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International Research Journal of Modernization in Engineering Technology and Science


Volume:02/Issue:07/July-2020 www.irjmets.com

A STUDY ON ADDICTION OF PUBG GAME AND ITS HEALTH ISSUES


AMONG YOUTH IN ERODE CITY
S. Lokesh Kumar*1, Ms. M. Lakshmi Priya*2
*1
Student, II- Year, Department of Management Studies, Nandha College of Technology, Erode,
Tamil Nadu, India.
*2
Assistant Professor, Department of Management Studies, Nandha College of Technology, Erode,
Tamil Nadu, India.

ABSTRACT
My study focuses on the addiction of PUBG game and its health issues among youth in erode city. This study
will find out the addiction of PUBG and its health issues among youth of erode city. Now we living in an era of
rapid transformation in technology due to continues progress of computer and internet technology. New media
and new communication technology have emphasized the phenomena of speed and digitalization has a deep
impact on almost every field. Today new technology emerging in a new way. Where artificial intelligence and
motion graphics upgrading every day.
PUBG also knows as player unknown’s battleground is an online video game where hundreds of players play
together. PUBG is a multiplayers shooter game whereas up on one hundred players fight in a ‘battle royal’ and
the last person or team alive wins. In my dissertation, I study the effects of PUBG among youth of erode city. I
have been selected 158 respondents’ maximum among the youth, they belong to any department and stream, and
they have a smartphone with the internet. Their age is 15 to 40 maximums. With the help of a google form
online questionnaire, I have been taking survey research, where finds how many youth playing PUBG games
how much they spend their time to play those games, what the level of effects in their daily life. As far as
finding reveals that most of the youth play PUBG for entertainment and there are no any effects of PUBG on
their life.
KEYWORDS: PUBG,

I. INTRODUCTION
Now a days people playing games by using Smartphone more than other consoles. When Android is launched,
more game developers used this platform to make a profit by creating innovative games with high graphics and
this will stimulate people, especially children and youngsters who are having Android Smartphone himself or at
their home. So by this what is happening means they are addicted to playing the games with no time restrictions,
then it would lead to health problems like eye problem, neck pain, backbone pain, and headache. This study will
help to find out the addiction level of PUBG game among youth in erode city.

II. LITERATURE REVIEW


 Mitchell et al. (2005) observed that 15 per cent of the individuals within their study who were identified as
having internet addiction was actively involved in online gambling g and online video games. This suggests
that those with addictive personalities may be drawn to the recreational opportunities provided by video
games. However, this research was addressing a single group within the gaming community and was not
suggest that all video game players are more likely to be drawn into gambling.
 Parker et al. (2008) suggest that some gamers who are defective in emotional intelligence, defined as one’s
ability to describe and/or recognize one’s own emotions, may be more likely, though 18 not guaranteed, to
engage in more addiction-related behaviours such as gambling and gaming. As an inference, those gamers
may not have the appropriate skills necessary to function interpersonally.
 Anand (2007) suggests that video game usage is related to a decrease in SAT scores as well as GPA. In his
study, a survey was distributed to college-age students. that survey addressed which types of games players
preferred as well as time management questions designed to assess how the participants allocated their time
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e-ISSN: 2582-5208
International Research Journal of Modernization in Engineering Technology and Science
Volume:02/Issue:07/July-2020 www.irjmets.com
between school, work, video games, and other recreational activities. This data was then related to reported
GPA and SAT scores.
III. OBJECTIVES OF THE STUDY
 To find out the popularity of PUBG gaming among youth.
 To find out the usages of PUBG gaming among youth.
 To find the level of effects of PUBG gaming among youth.
 To find the interest level of the respondents.
 To study the health issues created by using PUBG.
 To explore the impact of PUBG on individual character life.

IV. LIMITATIONS OF THE STUDY


 A sample size 158 people were chosen because of the limited period of time available to the study.

 The study limited to Erode city.


 The respondents have answered the questionnaire from their memory, perception and not from any written
records.

 The study could among the youths.


 Due to Lockdown for COVID-19, some samples are collected through google forms from friends in and
around Erode.

