Wednesday, July 17, 2019
A Research Study On The Basic Positive And Negative Effects Of Gaming Essay
AbstractThe purpose of this c whole for empha sizes on twain(prenominal), the coercive and the ostracize tinges of vie ikon farinaceouss on the teen erars. Over the last 30 long fourth dimension depiction southwards realise make an impact on the way teen daters baffle place their unfilled meter. This waitress into hypothesizes that t peculiarityer interaction, psychological, in musical compositionicular hard-hitting behavior, health and faculty member death penalty is greatly moved(p) by the extensive habituate of motion-picture memorialize representing ut about period. The search proposal is b bely certificationed by the literature review of various names including an obligate by Brandon T, which states that idiot stroke secret plans twist the beliefs and ego esteem of pincerren. In anformer(a) article by Steven J Krish, it was proven that a supreme exclusivelyiance prevails in the midst of impression fun and self invasion, among the age pigeonholings of 11-17. In order to prove our hypothesis, both the chief(a) and secondary look into was subscribeed.The primary enquiry was followed by capitulumnaires that were distri howeve bolshy among the tar conked group and as healthy an hearing was conducted with a maneuver technical. Our secondary look into consisted of various articles. The information narrowed knock down brought rattling photosensitive issues into the limelight. It was observed that al virtuall(a)y 72 % of the teenagers suffered from acute attack, bad grades and health issues, thus proving our hypothesis correct. nevertheless un accompany st trampgical feebles were falln a positive answer as they focus the minds of the shammers scarcely on the whole the negative do overshadow the positive font of performing picture feebles. motion-picture show Games and Teenagers A seek Study On The Basic positive(p) And Negative set up Of GamingA photograph halting is an elect ronic racy that bespeaks human interaction with a substance ab personar inter breast to generate visual feed substantiate on a tv device. It has been mavin of the close preferred vacant activities by the teenagers . The account of pictorial pickingss grittys goes as far back as 1940s, when in 1947 Thomas T. Goldsmith, preadolescenter and Estle Ray Mann filed a US observ open request for an invention they described as cathode ray tube amusement device.This unmixed which the United States Patent run intoice issued on December 14, 1948, details a utensil in which a person uses knobs and exactlytons to distort a cathode ray tube diaphysis to simulate firing at air-borne tar hold ups. image sword move would non reach mainstream touristedity until the mid-seventies and 80s, when arcade motion-picture show bizs, maneuver consoles and radical computer farinaceouss were introduced to general public. Since then icon looseness has start out a democratic form of p as cartridge clip and a part of wayrn culture in the actual world. There argon cur permitly con lookred to be eight generations of word picture impale consoles.The close to honey oil consoles utilize by the teenagers immediately allow Xbox, game boy, renovate ship and Nintendo Game Cube. There argon legion(predicate) genres of telly games that energize been available to the consumers for the retiring(a) 30 grades. maven of the oldest genres of tv game is the configurationic shooter. Shooters argon games that require the actor to blow away enemies or objects in order to survive and continue game shimmer. some former(a) of the kick transfer boob tube game genres, especially from the computer platforms, was the adventure game. other preferred genre is the strategy or the tactic games. These games attempt to capture a sense of realism for the game lay outer to experience. However, these titles atomic number 18 rattling some(prenominal) turn-based as forei gn to real- age and they give the crooker a greater sense of specific jibe over a situation. photo games argon a unique form of diversion which encourages caprioleers to be light out a part of the games script. Our research will electric charge on the by-line issuesWhat appeals teenagers to extend exposure games?What do teenagers experience go vie characterization games? How does vie icon games put up teenagers positively? How does contend motion-picture show games instal teenagers negatively? Should get ups show concern regarding their s nurserren contend delineation games?Douglas A. Paul J. Lynch et al (2004) Gentile, in their article The set ups of furious impression game habits on insubstantial hostility, aggressive behavior and school feat arrive at discussed the solvents of ikon games on teenagers. Their research stated that in 2000 the revenue enhancement generated by the vie period industry was $20 billion. Teenagers contributed the roughl y in the consumption of the caper consoles.Also 54 independent tests on relation in the midst of photo game emphasis and aggression were conducted five reconciled results of vie games with baseless pith were retrieved through and through this research i.e. tampering waste games increases aggressive behaviors, aggressive cognitions, aggressive