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ACKNOWLEDGEMENT

To list who all helped me is difficult because they are so numerous and the depth is so
enormous.

We would like to acknowledge the following as being idealistic channels and fresh
dimensions in the completion of this project.

I would firstly thank the Goa Institute of Management for giving us the chance to do this
project.

We would like to thank, Prof. Kanupriya Katyal for providing the necessary facilities
required for completion of this project.

We even will like to thank our mam for the moral support that we received.

I would like to thank our College Library, for providing various books and magazines related
to my project.

Finally I proudly thank my Parents and Friends for their support


throughout the Project.
TABLE OF CONTENT
INTRODUCTION

Meaning of Research

Research in common parlance refers to a search for knowledge. One can also define research as a
scientific and systematic search for pertinent information on a specific topic. In fact, research is an
art of scientific investigation. Dictionary definition of research is a careful investigation or inquiry
specially through search for new facts in any branch of knowledge. Some people consider research
as a movement from the known to the unknown. It is actually a voyage of discovery. We all possess
the vital instinct of inquisitiveness. When the unknown confronts us, more and more our
inquisitiveness makes us probe and attain understanding of the unknown. This inquisitiveness is the
mother of all knowledge and the method, which one employs for obtaining the knowledge of
whatever the unknown, can be termed as research. Research is an academic activity and as such the
term should be used in a technical sense. According to Clifford Woody, research comprises defining
and redefining problems, formulating hypothesis or suggested solutions; collecting, organising and
evaluating data; making deductions and reaching conclusions; and at last carefully testing the
conclusions to determine whether they fit the formulating hypothesis. D. Slesinger and M.
Stephenson in the Encyclopaedia of Social Sciences define research as "the manipulation of things,
concepts or symbols for the purpose of generalising to extend, correct or verify knowledge, whether
that knowledge aids in construction of theory or in the practice of an art." Research is, thus, an
original contribution to the existing stock of knowledge making for its advancement. It is the pursuit
of truth with the help of study, observation, comparison and experiment. In short, the search for
knowledge through objective and systematic method of finding solution to a problem is research.
The systematic approach concerning generalisation and the formulation of a theory is also research.
As such the term 'research' refers to the systematic method consisting of enunciating the problem,
formulating a hypothesis, collecting the facts or data, analysing the facts and reaching certain
conclusions either in the form of solution(s) towards the concerned problem or in certain
generalisations for some theoretical formulation.
OBJECTIVE OF RESEARCH

The purpose of research is to discover answers to questions through the application of scientific
procedures. The main aim of research is to find out the truth which is hidden and which has not
been discovered as yet. Though each research study has its own specific purpose, we mention some
general objectives of research below:

1. To gain familiarity with a phenomenon or to achieve new insights into it (studies with this
object in view are termed as exploratory or formulative research studies)

2. To portray accurately the characteristics of a particular individual, situation or a group (studies


with this object in view are known as descriptive research studies)

3. To determine the frequency with which something occurs or with which it is associated with
something else (studies with this object in view are known as diagnostic research studies)

4. To test a hypothesis of a causal relationship between variables (such studies are known as
hypothesistesting researh studies)
INTRODUCTION

Web as a wellspring of data assumes a significant job in building up one's psyche and educational
encounters by making profitable works in schools, workplaces, and even at home. These days, this
can be an individual's most proficient vital device for empowering himself to assume responsibility
and adapt to the quickly developing innovation.

The way that individuals live in on educational way of life where everything is refreshed, web got
one of the necessities of people paying little mind to age or sex in the present society.
Notwithstanding, the impact of this valuable machine on youth is obviously faulty. With respect to
what Rock [1] stated, every one of these advancements are truly adept at diverting individuals. In
accordance with this advancement, web based gaming was made to offer amusement to individuals.

Web based gaming is one of the generally utilized relaxation exercises by numerous individuals. For
certain individuals it is said that playing computer games has various motivations to be played, for it
tends to be a pressure reliever, challenge and rivalry, unwinding, delight, social association, and even
intellectually getting away from this present reality.

Internet gaming has gotten well known in the day by day life of young people. A progression of
studies have demonstrated that teenagers with inordinate web based gaming may show a few great
indications of habit, including being distracted by internet games, causing different family and
relationship issues, and encountering state of mind alteration (Griffiths et al., 2015). This has
inspired specialists to commit exertion to comprehend the mental components of web based gaming
compulsion. Some portion of these endeavors have been dedicated to distinguish both defensive
and hazard factors for internet gaming compulsion in youth (Koo and Kwon, 2014).

Double Systems Model of immature issue conduct (Somerville et al., 2010; Steinberg, 2010)
suggested that, expanding tricky practices during youthfulness are the result of the more
experienced limbic (socio-passionate) framework prevailing upon the prefrontal (intellectual control)
framework. The present examination presented the variable of characteristic enthusiastic insight,
which portrays "a star grouping of conduct manners and self-recognitions concerning one's capacity
to perceive, process, and use feeling loaded data" (Petrides and Furnham, 2001).
OBJECTIVES

• To find out if Gaming impacts Emotional Intelligence

• To find out if Gaming impacts Academic Performance

LITERATURE REVIEW

This study tested a parallel two-mediator model in which the relationship between dimensions of
emotional intelligence and online gaming addiction are mediated by perceived helplessness and
perceived self-efficacy, respectively. 

