypes on Sexual Harassment Judgments and Rape Supportive Attitudes: Popular Video Game Characters, Gender, Violence and Power. Manuscript in Preparation. Epstein, L. H, Beecher, M. D., Graf, J. L., & Roemmich, J. L. (2007). Choice of interactive dance and bicycle games in overweight and non-overweight youth, Annals of Behavioral Medicine, 33(2), 124-131. Funk, J. B. (1993). Video games: Benign or malignant? Developmental and Behavioral Pediatrics, 13, 53-54. Funk, J. B., & Buchman, D. D. (1996). Playing violent computer games and adolescent self concept, Journal of Communication, 46, 19-32. Gentile, D. A., & Gentile, J. R. (in press) Violent video games as exemplary teachers: A conceptual analysis. Journal of Youth and Adolescence. Koepp, M. J. Gunn, R. N., Lawrence A. D. Cunningham, V. J. Dagher, A. Jones, T et al. (1998). Evidence for striatal dopamine release during a video game, Nature, 393, 266-268. Konami’s Dance Dance Revolution provides health benefits to children of West Virginia (2007, February 1). West Virginia University Today, Retreived July 23, 2007 from http://wvutoday.wvu.edu/news/page/5213/ Lachlan, K.A., Smith, S.L. & Tamborini, R. (2005). Models for aggressive behavior: The attributes of violent characters in popular video games, Communication Studies, 56, 313-329. O’Hannon, C. (2007) Eat breakfast, drink milk, play Xbox, T H E Journal, 34. Suler, J. (2004). Computer and cyberspace addiction. International Journal of Applied Psychoanalytic Studies, 1, 359-362. Walsh, DA. (2004). Why Do They Act That Way? A Survival Guide to the Adolescent Brain for You and Your Teen. New York: Free Press. Walsh, D. A. (2006, June) Violent and Explicit Video Games: Informing Parents and Protecting Children, Testimony given before the US House of Representatives Subcommittee on Commerce, Trade, and Consumer Protection…

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