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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
CHAPTER 1 : INTRODUCTION 
 21 century 
 Globalization 
 High-Techonolgy 
 Medium communication 
 Lifestyles 
 Generation Y 
 Generation X 
 Multimedia tools 
 Traditional Games 
 Lifestyles 
 Cultural 
 Special event
1.2 STATEMENT OF THE PROBLEM 
 According to Burri (2010), Multimedia technologies have often been perceived as 
imperiling traditional cultural expressions (TCE). A frequently made statement in this 
respect is that “The distinct and diverse qualities of the world’s multiple cultural 
communities are threatened in the face of uniformity brought on by new 
technologies and the globalization of culture and commerce.” 
 In what has become common parlance, members of Generation Y are called digital 
natives, rather than digital immigrants (Prensky, 2001). They are the first generation 
to have spent their entire lives in the digital environment; information technology 
profoundly 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 key 
element of child and youth culture (Seel, 2001; Aarsand, 2007; Gee, 2007). 
 Generation Y actively contributes, shares, searches for and consumes content – plus 
works and plays on social media platforms (Bolton A., 2013).
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
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.
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?
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 or 
behaves or on the way that something works or develops (Oxford Advanced 
Learner‘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 has 
become a practice that has been synonymous with a community (Dewan 
Bahasa 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)
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 Y 
2.3.2 Parents 
2.3.3 Education 
2.4 Effects of Multimedia Technology 
2.4.1 Generation Y 
2.4.2 Traditional Games 
2.4.3 Health 
2.4.4 Society 
2.4.5 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).
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.
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.
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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The impact of Multimedia technology in influencing the extinction of traditional game among Generation-Y in Malaysia

  • 1. “THE IMPACT OF MULTIMEDIA TECHNOLOGY IN INFLUENCING THE EXTINCTION OF TRADITIONAL GAME AMONG GENERATION-Y IN MALAYSIA” ASLIZA BINTI HAMZAH 2014477322
  • 2. CHAPTER 1 : INTRODUCTION  21 century  Globalization  High-Techonolgy  Medium communication  Lifestyles  Generation Y  Generation X  Multimedia tools  Traditional Games  Lifestyles  Cultural  Special event
  • 3. 1.2 STATEMENT OF THE PROBLEM  According to Burri (2010), Multimedia technologies have often been perceived as imperiling traditional cultural expressions (TCE). A frequently made statement in this respect is that “The distinct and diverse qualities of the world’s multiple cultural communities are threatened in the face of uniformity brought on by new technologies and the globalization of culture and commerce.”  In what has become common parlance, members of Generation Y are called digital natives, rather than digital immigrants (Prensky, 2001). They are the first generation to have spent their entire lives in the digital environment; information technology profoundly 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 key element of child and youth culture (Seel, 2001; Aarsand, 2007; Gee, 2007).  Generation Y actively contributes, shares, searches for and consumes content – plus works and plays on social media platforms (Bolton A., 2013).
  • 4. 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
  • 5. 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.
  • 6. 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?
  • 7. 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 or behaves or on the way that something works or develops (Oxford Advanced Learner‘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 has become a practice that has been synonymous with a community (Dewan Bahasa 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)
  • 8. 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 Y 2.3.2 Parents 2.3.3 Education 2.4 Effects of Multimedia Technology 2.4.1 Generation Y 2.4.2 Traditional Games 2.4.3 Health 2.4.4 Society 2.4.5 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).
  • 9. 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.
  • 10. 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.
  • 11. 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.