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Table of Contents
....................................................................................................................................................................... 5
1.INTRODUCTION .......................................................................................................................................... 5
1.1. BACKGROUND OF THE TOPIC..................................................................................................................... 5
1.2. THE REASONS WHY YOU CHOOSE THE TOPIC ................................................................................................ 7
TO BETTER UNDERSTAND THE BEHAVIOUR AND ONLINE GAMING HABITS OF DA NANG YOUTH AS WELL AS THIS IS A
CURRENT ISSUE, BUT THERE IS NO SPECIFIC AND COMPLETE RESEARCH ARTICLE, SO I DECIDED TO RESEARCH ON THIS
ISSUE. .......................................................................................................................................................... 7
1.3 OBJECTIVES OF THE TOPIC ......................................................................................................................... 7
1.4. SCOPE OF THE TOPIC ............................................................................................................................... 7
1.5. MEANING OF THE STUDY.......................................................................................................................... 7
2.LITERATURE REVIEW .................................................................................................................................. 8
2.1 DEFINING ONLINE GAMING BEHAVIOR ......................................................................................................... 8
2.2THE HARM OF PLAYING ONLINE GAMES ........................................................................................................ 8
2.2.1 Online game linked to mental health of people ........................................................................ 8
2.2.2 Online games limit communication ........................................................................................... 9
2.2.3 Online games affect the brain ................................................................................................... 9
2.2.4 Online game and body health ................................................................................................... 9
2.3 THE ADVANTAGES OF PLAYING ONLINE GAME ............................................................................................. 10
2.4 DEMOGRAPHICS .................................................................................................................................... 10
3. METHODOLOGY ...................................................................................................................................... 11
3.1. DESCRIPTIVE STATISTICS APPLIED TO THE BUSINESS DATA :............................................................................ 11
3.2. INFERENTIAL STATISTICS ......................................................................................................................... 12
4. DATA AND DATA SOURCES ..................................................................................................................... 14
4.1. DESIGN SURVEY .................................................................................................................................... 14
4.2. COLLECTING DATA ................................................................................................................................ 17
5. RESULT
................................................................................................................................................... 17
5.1. RESEARCH SAMPLE ............................................................................................................................... 17
5.2. DESCRIPTIVE STATISTICS ANALYSIS ........................................................................................................... 20
5.3. ESTIMATION MEAN OF POPULATION ........................................................................................................ 25
5.4. HYPOTHESES TESTING ............................................................................................................................ 26
5.4.1. One sample T-test
............................................................................................................... 26
5.4.2. Two sample T-test and Independent Sample T-test: ............................................................. 26
......................................................................................................................................................... 26
5.5. CORRELATIONS ANALYSIS ....................................................................................................................... 28
5.6. REGRESSION ANALYSIS ........................................................................................................................... 28
RECOMMEND .............................................................................................................................................. 29
7. CONCLUSION ........................................................................................................................................... 30
4
REFERENCES ................................................................................................................................................ 30
APPENDIX .................................................................................................................................................... 32
SURVEY ABOUT YOUNG PEOPLE'S GAMING BEHAVIOR IN DA NANG CITY ................................................ 32
1.Introduction
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makes gaming behavior among young people also develop, specifically Vietnam is the 4th largest
game market in Southeast Asia in terms of revenue and 27th in the world in 2019. Prediction to
year 2020 will have 40 million mobile game players. For the first time, the eSports market has
specific figures estimated to reach 147 million USD by 2023, an average growth of 11.3% / year
(Phuong Nguyen, 2020).
6
1.2. The reasons why you choose the topic
To better understand the behaviour and online gaming habits of Da Nang youth as well as this is
a current issue, but there is no specific and complete research article, so I decided to research on
this issue.
The key focus of this study will be on factors that influence children's gaming behaviours,
including: individual attitudes and perceptions of online games, family and social factors. At the
same time, the questionnaire on the factors referred to above, including two types of questions,
is a demographic questionnaire and a questionnaire on the selected subject. The target audience
of this study is adolescents aged between 16 and 22 years old living in Da Nang City, Vietnam,
with a minimum number of 100 responses to be able to complete the study. The data collected
will be analysed and formulated in a full report, intended to be provided by a variety of statistical
methods to senior management of the organization to enhance information systems and
decision-making.
The purpose of this research is to provide scientific information that is derived from the research
team's data collected. Most of the knowledge is intended to explain Da Nang's teenagers' online
gaming behaviours. From then on, more efficiently offer timely decision, interpretation and
required solutions.
