A Rock Band Case Study
The case study that I chose to present is the effects of the Rock Band series of video games on family time. This is worthy of academic study because on a whole society as seen a decrease in the time spent together as a family and a decrease in the quality of that time. The Marriage and Family Encyclopedia states that the average child spends almost four and one-half hours in his/her room engaged with media, which leaves little time for family interaction. Another article from Vision states that parents are the primary socializing agents of society, and active teaching is important.
Because Rock Band offers a multiple player mode, the opportunity to play with an entire family is present. The case study could raise certain discussion questions regarding the types of values taught during family play, if there was a reinforcement of positive social behavior over time, If there was an increase in the value of a job well done, if there was an increase in self-acceptance (because it is okay to be yourself and sing off-key, etc.), and if playing Rock Band increases smartness in children, as traditional musical instruments do. The case study, itself, would entail collecting data on traditional families via surveys, analyzing the information, and reporting the results.