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.