V. RESEARCH METHODOLOGY
DATA COLLECTION METHOD
The data collected constitute both primary and secondary data.
PRIMARY DATA
The primary data has been collected means of questionnaire and interview method.
SECONDARY DATA
The secondary data has been collected from various public sources, books and websites.
PERIOD OF THEORY
This study was collected during the period of 6 Months.
SAMPLE SIZE
This refers to the number of items to be selected from the population to constitute a sample in the study, the size
of the sample is 158.
SAMPLING TECHNIQUE
The researcher used random sampling method with the study.
SAMPLING UNIT
The questionnaire were issued to 158 respondents: selected random sample basis 158 respondents expressed
their level of preference in the Erode city.
The researcher has calculated percentage wherever necessary to find out the significance of the various data
collected.
QUESTIONNAIRE
The question is arranged in logical sequence. Ordinal and interval scales were used to construct the
questionnaire. The questionnaire send to the persons concerned with a request to answer the question.

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e-ISSN: 2582-5208
International Research Journal of Modernization in Engineering Technology and Science
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STATISTICAL TOOLS USED
 SIMPLE PERCENTAGE METHOD
 WEIGHTED AVERAGE METHOD

VI. DATA ANALYSIS AND INTERPRETATION


Table 1.0: Gender of the respondents

Sl.no Gender Frequency Percentage(%)

1 Male 120 75.9

2 Female 38 24.1

Total 158 100.0

Fig-1.0

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e-ISSN: 2582-5208
International Research Journal of Modernization in Engineering Technology and Science
Volume:02/Issue:07/July-2020 www.irjmets.com
Table 1.1: Age of the respondents

Sl.no Age Frequency Percentage(%)

1 15-20 years 20 12.7

2 21-25 years 87 55.1

3 26-30 years 35 22.2

4 31-35 years 12 7.6

5 above 40 years 4 2.5

Total 158 100.0

Fig-1.1

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e-ISSN: 2582-5208
International Research Journal of Modernization in Engineering Technology and Science
Volume:02/Issue:07/July-2020 www.irjmets.com
Table 1.2: Qualification of the respondents

Sl.no Description Frequency Percentage(%)

1 SSLC 5 3.2

2 HSC 24 15.2

3 UG 79 50.0

4 PG 43 27.2

5 Others 7 4.4

Total 158 100.0

Fig-1.2

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e-ISSN: 2582-5208
International Research Journal of Modernization in Engineering Technology and Science
Volume:02/Issue:07/July-2020 www.irjmets.com
Table 1.3: Income level of the respondents

Sl.no Description Frequency Percentage(%)

1 RS.10000 - RS.15000 24 15.2

2 RS.15001 - RS.20000 52 32.9

3 RS.20001 - RS.25000 54 34.2

4 RS.25001 - RS.30000 17 10.8

5 RS.30001 - RS.35000 11 7.0

Total 158 100.0

Fig-1.3

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e-ISSN: 2582-5208
International Research Journal of Modernization in Engineering Technology and Science
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Table 1.4: Kind of device are you playing

Sl.no Description Frequency Percentage(%)

1 Computer 11 7.0

2 Laptop 18 11.4

3 Android mobile 103 65.2

4 Android ISO 20 12.7

5 Tab 6 3.8

Total 158 100.0

Fig-1.4

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e-ISSN: 2582-5208
International Research Journal of Modernization in Engineering Technology and Science
Volume:02/Issue:07/July-2020 www.irjmets.com
Table 1.5: Hours are you playing PUBG daily

Sl.no Description Frequency Percentage(%)

1 0 -1 hours 20 12.7

2 1- 4 hours 53 33.5

3 4 - 7 hours 62 39.2

4 7 - 10 hours 17 10.8

5 More than 10 hours 6 3.8

Total 158 100.0

Fig-1.5

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e-ISSN: 2582-5208
International Research Journal of Modernization in Engineering Technology and Science
Volume:02/Issue:07/July-2020 www.irjmets.com
Table 1.6: Moods often occurred to you while playing PUBG

