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“THE IMPACT OF MULTIMEDIA TECHNOLOGY IN INFLUENCING THE EXTINCTION OF TRADITIONAL GAME AMONG GENERATION - Y IN MALAYSIA” ASLIZA BINTI HAMZAH 2014477322

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“THE IMPACT OFMULTIMEDIA TECHNOLOGYIN INFLUENCINGTHE EXTINCTION OF TRADITIONAL GAME AMONG GENERATION-YIN MALAYSIA”

ASLIZA BINTI HAMZAH

2014477322

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CHAPTER 1 : INTRODUCTION

21 century

Globalization

High-Techonolgy

Medium communication

Lifestyles

Generation Y

Generation X

Multimedia tools

Traditional Games

Lifestyles

Cultural

Special event

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1.2 STATEMENT OF THE PROBLEM

According to Burri (2010), Multimedia technologies have often been perceived asimperiling traditional cultural expressions (TCE). A frequently made statement in thisrespect is that “The distinct and diverse qualities of the world’s multiple culturalcommunities are threatened in the face of uniformity brought on by newtechnologies and the globalization of culture and commerce.”

In what has become common parlance, members of Generation Y are called digitalnatives, rather than digital immigrants (Prensky, 2001). They are the first generationto have spent their entire lives in the digital environment; information technologyprofoundly affects how they live and work (Bennett et al., 2008; Wesner and Miller,2008).

We are living in an increasingly digital age where video games have become a keyelement of child and youth culture (Seel, 2001; Aarsand, 2007; Gee, 2007).

Generation Y actively contributes, shares, searches for and consumes content – plusworks and plays on social media platforms (Bolton A., 2013).

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TRUE STORY…

Pastimes : “An activity that occupies one’s spare

time pleasantly” - Source: Free on-line dictionary.

I’ve mentioned before that I’m hooked on my

computer. I work on it all day at the office and then

I come home and “play” on it. It’s a little sad really.

If I’m awake and not preparing meals, eating, cleaning or exercising then I’ve probably

got the laptop open. Sometimes I even have it open when I’m eating but I try to avoid

that.

I’ve been known to play games on my computer (mindless games like Yahtzee or

thinking games like Scrabble or Boggle). I’m sure this is a healthy way to unwind after

a stressful day but after 15 minutes or so I start to feel guilty about “wasting” time.

Stress is bad for your health. Feeling guilty is just another form of stress. - Sherry

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1.3 RESEARCH OBJECTIVES

The research objectives of this study are as follows :

1.3.1 To gauge generation Y perception against traditional games and multimedia technology tools in their everyday activites.

.

1.3.2 To investigate the effects of using multimedia technology towards Generation Y in their everyday activities.

1.3.3 To illustrate how multimedia technology evolution can influence generation Y in their everyday activities.

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1.4 RESEARCH QUESTIONS

The research questions of this study are as follows :

1.4.1 What are generation Y perception againts traditional games and multimedia technology tools in their everyday activities?

1.4.2 What are the effects of using multimedia technology towards Generation Y in their everyday activities?

1.4.3 How can multimedia technology evolution influence generation Y in their everyday activities?

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1.5 OPERATIONAL DEFINITIONS

The definitions used in this study are as follows :

1.5.1 Multimedia Technology

Multimedia is a combination of at least two media input or output. Media

can be audio (voice, music), animations, video, text, graphics and images

(Turban et al, 2002).

1.5.2 Influence

The effect that somebody /something has on the way a person thinks orbehaves or on the way that something works or develops (Oxford AdvancedLearner‘s Dictionary, 2010).

1.5.3 Traditional Games

Traditional game means a game or something that has become a habit(customs, beliefs, etc.) that have perpetual succession, something that hasbecome a practice that has been synonymous with a community (DewanBahasa dan Pustaka, 2009).

1.5.4 Generation Y

Categorization of generations, using the following birth dates for each cohort: the Silent Generation (1925-1945), the Baby Boomers (1946-1960),Generation X (1961-1981) and Generation Y (born after 1981) – (Brosdahl & Carpenter’s ,2011)

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CHAPTER 2 : LITERATURE REVIEW

2.0 Introduction

2.1 Mobile Theories Related to Multimedia Technology – Koole’s FRAME model.

2.2 Multimedia technologies tools

2.3 Benefits of Multimedia Technology

2.3.1 Generation Y2.3.2 Parents 2.3.3 Education

2.4 Effects of Multimedia Technology 2.4.1 Generation Y 2.4.2 Traditional Games2.4.3 Health2.4.4 Society2.4.5 Cultural

2.5 Conceptual Framework - adapted from a journal entitle - Concept-building through hierarchical cognition in a web-based interactive multimedia learning system: Fundamentals of Electric Circuits by Nazli and Rio Sumarni (2010).

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CHAPTER 3 : RESEARCH METHODOLOGY

3.1 Research Design

This is a Mixed methods approach. This study employed

combination among Survey and Narrative research. The

design was meant to gauge generation Y perception against

traditional games and multimedia technology tools in their

everyday activites, to investigate the effects of using multimedia

technology towards Generation Y in their everyday activities and

to illustrate how multimedia technology evolution can influence

generation Y in their everyday activities.

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3.2 POPULATION AND SAMPLE

The population for this study will be generation Y as all people born between 1981-1999 – regardless of their circumstances (N. Bolton, 2012). Generation X are those born between the years 1946 and 1964 (Kumar & Lim, 2008).

This study used non-probability sampling procedures to choose respondents. The method used was purposive sampling. Purposive sampling is to target a particular group of people whereby for this research is generation Y and generation X.

All of the respondents consist of Generation Y and X from various background (rural n urban area) since they were randomly selected. The sample sizes for this study are 100 respondents.

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3.3 INSTRUMENTATION

The instrument used for data collection in this research study is questionnaire and interview.

For the purpose of this study, the questionnaire is using close-ended questions as well that would serve to bring quantitative data respectively. As for the close-ended questions, Likert Scale was used, which was the five-item scale from strongly disagree to strongly agree.

The researcher will conduct a structured interview with selected respondents from generation X as a Narrative research instrument.

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