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B.

K SCHOOL OF PROFESSIONAL AND


MANAGEMENT STUDIES

BUSINESS RESEARCH AND METHODOLOGY

Name of the programme: MBA Full Time

Semester: 2nd

Year: 2021

Title: Impact of online gaming amongst students of Gujarat University

Details of group members:

NAME ROLL NUMBER EMAIL ADDRESS


SHARATH NAIR 120101 Sharath.ft22@bkschool.org.in
SHIVANG BHATIA 120103 Shivang.ft22@bkchool.org.in
YASH RAVAL 120123

Table of contents
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SR. NO. TOPIC PAGE
NO.

1 EXECUTIVE SUMMARY 3

2 INTRODUCTION 4

3 PROBLEM DEFINITION 6

4 LITERATURE REVIEW 7

5 RESEARCH OBJECTIVES 9

6 RESEARCH METHODOLOGY 10

7 STUDY RESULTS AND FINDINGS 11

8 INTERPRETATION OF RESULTS 22

9 REFERENCES 25

Executive Summary

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Online gaming is the most popular means of self-entertainment in this advanced
age of technology. The boom of smartphones coupled with the availability of
cheap internet has made online games a huge success among the younger
generations. We find many instances where the youngsters of age 11 onwards are
always on the phone . This coupled with the graphical user interface , gaming
experience and real time gaming has pushed youngsters as well as adults to indulge
in virtual games which have longer durations and greater user experience leaving
behind the actual worldly pleasures of friendship, joy ,belongingness, love and
respect for individuals etc. The paper here takes into account a small sample of
students of Gujarat University on their basis of their gaming history. The report
gives us an insight on how deeply the gaming culture is entrenched in the students
of Gujarat University. It also shows us an gender disparity among gaming culture
among students, boys are more involved in online gaming in comparison to girls. It
also talks about how online gaming has impact on these students in their day to day
life,the paper dicusses various kinds of emotions that the students exhibit due to
online gaming and how is it impacting them and their social interactions with their
friends, family and opposite gender . We have used Chi square , T -test for better
understanding purpose . These test give us some insights and measures to be taken
to reduce the game play time, inclusiveness of the opposite gender , better
techniques to be used for reducing the online gaming addiction and increasing the
social interactions

Introduction
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Online Gaming is a kind of user friendly gaming interaction which helps gamers
to collaborate in real time and play. It allows users to collaborate, make teams and
develop strategy to win a game or play against players of different countries. With
advent of smartphones in India and large demography of youngster the online
gaming culture has been an huge success in India which was predominantly
considered as a cricket obsessed nation . The background for this huge success can
be considered due to the entrant of Jio telecommunications which launched cheap
tariffs for internet usages , call as well text messages . Also the huge push of
Chinese smartphones with technology as better as any other mobile technology
company at a cost much lesser than Apple or any other smartphone proved to be a
contributing factor. Similarly the lesser regulation on Google store which allows
users to create , download and share games, content ,files and much more has been
beneficial for the growth of online games since people no longer have to buy the
game but rather download, install and play the game on their own smartphone
devices. This coupled with chatting with teammates while gaming has been a
factor for huge success.
But like every coin has two opposite sides the online gaming also has some
limitations that put countless people on risk. These games may be violent in nature
and such show of violence will have an mental impact on the brains of children .
The exposure of violence or any acts by the animated gamer or the object might be
performed by children which can cause self harm to the child. While studies on
impact of online gaming has been studied in western countries , such studies
haven’t been performed on the local Indian population. The report from Pew’s
research on online gaming suggest that 43% of the US adults indulge in online
gaming but the age group of people younger than 50 are twice likely to play video
games .It also shows that men are more likely to play more than women
[1].Teenagers are divided on whether they spend too much time or little time
compared to .A 26% share of teens believe that they spend too much time playing
video games , also an similar 22% feel that they send lesser hour in playing online
game. Also research suggest that 41% of boys feel that they spend too much time
in playing games, nearly 4 times the share of women playing video games which
constitutes about 11% . Self-blame and behavioral disengagement showed the
biggest concerns in research conducted by Boris Engloff & Kai Muller in their
article “The association Between Video gaming and Psychological Functioning
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“.It also showed the use of video games as a platform to vent frustration, self-
distraction, depression , anxiety and hostility. It also showed effects on grades of
students at school, reduced alertness , lower self-esteem and thereby increasing
lower satisfaction [2].
The research conducted here takes in account of the a small sample of students
pursuing course from Gujarat University. The purpose of the study is to understand
what are the impacts of online gaming on University level students, what are the
factors that happen to attract students towards online gaming, how does these
online games alter the preferences and thought processes of students. Does
violence in game effect their everyday social life? . What are the various
psychological effects that effect due to online gaming? . Does it reduce their
overall learning capabilities? . Do they become victims to cyber bullying and
shaming due to exposure of online games.

