Positive Effects of Entertainment Technology on Human Behaviour

Topics: Human behavior, Personal computer, Computer science Pages: 11 (3107 words) Published: January 31, 2012
In: Rene Jacquart (Ed.) Building the Information Society. © IFIP, Kluwer Academic Press, 2004, pp. 51-58

51

POSITIVE EFFECTS OF ENTERTAINMENT TECHNOLOGY ON HUMAN BEHAVIOUR

Matthias Rauterberg
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.

1.

INTRODUCTION

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 [7] [12]. 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:

52

Matthias Rauterberg

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 [2] [21] [24] [30].

2.

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 [27]). 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.

3.

GENERAL REMARKS

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...

References: Anderson, C. & Bushman, B. (2002). Effects of media violence on society. Science, Vol. 295, No. 3, pp. 2377-2379. Berman, S. (2004). Media and entertainment 2010. Report, IBM Business Consulting Sevices. Billard, A. (2003). Robota: clever toy and educational tool. Robotics and Autonomous Systems, Vol. 42, pp. 259-269. Bloch, L.-R. & Lemish, D. (1999). Disposable love. new media & society, Vol. 3, pp. 283-303. Breazeal, C. (2003). Toward sociable robots. Robotics and Autonomous Systems, Vol. 42, pp. 167-175. Breuer, H. (2001). Kultivation und Imagination in den neuen Medien [Cultivation and imagination in new media]. PhD Thesis, O.-v.-G.-Universität Magdeburg, Germany. Calvert, S., Jordan, A.B. & Cocking, R.R. (2002). Children in the digital age: the role of entertainment technologies in children 's development. Praeger Publishers. Clements, D. H. (2000). From exercises and tasks to problems and projects – unique contributions of computers to innovative mathematics education. Journal of Mathematical Behavior, Vol. 19, No. 1, pp. 9–47. Cole, M. (1996). Cultural psychology: a once and future discipline. Harvard Press. Cox, M. & Abbott, M. (2004, eds.). A review of the research literature relating to ICT and attainment. Report, retrieved April 27, 2004 from www.becta.org.uk Cox, M. & Webb, M. (2004, eds.). An investigation of the research evidence relating to ICT pedagogy. Report, retrieved April 27, 2004 from www.becta.org.uk Durkin, K. & Aisbett, K. (1999). Computer Games and Australians today. Report, Office of Film and Literature Classification, Sydney, Australia. Garthwait, A. (2001). Factors influencing technology’s effect on student achievement and a caution about reading the research. Occasional Paper No. 40, a publication of the College of Education & Human Development, University of Maine, USA. Goldstein, J. (2000). Effects of electronic games on children. Testimonial Statement to US senate committee on Commerce, Science and Transportation, March 2000, USA.
[9] [10] [11] [12] [13]
[14]
Positive Effects of Entertainment Technology on Human Behaviour
57
[15] Goldstein, J. & Raessens, J. (2004, in press). Handbook of computer game studies. Cambridge, MA: MIT Press. [16] Hartung, P. J. (2002). Development through work and play. Journal of Vocational Behavior, Vol. 61, pp. 424-438. [17] Johnson, D. W., Maruyama, G., Johnson, R.T., Nelson, D., & Skon, L. (1981). Effects of co-operative, competitive and individualistic goal structures on achievement: A metaanalysis. Psychological Bulletin, Vol. 89, pp. 47-62. [18] Kerlin, B A. (1992). Cognitive engagement style – self regulated learning and cooperative learning. Retrieved April 27, 2004 from http://kerlins.net/bobbi/research/myresearch/srl/ [19] Klein, J., Moon, Y. & Picard, R. (2002). This computer responds to frustration: theory, design, results and implications. Interacting with Computers, Vol. 14, pp. 119-140. [20] Mares, M.