Abstract
Purpose
In the report of National Consumer Affairs Center of Japan, the number of consumer consultations from minors, especially from junior high school students are increase (6.5% in 1995 to 11.2% in 2004). From 1980's, consumer culture (music, comics, animation, games etc) are subjects of marketing, and influence to consumer life. Access to consumer culture on the Internet personal computer, seller phone, and consumer game machines becomes to leads some problems, touching illegal and harmful information, Internet dependence and so on.
So, the purposes of this study are to clear actual conditions of relationships to consumer culture and trouble of junior high school students, and to suggest issues of Home Economics Education.
Method
This investigation focuses on relations to Trading Card Games, Video Games, and Online Games for junior high school students (N=345, 86.3%), and compares the results of junior high school students with these of high school students (N=168, 97.7%) and university students (N=189, 75.6%).
This investigation contents the following questions.
(1)Conditions to use seller phones, and personal computer
(2)Experience and damages from trouble, age to start playing about TCG, video game, and online game, and so on.
(3) 16 heads about sense of value for money
16 heads use 4 items from [I very agree](1 point) to [I not very agree](4 points).
(4) 9 heads about ethics view
9 heads use 5 items from [It is very apply](1 point) to [It very isn't apply](5 points)
The questions of (3) and (4) adopt to respondent to a survey. Average of points and total points of all heads are calculated. And respondents to surveys are compared separately for the group of "Experience all games" and "Not experience all games".
Conclusion
(1)About 60% of junior high school students use the seller phone, but more than 90% of high school students and university students. And some half of junior high school students is use personal computers about twice a week. So it is important to develop teaching plane and material based on becoming familiar access tools connected to Internet.
(2)The percentage of playing these games are TCG (N=346, 56.9%), video game (N=342, 73.1%), and online game (N=322, 29.2%) in junior high school students. And the age starting playing is younger, so it tends to make a low age.
18.2% of TCG player (N=197) and 16.0% of online game player (N=94) are in trouble, but there don't consult and report of damage.
(3)(4) Total points of "Experience all games" about heads of sense of value for money and ethics view are lower than "Not experience all games"(p<.05). From Comparing the average points of heads with two groups, "Experience all games" is a tend to be mammonist and be impossible to satisfy one's desires.
As results, teaching plan and materials should be developed based on following points.
* Thinking critically about influence and problem lead by consumer culture relate to in childhood. And taking Citizenship to suggest remedies from themselves.
* Realize actual conditions about damage by trouble about consumer culture and understands backgrounds about trouble.
* Taking "media literacy" to collect and sort information and "critical literacy" to think logically from many points of view.