vtr

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She is born in Hong Kong, and is fluent in Cantonese and English. Agnes loves piano and hanging out with friends. Swimming, playing hockey, listening to music are her interests. By the way, she is a television addict.
 * Agnes Lam** - is a UTM second year student who is specializing in Visual Culture Communication.

In this project, Agnes is the reseacher and she does write-ups. She is also responsible for updating our Wiki.

**Gloria Wu** - is a UTM second year student who is specializing Digital Enterprise Management. She is born in Macau, and is fluent in Cantonese, Mandarin and English. Gloria loves to laugh. She loves hanging out with friend. In leisure time, she reads.

In this project, Gloria is reseacher and she does write-ups. She is also responsible for updating our Wiki.

**Winna Yeung** - is a UTM second year student who is specializing in Visual Culture Communication. She is born in Hong Kong, and is fluent in Cantonese and English. She is self-studying Japanese so feel free to talk to her in Jap. Winna plays online game most of the time. She is also a big fan of anime and manga. Winna spend a lot of time on computer, but she does not admit that she's a computer addict.

In this project, Winna is the editor and the technical support. She is also responsible for updating our Wiki.



The number of computer addicts increase as technology develops. Computers have seemed to replace normal face-to-face social life. However, we hope to achieve a decrease of number in youth computer addicts. We shouldn’t be slaves of technologies. Virtual world can never replace the real world. Face-to-face is what brings changes.
 * Achieve**
 * Message**

We are targeting on students with age between 14-18 years old, both boys and girls.
 * Audience and demographic**

We will raise their awareness on this issue through Internet. Facebook, E-mail, blogs and forums are good ways to reach them. Parents can help solve the problem of computer addicts. So we want reach the parents through printed medias such as newspaper, magazines, posters and flyers.
 * Media to reach them**

People have relied more on computers. This is a change driven by technology. However, we want to change this trend backwards. We hope to change people who are overly engaged in the computer virtual world to people who belong to this world. We want to change their life by bringing them back to the real world. We also hope to change the relationship between the computer addicts and their family members and people around them.
 * Changes**

We aim to influence computer addicts by helping them gain the interest in communicating with people on a face-to-face bases and building up their relationships with others through discussion, activities, outings and games.
 * Influences**

= Objectives = Our objective is to control the number of youth computer addicts. We hope to increase their awareness to the real world and hence decrease their time spend on computer, from twenty-four hours non-stop to a reasonable time. = Goals = Our goal is to reduce the number of youth computer addicts. Addiction in computer may result in disorder of individual’s life and the confusion between the virtual world in computer and the real world. = Audience = The audience that we are targeting on is the high school youth, between the age of 14-18, both sexes. There are four key messages that we want to get the message out: = Strategy = We aim to reduce number of computer addicts. Our strategy to achieve this is to increase computer addicts’ interest towards real world and force them to interact face-to-face. = Tactics = We have decided that camping and outings are good activities that might be able to implement our strategy. Each camp will last for three weeks, where  youth will spend more time communicate, cooperate, and hang out with one another face-to-face through outdoor events. At the end of each week, a discussion group will be held, where people gather and encourage each other. = Measurement = We hope that 60% of the addicts attended the camp can significantly reduce their time spend on computer to a reasonable number of hours.
 * Key Messages**
 * Demonstrate that the virtual world cannot replace the real world
 * Prove to the audience that humans are part of the nature and they should contribute to the world by communicating with one another face-to-face
 * Teach youth the proper way of using computer
 * Demonstrate to the audience the negative effects of computer addiction such as health problems