The Ability to Train from Television

Abstract

In this article purport to show the ability to train from the television, the value table and the social effects. For these results are used a sample of 360 television broadcasts programs. This sample has been extracted from the Antena 3 television programs, from January 1, 1992, first date with audience data official base, until December 31, 2015, broadcast in prime time (night 1) slot from 8:30 p.m. to 00:00 a.m. The sample is group in 6 genres: game show, cultural, sports, entertainment, fiction and news and 25 subgenres in order to infer results. The content analysis and descriptive statistics concludes that the television programs entertain, but also more than 82.2 % have cultural items and 14.7 % inform. Furthermore, all sample contents have values. Those values are transfer to society, the information programs are the most value contents and the fiction programs are the least value contents. The beginning of the invest is the Marín, 1993 research. Following this invest the ranking of the most value genres are, in descending order, news, sports, cultural, game shows, entertainment and fiction.

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