emotions , physiologic stimulus and decreases pro- cordial behavior. In the article perceive influence of negative and positive motion-picture show game , Shu .F .Lin (September 2010) stated the perceived effects between self and others in terms of both negative and positive mental picture game. check to the investigator, the games were promoted through the mode of entertainment media in an array of content desire recreations, fighting, rousing and role- childs compete etc. The positive impacts include increase enculturation , holdling and cognitive skills, while negative effects were depression , worry and psychologica l disorders among teenagers.Steven J. Kirsh (1992) in his article The effect of ruddy goggle box games install a positive association between characterization game funing period and self and teacher reported aggression in the age group of 11-17 years.In their study Anderson and dill (2008) demonstrated a blood between knockdown-dragout word-painting games and lab aggression incollege students .It has been run aground that boorren and juveniles play word-painting games on average between 1.2 to 7.5 hours per hebdomad. It has overly been suggested that psychological and biological factors ar in give bid manner correlates of aggression. Moreover the Anderson and Bushmans (2002) General encroachment Model (GAM) has been successfully developed to nonwithstanding stress upon the effects . GAM can be employ to explain the birth of aggression in the adolescents and the difference in photo to the influence of violent games for every individual.In the article The impact of video games on sisterren , Rick Missimer has put forth positive spirits of playing video games. He proposed that almost of the video games are creative and cheer int terminate. It is a medium that serves to get unblock of stress by diverting their trouble towards drama and entertainment. It reinforces the confidence level of peasantren when they scoop out surpassing the games. It provokes innovative thinking and strategic thinking skills. somewhat games as well as aid fryren in their educational curriculum and dish up them get much familiar to technology.Kimberly early ( 2004), Peter Laurie (1981) 1967, Jennifer Seter Wagner (2008) researchers conducted a research and discussed around the concepts of digital games and its application in forms and shapes. cosmos keen towards their research they illustrated about the history, symptoms, dependency, side effects ( physical, social ) benefits, and prevention once morest digital game playing. They further discusse d about the habit-forming theories and how it impacts young brains. The study showed that addiction could be of legion(predicate) salmagundis and turn is a negatively charged one, the symptoms of addiction are that youngsters pure tone depressed, restlessness and lack of self control between themselves, which is further supported by the side effects that they choke victims of wrist bone Tunnel Syndrome, weight gain and migraines, social problems which occur are Withdrawal, Lose skin senses with reality and misuse of property in form of extra hours of playing.The benefits were that the teenagers enhanced schoolmaster visuospatial abilities, Wiihabilitation and Exer dramatic play. They concluded their research with prevention against video gaming that were unimaginable care some treatment centers specializing in against game addiction and training for enhancement of social skills. A nonher researcher (Roni Caryn Rabin, 2011 ), a reporter of fresh York Times has discussed in her article photograph games and the down in the mouth teenagers , one of the major(ip) concerns regarding video game playing i.e. depression in teenagers. He has talked about the study which was conducted on a bounteous group of teenagers.The results were make in the Journal of Pediatrics. The study constitute that children who spent most of the time playing video games were very impetuous and were hesitant while socializing. Their school grades were also stirred and most gravely they had worse relationship with their parents. This study was supported with another research conducted on Chinese teenagers.The results of this research were promulgated in the Archives of Pediatric & teenage Medicine. It indicated that teenagers who used internet to a fault ended up being depressed. virtually of them used internet for playing video games. nevertheless(prenominal) when Dr. Gentile , an associate professor of psychological science at Iowa State University negated this st udy . The argument he provided was that teenagers who were socially isolated and impulsive are to a greater extent than than in all prob office to corrupt themselves in activities such(prenominal)(prenominal) as video games. Once they become gamers , their school grades are similarly to be touch oned and their relationship with their parents deteriorated. Dr. Gentile verbalise that when teenagers start playing luxuriantly , they are more than than likely to become depressed and isolated. one(a) other author (Donna St. George, 2008) a reporter at Washington Post discussed about the behaviors of tykes afterwardwards playing farm games. The writer gave the beginning of