Difference between revisions of "The change of children playing sports to children playing videogames"

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''Environmental driving force of [[ The Future of Technology in Secondary Education in 2020]]''
== Description: ==
Since the rise of the Nintendo 8-bit video games have been a part of society. Children who used to play a sport in front of their house with children from the neighbourhood can now play the same sports online with children all over the world. Since the 1960s, the number of overweight kids and adolescents in the United States has nearly doubled. Today, 10% of 2- to 5-year-olds and more than 15% of children between the ages of 6 and 19 are overweight. And a whopping 31% of adults are also obese. Studies indicate that overweight and obese adolescents have up to an 80% chance of becoming overweight and obese adults, especially if one or more parent has the same condition. This trend has been proven to be the same in Europe, so this is not a cultural thing.<BR><BR>


==Description:==
Ofcourse there are a lot more reasons why these changes occur but videogames are a part of it. Ironically there are different kind of theory's regarding this phenomenon. There are people who say that gaming is better then just watching T.V. becuase of the minimal activities while using a controller. And there are even cases of people losing weight while using a "dance-pad" designed to simulate dancing on a console.<BR><BR>
Media globalization is one of the most prominent factor that shapes the global world. When the Bali bomb exploded in Indonesia, less than five minutes people could see the news on TV or internet. Media has a significant role to spread the news all over the world. With its wide-coverage network, media could reach almost any place in the world to give us information which has become our daily consumption.
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We could not imagine how we can live without CNN, BBC, MTV, or Hollywood movies for instance. Those media has been there to accompany us wherever we go. They give us information about recent Dowjones market index, interest rates, oil price, top 40 songs, Box office movies, etc. They also give us information about new products, sales, vacation packages through their advertising which always attracts us to watch and listen. Those media somehow has also changed the way we perceive the world around us. They has changed our habits, hobbies, preferences, and even cultures that we might never realize. They introduce new ways of thinking; thinking about the world and all processes on it. They shape our oppinions to like something that might have seemed unfavorable or the other way around. They introduce the so called pop cultures to people in different regions as if those cultures are the most appropriate to adopt to be considered part of the global civilization.
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CNN, BBC, MTV, Hollywood movies and many others are some agents of this media globalization. They convey information, news, advertising, and even culture from one country to another. They link and connect all part of the world with their media infrastructure; and in this respect media globalization has become an important factor that might explain the future of the 'global village'.


==Enablers:==
Without even talking about overweight people it is quite obvious to see that there are simularities and opportunities when looking at sports and videogames.
<br><Br>
== Enablers: ==
* The advance of information and communication technology<br>
* The advance of information and communication technology<br>
* Telecomunication & broadcast reform in 3rd world countries<br>
* Parents who are also used to growing up with videogames<br>
* Democratization<br>
* The growth of online gaming and the increasing amount of gaming tournaments<br>
* The emergence of transnational media corporations<br>


==Inhibitors:==
* Video game playing introduces children to computer and information technology<br>
* Regulations from local government
* Games can give practice in following directions<br>
* Culture clashes
* Some games provide practice in problem solving and logic<br>
* Revitalization of local cultures i.e. Bolywood movies in India
* Games can provide practice in use of fine motor and spatial skills<br>
* Competition with local media
* Games can provide occasions for parent and child to play together<br>
* Players are introduced to information technology<br>
* Some games have therapeutic applications with patients<br>
* Family lifestyle<br>
* Marketing<br>
* Easy access for parent and child<br>


==Paradigms:==
== Inhibitors: ==
* Pop cultures
* Organizations against the gaming industry
* Press freedom
* Sportorganizations trying to keep encouraging young people to play sports
* Active parents trying to combine both choices <br>
* Parents managing child’s media consumption <br>
* Game environments are often based on plots of violence, aggression and gender bias<br>
* Organisations that rate videogames e.g.the Entertainment Software Rating Board (ESRB)<br>
* Customer education<br>


==Experts:==
== Paradigms: ==
* A new videogame culture <br>
* Advanced videogames are moving towards sports<br>
* Blending: combine entertainment with education<br>
* Reinforcement :reward system in achieving next level<br>
* Motivation: attractiveness<br>
<br>
 
== Experts: ==
* Marshal McLuhan, The Medium is the Massage
* Marshal McLuhan, The Medium is the Massage
* Nancy Morris, Media and Globalization: Why the State Matters
* Nancy Morris, Media and Globalization: Why the State Matters
* Monroe E. Price, Media and Sovereignty
* Monroe E. Price, Media and Sovereignty
 
<br>
==Timing:==
== Timing: ==
The notion of the effects of media globalization emerged in 1960s - 1980s when NWICO (New World Information and Communication) literature critized the presence of foreign media, especially from the United States, as a threat to cultural autonomy in the developing world (Dorfman and Mattelart 1972; International Commission for the Study of Communication Problem).
The notion of the effects of media globalization emerged in 1960s - 1980s when NWICO (New World Information and Communication) literature critized the presence of foreign media, especially from the United States, as a threat to cultural autonomy in the developing world (Dorfman and Mattelart 1972; International Commission for the Study of Communication Problem).
<br><br>
The trend of videogame being an individual game is changing to a more social and “connect to a network of a group of people”<br>
The analysis of time spend is declining  e.g. A good majority now plays best sellers for relatively shorter duration 10 -20 Hours in contrast to 2005,where majority used play games for more than 100 hours.<br>


