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 21 century
 Globalization
 High-Techonolgy
 Medium communication
 Lifestyles
CHAPTER 1 : INTRODUCTION
 Generation Y
 Multimedia tools
 Traditional Games
 Special event
 Culture history
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 Hopkins, 2013
1.3 Research Objectives
The research objectives of this study are as follows :
1.3.1 To gauge generation Y perception toward 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 influence
generation Y in their everyday activities.
1.3.4 To examine the dependence among generation Y towards
Multimedia Technology tools 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 influence generation Y in their
everyday activities?
1.4.4 How to examine the dependence among generation Y towards
multimedia technology tools 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)
2.0 Introduction
2.1 Phenomenological Theories Related to Multimedia Technology – Carl Roger's Self Theory
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 7
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
CHAPTER 2 : LITERATURE REVIEW
Theory of Social
Development
(Vygotsky)
Theory of Modelling
(Bandura)
PeersGENERATION YParents
THE EXTINCTION OF
TRADITIONAL GAMES
MULTIMEDIA
TECHNOLOGY
TOOLS
2.5 Conceptual Framework
2.5 Conceptual Framework
• The conceptual framework for this study is shown in Figure 2.5
• According to Miles & Huberman (1994 in Jabareen, 2009), a conceptual framework
―lays out key factors, constructs or variables, and presume relationships among
them‖.
• In this study, generation Y perceptions towards Multimedia Technology tools, the
effects of using Multimedia Technology towards Generation Y in their everyday
activities and how Multimedia Technology influence generation Y in their everyday
activities will be investigated in depth.
• These three variables will perceive the literal role of Multimedia Technology in
influencing the extinction of traditional game among Generation-Y .
• As shown in Figure 2.5, the use of Multimedia Technology in academic will influence
traditional games and generation Y everyday activities through parents and peers.
3.0 Introduction
This chapter will discuss the following; Research Design, Population and Sample,
Instrumentation, Pilot Study, Data Collection and Data Analysis Plan.
3.1 Research Design
This is a Quantitative approach by employing combination among Survey research and
Qausi Experimental.
CHAPTER 3 : RESEARCH METHODOLOGY
3.2 Population and Sample
 The population for this study will be Generation Y (Malaysia citizen)
as all people born between 1981-1999 – regardless of their circumstances (N. Bolton, 2012).
 This study used Non-probability sampling procedures to choose respondents.
According to Castillo (2009), in non probability sample process, the samples are selected based on the purposive own
decision of the researcher or the accessibility of the respondents itself.
 The method used was Purposive sampling.
Purposive sampling is to target a particular group of people whereby for this research is generation Y stay at Klang Valley
areas. This sampling technique is chosen as the objective of this study is to investigate the effects of using Multimedia
Technology towards Generation Y in their everyday activities.
 The sample sizes for this study are 100 respondents.
All of the respondents consist of Generation Y from various background (rural n urban area at Klang Valley) since they
were randomly selected.
 The instruments used for data collection in this research study is
questionnaire, observation 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 and Guttman Scale will
used, which was the five-item scale from strongly disagree to strongly
agree and only two intervals, ie Yes or No.
 The researcher will conduct a Semi-structured interview with selected
respondents from generation X.
3.3 Instrumentation
Pilot Study
Design of questionnaire
Sample selection
Questionnaire Distribution
Analyzed Data Collection
Quasi experimental
Interview process
3.4 Data
Collection
3.5 Data Analysis
• The data obtained from the questionnaire were collected and analysed to provide answers to
the three research questions for the study.
• Data obtained from the Quasi experimental were record and analysed to provide answers to
the fouth research questions for the study.

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My Research Proposal : The impact of Multimedia technology in influencing the extinction of traditional games among Generation-YDr aida rp

  • 1.
  • 2.  21 century  Globalization  High-Techonolgy  Medium communication  Lifestyles CHAPTER 1 : INTRODUCTION  Generation Y  Multimedia tools  Traditional Games  Special event  Culture history
  • 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 Hopkins, 2013
  • 5. 1.3 Research Objectives The research objectives of this study are as follows : 1.3.1 To gauge generation Y perception toward 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 influence generation Y in their everyday activities. 1.3.4 To examine the dependence among generation Y towards Multimedia Technology tools 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 influence generation Y in their everyday activities? 1.4.4 How to examine the dependence among generation Y towards multimedia technology tools 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. 2.0 Introduction 2.1 Phenomenological Theories Related to Multimedia Technology – Carl Roger's Self Theory 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 7 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 CHAPTER 2 : LITERATURE REVIEW
  • 9. Theory of Social Development (Vygotsky) Theory of Modelling (Bandura) PeersGENERATION YParents THE EXTINCTION OF TRADITIONAL GAMES MULTIMEDIA TECHNOLOGY TOOLS 2.5 Conceptual Framework
  • 10. 2.5 Conceptual Framework • The conceptual framework for this study is shown in Figure 2.5 • According to Miles & Huberman (1994 in Jabareen, 2009), a conceptual framework ―lays out key factors, constructs or variables, and presume relationships among them‖. • In this study, generation Y perceptions towards Multimedia Technology tools, the effects of using Multimedia Technology towards Generation Y in their everyday activities and how Multimedia Technology influence generation Y in their everyday activities will be investigated in depth. • These three variables will perceive the literal role of Multimedia Technology in influencing the extinction of traditional game among Generation-Y . • As shown in Figure 2.5, the use of Multimedia Technology in academic will influence traditional games and generation Y everyday activities through parents and peers.
  • 11. 3.0 Introduction This chapter will discuss the following; Research Design, Population and Sample, Instrumentation, Pilot Study, Data Collection and Data Analysis Plan. 3.1 Research Design This is a Quantitative approach by employing combination among Survey research and Qausi Experimental. CHAPTER 3 : RESEARCH METHODOLOGY
  • 12. 3.2 Population and Sample  The population for this study will be Generation Y (Malaysia citizen) as all people born between 1981-1999 – regardless of their circumstances (N. Bolton, 2012).  This study used Non-probability sampling procedures to choose respondents. According to Castillo (2009), in non probability sample process, the samples are selected based on the purposive own decision of the researcher or the accessibility of the respondents itself.  The method used was Purposive sampling. Purposive sampling is to target a particular group of people whereby for this research is generation Y stay at Klang Valley areas. This sampling technique is chosen as the objective of this study is to investigate the effects of using Multimedia Technology towards Generation Y in their everyday activities.  The sample sizes for this study are 100 respondents. All of the respondents consist of Generation Y from various background (rural n urban area at Klang Valley) since they were randomly selected.
  • 13.  The instruments used for data collection in this research study is questionnaire, observation 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 and Guttman Scale will used, which was the five-item scale from strongly disagree to strongly agree and only two intervals, ie Yes or No.  The researcher will conduct a Semi-structured interview with selected respondents from generation X. 3.3 Instrumentation
  • 14. Pilot Study Design of questionnaire Sample selection Questionnaire Distribution Analyzed Data Collection Quasi experimental Interview process 3.4 Data Collection
  • 15. 3.5 Data Analysis • The data obtained from the questionnaire were collected and analysed to provide answers to the three research questions for the study. • Data obtained from the Quasi experimental were record and analysed to provide answers to the fouth research questions for the study.