Problem Definition

While online games are meant for entertainment, it is apparent that children and
adults (most of them are students) in the developed nations have started to
demonstrate traits of online game addiction. Not only has the addiction to online
games been associated with the development of certain psychological disorders,
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but it has also been linked to challenges in cognitive development for teenagers.
With the current trends in online game companies producing many different games
targeting children and adults , there is a need for the relevant authorities and
parents to intervene to ensure children are not subjected to online game addiction.
It is notable that teenagers are the largest consumers of online games, and it is
important for the authorities to understand the main factors that have led to the
increase in online game addiction. The study also focuses on other issues such as
the social environment subjected to the children and adults, and the changes in
lifestyle that have been influenced by technological development. This study will
be instrumental in the development of the relevant interventions to save children
and adults from online game addiction. We have targeted Gujarat University
students in this study to understand the variables related to online gaming and their
impact on the students of Gujarat University.

Literature Review

Wright, J. (2011) in her study found out that those individuals who indicated
that they played online games had significantly lower GPAs than students who
indicated that they did not play video games but there were no significant
correlations concerning the effects of the amount of time spent playing games on
GPA, the amount of puzzle or strategy situations faced in the average game on
GPA, or gaming mode on GPA. Overall, the only statistically significant
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correlation was that of player status and GPA The author has raised some
important questions in the study like ‘should parents of students who play video
games and are with low GPA ban the playing of games?’ Or ‘should schools and
parents learn to integrate gaming in education by including games that enhances
critical thinking and improves analytical thinking?’ As per the study time spent
playing the video games does not have any significant impact on academics, the
results of the study indicates that there’s a need to set a time limit for playing
games and it should be integrated with education as it can become a catalyst for
learning.

Anderson, C. And Dill, K. (2000) in their study concluded that action video
games which include violence provide a platform for practicing and learning
aggressive solutions to conflict situations. As per the study, The short term effect
of violent games is that it leads to aggressive thoughts and long term effect last
long and the gamer try to practice the aggression related script in real life conflict
situations. The potential risk of more graphic violence that is showcased in new
video games have also been pointed out in the study and it is feared as it might lead
the gamers to try out similar stunts as in the games in the real life situation. The
active nature of the learning environment of the video game suggests that this
medium is potentially more dangerous than the more heavily investigated TV and
movie media.

Smyth, J. (2007) studied about the consequences of massively multiplayer


online role-playing games (MMORPG) played within a span of one month and
found out that overall physical health of MMORPG group was lower compared to
the computer, console and arcade groups. Sleep quality was also significantly
lower in the MMORPG group. Smyth hypothesized that the poor physical health
and less sleeping hours might have created a vicious cycle which in turn might
have lead to increased game play which might have fueled the lowered physical
health more that influences the difficulty in sleeping which again creates an
additional time for online game play. In this cycle there may exist a poor diet,
increased smoking, and decreased exercise.

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Research Objective

Primary objective
 To understand the effect of online gaming amongst of Gujarat University
students

Supporting objectives
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 To study if the education level of an individual has an effect on the choice of
the game played
 To study the verbal and social behavior of students who play online games and
to understand if the usage of cuss word is dependent or independent of gender
 To study the outreach of online games is dependent or independent of gender
 To study the relationship between the amount of hours put by students to play
online game is dependent or independent to the stream he has joined

Research Methodology

Our main purpose was to study the effect of online gaming amongst the students of
Gujarat University so students of GU were only considered in this research.