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2.Literature review
2.1 Defining online gaming behavior
First, we have to find out what online gaming is. An online game is a video game played partly
or primarily over the Internet or any other available computer network. (Rollings,Adams,2006).
Online games are ubiquitous on modern gaming platforms, including PCs, consoles, and mobile
devices, and span a wide variety of genres, including first person shooters, combat Real-time
strategy and online multiplayer role-playing game (Quandt, Thorsten; Kröger, Sonja,2014).
Online gaming culture sometimes faces criticism about an environment that can promote cyber
violence, violence, and xenophobia. Some people are also concerned about game addiction or
social stigma Hachman, Mark ,2015).
In this study, the negative life effects associated with playing online games are classified into
general categories based on previous documents: physical problems (i.e. exhaustion, irritability
physical problems, reduced sleep time, skipping meals), personal life problems (i.e. disputes with
friends or relatives, low social interaction, decreased time management skills), and career / study
problems (eg, job loss or schooling, poor performance) (Charlton & Danforth, 2007; Chen, Weng,
Su, Wu, & Yang, 2003; Suhail & Bar- gees, 2006 ; Young, 2004).
Due to prolonged and constant playing of the game, often feeling tired, feeling lost energy or
resting hard; boredom, pessimism, depression, insecurity; lose interest in old hobbies and
interests, all only focuses on the game; quickly feel irritated, irritable, quick to battle even if it's
just a very small thing; patterns against relatives or colleagues; feelings of worthlessness, being
re-established.
8
2.2.2 Online games limit communication
In the video game study by Ng and Wiemer-Hastings (2005), multiplayer online game players
were found to experience more usage problems than those who played video games offline,
including more than 8 hours in a row, insomnia, was told that they spend too much time playing,
spend less time with friends offline, and take offline social relationships less seriously. (Liu, M.,
& Peng, W., 2009).
When playing online games, players often focus on the manipulations and characters they
control rather than connecting with teammates and increasing their communication ability,
which leads to too long when playing online games, players will suffer communication barriers,
not rich language, afraid of social contact (Worth, N. ,2014).
In a sample of 22 healthy 18-29 year olds who had played a violent game before but less time
(Pellegrini, 2010) (average 0.9 + - 0.8 hours / week) compared randomly when playing a 10-hour
violent shooter. For the first week, then play the same game for the second week, or play a non-
violent game for 2 consecutive weeks.
Researchers found that after 1 week of violent gaming, less activity was activated in the left lower
frontal lobe during emotional performance and less activity in the crustal region. - The
hippocampus in advance during the game compared with the standard results of the control
group (Weinstein, A., Livny, A., & Weizman, A.,2017).
9
Online game players often interact with the computer, sometimes up to 10 hours / day, often
inevitably affecting their health, in many cases, players who sit too long in front of the computer
lead to death ( Mentzoni, 2011)
The vast majority of psychologists' research on the impacts of "gaming" has focused on its
harmful impact: the possible harm associated with aggression, addiction, and depression. We
acknowledge the importance of this study; however, we argue that a more nuanced perspective
is required, one that takes into account not only the potential adverse effects, but also the
advantages of these games.
The adaptive functions of playing have long been emphasized by evolutionary psychology
(Bjorklund, 2010), and in developmental psychology, the positive function of play has been a
running theme for some of the most respected scholars in the field (e.g., Erikson, 1977; Piaget,
1962; Vygotsky, 1978). Erikson (1977) suggested that play contexts enable children to exercise
social experiences and simulate alternative emotional consequences, which can then lead to
feelings of resolve outside the context of play. Similarly, Piaget (1962) theorized that make-
believe play provides chil- dren opportunities to reproduce real-life conflicts, to work out ideal
resolutions for their own pleasure, and to amelio- rate negative feelings. Both Piaget (1962) and
Vygotsky (1978) supported strong theoretical relations between play and a number of elements
that encourage the growth of social cognition.
2.4 Demographics
Demographics are the study of population-based on factors such as age, race and sex.
Governments, corporations, and NGOs use demographics to learn more about population
characteristics for a variety of purposes, including policy development and economic market
research. (Investopedia, 2019)
The first demographic used for the survey is the gender of the respondent. According to Bean
Survey, more than half of gamers are men, with more than 60% of the total number of people
surveyed, but especially the number of women playing games has also increased significantly,
with the increasing demand for entertainment, women gaming. has become extremely normal.