-L. (1996). Positive effects of television on social behavior: a meta analysis. Report Series No. 3, The Annenberg Public Policy Center, Pennsylvania, USA. [21] Nakatsu, R. & Hoshino, J. (2003; eds.). Entertainment computing-technologies and applications. Kluwer Academic Press. [22] National Science Foundation (2001). The application and implications of information technologies in the home: where are the data and what do they say? Report No. NSF 01313, Division of Science Resources Studies, USA. [23] No author (2003). Therapeutic robot. AIST Today International Edition, No. 9, pp. 2-3. [24] Pek, Z. (2003). What is entertainment technology? A short overview. Online document retrieved May 7, 2004 from www.nb2bc.co.uk/pdfs/entertaintech.pdf [25] Priest, J., Coe, R., Evershead, B. & Bush, N. (2004). An exploration of the use of ICT at the millennium primary school, Greenwich. Report available at www.becta.org.uk [26] Rauterberg, M. (2003). Determinantes for collaboration in networked multi-user games. In: R. Nakatsu & J. Hoshino (eds.), Entertainment computing-technologies and applications (pp. 313-321). Kluwer Academic Press [27] Rauterberg, M. (2004). Entertainment technology and human behavior: literature study. Technical Note, No. TUE-ID-04-07-1, Technical University Eindhoven, Netherlands. [28] Robillard, G., Bouchard, S., Fournier, T. & Renaud, P. (2003). Anxiety and presence during VR immersion: a comparative study of the reactions of phobic and non-phobic participants in therapeutic virtual environments derived from computer games. CyberPsychology & Behavior, Vol. 6, No. 5, pp. 467-477. [29] Roschelle, J. M., Pea, R. D., Hoadley, C. M., Gordon, D. N., & Means, B. M. (2000). Changing how and what children learn in school with computer-based technologies. Children and Computer Technology, Vol. 10, No. 2, pp. 76-101. [30] Rose, B. & Lenski, J. (2003). Internet and multimedia 10: the emerging difital consumer. Report, Arbitron Internet broadcast Services & Edison Media Research. [31] Saracho, O. N. & Spodek, B. (1998). A play foundation for family literacy. International Journal of Educational Research, Vol. 29, pp. 41-50. [32] Shields, M. & Behrmann, R. (2000). Children and computer technology: analysis and recommendations. Children and Computer Technology, Vol. 10, No. 2, pp. 4-30. [33] Subrahmanyam, K., Kraut, R. E., Greenfield, P. M. & Gross, E. F. (2000). The impact of home computer use on children’s activities and development. Children and Computer Technology, Vol. 10, No. 2, pp. 123-144. [34] Subrahmanyam, K., Greenfield, P. M., Kraut, R. E. & Gross, E. F. (2001). The impact of computer use on children’s and adolescents’ development. Applied Developmental Psychology, Vol. 22, pp. 7-30. [35] Tannen, D. (1999). The Argument Culture: Stopping America 's war of words. Ballantine
58
Matthias Rauterberg
[36] Toy Industries of Europe (2004). Play as key to child development as formal education. Press Release, Retrieved May 7, 2004 from www.tietoy.org/press/Nuremberg_VoP_ Seminar_English.pdf [37] Tuchman, R. (2000). The treatment of learning disabilities. International Pediatrics, Vol. 15, No. 2, pp. 91-96. [38] Turnin, M.C., Couvaras, O., Jouret, B., Tauber, M. T., Bolzonella, C., Fabre, D., Tauber, J. P. & Hanaire-Broutin, H. (2000). Learning good eating habits playing computer games at school: a 2000 children evaluation. Diabetes Research and Clinical Practice, Vol. 50, No. 1001, p. 239.
Continue Reading

Please join StudyMode to read the full document

You May Also Find These Documents Helpful

  • Essay about The Effect Of Modern Technology
  • Positive Effect of Technology Essay
  • Positive Effects of Technology on Society. Essay
  • Effect of technology on humans Essay
  • Effects of Technology on the Accounting Profession Essay
  • The effect of Involvement and Self Referencing on Consumer Behaviour Research Paper
  • The Effect of Technology on Developing Children Essay
  • Positive Behaviour Essay

Become a StudyMode Member

Sign Up - It's Free