introduction video and youth positive effects negative effects
Post on 27-Dec-2015
229 Views
Preview:
TRANSCRIPT
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
• 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
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
– Sports
– Puzzle
– Fighting
– Horror
– Strategy
– Adventures
– Traditional
Question: What kind of video game(s) do you own?
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?
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
top related