10
The second demographic used for the survey is age. In general, in Vietnam, according to Tuoi Tre
newspaper, 70-80% of students start to play games at the age of 10-15 years and tend to play
games earlier (Hung & Cuong, 2010).
The above evidence shows that gender and age have an influence on online gaming habits.
Therefore, the above two factors were included in the survey.
3. Methodology
3.1. Descriptive statistics applied to the business data:
- Measure of Central Tendency:
+ Mean: The mean of a data set is the average of all the data value
∑ni=1 Xi
̅
X=
n
+ Median: The median of a data set is the value in the middle when the data items are arrganged
in ascending order
• For an odd number of observations:
Me = X(n+1)
2
•
For an even number of observations:
X n + X (n+1)
2 2
Me =
2
- Measures of Variability:
+ Variance: The variance is the average of the squared differences between each data value
2
∑(xi − x )2
S =
n−1
Where: x: Mean of a sample
n: Observations of a sample
+ Standard deviation:
S = √S 2
11
3.2. Inferential statistics
- One sample data:
+ Estimation mean of population:
α/2 s
µ = x ± t (n−1) .
√n
x: is the sample mean
1− α: is the confisence coefficient
α/2
t (n−1) : The value of the student (t) probability distribution with n– 1 degrees of freedom
S: is the sample standard deviation
n: is the sample size
12
An interval estimate: If ( σx = σy ⇔ 0.5 < Sx / Sy < 2)
α/2 1 1
μx − μy = (x − y) ± t √S02 ( + )
(nx + ny − 2) nx ny
Where: x; y: Mean of data sample x; y
nx ; ny : Size of data sample x; y
t (n α/2 : The value of student (t) probability distribution table
x+ny −2)
Where: t α/2
df
: The value student (t)probability distribution table
13
Σ(xi − x̅)(yi − y̅)
r=
√Σ(xi − x̅)2 Σ(yi − y̅)2
Null Hypotheses H0 Alternative Value testing Rejecting Null
Hypotheses Ha Hypotheses H0
r
ρ=0 ρ≠0 t= (i−r2 )
|t| ≥ t a/2
n−2
√
(n−2)
Y = a + bX
• X: is the ‘independent variable’ [the variable whose value we can choose, or the ‘input’
variable]
• Y: is the ‘dependent variable’ [the ‘output’ variable whose value is determined by the
relationship]
• ‘a’: is the ‘constant’
• ‘b’: is the ‘coefficient of X
+ Applying fitting techniques (correlations, regression analysis).
14
3 Online game addiction may be the cause of an increased attempt at
suicide.
4 Playing online game per day is likely to destroy things belonging to
others, get into fights, and physically attack people.
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3 Playing online games for a long time will have other problems such as
high blood pressure, decreased vision, dry skin, wrinkled face,
decreased resistance.
Demographics
Questionnaires of Demographic
No. Content References
1 Gender (Anable, 2016)
2 Income
3 Level of Education
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4.2. Collecting Data
- Secondary data are collected from articles and research articles to systematize the theoretical
basis to form component questions in the factors
- The focus of this study uses primary data including: 23 component questions and onl survey by
google form following the link: https://forms.gle/GJN8or7EC1HEw11M9
5. Result
5.1. Research Sample
According to the survey information from Table 1, the total survey size of people with online
gaming behavior is 115 people as the study sample. According to the gender structure, the
number of males is 51 people (accounting for 44.3%), the number of female sex workers is 64
people (accounting for 55.7%). Although there is no big difference, it can be seen that the number
of men is more than the number of women participating in the survey. This partly proves that
women are more interested in gaming behavior than men.
17
Gender
44%
56%
Male Female
According to income structure, in 115 surveyed samples, there were 71 gamers with income
below 2 million, accounting for the largest proportion with 61.7%. There are 30 gamers with
income from 2 million to 4 million (accounting for 26.1%). The number of gamers with income
over 6 million is 11 and only (9.6%) and with income from 4 to 6 million is 3 gamer, also
accounting for the lowest percentage. Thus, it can be seen that the main objects of the survey
are customers with low and medium income.
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Figure 2: : Income of respondents
The educational attainment factor in the demographic factor is indispensable because the data
from this factor is quite important. Educational attainment was only meaningful to university
students, about 86.1% (99 responses). The remainder is in high school (13%) with 15 responses,
and graduate with the lowest rate of 0.9%. There are almost no answers at colleges in Da Nang.
As we can see here, the most percentage is from college students, consistent with previous data
being 19-22 years old (most college students are in this age group).