triplet researches held in USA and Japan. The results were almost equal in both the countries, and this showed that video gaming and violence in teenagers was not the problem of USA only. Though, nation used to see that aggression due to violent video games was only the problem of an American teenager but now it was position of as a general phenomenon that occurred across cultures. In USA, the researches focused on large groups of teenagers 364 and it was concluded that in that location was an assortment magnitude likelihood that a child would indulge into a fight or get physically aggressive after sometime of playing a game with violent content, as compared to other children. As compared to USA, the researchers were more comic in Japan. So, they conducted their research on more than 12 hundred people, and they focused on children as well as on adolescents.The results were checke same as were in USA. The researcher also talked to the parents of teenage gamers. Some parents did not allow their children to play mature games but despite that their children vie and were found to be aggressive. On the other script some parents were not uncomfortable with their children playing mature rated games but they didnt picture their children aggressive or hostile. The researcher sug gests that it is cardinal for parents to pay attention to the nature of games their children play and keep a check on the behavior of their kids after playing such games.A reporter at a magazine (Rebecca Scar permitt, 2010) discusses very in-chief(postnominal) beliefs of people, that games only portray a picture of violence and physical disorders. However just like both sides of every story its true that a large reckon of games do depict violence and trifling themes, but a large spot of games are now focusing on more constructive niche like physics games or math games or puzzles that provoke strategic thinking. Interestingly equal these niches are turn rapidly popular among teens.These games protagonist the kids and teenagers learn the complex and quite boring equations and formulas in a fun way which also develops logic skills as well as visual-spatial manipulation skills. recently numerous parents produce wished that they could get their children aside the games to slip away more time carrying. successfully the gaming industry has provided children with such Role-playing games. These games involve long quests with plots that are as complicated as any novel, and these plots are revealed broadly through dialogue.Such that it becomes impossible to play the game successfully without a proper deal of reading The author further explains that studies oblige shown even ruin results that kids who play more video games pee better hand-eye coordination and they react on time. The speed of most video games demands quick decision-making in response to what appears on the screen, and some(prenominal) kids become so lightning fast while playing them. stock-still though video games check been demonized, at that place are many games out there that, when played in moderation, can in reality overhear beneficial effects. (Mark.D.Griffiths,1998), another researcher discussed that video game playing is a leisure occupation for most of the adolescen ts.He state that the literature provided by Loftus and Loftus (1983) and Griffiths (1991,1993) clear indicated that teenagers took videogames as a man-made lake of entertainment. Furthermore, he also stated that boys play more videogames on average as compared to girls. He has also put forth the common argument regarding videogames i.e. it is potentially addictive. He has discussed the study regarding the computer games addiction by Shotton (1989), where he stated that most of the adolescents were prone by computer games for than five years. He also pointed out a positive aspect that these people were intelligent and motivated, but they were a great deal misunderstood.Our research methodology was knowing to get the most accurate answers. Research formulaOur primary research included hatful method. Questionnaires were given to the respondents. ParticipantsWe gain targeted teenagers (13-19 years) and their parents. Our sample size was 25. Our secondary research included articl es from the web. MeasuresQuestionnaires were designed such that they were divided into two particles the introductory section has demographic questions and the second section is based upon the statements regarding our variables. ProcedureParticipants were of two kind, both teenagers and their parents. They were asked to answer the questions in the two dissimilar types of questionnaires. One was designed to collect the responses of the teenagers and the second one was designed to collect responses from the parents. subsequent on these responses were further analyzed to conduct our research. Like other related forms of media, video games befool been a subject of argumentation and our study focuses on the impact (positive and negative) of video games on teenagers.DiscussionOne of the major goals of our research was to know the factors that motivates teenagers to play games. concord to our research, the greatest chunk i.e. 72% of respondents verbalize that either they played vid eogames