2010 Volume 30 Pages 25-34
The purpose of this paper is to report how children relate to consumer culture and are damaged by consumer problems. We conducted a survey to clarify the effects on consumer culture by using trading card games (TCG), video games, and online games and measured their influence on the concepts of money and ethical perspectives. We used of data collected from second grade students (N=345) at junior high schools from June to November, 2009. Based on the survey, we suggest 3 abilities that are needed for compulsory consumer education. • Distinguish real currencies from virtual currencies, and properly manage these. • Understand how to cope with consumer problems correctly and how to reduce risks. • Comprehend consumer culture influences on life and explain its purpose to the public.