19
Education
1%13%
0% High School
Colleges
University
Post-Graduates
86%
Gaming behavior of young people affecting their mental health is analyzed and the results are
presented in Table 2. The results show that passengers have a choice of 3 (level of consent).
frequency and average value are most common in the response. Of which, the rate of Playing
20
online game per day is likely to destroy things belonging to others, get into fights, and physically
attack people accounted for the highest average rate of 2.95%, followed by 2.76%, respectively.
addiction may be the cause of an increased attempt at suicide with the lowest average. The
survey showed that the level of agreement with Playing online games causes players to have
attention problems and cause hyperactivity was 2.92% and 2.94% with comments Play online
game consumption is associated with aggression, depression, and suicidal thoughts in
adolescents. With the above results, we can see that most gamers are aware that playing online
games for a long time can affect their mental health.
Statistics
Based on Table 3, Online gaming destroys social relationships, spends less time with friends
offline, and places less emphasis on offline social relationships means approximately 3.28 on a
scale of 5, Std. The deviation is about 1.25 and the variance is 1.57. With the mean greater than
3, the Std index. Small deviation and variance lead to small variation, high answer quality, and
respondents agree with the opinion.
According to Game addicts tend to have fewer good relationships than average people, it means
about 2.89 out of 5 points, Std. Deviation is about 1.2 and variance is 1.445 With mean value less
than 3, Std. The deviation and variance are small, so the small difference and the quality of the
responses that the respondents disagree with are high. So, there are comments inconsistent with
the gamer
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In the opinion of Playing games online can be very dangerous to your communication skills in
general and your social relationships in particular means about 3.04 on a 5-point scale, Std. The
deviation is about 1.24 and the variance is 1.55 With the mean is more than 3, the Std. Deviation
and the variance is small, so the variation is small and the quality of the responds is high, the
respondents also agree with the opinion.
Frequency Percent
1.00 19 16.5
2.00 28 24.3
3.00 29 25.2
Valid
4.00 20 17.4
5.00 19 16.5
Total 115 100.0
Figure 4: Histogram of limiting or playing online games greatly reduces the brain's ability to
remember.
The above chart shows more clearly the answers from 115 study participants. Looking at the
frequency and percentage tables, the answer chosen by most of the participants was number 3.
22
This point shows that most participants agree with the statement “Playing online games reduces
the brain's. ability to remember. ”(25.2%). But overall, a rate of 25% does not affect the entire
answer. The popular pattern is the bell-shaped curve known as the "normal distribution".
Frequency Percent
1.00 21 18.3
2.00 29 25.2
3.00 30 26.1
Valid
4.00 17 14.8
5.00 18 15.7
Total 115 100.0
Figure 5: Histogram of limiting or playing online games greatly reduces the brain's ability to
think and language.
The histogram of this element has the same distribution as the previous element (the normal
distribution). The highest percentage is 26.1%, about 30 participants chose the answer of 3 (they
feel normal about this statement). Although this is the normal distribution there are two high
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peaks which are from the answer of 2 and the answer of 3. The Std. deviation value is about
1.322, lower than the previous histogram.
Frequency Percent
1.00 12 10.4
2.00 28 24.3
3.00 30 26.1
Valid
4.00 26 22.6
5.00 19 16.5
Total 115 100.0
Figure 6:Histogram of limiting or playing online games greatly reduces the ability to express
emotions.
In this chart, the perception level is concentrated from 2 to 4 and around 3. It shows that most
of the survey participants said that the viewpoint "Playing online games reduces the ability to
express emotions (indifference, indifference to events that happen)" is acceptable. Thus, the
above viewpoint according to consumer perception is appropriate.
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5.3. Estimation Mean of population
Table 4 shows 3 factors, indicated by the survey results of respondents about the impact of online
games on gamers' health. First, with the content "Online games are one of the causes of eye
problems. in gamers. " Its mean is 3.64 on a 5. scale. Therefore, with a 95% confidence interval
for the mean between 3.41 and 3.87, the respondents believe that the above hypothesis is
correct.
For the latter, its average is 4.03 on a 5-point scale. With a 95% confidence interval for an average
ranging from 3.83 to 4.23, respondents agree with the "Sitting on the" hypothesis. computer to
play online games incorrectly for a long time will cause many problems for the body such as back
fatigue, blurred vision, scoliosis, etc. "
As for third-party content, its average is 3.65 on the scale. With a 95% confidence interval for
mean values between 3.42 and 3.86, respondents also agreed with the hypothesis "Playing online
games for a long time will have other problems such as high blood pressure, decreased vision,
dry skin, wrinkled face, decreased resistance. " From the table above, it can be seen that game
players believe that using a computer a lot (in particular, playing online games) greatly affects
the shape of the spine, in addition to other diseases such as Eyes and other problems such as
high blood pressure, decreased vision, dry skin, wrinkled face, decreased resistance are also
concerned.
