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JUNE 2011<br />

INTERDISCIPLINARY JOURNAL OF CONTEMPORARY RESEARCH IN BUSINESS VOL 3, NO 2<br />

Subrahmanyam (2000) recommended that there is a dire need to assist the parents as well as<br />

policy makers to ensure the constructive use of computer by the children and to reduce the<br />

frequency of computer usage for unenthusiastic purposes to minimize the negative impact of it.<br />

Subrahmanyam et all. (2001) argued that if children spend moderate time on computer, it can<br />

enhance their social skills. Communication skills can be developed by spending time on net,<br />

such as surfing time on the use of e.mail service. Kraut et al. (1998) explored that the excessive<br />

use of internet makes the teens and adults less social. Greenfield (1996), Okagaki & Frensch<br />

(1994) and Subrahmanyam & Greenfield (1996) suggested that playing video games enhance the<br />

spatial skills among the children. Buchman & Funk (1996) argued that there are several types of<br />

video games available which are nonviolent in nature but majority of the children like to play<br />

violent games on computer. They have reported that 59% of girls studying in grade four and<br />

73% of boys studying in grade four play violent games as their favorite games. Bushman &<br />

Anderson (2002), Subrahmanyam et al. (2000) and Gentile et al. (2003) concluded that playing<br />

violent games promotes aggressive and negative thoughts among children and express the most<br />

aggressive behavior whenever they come across a disagreement by any person around them.<br />

Gentile et al. (2004) wrote that the use of aggressive video games for extensive periods of time<br />

by the students leads towards low academic performance in schools. Gentile & Anderson (2003)<br />

claimed that frequently accruing atrocious acts in the video games on computers may increase<br />

antagonistic attitude among students. Walsh (2000) have conducted a research on the students<br />

studying in grade 8 to 12 and concluded that 90% parents have no check upon the children’s<br />

purchase of video games. Anderson & Dill (2000) expressed that video games help the children<br />

to identify and select their favorite personalities as the characters of the games. This role playing<br />

guides the children towards the imitation of their favorite characters in their real life. In other<br />

words this leads them towards the idealism. Subrahmanyam et al. (2000) wrote that<br />

conceptualization and replication of presented staff on computer makes the child hard to adjust<br />

in the real world and child can’t differentiate the real life from the word of imagination. Gentile<br />

et al. (2004) have explored the timings of playing video games on computer by the young girls<br />

and boys and have concluded that the young girls spend an average of 5 hours in a week on<br />

playing video games on computer whereas these timing increased up to an averaged of 13 hours<br />

in a week in case of young boys. Subrahmanyam et al. (2000) that spending amplified amount of<br />

time on Internet get raises the feelings of isolation and desperation among children.<br />

The objective of the study was to examine the effects of computer technology on Pakistani<br />

children from the perspectives of their parent. Study was delimited only to the private schools<br />

located in urban areas of Rawalpindi District, and capital Islamabad of Pakistan.<br />

METHOD OF THE STUDY<br />

The study was qualitative as well as quantitative in nature. The mixed method approach was<br />

followed because “to expand an understanding from one method to another, to converge or<br />

confirm findings from different data sources” (Creswell 2003).<br />

All the parents of children studying in grade four in private schools of Rawalpindi and Islamabad<br />

were considered as the population of the study. Sample of the study was selected in two phases:<br />

In the first phase, through random sampling technique, eleven private primary schools were<br />

chosen. In the second phase, through purposive sampling, from each school, ten students of<br />

grade four who had a computer at their home were selected. Finally parent of those students<br />

were approached for the purpose of data collection.<br />

A self-developed questionnaire consisted of seventeen items was used to collect data from the<br />

parents. The questionnaire have two portions, one was developed on five point-Likert scaling<br />

system whereas the other was included the statements offering a number of options to the<br />

COPY RIGHT © 2011 Institute of Interdisciplinary Business Research 1409

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