POSITIVE EFFECTS OF ENTERTAINMENT TECHNOLOGY ON HUMAN BEHAVIOUR
Technical University Eindhoven (The Netherlands)
Abstract: Worldwide the pros and cons of games and social behaviour are discussed. In Western countries the discussion is focussing on violent game and media content; in Japan on intensive game usage and the impact on the intellectual development of children. A lot is already discussed on the harmful and negative effects of entertainment technology on human behaviour, therefore we decided to focus primarily on the positive effects. Based on an online document search we could find and select 393 online available publications according the following categories: meta review (N=34), meta analysis (N=13), literature review (N=38), literature survey (N=36), empirical study (N=91), survey study (N=44), design study (N=91), any other document (N=46). In this paper a first preliminary overview over positive effects of entertainment technology on human behaviour is presented and discussed. The drawn recommendations can support developers and designers in entertainment industry. Key words: Meta review, entertainment, positive effect, behaviour, recommendations.
This paper focuses on users’ growing use of entertainment technology at work, in school and at home, and the impact of this technology on their behaviour. Nearly every working and living place has computers, and over two-thirds of children in high industrialized countries have computers in their homes as well  . All of us would probably agree that adults and children (normal, impaired and disabled) need to become competent users to be prepared for life and work in the future. Especially children’s growing use of entertainment technologies brings with it both the risk of possible harm and the promise of enriched learning, well-being and positive development. Entertainment technology covers a broad range of products and services:
movie, music, TV (including upcoming interactive TV), VCR, VOD (including music on demand), computer game, game console, video arcade, gambling machine, internet (e.g. chat room, board and card games, MUD), intelligent toy, edutainment, simulation, VR, and upcoming service robots    .
META REVIEW APPROACH
This paper presents the preliminary results of a literature search and review. We searched for the following keywords (context specific in different combinations): ‘academic achievement, altruism, ANOVA, attainment, children, computer, education, edutainment, entertainment, gamble, game, meta analysis, PDF, performance, pet, positive effect, religion, robot, school record, review, survey, technology, therapy, user study, video’, using the following search engines/databases: ‘ACM Digital Library, IEEE Computer Society Digital Library, Internet via Google, ISI web of science, Kluwer online, LookSmart, Prenctice Hall, Science Direct, Scirus for scientific information, SpringerLink, Wiley interScience’. We could find, select and process 393 online available publications (e.g. DOC, RTF, PDF or HTML format) according the following categories: meta review (N=34), meta analysis (N=13), literature review (N=38), literature survey (N=36), empirical study (N=91), survey study (N=44), design study (N=91), any other document (N=46) (for a complete reference list see ). The preliminary and selective results presented in this paper summarize research so far available on how the use of entertainment technology affects human’s daily life in a positive and promising manner.
It has to be pointed out that addiction, racism, sexism, violence, etc are not new inventions of the entertainment and game industry and would not disappear from the world, where games abolished. They should better be seen as a...