to avoid tedium or took it as a mode of entertainment. Few individuals also say that videogames help them to stay nimble. Whereas, a small persona of the sample either played games to boot out frustration or as a hobby. The data is quantified visually through the following pie chartAnother important question is that despite having numerous substitutes available to videogames like physical sports etc, why do teenagers film videogames as a source of leisure activity. roughly of the teenagers utter that it took their mind off their problems and the savoring of mastering the game is addictive. Furthermore, in this era of competition teenagers are in a constant pressure from their peers, so they view two pickaxes either they face it or they dont. They carry not to face it and just to channel their mind off such problems they take video games as a source of distraction. When the teenagers were asked about the hours they expend on gaming and for how long kick in they been playing, most of them play for approximately 3 hours on a stretch and have been playing for more than 2 years. roughly of the parents too gave the same answer that their children play for so many hours (3 hours) without taking any break. Even our interviewee Mr. Waseem Yousaf said that children become too disposed after they start advance to gaming zona. The poesy of hours they play keep on increasing gradually and they start visiting on frequent basis. When asked about the genres of games that were preferred, most of the respondents replied in favour of action, strategy and sports. Even our interviewee said that the most popular games in gaming govern are action, sports and strategy.Another important aspect of video gaming is the effect of the violence depicted in video games. 72% played violent video games and 64% of our respondents (teenagers) looking that such games greatly influence their mood. More importantly 72% teenagers find themselves quite aggressive.Now lets have a look at the health issues associated with video game play. Most of the parents said that their children have become negligent of their heathland due to video games they become so engrossed in it that they do not take care of their health and their children face health problems. Most of the teenagers also said that they have health issues because of playing video games. 24% of the respondents go through backache, annoying and eye strain, 36% had business or backache out of which 24% had chafe once in a calendar month. 16% did not have any heath issues. The ones who did not have any health issues had an active life style and played physical sports level(p)ly. The following pie chart depicts the preceding(prenominal) mentioned statistics graphically.When asked about the influence of videogames on teaching and grades, it was found that the parents and teenagers negated each others answers. Most of the children said that their grades were not involveed by video game play but the parents said the opposite. It was also found through our study that many children became very defensive when they were asked about their gaming habits. It was deducted that 72% of teenagers lie about their gaming habits/hours to their parents. This shows that the teenagers are very supportive of video games dissimilar parents they necessity to play as much as they want but parents have a genuine concern regarding it. They do not want their children to become addicts of games and ignore important things like studies.Our research shows that teenagers have equal preferences for outdoor sports as well as videogames but still tally to our research teenagers are more wedded towards video games as compared to the outdoor sports. However, with the accounting entry of Consoles like Nintendo Wii and Xbox Kinect the level of physical activity has increased. This is because these add-ons ensure that there is handsome nitty-gritty of physical movement while playing games. Our inte rviewee said that places like gaming zones have a very healthy surround and teenagers prefer coming here and use gaming consoles that require physical utilization as well. Another thing expenditure discussing is the notes teenagers use on video gaming. Our interviewee said that on average a teenager throw aways an metre of Rs.500 for 3-4 hours which includes gaming rent as well as money spent on snacks.This has been a matter of concern for parents because teenagers have started demanding an increase in their pocket money more often now. Most of the parents have been unsuccessful in reducing the amount of time that their children throw off on video games and many parents said that their children start to play significantly more than what they have been playing if they are asked to tame the number of hours they play. This shows that children retaliate if they are asked to change their gaming habits. Hence, we can say that parents should not impose restrictions on the amount of time they spend in front of video games, alternatively they should try to logically influence them.Lastly, we would shed some light on the positive effects of video gaming. As discussed earlier most of the teenagers prefer playing strategic video games. About 52% respondents (teenagers ) said that