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5.4. Hypotheses testing
5.4.1. One sample T-test
One-Sample Test
Playing online
games helps you
to reduce stress,
increase
concentration
and exercise
memory.
t 7.208
df 114
Sig. (2-tailed) .000
Test Value = 3
Mean Difference .73043
95% Confidence Interval of Lower .5297
the Difference Upper .9312
Means 3.7304
Table 5: Opinion of respondents about “Playing online games helps you to
reduce stress, increase concentration and exercise memory”
The sig is less than the sig level, which sig (2-tailed) from the one-sample T-test is 0.000 under
5% with the mean of 3.7304. As a result, the hypothesis is rejected with the 95% Confidence
Interval of the Difference from 0.5297 to 0.9312, that hold the opinion " playing the online game
helps you to reduce stress, increase concentration and exercise memory". A total of 115
participants, totally disagree with this statement.
26
Mean -.84348
Std. Deviation 1.62541
Paired Differences Std. Error Mean .15157
95% Confidence Interval of Lower -1.14374
the Difference Upper -.54322
t -5.565
df 114
Sig. (2-tailed) .000
Table 6: Two Sample T-test
According to the results of the table, the Sig value is about 0. 000, lower than the significance
0.05, so that the statement that two elements are similar to each other will be rejected by 95%
of participants by Confidence Interval of the Difference.
With the mean of 3.61 (5 scales), consumers agree with the viewpoint ―gaming also helps
reduce negative feelings. With the mean of 2.765 consumers are dissatisfied with the view online
game addiction may be the cause of an increased attempt at suicide.
Group Statistics
Gender N Mean Std. Deviation Std. Error Mean
Male 51 3.4706 1.17223 .16414
Playing online games
increases decision-making Female 64 3.5313 1.08333 .13542
power
Table 8: Group Statistic of Independent Sample T-test
27
Since the sig value of Levene's test is 0.670 is greater than 5%, using data from equal variances
assumed to be assumed to test the results as average or overall.
Because the Sig value of the t-test for equality of means test is 0 less than 5%, it shows that the
perceptions of men and women are different. Specifically, the level of consensus with the
corresponding sample mean for Men and Women is 3.4706 and 3.5313 on the 5 scale, with the
corresponding standard deviations of 1.17223 and 1.08333
and 95% Confidence Interval of the Difference from -0.47848 lower to 0.35715 upper. With such
statistics, it can be observed that there is a discrepancy between the average perception of men
and women. It can be said that there are more female respondents who agree more than male,
with an estimated difference of 0.0607.
From the table above, we can easily see that the Sig value is 0.000 < 0.05 (5%). This leads to the
situation that both statements in the table have a strong linear relationship. And the evidence
that proves this situation is the value of the Pearson Correlation. The value reflects the linear
relationship between the two statements is about 67%. This has been shown that adolescent in
Danang city agree that playing online games not only increases decision-making power but also
help to overcome dyslexia The correlation between the two statements is significant by the
figures.
28
Coefficientsa
Model Unstandardized Standardized t Sig.
Coefficients Coefficients
B Std. Error Beta
(Constant) .980 .293 3.346 .001
Playing online
games helps
you to reduce
1
stress, increase .705 .075 .660 9.342 .000
concentration
and exercise
memory.
The corresponding sig value of 'Online Shopping protects my security' is 0.000 <5% (0.05),
showing that the factor "Gaming also helps reduce negative feelings" has an impact on
"playing online games helps you to reduce stress, increase concentration and exercise
memory" of Danang youth.
Recommendation
According to many analyzes, online games have a negative impact on players in many ways,
especially in psychology and health (Nguyen Son, 2020). Although the society now has a
different view of the gamer and the benefits that online games bring to gamers, to achieve the
main goal is to make gamers as well as those around them aware of the benefits.
As well as being able to play the game in moderation to get the most out of it is all, firstly, with
state agencies, it is necessary to tighten the management and licensing of games that are not
conducive to the development of youth in Da Nang in particular and the country in general. Age
restrictions in net stores and the age at which violent games can be purchased or that have an
effect on youth behavior and thinking. Encourage individuals and groups with achievements in
esports and propagate the benefits of online games to young people in particular and the
community in general.