This study was conducted to assess and find out the impact of on-line gaming on the academic
performance. Even though they play online games; they know how to socialize well and they can
perform very well when it comes to academic performance. However, it is inevitable not to play
even for half an hour especially when they are accustomed to it. Therefore, it is just a matter of
discipline.

DATA COLLECTION

The present study is mainly based on primary data. Questionnaire was used to collect the
primary data from the respondents. We floated a questionnaire on Emotional Intelligence. It
was subjected to pre-tested for suitability and adequacy. After the necessary modifications,
it was finalised. The interview schedule was administered among the selected respondents
at their convenience. Emotional Intelligence Scale developed by Anukool Hyde, Sanjyot
Pethe, and Upinder Dhar (2002). For phase 1, sample size of 30 was choosen. 15: People
who play games. 15: People who do not play games..All the particpants were form Goa
institute of management.

For the phase 2, We took a sample size of 30.Out of the 30, 15 who played games and 15
who did not play games. This 30 was a different sample other than the one we used for
Phase 1 of the project

METHODOLOGIES

The present examination is for the most part dependent on essential information. Poll was utilized
to gather the essential information from the respondents. We glided a survey on Emotional
Intelligence. It was exposed to pre-tried for reasonableness and sufficiency. After the important
changes, it was concluded. The meeting plan was managed among the chose respondents whenever
it might suit them. Enthusiastic Intelligence Scale created by Anukool Hyde, Sanjyot Pethe, and
Upinder Dhar (2002). For stage 1, example size of 30 was choosen. 15: People who mess around. 15:
People who don't play games..All the particpants were structure Goa establishment of the
executives.

For the stage 2, We took an example size of 30.Out of the 30, 15 who messed around and 15 who
didn't mess around. This 30 was an alternate example other than the one we utilized for Phase 1 of
the task.

OBJECTIVES OF THE STUDY

The objectives laid out before us are threefold:

• To find out if Gaming impacts Emotional Intelligence

• To find out if Gaming impacts Academic Performance

HYPOTHESES

Following hypotheses were formulated and tested for finding out the relationships and associations
between and among the selected variables of the study:

Does Gaming have an effect on emotional intelligence?

• H01: Mean of Emotional Intelligence of Gamers = Mean of Emotional Intelligence of Non-


Gamers

• H02: Variance of Emotional Intelligence of Gamers = Variance of Emotional Intelligence of


Non-Gamers

Does Gaming have an impact on Academic Performance?

• H01: Mean of Academic Performance of Gamers = Mean of Academic Performance of Non-


Gamers

• H02: Variance of Academic Performance of Gamers = Variance of Academic Performance of


Non-Gamers

The step wise methodology that was used is DESCRIPTIVE RESEARCH DESIGN.

SAMPLE SIZE USED : 60


SOURCES OF DATA : Primary (Questionnaire)

For phase 1, sample size of 30 was choosen. 15: People who play games. 15: People who do
not play games..All the particpants were form Goa institute of management.

For the phase 2, We took a sample size of 30.Out of the 30, 15 who played games and 15
who did not play games. This 30 was a different sample other than the one we used for
Phase 1 of the project

SAMPLE AREA :Goa Institute of Management

SAMPLING :

Selecting the sample : Population that was taken as sample included gamers and non
gamers
Sample Technique :Simple Random Sampling

Primary Research : Primary research was conducted through surveys via


Questionnare

Preparation and tabulation of data : After all the data is collected, it was entered into SPS
and Microsoft Excel and was prepared for analysis.

Data Analysis : The data so collected was analysed in Microsoft excel with help of different charts
and tools.

Finally the information thus obtained from the survey was used to meet the research objectives.

LIMITATIONS OF THE STUDY

Students are not trained in maintaining records and they do not maintain any record; but could give
information from their memory. Therefore the particulars and details collected from them are not
without recall bias. However, care has been taken to validate their estimates only after possible
cross-checking. As the data collected related to one year only and that too confined to a particular
area, the findings of the study have to be generalized to other situations with caution. It is difficult to
define gamers as the level of playing games depends on every indicidual.

ANALYSIS OF DATA
PHASE 1

• Gaming has an impact on the Emotional Intelligence.

• The mean of Emotional Intelligence of Gamers was greater than the mean of Emotional

• Intelligence of Non-Gamers

PHASE 2

The results obtained by looking at the Independent Sample T-test are as follows :

• Academic Performance is affected by Gaming

• Emotional Intelligence is Not affected by Gaming

RECOMMENDATIONS

• In this homogenous population in GIM, there is a positive impact of gaming on academic


performance. Results could vary if a heterogenous population is taken into consideration.

• Due to the fact that the GIM population is homogenous in nature, we could only come to
the conclusion that gaming does not affect the emotional intelligence of an individual.

REFERENCES

https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5508004/

https://knepublishing.com/index.php/KnE-Social/article/view/2447/5372

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