==Web Resources:==
== WEB Resources: ==
* http://archives.cbc.ca/IDD-1-74-342/people/mcluhan/
http://www.getupmove.com/media.html<br>
http://health.yahoo.com/news/46838<br>
http://my.webmd.com/content/article/84/98017.htm<br>
http://www.mediafamily.org/facts/facts_effect.shtml<br>
http://www.pamf.org/preteen/parents/videogames.html<br>
http://books.google.nl/books?id=sl-Hjf-gMyUC&pg=PA409&lpg=PA409&dq=paradigm+children+playing+videogames&source=bl&ots=EvQZ8ydW8I&sig=wRvVhQgHavsrk_omDa4nLuJ6Ze0&hl=nl&ei=13KzSovfJeWK4gaCvPl8&sa=X&oi=book_result&ct=result&resnum=1#v=onepage&q=paradigm%20children%20playing%20videogames&f=false<br>
http://www.trendsspotting.com/blog/?p=333

Latest revision as of 06:29, 6 September 2011

Environmental driving force of The Future of Technology in Secondary Education in 2020

Description:

Since the rise of the Nintendo 8-bit video games have been a part of society. Children who used to play a sport in front of their house with children from the neighbourhood can now play the same sports online with children all over the world. Since the 1960s, the number of overweight kids and adolescents in the United States has nearly doubled. Today, 10% of 2- to 5-year-olds and more than 15% of children between the ages of 6 and 19 are overweight. And a whopping 31% of adults are also obese. Studies indicate that overweight and obese adolescents have up to an 80% chance of becoming overweight and obese adults, especially if one or more parent has the same condition. This trend has been proven to be the same in Europe, so this is not a cultural thing.

Ofcourse there are a lot more reasons why these changes occur but videogames are a part of it. Ironically there are different kind of theory's regarding this phenomenon. There are people who say that gaming is better then just watching T.V. becuase of the minimal activities while using a controller. And there are even cases of people losing weight while using a "dance-pad" designed to simulate dancing on a console.

Without even talking about overweight people it is quite obvious to see that there are simularities and opportunities when looking at sports and videogames.

Enablers:

  • The advance of information and communication technology
  • Parents who are also used to growing up with videogames
  • The growth of online gaming and the increasing amount of gaming tournaments
  • Video game playing introduces children to computer and information technology
  • Games can give practice in following directions
  • Some games provide practice in problem solving and logic
  • Games can provide practice in use of fine motor and spatial skills
  • Games can provide occasions for parent and child to play together
  • Players are introduced to information technology
  • Some games have therapeutic applications with patients
  • Family lifestyle
  • Marketing
  • Easy access for parent and child

Inhibitors:

  • Organizations against the gaming industry
  • Sportorganizations trying to keep encouraging young people to play sports
  • Active parents trying to combine both choices
  • Parents managing child’s media consumption
  • Game environments are often based on plots of violence, aggression and gender bias
  • Organisations that rate videogames e.g.the Entertainment Software Rating Board (ESRB)
  • Customer education

Paradigms:

  • A new videogame culture
  • Advanced videogames are moving towards sports
  • Blending: combine entertainment with education
  • Reinforcement :reward system in achieving next level
  • Motivation: attractiveness


Experts:

  • Marshal McLuhan, The Medium is the Massage
  • Nancy Morris, Media and Globalization: Why the State Matters
  • Monroe E. Price, Media and Sovereignty


Timing:

The notion of the effects of media globalization emerged in 1960s - 1980s when NWICO (New World Information and Communication) literature critized the presence of foreign media, especially from the United States, as a threat to cultural autonomy in the developing world (Dorfman and Mattelart 1972; International Commission for the Study of Communication Problem).

The trend of videogame being an individual game is changing to a more social and “connect to a network of a group of people”
The analysis of time spend is declining e.g. A good majority now plays best sellers for relatively shorter duration 10 -20 Hours in contrast to 2005,where majority used play games for more than 100 hours.

WEB Resources:

http://www.getupmove.com/media.html
http://health.yahoo.com/news/46838
http://my.webmd.com/content/article/84/98017.htm
http://www.mediafamily.org/facts/facts_effect.shtml
http://www.pamf.org/preteen/parents/videogames.html
http://books.google.nl/books?id=sl-Hjf-gMyUC&pg=PA409&lpg=PA409&dq=paradigm+children+playing+videogames&source=bl&ots=EvQZ8ydW8I&sig=wRvVhQgHavsrk_omDa4nLuJ6Ze0&hl=nl&ei=13KzSovfJeWK4gaCvPl8&sa=X&oi=book_result&ct=result&resnum=1#v=onepage&q=paradigm%20children%20playing%20videogames&f=false
http://www.trendsspotting.com/blog/?p=333