Preview

Positive Effects of Entertainment Technology on Human Behaviour

Powerful Essays
Open Document
Open Document
3107 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Positive Effects of Entertainment Technology on Human Behaviour
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



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.

You May Also Find These Documents Helpful

  • Good Essays

    When people think of video games’ effects on society, many envision apathetic young adults wasting time in their parent's basement, mashing buttons in front of a glowing television screen instead of looking for a job; some envision rabid children, screaming into microphones and throwing tantrums in stores to get their parents to buy the latest popular video game; still others envision the violent, disturbing images, and antisocial content in many video games worming their way into impressionable young minds, cultivating the future killers and sociopaths of tomorrow. Much research has been done on the negative effects of video games on individuals and society, but not as much research has been completed on the positive effects they have. In class, the prosocial aspects of video…

    • 1145 Words
    • 5 Pages
    Good Essays
  • Satisfactory Essays

    Dr Douglas A. Gentile is a researcher who studies the effects of media on children and adults, may it be positive or negative. He has a Media Research Lab at Iowa State University where he conducts his studies. He is an associate professor of psychology at Iowa State University and has over twenty years of experience in conducting research with children and adults. The book is about the effects of violent video games on adolescents, and their school performance. These video games, if violent the children become violent and that if educational, the child will now show any difficulty in learning in school. I learned that while video games are for leisure, it does affect the mind, especially on how one thinks and acts. This show the effects of games when it comes to school, while others do not completely touch on this topic.…

    • 905 Words
    • 4 Pages
    Satisfactory Essays
  • Better Essays

    Kids, tweens spend on average 7 and ½ hours a day in gross by some screening device according to ABC news whether it is watching television, playing video games, or texting. These devices include, but are not limited to; iPad, television, phone, xbox,nintendo,and ps3. Children render a vital role in our future, they are the next generation of police officers, health care providers, politician, and engineers.Therefore, ensuring that children's cognitive development is on the right path is indispensable. The questions that should be asked is; is technology a resource for child development or is it a source to aid children's development? What is the impact of screentime on children's development? There are several individuals that differ in…

    • 1500 Words
    • 6 Pages
    Better Essays
  • Better Essays

    Cited: Griffiths, Mark. “Online Video Gaming: What Should Educational Psychologists Know?” Educational Psychology in Practice. Springer: March, 2010. PDF file. 24 Feb. 2013.…

    • 1240 Words
    • 5 Pages
    Better Essays
  • Best Essays

    The purpose of this study emphasizes on both, the positive and the negative impacts of playing video games on the teenagers. Over the last 30 years video games have made an impact on the way teenagers spend their leisure time. This research hypothesizes that social interaction, psychological, in particular aggressive behavior, health and academic performance is greatly affected by the extensive use of video gaming. The research proposal is further supported by the literature review of various articles including an article by Brandon T, which states that video games influence the beliefs and self esteem of children. In another article by Steven J Krish, it was proven that a positive relationship prevails between video gaming and self aggression, among the age groups of 11-17. In order to prove our hypothesis, both the primary and secondary research was conducted. The primary research was followed by questionnaires that were distributed among the targeted group and also an interview was conducted with a gaming technical. Our secondary research consisted of various articles. The information narrowed down brought very sensitive issues into the limelight. It was observed that almost 72 % of the teenagers suffered from acute aggression, bad grades and health issues, thus proving our hypothesis correct. However only strategic games were given a positive response as they sharpen the minds of the players but on the whole the negative effects overshadow the positive side of…

    • 5814 Words
    • 24 Pages
    Best Essays
  • Good Essays

    Mompg Research Paper

    • 604 Words
    • 3 Pages

    Video games can also have positive social effects. One measure of this which has significant research is that of pro social behavior. (Schie & Wiegman, 1997).…

    • 604 Words
    • 3 Pages
    Good Essays
  • Satisfactory Essays

    In spite of the fact that it’s been said that computer games cause indolence and violence in children, we now realize that computer games can be used to assist in early child development. Research has demonstrated that computer…