Sl.no Description Frequency Percentage(%)

1 Happy 18 11.4

2 Angry 19 12.0

3 Sad 31 19.6

4 Enjoyment 78 49.4

5 Out of the box thinking 12 7.6

Total 158 100.0

Fig-1.6

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e-ISSN: 2582-5208
International Research Journal of Modernization in Engineering Technology and Science
Volume:02/Issue:07/July-2020 www.irjmets.com
Table 1.7: PUBG addiction affecting studies and Health problem among youth

Sl.no
Description Frequency Percentage(%)

1 Yes 105 66.5

2 No 53 33.5

Total 158 100.0

Fig-1.7

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e-ISSN: 2582-5208
International Research Journal of Modernization in Engineering Technology and Science
Volume:02/Issue:07/July-2020 www.irjmets.com
Table 1.8: If yes, how much you are affected

Sl.no Description Frequency Percentage(%)

1 Highly 12 7.6

2 Rarely 38 24.1

3 Moderately 71 44.9

4 May or may not 28 17.7

5 Never 9 5.7

Total 158 100.0

Fig-1.8
Table 1.9
Weighted Average
Rate The Statement That Creates Health Issues For Pubg Players (Strongly Agree, Agree, Neutral,
Disagree, Strongly Disagree)

5 4 3 2 1

PARTICULAR TOTAL WEIGHTED AVERAGE RANK


SA A N DA SD

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International Research Journal of Modernization in Engineering Technology and Science
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I get frustrated when I cannot


70 67 13 8 0 673 28.40 1
finish the PUBG game

I have less time to sleep because


32 61 60 5 0 594 25.06 3
I play PUBG

I feel my hands and body


sweating as I survive for longer
25 86 39 7 1 601 25.36 2
in the PUBG game

It creates eye irritation 19 80 38 20 1 570 24.05 5

I get angry/frustrated when my


friends do not cooperate while 26 76 40 7 9 577 24.35 4
playing

Playing excess PUBG causes


14 80 40 16 8 550 23.21 6
headaches

INTERPRETATION
From the above table showing that I get frustrated when I cannot finish the PUBG game is rank 1. I feel my
hands and body sweating as I survive for longer in the PUBG game is rank 2. I have less time to sleep because I
play PUBG is rank 3. I get angry/frustrated when my friends do not cooperate while playing is rank 4. It creates
eye irritation is rank 5. Playing excess PUBG causes headaches is rank 6.
Table 1.10
Weighted Average
Rate The Impact Of Pubg Game On Individual Life (Strongly Agree, Agree, Neutral, Disagree, Strongly Disagree)

5 4 3 2 1
PARTICULAR TOTAL WEIGHTED AVERAGE RANK
SA A N DA SD

I am loosing my interaction
75 58 17 6 2 672 28.35 1
with family members

I tend to loose my
26 71 53 7 1 588 24.81 3
originality/individuality

It increases my day dreams that


32 67 50 8 1 595 25.11 2
affects my mind and body

PUBG makes me forget about


20 73 48 14 3 567 23.92 6
the rest of the world

I forget about my surroundings


24 72 44 10 8 568 23.97 5
when I’m playing the game

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I feel disappointed when I lose


23 79 41 9 6 578 24.39 4
the game

INTERPRETATION
From the above table showing that I am loosing my interaction with family members is rank 1. It increases my
day dreams that affects my mind and body is rank 2. I tend to loose my originality/individuality is rank 3. I feel
disappointed when I lose the game is rank 4. I forget about my surroundings when I’m playing the game is rank
5.PUBG makes me forget about the rest of the world is rank 6.