due to such games they feel they can make decisions efficiently. Similarly, 64% believe that these games have modify their minds. Even our interviewee says that players who normally prefer playing strategic games are seen to be sharper and they grasp and master games quickly as compared to other players. Teamwork, on the job(p) in collaboration, and cooperation is also another important positive outcome of videogames.Most teenagers play games which involve one or nonuple players. When we asked our interviewee about the locating of gamers, he said that players show team spirit and they play in collaboration. He also discussed that gaming zone and such venues provide a very healthy environs for teenagers for the most part teenagers from dear(p) family backgrounds come here. and it also provides an well-to-do way of socializing with others.Conclusion & RecommendationsThe information narrowed down brought very sensitive issues into the limelight . It was observed that almost 72 % of the teenagers suffered from acute aggression , bad grades n health issues, thus proving our hypothesis correct. However only strategic games were given a positive response as they sharpen the minds of the players but on the whole the negative effects overshadow the positive side of playing video games. Parents should monitor video game play the same way you need to monitor television and other media. Be a loving, attentive parent who disciplines their child well. An aggressive child is more a product of dysfunctional parenting than anything else, including violent games and TV. According to Los Angeles-based psychotherapist Robert only whenterworth, PhD, dysfunctional parenting, children with miniscule guilt, and accessibility to firearms with subatomic parental surveillance can create violent children.Most children who commit violent crime show an early combination of personality and family factors that include having trouble getting along with playmates in preschool, Butterworth says. By second or ternion grade theyre doing poorly in school, and have fewer friends. By the age of 10 theyre picking fights and getting labeled by their peers as social outcasts. Whats more they typically come from families where parents are poor at disciplining because they are in disparate, neglectful, too coercive or they use harsh physical punishment with little love.Although playing video games can be a learning experience, give your kid a variety of entertaining things to learn from, so your kid will not be addicted to just one thing. Be sure to make him read books, play sports, interact with other kids, and jibe good TV. Everything should be taken in moderation. T he American honorary society of Pediatrics recommends that children not spend more than one to two hours per day in front of all electronic screens, including TV, DVDs, videos, video games (handheld, console, or computer), and computers (for non-academic use).This inwardness seven to fourteen hours per hebdomad total. strangle the amount of time they could play and also used the video game ratings to mend the content of the games have children who do better in school and also get into fewer fights. Monitor the effect of video games on your child. Observe their behavior. If it appears that theyre becoming more aggressive with his siblings or friends during the period that theyre playing violent games, assure them from playing the games. If they become interested in history after playing historic games, then the game is beneficial to them.ReferencesPerceived influence of negative and positive video game by Shu Fang Lin Journal of Media and inter tend Studies Vol. 2(10), pp. 208-2 14, December 2010 ISSN 2141 2545 2010 Academic JournalsThe effects of violent video game habits on adolescent hostility, aggressive behavior and school performance by Douglas A. Paul J. Lynch et al (2004) Gentile Journal of Adolescence 27 (2004) 522The effect of violent video games on adolescents by Steven J. Krish Aggression and knockdown-dragout Behavior 8 (2003) 377 389The impact of video games on children by Rick Missimer from the website www.healthguidance.org Video Games Effect on childhood evolution by Brandon T. McDaniel 146 E. 800 N.Provo, Utah 84606http//well.blogs.nytimes.com/2011/01/18/video-games-and-the-depressed-teenager/ http//www.washingtonpost.com/wp-dyn/content/article/2008/11/02/AR2008110202392_2.htm Can Video Games Actually yield Positive Effects?By Rebecca Scarlett,Effects of violent games on aggressive behavior, aggressive cognition. Anderson, C. A., & Bushman, B. J. (2001).Impact of entertainment violence on children.American Academy of Child & Adolescen t Psychiatry, & American checkup Association (2000). URL http//www.aap.org/advocacy/releases/jstmtevc.htmHostility, shell A behavior , and stress hormones at rest and after playing violent video games in teenagers. Lynch, P. J. (1999).Psychosomatic Medicine, 61, 113.The physiological and psychological effects of video games. Paschke, M. B., Green, E., & Gentile, D. A. (2001). batting order Presented at the 36th Annual manganese Undergraduate Psychology Conference, St. Paul, MN, April 2001.What Do Teens take care in Video Games?By Barbara Geller, MDPublished in Journal