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Introduction Video and Youth Positive effects Negative effects

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Introduction

• Video and Youth

• Positive effects

• Negative effects

Literature Review

Two school of thought

** 1. Pro-video Camp

** 2. Anti-video Camp

Literature Review

– Bechte and Associates (1992) – Rice and Associates (1999)– Cooper and Mackie (1986)– Graybill and Associates (1987)– Shoot and Associates (1988)

1. Anti-Video Camp

Literature Review

– Greenfield 1984)

– Provenso (1991)

1. Anti-Video Camp

Literature Review

2.Pro-video Camp

Literature Review

• Seymour (1993) -- Games teach children what computers are beginning to teach adultsThis form of learning is compelling and rewarding to children

• Dole (2000) -- Games are provide a rich social atmosphrere

• Altman -- Games playing is a social event

2. Pro-Video Camp

Literature Review

– Chambers and Ascione (1987) -- Games teach children what computers are beginning to teach adults

2. Pro-Video Camp

Significance of Study

1. Gain awareness of distribution of games in the homes

2. Explore kinds of games

3. Learn about citizen opinions and concerns

Methodology

Sample: N = 30

Procedure: Oral Interview

Results - Popularity

Vital statistics• 1990 - Nitendo Sold 7.2 million

NES

• 1990 - Nitendo Sold 60,000,000 games

Results - Popularity

Popularity of Video Games• 1990 - Gameboy 3.2 million

NES

• 1990 - Gameboy Sold 9,000,000 games

Results - Popularity

Popularity of Video Games• 1990 - Gameboy 3.2 million

NES

• 1990 - Gameboy Sold 9,000,000 games

Results - Popularity

Vital statistics– 1990 - 33.2 million systems

• Sega• Turbo• Atari

– 1990 - Industry earned $5.7 billion

Results

Question: What kind of video game(s) do you own?

Results

– Sports

– Puzzle

– Fighting

– Horror

– Strategy

– Adventures

– Traditional

Question: What kind of video game(s) do you own?

Results - Kind GamesSports

Results - Kinds of GamesSports

Results - Kinds of GamesPuzzles

Results - Kinds of GamesPuzzles

Results - Kinds of GamesFighting

Results - Kinds of GamesFighting

Results - Kinds of GamesHorror

Results - Kinds of GamesHorror

Results - Kinds of GamesStrategy

Results - Kinds of GamesStrategy

Results - Kinds of GamesAdventure

Results - Kinds of GamesAdventure

Results - Kinds of GamesTraditional

Results - Kinds of GamesTraditional

Results

Question:

State is your opinion on the effect(s) of video games on the social well-being of youth. Does video playing have a negative or positive effect on them?

Results

15

10

5

0

5

10

15

Pro-Video Anti-Video Undecided

Results

Pro-Video50%

Anti-Video33%

Undecided17%

Discussion

** 1. Pro-video Camp

** 2. Anti-video Camp

Discussion

** 1. Pro-video Camp

** 2. Anti-video Camp

** 3. Undecided Camp

Conclusion and Recommendations

1. Video game industry is huge

Conclusion and Recommendations

1. Video game industry is huge

2. Video games types are varied

Conclusion and Recommendations

1. Video game industry is huge

2. Video games types are varied

3. A greater percentage of the population believe that video playing has no negative effect on the social life of youth

Conclusion and Recommendations

1. Video game industry is huge

2. Video games types are varied

3. A greater percentage of the population believe that video playing has no negative effect on the social life of youth

4. Varied kinds of video games available, research ought to be extended to identify if certain types of video games have negative effects on social life of the user than others