VII. FINDINGS
 The above table shows that 75.9 % of the respondents belong to Male and 24.1% of the respondents are
Female.
 The above table shows that 12.7% of the respondents belongs to the age of below 20 years, 55.1% of the
respondents belongs to 21-25 years, 22.2 % of the respondents belongs to 26-30 years, 7.6% of the
respondents belongs to 31-35 years and 2.5% of the respondents belongs to above 40 years.
 The above table shows that 3.2% of the respondents completed SSLC, 15.2% of the respondents completed
HSC, 50.0% of the respondents are undergraduates, 27.2% of the respondents have done their PG
programme and 4.4% of the respondents belongs to others category.
 The above table shows that 15.2% of the respondents earned below Rs.10000 - Rs.15000, 32.9% of the
respondents earned fromRs.15001 - RS.20000, 34.2% of the respondents earned fromRs.20001 -
Rs.25000,10.8 % of the respondents earned fromRs.25001 - Rs.30000, 7.0% of the respondents are earned
fromRs.30001 - Rs.35000.
 The above table shows that 7.0% of the respondents used Computer to play PUBG, 11.4% of the
respondents used Laptop, 65.2% of the respondents used their Android mobile,12.7% of the respondents
used Android ISO and rest of them played using Tab.
 The above table shows that 12.7% of the respondents are used to play from 0 -1 hours, 33.5% of the
respondents are used to play from 1- 4 hours, 39.2% of the respondents are used to play from 4 - 7 hours
,10.8% of the respondents are used to play from 7 - 10 hours and 3.8% of the respondents play more than
10 hours.
 The above table shows that 11.4% of the respondents are happy in playing PUBG, 12.0% of the respondents
are in angry,19.6% of the respondents are in sad mood,49.4% of the respondents are in enjoyment and 7.6%
of the respondents comes under out of the box thinking mood.
 The above table shows that 66.5% of the respondents said Yes and 33.5% of the respondents said No.
 The above table shows that 7.6% of the respondents said PUBG game highly affected their health and
studies,24.1% of the respondents said PUBG game rarely affected their health and studies,44.9% of the
respondents said PUBG game moderately affected their health and studies,17.7% of the respondents said
PUBG game may or may not affected their health and studies and 5.7% of the respondents said PUBG
game never affected their health and studies.
 The above table showing that I get frustrated when I cannot finish the PUBG game is rank 1. I feel my
hands and body sweating as I survive for longer in the PUBG game is rank 2. I have less time to sleep
because I play pubg is rank 3. I get angry/frustrated when my friends do not cooperate while playing is rank
4. It creates eye irritation is rank 5. Playing excess PUBG causes headaches is rank 6.
 The above table showing that I am loosing my interaction with family members is rank 1. It increases my
day dreams that affects my mind and body is rank 2. I tend to loose my originality/individuality is rank 3. I
feel disappointed when I lose the game is rank 4. I forget about my surroundings when I’m playing the
game is rank 5.PUBG makes me forget about the rest of the world is rank 6.

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VIII. SUGGESTIONS
 We all know that excess of anything is bad, be it a video game or anything. However, one must also know that
we can control any addiction by proper measures. To begin with, try to lessen the time you spend on the game.
Leaving it all of a sudden is impractical so set aside a fixed time and try to play it in that specific one.
 Similarly, try to divert your mind. Do not always stay indoors. Go out and indulge in physical activities. When
you will have other things to do, your mind won’t go towards the game. So, meet your friends and take up other
hobbies.
 Moreover, try to spend time with your family instead of scrolling through the phone or playing your game.
When you will be surrounded by your loved ones, you will not care about anything else. So, utilize your time
carefully instead of playing PUBG.

IX. CONCLUSION
PUBG is an entertainment, gaming application, It allows the users to reduce the stress while playing the game
and also it has an option which is solo play and mono play. While playing the users forgot their real life and
always they think about it to play the game again and again with no time restrictions. Hence, while playing
PUBG we got fun, happiness, and entertainment. But on the other hand, we are getting some health issues while
playing as much per day. So, set a time limit to play PUBG every day and follow it to avoid the health issues.

IX. REFERENCE
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[7] 7.Dill, K. E. The Influence of Video Games on Youth: Implications for Learning in the New Millennium.
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(2012).How Video Game History Shows Us Why Video Game Nostalgia Is So Important Now.
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WEBSITES
[1] www.PUBG.com
[2] www.PUBGmobile.com
[3] www.videogame.com
[4] http://www.researchgate.net

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