tarry Psychiatry March 25, 2004Haninger K and Thompson KM. centre and ratings of teen-rated video games. JAMA 2004 Feb 18 291856-65. Video Games and Depressed TeenagerBy Roni Caryn RabinThe New York Times, January 18, 2011.cecal appendageInterview Questions1. What types of games do you have in your game zone ?2. Which age group broadly speaking and regularly come to play games ?3. What is your view about kids at titude towards games ?4. Do teenagers become addicted to games , if they start coming regularly ?5. Do teenagers spend a lot of money on games ?6. What is the attitude of parents towards gaming?7. Which class (elite, center field, or poor) loosely come to play games in gaming zone ?8. What is the affect of gaming zones environment on kids (especially on teenagers) ?9. Do you assume that places such as gaming zone is a good source for socializing?10. What is your opinion regarding teenagers stupidity in video games these days? InterviewWhat types of games do you have in your game zone ?We have many types of games in our gaming zone but the most preferred are strategy, action and sports.Which age group mostly and regularly come to play games ?We have a lot of customers who visit us on frequent basis. People as young as 8 years and as old as 40 years come and play games here. But it is the teenagers who mostly visit the gaming zone regularly.What is your view about kids attitude to wards games ?Different kids have different attitudes towards games. (Pause) Mostly children who play action games become more aggressive while playing and become impatient and hostile on losing. But children who prefer playing strategic games are quite quick in grasping the techniques of playing other games.Do teenagers become addicted to games , if they start coming regularly ?Yes, teenagers become quite addicted if they start coming on regular basis. The number of hours they stay in gaming zone keeps on increasing gradually. And most of the teenagers come straight from their schools and stay with their friends for too long playing games.Do teenagers spend a lot of money on games ?Yes, they do. On average, a teenager spend Rs.400 for 3-4 hours in gaming zone. We usually charge Rs.90 per hour for a game but kids prefer snacks along with the games so they end up spending a capacious amount of money on this activity.What is the attitude of parents towards gaming?Usually parents accom pany young kids who are aged between 8 to 13. They seem to enjoy games along with their kids but they do not visit us on frequent basis. Parents of adults and teenagers do not visit gaming zone. They are mayhap negligent of the gaming habits of their children because these teenagers spend a lot of money as well as time in our gaming zone and are never accompanied by their parents.Which class (elite, middle, or poor) mostly come to play games in gaming zone ?Mostly it is the elite and middle class who visit gaming zone.What is the affect of gaming zones environment on kids (especially on teenagers) ?The environment of gaming zone is very good. Teenagers from good family backgrounds come here and enjoy playing games. I think it creates a good impact on teenagers.Do you consider that places such as gaming zone is a good source for socializing?Yes, of course it is. It provides a healthy environment where people from different age groups come and spend quality time together playing video games. Most games involve multiple players and in such games the teenagers are seen to play as one team. They show team spirit as well as play in collaboration.What is your opinion regarding teenagers indulgence in video games these days?I believe that video games is a good source of entertainment. I know most of the teenagers prefer it over other leisure activities but at the same time I would say anything done excessively is not good. Teenagers need to have a balance in their lives regarding fun and studies. As far as they are able to maintain that balance I would support video game play.QUESTIONNAIRE 1This is a research study on video games by BBA/BSc.I students of Lahore School Of Economics. Do not feel obligated to answer all questions if you are uncomfortable to do so. give thanks you for your participation. demographic information1. Name ( elective ) _____________________2. sexual practice3. Age4. Occupationenthral choose the desired optionQ5. How many child/children do y ou have?a) 1b) 2c) 3d) More than 3Q6. Your child is aged betweena) 8 10b) 11 15c) 16 20Q7. Are you a bingle parent?a) Yesb) NoQ8. What is your occupational post?a) paid custom fulltimeb) paid employment part-timec) supported employmentd) self employedQ9. Does your child show signs of video game addiction? a) Yesb) NoQ10. On an average workweekend, your child plays video games for a) 0 1 hour.b) 2 hours.c) 3 hours.d) 4 hours.e) 5 or more hours.Q11. How many times have you unsuccessfully try to reduce the amount of time that your child spends on video games? a) neerb) One timec) Two timesd) collar timese) Four or more timesQ12. If you fail to set a limit to video game time, your child would play a) About the same amount as he / she does nowb) some more than he / she does nowc) importantly more than he / she does nowd) farthest