    • 338 Words
    • 2 Pages
    Satisfactory Essays
  • Good Essays

    English 215 Week 1

    • 847 Words
    • 4 Pages

    References: Hastings, E. C., Karas, T. L., Winsler, A., Way, E., Madigan, A., & Tyler, S. (2009). Young Children 's Video/Computer Game Use: Relations with School Performance and Behavior. Issues In Mental Health Nursing, 30(10), 638-649. doi:10.1080/01612840903050414…

    • 847 Words
    • 4 Pages
    Good Essays
  • Good Essays

    Video Game Stereotypes

    • 664 Words
    • 3 Pages

    As of now our culture is very dependent upon the many diverse technologies that exist. Even with such a dependency on technology select individuals deem technologies such as video games mindless and unproductive. The common words used to describe gamers are obese, lazy, aggressive, and socially awkward. However, video games reap many benefits that include stronger social ties, improved hand-eye coordination, and certain video games can be used as an educational tool.…

    • 664 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    Children Facing Technology

    • 2110 Words
    • 9 Pages

    Many people praise technological advancements because of the benefits that it has to society. Some technology can serve as a positive influence on a child such as computer games, which are known to enhance a child’s ability to read and visualize objects on a screen. Despite the benefits that technology brings to society, over exposure to technology will have a negative impact on a child. The negative effects that can be found present in young children as a result of too much exposure to certain forms of technology include harming their physical and social development, resulting in various ways such as being…

    • 2110 Words
    • 9 Pages
    Powerful Essays
  • Powerful Essays

    Video Games Harm

    • 1600 Words
    • 7 Pages

    Many people do not believe there are benefits to playing video games. However there are many benefits to exposing and letting children interact with video games. Some benefits include opportunity to immerse ourselves in character, development of hand-eye coordination, cognitive thinking skills, cooperative playing skills, fine motor skills, and real-time decision making abilities. Banning video games, or placing restrictions on them could have an adverse effect on the way children view the world.…

    • 1600 Words
    • 7 Pages
    Powerful Essays
  • Good Essays

    Drea Christopher's persuasive article "The Negative Effects of Video Games" lists unwanted effects of video games. The writer emphasizes that extreme gameplay can influence kid's lifecycle. First, the author affirms that child is insufficient or reluctant to attend any hobbies or out of class events. Second, Christopher believes that an electronic gameplay abuse can have an unwanted power on wellness. Finally, the writer affirms that your son or daughter's contacts with companions and relatives may be damaged because of spending a lot of time on computer. Through research, I have found evidence that corroborates one point of Christopher's; in addition, my research has led to me think I have grounds to challenge…

    • 1104 Words
    • 5 Pages
    Good Essays
  • Powerful Essays

    Lee and Peng (2006) state that research on both the psychological and social effects of video games currently focuses on three aspects:…

    • 2527 Words
    • 11 Pages
    Powerful Essays
  • Better Essays

    Video Games Are Beneficial

    • 1909 Words
    • 8 Pages

    Video Games have come a long way since their first introduction into the main stream. With video games becoming more sophisticated and using advanced technology, it seems as if video games are closing in on the gap between games and reality. However, as video games become ever so life-like it brings up the question of if the violence associated with video games is having a negative consequence. There have been many accusations over the years over the harm video games are causing children and teenagers. Experiments have been conducted trying to associate a link between video games and aggressive behavior. Even the media has been known to point fingers at video games for the cause of children committing criminal activity. Despite these many accusations, I tend to argue that video games are not as harmful to the mind as portrayed by the media, and instead beneficial.…

    • 1909 Words
    • 8 Pages
    Better Essays
  • Good Essays

    Therefore, video games can have bad effects on children. We should direct our children to use diverse means of entertainment that could also be useful. Some computer games are designed to mingle education and entertainment in one package. Children should also practice other outdoor activities and socialise…

    • 302 Words
    • 2 Pages
    Good Essays