Data type : Primary data

Research approach : Survey


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Research instrument : Questionnaire

Type of questions : Multiple choice questions

Sampling unit : Gujarat University students

Sample size : 55

Contact method : Email, whatsapp

Study results and findings

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It can be seen from the above pie chart that majority of the respondents are male
which is 72.2% and females are 27.8%.

It can be seen from the above pie chart that majority of the respondents are either
graduate or post graduate.

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It can be seen from the above pie chart that majority of the respondents are in the
management stream and rest are in either science or commerce.

It can be seen from the above pie chart that 64.8% respondents play online games
and 35.2% don’t.

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It can be seen from the above pie chart that more than half of the respondents like
action games and 20% like shooting games.

It can be seen from the above pie chart that majority of respondents started to play
online games in age groups 15-16 and 18-19.
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It can be seen from the above pie chart that majority of respondents were
influenced by their friends to play online games.

The above pie chart shows that 48.6% like to play PUBG and rest of the games are
somewhat equally preferred by respondents.
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The above pie chart shows that 60% respondents find games attractive for all the
reasons given but 25.7% play games as it gives ability to form groups and play and
14.3% people play for attractive gaming experience.

The above pie chart shows that 48.6% respondents don’t decide the number of
hours they would devout to online games whereas 22.9% devout 2 hours and
28.6% devout 1 hour.
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The above pie chart shows that 40% don’t use cuss words while playing games
whereas 37.1% use them sometimes and 22.9% use the more frequently.

The above pie chart shows that 40% of the respondents feel that they have
developed the attributes of virtual team efforts and cognitive development whereas
14.3% feel that have developed an ability to see minute details.
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The above pie chart shows that 54.3% respondents rarely get angry while playing
games; 20% sometimes get angry whereas 25.7% never get angry.

The above pie chart shows that 68.6% respondents prefer not to pick up phone
when game starts whereas 31.4% pick phone even if they are playing.
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The above pie chart shows that 65.7% of the respondents behave rather normally
while playing games but 17.1% feel the increase in heartbeat in excitement of
game and 11.4% feel anxiety.

The above pie chart shows that 80% of the respondents feel normal even if they
can’t play.
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The above pie chart shows that 40% respondents play online games to pass their
time whereas 31.4% play to cope up with stress.

The above pie chart shows that 62.9% respondents have been able to give extra
time to curricular activities even though playing online games whereas 37.1%
don’t feel the same.
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Interpretations :

Based on SPSS calculation on supporting objective we have figured the following

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1)Education level of the person is independent on the choice of game he plays .It is
pure entertainment and distraction for him.

2)Based on Chi square test performed on the use of cuss word if so dependent on
gender it is thoroughly understood that it more dependent on the gender. Stating
that Male use much cuss words rather than females

Table for gender V/s use of cuss word

3)The third parameter considered is on is playingof online games dependent or


independent of gender . As per the analysis given below it is clear that it is
dependent on gender .Males dominate the online gaming over females

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Table for Gender V/s plying of online games.

4)The fourth result takes into consideration the amount of hours put by players to
play online game, if they are independent or dependent to the stream that they have
joined.As shown below we can see that process is independent to the stream a
person has joined and that amount of hours they play has no correlation with
stream of the student.

Table for Stream V/s time taken to play by players

References

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[1] https://www.pewresearch.org/fact-tank/2018/09/17/5-facts-about-americans-and-video-
games/

[2] https://www.frontiersin.org/articles/10.3389/fpsyg.2019.01731/full

[3] Anderson, C., & Dill, K. (2000). Video games and aggressive thoughts, feelings, and
behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78(4), 772-
790.

[4] Smyth, J. (2007). Beyond self-selection in video game play: An experimental examination of
the consequences of massively multiplayer online role-playing game play. CyberPsychology and
Behavior, 10(5), 717-721.

[5] Wright, J. (2011) The effects of video game play on academic performance
From https://scholar.utc.edu/cgi/viewcontent.cgi?article=1197&context=mps

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