Preview

The societal impact of Online Games on Generation Y.

Best Essays
Open Document
Open Document
1917 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
The societal impact of Online Games on Generation Y.
The societal impact of Online Games on Generation Y.

Introduction

Literature Review

Specific Topic

Hypothesis

Research Purpose

Bibliography

(A) INTRODUCTION

Online games have been around for many 10 years and have continued to thrive amidst the various financial crises. With a revenue of an estimated 'USD65 billion ' (Financial Express, 2011), the games industry has beaten both the movie and music industry combined.

The games industry is making such a strong claim for pole position as the king of “New Media” that it is no longer wise to ignore the impact it has on the new generation, especially on the generation we call “Y”.

In my career, it is also essential for me to understand the needs, wants, ideology and thinking of my consumers, the online gamers. Thus, I have decided to do a research on what are the societal impact of online games on the Generation Y, who are the main target group of my company.

(C) LITERATURE REVIEW

The goal of this study is to investigate the benefits and drawbacks of the emergence of online gaming as a top alternative of new media amongst the new generation and the societal impact it brings. Thus, this literature review will begin with taking a look at the emergence of online gaming as a form of new media for the new generation and subsequently, outlining some of the societal impacts it has brought, and is bringing along, namely on education, the public relations and media relations practice and work and occupations.

This qualitative research will employ a systems paradigm, introduced by Austrian biologist, Ludvig von Bertalanffy in 1968. This theory:

sees an individual group, organisation, society or any social entity as an 'organism ' that is made up of a system of parts argues that within this system or dynamic 'whole ', organised interactions take place continuously, between the various parts that make up the system, to maintain it in a state of equilibrium or balance.



Bibliography: Fidler, R. F. (1997). Principles of Mediamorphosis. In Mediamorphosis: Understanding new media (p. 23). Thousand Oaks, Calif: Pine Forge Press. Financial Express (2011, June 8) Galloway, A. R. (2011). WHAT IS NEW MEDIA? TEN YEARS AFTER THE LANGUAGE OF NEW MEDIA. Criticism, 53(3), 377. Retrieved from http://0-search.proquest.com.prospero.murdoch.edu.au/docview/912509473?accountid=12629 Middle East News Online O Brien, P. (1997). The new media revolution. Retrieved from http://0-search.proquest.com.prospero.murdoch.edu.au/docview/203247933?accountid=12629 Peterson, M Rachel Konrad. (2007). IBM sets guidelines for virtual workers. The Salt Lake Tribune. Retrieved from http://0-search.proquest.com.prospero.murdoch.edu.au/docview/282063268?accountid=12629 Takahashi, D. (2010, March 2). Time spent playing video games keeps going up. Retrieved from http://venturebeat.com/2010/03/02/time-spent-playing-video-games-keeps-going-up/ Tulgan, B Weerakkody, N. (2009). Theoretical Paradigms and Concepts. In Research Methods for Media and Communication (p.24). South Melbourne, Victoria: Oxford University Press.

You May Also Find These Documents Helpful

  • Good Essays

    Trespalacios, Jesús, Barbara Chamberlin, and Rachel R. Gallagher. "How Youth Prefernces in Video Gaming Can Inform 21st Century Education." TechTrends 55.6 (2011): 49-54. Nov.-Dec. 2011. Web. May 2012.…

    • 734 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    Applied Management Project

    • 13570 Words
    • 55 Pages

    31. David Edery, Ethan Mollick, 2009,Changing the game: How Video Games Are Transforming The Future Of Business, Pearson Education Inc.(pg:40-60)…

    • 13570 Words
    • 55 Pages
    Powerful Essays
  • Powerful Essays

    Reality Is Broken Summary

    • 14212 Words
    • 57 Pages

    We have turned digital games for computers, mobile phones and home entertainment systems into what is expected to be a $68 billion industry annually by the year 2012. So we are creating a massive virtual effort and emotional energy and attention on game worlds instead of on the real world.…

    • 14212 Words
    • 57 Pages
    Powerful Essays
  • Powerful Essays

    Joseph Straubhaar Robert LaRose Lucinda Davenport (2009). Media Now: Understanding Media, Culture, and Technology . London: Wadsworth. pg 110-115.…