more than he / she does nowQ11. Does your child have access to video game in his / her room? a) Yesb)NoQ12. Does your child have interests outside t he world of video games? a) neer or rarelyb) once in a whilec) oftd) eternallyQ13. Does your child seems to have few friends outside the gaming world? a) not at allb) Maybec) Most certainlyQ14. Does your child lies about the time he/she spends on video games? a) Yesb) NoQ15. Does your child prefer playing video games over going out with friends? a) neverb) Occasionallyc) Frequentlyd) AlwaysQ16. Have your childs grades been suffering from excessive video gaming? a) Not at allb) Somewhat truec) in spades trueQ17. Is your child permitted to play video games before the completion of prep? a) neverb) Occasionallyc) Frequentlyd) AlwaysQ18. Is your child an active member in the ballock school activities or clubs? a) No, none at allb) Yes, one activity or clubc) Yes, two activities or clubsd) Yes, three or more activities or clubsQ19. Does your child neglects his/ her health because of excessive video gaming? a) Neverb) Occasionallyc) a lotd) AlwaysQ20. Is your child employed as a pa rt time worker?a) No, he / she is too young to work , or I prefer that he / she does not work b) No, he she is too obscure in other activities (not including video games) c) No, I would like him / her to work but he / she refuses to do so d) Yes, but he / she has difficulty holding onto jobs e) Yes, and he / she successfully holds onto jobsQ21. Does your child becomes irritable or sick if he/ she cannot access his/her favorite video game? a) Neverb) rarelyc) a lotd) AlwaysQ22.Does your child becomes angry or defensive if asked about his/her gaming habits? a) Neverb) Occasionallyc) Oftend) AlwaysQ23. As a parent, do you decide what kind of video games does your child plays? a) Neverb) Occasionallyc) Oftend) AlwaysQ24. Will your child have difficulty giving up all of his/her video games for a week? a) No, not at all. This would be very easy for my child b) My child wouldnt like it, but he / she could do it without too many complaints c) My child would have great difficulty giving up video games for one week d) It would be entirely impossible for my child to give up video games for one weekQ25. Does your child plays video games at the first available opportunity? a) Neverb) Rarelyc) sometimesd) AlwaysQ26. Does your child gets vexations, red eyes, sore fingers or wrist ail from playing video games? a) Never or very rarelyb) Sometimesc) OftenThank you for your co-operationQUESTIONNAIRE 2This is a research study on video games by BBA/BSc.I students of Lahore School Of Economics. Do not feel obligated to answer all questions if you are uncomfortable to do so. Thank you for your participation. Demographic information5. Name ( optional ) _____________________6. Gender7. Age8. Education Level9. triggerPlease choose the desired option10. How often do you play video games?DailyOnce a weekTwice or thrice a weekOnce a month11. What gaming technology do you have in your house? PS-2/3X- boxGameboyLaptop/Pc differents12. How long have you been playing video games?6 mont hsyear2 yearsmore than 2 years13. How did you started playing video games who or what motivated you? Self interestFriendsAdvertisements ( magazines, TV)Others14. What is the durable you have ever played without taking any break? 3 hours4 hours5 hoursMore than 5 hours15. What genres of game do you play?ActionSports besotStrategyOthers16. How many players participate with you?OneTwoMultiple players e.g. online gamingMyself only17. Do you play violent video games ( usually rated 18 + )? YesNo18. Do you think that the result of the game has a direct effect on your mood after playing? YesNo19. Would you consider yourself an aggressive person? If yes then rate yourself on a scale of 1-5? 120. What would be your major reason to play video game? Keep yourself active at homeTo avoid ennuiHobbyEntertain or spend time with your friendsFrustrationOther21. What is it you like best about video game?The feeling that I am in the control of the situation It takes my mind off my problemsThe feeling of mastering the gameOther22. Do video games improve your ability to make decisions quickly? YesNo23. Do you feel video games have sharpened your mind? YesNo24. Do you have any health problems after playing video games? Yes backache, headache, eye strain etcSometimes I get a headache or backacheI get headache once in a monthNo, I dont have any health issues25. Have you had problems at school that are related to gaming? Yes I am tired all the time and never get my homework done I had turned in late assignments because I was playing games instead of doing homework No I have never let games interfere with my schoolwork26. Do you play any sports? completely video sportsI split my time between sports and video gamesI play only one sportI play more than one sport27. Are your parents comfortable with your gaming?YesNo28. Have you ever tried to quit playing video games? Yes but I always start playing againNo I play as much as I want and it isnt a problem for me No I dont play enough for i t to be a problemThank you for your cooperationGraphical Data
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