Beruflich Dokumente
Kultur Dokumente
CONFLICT MANAGEMENT
MCC345
Group Report
Mayo and Nairns (2009) came up with some shocking statistics such as the average
time spent in front of a screen is 5 hours and 18 minutes a day. Besides that, they described it
as a “techno-trend” where 90% of children have their own television set where 60% of
children are between the ages of five to six years old. Furthermore, more than 20% have their
own personal computers and gaming console. According to TIME (2009) 8% out of 1178
The game of year 2008; Grand Theft Auto: San Andreas or GTA encourages the
player to shoot cops, steal cars, solicit and murder hookers, crash the car, visit strip clubs and
use profanities in every sentence said Hourigan (2008) while according to Howe (1999) the
violent content in computer and video games have prompted the introduction of a bill in
spent an average of 6 hours per day on the computer or playing computer games. Besides
that, electronic gaming was the second most popular form of home entertainment after
television.
Research for the topic would be done through primary, secondary and also desktop
research because the issue is universal, prevalent and a worrying social issue as there has
been reported deaths when the older siblings re-enacted electronic game moves on their baby
brothers or sisters.
The objective of the campaign is education. Our primary objective aims to advise
parents to supervise their children’s activities online and observe the type of computer games
that may display explicit images or depicts violent behaviours according to Norcia (2008).
social lifestyle. Thirdly, it is to encourage a regulatory body that regulates the gaming
industry with the role as a watchdog and gatekeeper. Lastly, to work with the Government to
enforce the classification by creating a local censorship board and ratings that will be
Our target audience would be the parents, children, the Government, the gaming
industries, activist groups and gamers. The key message of the campaign is to prevent violent
behaviour and addiction developing amongst 6-12 year old children from the influence of
electronic games with the slogan: “Life is NOT Digital, Just be you” to because life is
different in reality and there no such a thing as a reset option to bring a person back to life.
To achieve the objectives, the campaign will collaborate with NGOs, Government,
NGOs:
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Private Schools (PTA)
Government:
Pre-Schools (PTA)
Secondary Schools
Corporates:
SONY Malaysia
Asiasoft
E-Games
Gameflier
For the purpose of delivering the message to the target audience and as the main
channel, parents and children are best reachable through television broadcast and radio which
puts the highest priority on media broadcast e.g. Xfresh.fm, Hitz.fm, 8tv, NTV7 and Channel
[V]. This message will be delivered in the forms of PSAs. Programs Mass delivered
information produces mass acknowledgement of the message from the target audiences
without space for receivers to oppose the message which explained by Severin and Tankard
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(1992) that “a one sided presentation can be defended on the basis of what a two sided
information raises doubts in the minds of people unfamiliar with the opposing arguments”.
Secondly, to specifically aim at parents, print publications would be best catered for
them in the form of newspaper or parenting magazine e.g. The Star, NST, Berita Harian and
Reader’s Digest. However, to deliver the message to the 6-12 age group audience, gaming
related magazines would be the source of channel for them e.g GameAxis and PCGamer.
Furthermore, game dealers or distributor’s outlets would be a spot for campaign print
advertising as well, e.g. buntings, posters or banners which will be geared more to console
gaming. This channel also will be classified as a one sided message channel.
Thirdly to communicate and appeal to the age 6-12 childrens, the internet would be
much of a more attractive appeal for this age group as that will be their source for online
gaming which is accessible by them without assistance from their seniors. This channel will
serve as both one sided and two sided message bearer e.g social networking sites (Friendster,
and Ign.com.
Finally, outdoor campaigns, will be the publicity base channel and also for the
purpose of having a two-way communications with the target audience such as Family Day,
Gala Day, Children’s Day and workshops which will be embedded with the campaign’s
notion. This makes government and private schools as the channel. Besides that, we chose the
media popularized WCG also known as the World Cyber Games event that promotes healthy
Research
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Campaign Spoke person
Advertising
Broadcasting
Hitz.fm
Xfresh.fm
TV Advertising
NTV7 - 4500MYR
8TV - 5000MYR
Print Media
Booklets - 1000MYR
Newspaper
New Media
Banners - 1500MYR
Photography
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- Photographing fee for every road tours including
Media Monitoring
- PTA - 5000MYR
- Family Day - 18,000MYR
- Gala Day - 20,000MYR
- Children’s Day - 12,000MYR
- Talks and workshops in schools - 8000MYR
2. Administrative
- Food - 8000MYR
- Transportation - 5000MYR
- Staff training
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Office equipment - 3500MYR
The estimate budget of MYR 1.2 million will be used to cover the research and
advertising for four months on different mediums such as radio, television, print media as
well as new media. Besides that, other miscellaneous cost will be for the administrative side
Evaluation
In order to evaluate the success of the campaign, we hope to reduce violent behaviour
amongst our target audience by at least 40%, the creation of a Government body to regulate
the industry and a change catalyst in the gaming industry. Most importantly, an increase in
In due course, our campaign focused more in achieving the objective of the campaign
which is to introduce the alternative lifestyle that encourage the children to spend more time
with friends and family and also by doing workshop in schools, educating the children to
differentiate what they should practice what they see in games and in the reality world. By
monitoring the pre, present and post campaign, this campaign will be evaluated prior to every
In order to reach how computer games influence children between the ages of 6-12 to
the public, we will determine what would be the best strategies to be used so that they can
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effectively reach out and spread the message to the primary target audience by doing ratings,
events in road tours, talks and workshops in schools by credible spoke person.
(1423 words)
REFERENCES
American Academy of Paediatrics
http://www.aap.org/advocacy/releases/jstmtevc.htm (accessed on 12th May,
2009)
BERNAMA, 2009. “No TV Week For Productive Family Lifestyle” April 23, 2009.
http://www.bernama.com/bernama/v5/newsgeneral.php?id=406263 (accessed
May 12, 2009).
Cook, D. E., Kestenbaum, C., Honaker, L. M. & Anderson, E. R. July 26, 2000.
“Joint Statement on the Impact of Entertainment Violence on Children:
Congressional Public Health Summit” AMERICAN ACADEMY OF PEDIATRICS.
and M.J. Baker (eds.) Marketing Trends in Australasia: Essays Case Studies. South
Yara: Macmillan.
Hourigan, B. (2008) The moral code of Grand Theft Auto IV, Institute of Public
Affairs, July 2008; 60, 3.
Howe, J. (1999) The great video game shoot-out, The Village Voice, May 1999;
44,18.
Imran Imtiaz Shah Yacob, 2007. “Some Asian Governments Wants To Control
Those Pesky Bloggers” April 4, 2007. Asian Sentinel
Mayo, E. and Nairns, A. (2009) Consumer Kids: How Big Business is Grooming our
Kids for Profit, Constable.
News Straits Time, 2008. “Don't let the children suffer” November 22, 2008.
http://www.nst.com.my/Current_News/NST/Sunday/Focus/2407865/Article/index_
html (accessed May 12, 2009).
News Straits Time, 2009. “TV ban for kids gets support” April 23, 2009.
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http://www.nst.com.my/Current_News/NST/Thursday/National/2538743/Article/ind
ex_html
Norcia, A. 2008. “The Impact of Video Games on Children”, Palo Alto Medical
Foundation.
Theories: Origins, Methods and Uses in the Mass Media, Longman: New York,
pp.157-161(section of fear appeals)
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