Internet connection is also rampant reaching 46 percent accessibility by this group between 16-20 years. This is an indication that a substantial percentage of this population has access to technology and therefore playing ps3 is facilitated (Griffin 1997). It is also reported by resent research that the trend of media use in Malaysia by the youth is tending towards computer where videogames forms a larger percentage of it all. The revelation is that the cumulative time spend in playing video game is exceeds the time spend in all other forms of media.
It is estimated the a youth aged between 20-25 spends an average of 28 hours per week while those with age bracket 16-20 spend around 36 hours a week exploring the diverse aspects of computer technology To ensure active participation of Malaysia in the global arena, Satellite and multimedia super corridor was launched. It was during the same time that information technology policies that promoted the ownership of personal computers and accessibility to internet was formulated. Other sources also indicate that the population of internet users is estimated to be around 34 percent between ages 15-24 and 35 percent between 25-40years and therefore play station three was promoted among the youths (MCMC 2009) 1.
3 Objective statement The rationale of this survey is to explore the dynamic media to bring to light the extent to which it is being deployed. The study seeks to find the influence of play station 3 on the social, cultural, economic and intellectual aspects of the Malaysian young adults. The effectiveness of this media over other forms of media and its extent of use are eminent in the analysis. It is from the findings that a concrete deduction is going to emanate aiding in formulation of government policies concerning the media.
The study is instrumental in development of sound understanding and holistic judgment by administrators, teachers, parents and policy makers on the role that video games in the contemporary young adults. This will form the basis of acceptance of the new innovation in schools and homes as it endeavors to establish cognitive, emotional motivational and social development 2.1 Research Methodology 2.2 Sample and method The population under study is the youths aged between the ages of 15-35 years.
This is the most socially active group of people in the society, forming a larger percentage of the entirety of the population. A representative sample was arrived at through the use of efficient statistical tools which included Stratified Probability Sampling Method, was used where the population under study was divided into groups; strata that share common attributes mainly age and sex. It is from each group that a representative sample was picked out. A total of one thousand youth were selected from the various strata composed of one hundred and twenty five men and one hundred and twenty five men.
(Ridley 2005). Collection of data pertaining to the population was achieved through exploitation of steadfast techniques. This stratified the study into three in accordance to the data collection method employed. These methods resulted in three sets of data which increased the accuracy of the research findings. The methods include: 2.3 Questionnaire A set of stipulated questions, inclusive of open ended and closed ended, were compiled and the sample was subjected to give response to queries (Leedy and Ormrod 2001).
Questionnaire (kindly tick one of the boxes) 1. Nationality Resident Nonresident Others specify 2. Sex Male Female 3. Age 15-20 20-25 25-30 30-35 4. Level of education Primary Secondary Post secondary Others Specify 5. What Educational career do you pursue? 6. What is the average number of days and hours in a week that you use play station 3? 7. What are the motivating factors that encourage you to use of play station 3? i.
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