Presentation 1997/1/25
A Research and Statistical analysis on the Actual condition of Young People's Behavior for Consumer Game Software
Hiromi Kawada, Satoshi Itou, Hironari Nozaki, Yukuo Isomoto,
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Abstract(in English) Consumer games were becoming increasingly popular in the nineteen eighties. The present young people around twenty years may begin to play the consumer games at that time. We research on the actual condition of the young around twenty years of consumer games, life styles, and computer literacy. As a result, in computer operating, they in the group of playing games have greater skill than they in the group of no playing ones. They in the group of playing games are more fun of sports than they in no ones.
Keyword(in Japanese) (See Japanese page)
Keyword(in English) consumer game / research on the actual condition / computer literacy / multimedia
Paper # ET96-113
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Committee ET
Conference Date 1997/1/25(1days)
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Registration To Educational Technology (ET)
Language JPN
Title (in Japanese) (See Japanese page)
Sub Title (in Japanese) (See Japanese page)
Title (in English) A Research and Statistical analysis on the Actual condition of Young People's Behavior for Consumer Game Software
Sub Title (in English)
Keyword(1) consumer game
Keyword(2) research on the actual condition
Keyword(3) computer literacy
Keyword(4) multimedia
1st Author's Name Hiromi Kawada
1st Author's Affiliation Aichi College of Technology()
2nd Author's Name Satoshi Itou
2nd Author's Affiliation Aichi College of Technology
3rd Author's Name Hironari Nozaki
3rd Author's Affiliation Nagoya City University
4th Author's Name Yukuo Isomoto
4th Author's Affiliation Nagoya City University
Date 1997/1/25
Paper # ET96-113
Volume (vol) vol.96
Number (no) 500
Page pp.pp.-
#Pages 8
Date of Issue