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The societal impact of Online Games on Generation Y.

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The societal impact of Online Games on Generation Y.
The societal impact of Online Games on Generation Y.

Introduction

Literature Review

Specific Topic

Hypothesis

Research Purpose

Bibliography

(A) INTRODUCTION

Online games have been around for many 10 years and have continued to thrive amidst the various financial crises. With a revenue of an estimated 'USD65 billion ' (Financial Express, 2011), the games industry has beaten both the movie and music industry combined.

The games industry is making such a strong claim for pole position as the king of “New Media” that it is no longer wise to ignore the impact it has on the new generation, especially on the generation we call “Y”.

In my career, it is also essential for me to understand the needs, wants, ideology and thinking of my consumers, the online gamers. Thus, I have decided to do a research on what are the societal impact of online games on the Generation Y, who are the main target group of my company.

(C) LITERATURE REVIEW

The goal of this study is to investigate the benefits and drawbacks of the emergence of online gaming as a top alternative of new media amongst the new generation and the societal impact it brings. Thus, this literature review will begin with taking a look at the emergence of online gaming as a form of new media for the new generation and subsequently, outlining some of the societal impacts it has brought, and is bringing along, namely on education, the public relations and media relations practice and work and occupations.

This qualitative research will employ a systems paradigm, introduced by Austrian biologist, Ludvig von Bertalanffy in 1968. This theory:

sees an individual group, organisation, society or any social entity as an 'organism ' that is made up of a system of parts argues that within this system or dynamic 'whole ', organised interactions take place continuously, between the various parts that make up the system, to maintain it in a state of equilibrium or balance.



Bibliography: Fidler, R. F. (1997). Principles of Mediamorphosis. In Mediamorphosis: Understanding new media (p. 23). Thousand Oaks, Calif: Pine Forge Press. Financial Express (2011, June 8) Galloway, A. R. (2011). WHAT IS NEW MEDIA? TEN YEARS AFTER THE LANGUAGE OF NEW MEDIA. Criticism, 53(3), 377. Retrieved from http://0-search.proquest.com.prospero.murdoch.edu.au/docview/912509473?accountid=12629 Middle East News Online O Brien, P. (1997). The new media revolution. Retrieved from http://0-search.proquest.com.prospero.murdoch.edu.au/docview/203247933?accountid=12629 Peterson, M Rachel Konrad. (2007). IBM sets guidelines for virtual workers. The Salt Lake Tribune. Retrieved from http://0-search.proquest.com.prospero.murdoch.edu.au/docview/282063268?accountid=12629 Takahashi, D. (2010, March 2). Time spent playing video games keeps going up. Retrieved from http://venturebeat.com/2010/03/02/time-spent-playing-video-games-keeps-going-up/ Tulgan, B Weerakkody, N. (2009). Theoretical Paradigms and Concepts. In Research Methods for Media and Communication (p.24). South Melbourne, Victoria: Oxford University Press.

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