    • 15284 Words
    • 62 Pages
    Powerful Essays
  • Best Essays

    2. Dominick. 2009.The Dynamics of Mass Communication :Media in the Digital Age. 10th ed. New York, USA: McGraw-Hill.…

    • 3319 Words
    • 14 Pages
    Best Essays
  • Best Essays

    Supportive Work Culture

    • 3625 Words
    • 15 Pages

    References: David Hinkle. (2011, July 5). Report: Game Industry worth $74 billion in 2011. Retrieved from: http://www.joystiq.com/2011/07/05/report-game-industry-worth-74-billion-in-2011/ Don Reisinger. (2010, December 21). Call of Duty Black Ops hits $1 billion milestone. Retrieved from: http://news.cnet.com/8301-13506_3-20026321-17.html CBC News. (2006, October 19). Video games can reshape education: U.S Scientists. Retrieved from: http://www.cbc.ca/news/technology/story/2006/10/19/videogames-education.html Medical News. (2011, September 20). Gamers crack AIDS puzzle. Retrieved from: http://www.medicalnewstoday.com/articles/234664.php Ea_spouse. (2004, November 10). EA: The Human Story. Retrieved from:http://easpouse.livejournal.com/274.html Simon Carless. (2004, November 11). ‘EA Spouse’ weblog Raises Issues On Game Development Quality Of Life. Retrieved from: http://www.gamasutra.com/php-bin/news_index.php?story=4543 Kristan Reed. (2004, February 20). Team Bondi – The First interview. Retrieved from: http://www.eurogamer.net/articles/i_teambondi Brendan Sinclair. (2006, September 25). Rockstar gets L.A Noire. Retrieved from: http://uk.gamespot.com/ps3/adventure/l-a-noire/news/6158595/rockstar-gets-la-noire Nathan Brown. (2011, October 5). Team bondi to close. Retrieved from: Ravi Shankar Jayaraman 211586823 Page 11…

    • 3625 Words
    • 15 Pages
    Best Essays
  • Powerful Essays

    CMNS110

    • 2414 Words
    • 10 Pages

    The future of entertainment revolves around technology, video games are becoming more and more realistic and innovative. The increasingly realistic and exciting nature of electronic games has helped to make them enormously popular with children and youth. According to the entertainment software rating board (esrb) in 2010, 67% of households in the US play video games and the majority are adolescents and teenagers. Therefore, the fact that the majority are adolescents and teenagers is interesting because they’re in stage of development and most of them want to create their own identity. Every year the gaming industry releases many different games which give the gamers a diversity of roles in the games. They can split up the game into two hostile parties, most of the time it’s the struggle between hell and heaven or light and darkness. In addition, the developers also give a range of choices of characters, classes and roles in the game so the gamers can choose what suit them best. Therefore, in this essay it’s interesting to study how video games which are based on technologies can reveal the players’ identity in the game atmosphere.…

    • 2414 Words
    • 10 Pages
    Powerful Essays
  • Better Essays

    Over the past 65 years that videogames have existed, they have slowly but surely gained negative stereotypes such as causing obesity, poor social skills, violence, and laziness in those that play games regularly. In that span of time the games themselves have changed drastically, from controlling a square made up of a few pixels to bounce a ball around, to the sprawling 3D worlds that connect you with players from all around the globe. There is no denying that videogames are here to stay as a major form of entertainment, the question though is what kind of effect this media will have on gamers and society as a whole.…

    • 1177 Words
    • 5 Pages
    Better Essays
  • Good Essays

    So the question that is brought towards us today is whether or not video games have a negative or positive impact on emerging adults. Emerging adults is a stage in life that most young people go through. These groups of young people contain the age groups of 18-25 year olds according to Jeffrey Jenson Arnett (Arnett, 2000). Those that in this age group are defined as going through emerging adulthood, which means they are exploring what their identity is in society. These emerging adults are looking to be independent and they start to explore life with choices that they independently make.. According to studies by a poll, the poll found that 48.6% of emerging adults thought they had reached adulthood, 4.6% of them said no, and 46.8% said yes but at the same time no (Overview of Student Development…

    • 861 Words
    • 4 Pages
    Good Essays
  • Good Essays

    Online Addiction

    • 522 Words
    • 3 Pages

    Games such as World Of Warcraft are taking over the lives of millions of active gamers. Affecting their lives in a negative way. ‘77% of 16-24 year olds log on to online at least once a day, 16.7 million of these 16-24 year olds are active gamers’ Frangoul includes the statistic data to shock the reader into awakening and becoming intrigued by the massive scale of this problem opening them to the idea of changing it.…

    • 522 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    Violent Video Games

    • 2439 Words
    • 10 Pages

    Jenkins, H. (2004). Reality bytes: eight myths about video games rebunked. The Video Game Revolution. Retrieved June 28, 2007 from http://www.pbs.com…

    • 2439 Words
    • 10 Pages
    Powerful Essays
  • Good Essays

    Zoom of new technologies and changes in demographics of gamers have boost game players to look for new challenges and a stronger involvement in playing experience. This talk presents the investigation of the game developers and game player’s demographics such as ethnicity, gender, age, year and education level of gamers. The article also presents the analysis of playing frequency, game development frequency and relationship between the game developers, game player, game designers and the wider game community. Game developers, as being producers of creative products continue to bring their individual life experiences into the process of creation and their products reflect those life experiences, as well as our ideas and assumptions.…

    • 713 Words
    • 3 Pages
    Good Essays
  • Better Essays

    Hassan, R. & Thomas, J. (2006) The New Media Theory Reader. Open University Press: Maidenhead.…

    • 1521 Words
    • 7 Pages
    Better Essays
  • Good Essays

    Study of Gen Y & Z

    • 3109 Words
    • 13 Pages

    Study Gen Y and Z as a culture on the whole. Using theories that you have studied this semester explore and study the generation. Discuss their culture, their passion, their likes and dislikes. Include your observation on Cross Cultural issues that are related to it and how this affects the field of Advertising and Marketing Communications (with them as your target audience). Discuss also the effects of Globalization and the effects it has on the generation. Pay particular interest to the areas of MarCom and what the future could be like.…

    • 3109 Words
    • 13 Pages
    Good Essays
  • Best Essays

    Klein , Sarah. "Study: Too Many Video Games May Sap Attention Span." Cable news network.…

    • 3104 Words
    • 13 Pages
    Best Essays