PRE-PACKAGED FANTASIES, SIMULACRUM, AND VIRTUAL REALITY: IMPACT OF DIGITAL GAMES ON PRIMARY SCHOOL STUDENTS
Journal Title: Marketing Identity - Year 2015, Vol 3, Issue 1
Abstract
The main aim of this research is to assess the condition, and to what extent do the digital games influence everyday life of children attending primary school. Another aim of the research is to find out how children are familiarised with digital games and if there is any interest in the application of the games in the educational process. Twelve primary schools from Brno (6) and Brno-Country District (6) participated in the research. The on-line survey was carried out in the period from September to October 2014, and 599 respondents from 5th and 9th grade participated in the survey. The results of the survey disproved the hypothesis that digital games influence everyday life of children attending primary school. Factor analysis proved that students do perceive possible risks following excessive or imprudent gaming and are able to determine them dependably. However, less than 13% of them are aware that gambling can be a problem. The survey results further show that, primary school students are interested in using digital games in the educational process. Nonetheless, this software is not structured towards school curricula in the Czech Republic, and there is no responsible social policy implemented.
Authors and Affiliations
Kristína Somerlíková, Miroslav Horák
VALUE PERCEPTION OF OUTDOOR BRANDS IN THE CZECH REPUBLIC
Paper is focused on value, which is perceived by customer in segment of outdoor clothes in Czech Republic. Possibility of increasing perception of brand value by customer is main topic of the paper. According to our find...
THE LEVEL OF USING TECHNOLOGY IN CRM FOR MARKETING ACTIVITIES AND CUSTOMER COMMUNICATION IN EUROPEAN MARKET
Companies have a lot of possibilities how to communicate and manage relationship with customers. Companies use various tools (technology) in CRM for marketing activities and customer communication. The aim of this articl...
DIGITAL NATIVES, IMMIGRANTS AND LITERACY. AGE AND GENDER DIFFERENCES IN SLOVAKIA
Advent of personal computers which has been shortly followed by the Internet and information boom in the 90`, raised the questions concerned the digital literacy. Conference paper presents results of research aimed on di...
UTILIZATION OF EYE-TRACKING RESEARCH APPROACH IN MARKETING: CURRENT ISSUES AND FUTURE AGENDAS
Eye tracking research and applications have recently become common among marketing practitioners as well in academic research. The paper reviews foundational elements of eye-tracking-based research in marketing, provides...
PRE-PACKAGED FANTASIES, SIMULACRUM, AND VIRTUAL REALITY: IMPACT OF DIGITAL GAMES ON PRIMARY SCHOOL STUDENTS
The main aim of this research is to assess the condition, and to what extent do the digital games influence everyday life of children attending primary school. Another aim of the research is to find out how children are...