To the gaming community, they must actively promote the benefits of gaming and create added
value from gaming to demonstrate that gaming can also be a stable and future career. to develop
like any other profession. Especially in Vietnam, the perspective of the previous generation has
not yet been open to the fact that their children become gamers and the media is full of negative
29
news about the gaming community. In addition, the gaming community must actively try to
develop to have a friendly view of society towards.
For game makers, they must focus on developing their products as well as possible, always
putting the development of game making first, besides entertainment, games must also bring
values to players like: brain development, skill development, ect. there must also be humanistic
content. In addition to young people, it is advisable to develop more family games so that they
can reach people of the old generation, making them have a new perspective on online games.
Finally, the responsibility of gamers, like every other sport, online games have tournaments and
gamers are the ones who compete in domestic and international tournaments to bring glory to
the team as well as country. They must practice hard, develop strategies and train a tough spirit
to compete in the international arena. Although the condition still lags behind developed
countries in esports such as Korea, China, Japan, ect. But the Vietnamese team also had
remarkable achievements such as Team Flash won in League of Legends Mobile, Vietnam Esport
won a medal at Seagame 30, Vietnam Esport won PUBG in Southeast Asia, and also earned more
one slot for the PAI 2019 tournament held in Macau (Hạ Mặc, 2021)
7. Conclusion
The information and data collected in this report are analyzed specifically, learn the online
gaming behaviour of Da Nang's youth, then report to enterprises. This is to improve the gaming
community and give society a more realistic view of the game. All data in the report are reliable,
live people are known as students, students, etc. Moreover, they are the people who play online
games very often and have a lot of people with the goal of becoming a gamer. SPSS software
used to create data is specialized software for data analysis, provided by teachers, so the
accuracy is very high. Readers can count on this metric. Overall, the responses are consistent,
there are no major differences and almost the same opinion.
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APPENDIX
Welcome!
The purpose of this survey is to find out about online gaming habits among Danang youth. This
survey consists of 25 questions and takes approximately 7 minutes to complete. Please answer
as much as possible.
Your information will be kept confidential and used only for research purposes.
I. Content
1 5
Completely disagree Completely agree
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3 Online game addiction may be the cause of an increased attempt at
1 2 3 4 5
suicide.
4 Playing online game per day is likely to destroy things belonging to
1 2 3 4 5
others, get into fights, and physically attack people.
II. Limit communication 1 2 3 4 5
1. Playing games online can be very dangerous to your communication
1 2 3 4 5
skills in general and your social relationships in particular.
2 Online gaming destroys social relationships, spends less time with
1 2 3 4 5
friends offline, and places less emphasis on offline social relationships.
3 Game addicts tend to have fewer good relationships than average
1 2 3 4 5
people.
III. Affect the brain 1 2 3 4 5
1 Playing online games greatly reduces the brain's ability to remember. 1 2 3 4 5
2 Playing online games reduces the brain's ability to think and language 1 2 3 4 5
3 Playing online games reduces the ability to express emotions
1 2 3 4 5
(indifference, indifference to events that happen)
IV. Body health
1 Online games are one of the causes of eye problems in gamers. 1 2 3 4 5
2 Sitting on the computer to play online games incorrectly for a long time
will cause many problems for the body such as back fatigue, blurred 1 2 3 4 5
vision, scoliosis, etc.
3 Playing online games for a long time will have other problems such as
high blood pressure, decreased vision, dry skin, wrinkled face, decreased 1 2 3 4 5
resistance.
V. The advantages
1 Playing online games helps you to reduce stress, increase concentration
1 2 3 4 5
and exercise memory.
2 Playing online games increases decision-making power 1 2 3 4 5
3 Some online games also help to overcome dyslexia. 1 2 3 4 5
4 Playing online games slows down mental decline. 1 2 3 4 5
5 Play online games develop Spatial skill. 1 2 3 4 5
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6 Online gaming connects relationships and creates more connections
1 2 3 4 5
between people with similar interests.
7 Online gaming helps to resolve conflicts in real life. 1 2 3 4 5
8 Playing online games practice finger movement, making them more
1 2 3 4 5
flexible.
9 Gaming also helps reduce negative feelings 1 2 3 4 5
Question 2: Income
1. Under 2 million VND ᴏ
2. From 2 to 4 million VND ᴏ
3. From 4 to 6 million VND ᴏ
4. Over 6 million VND ᴏ
Question 3: Level of Education
1. High School ᴏ
2. Colleges ᴏ
3. University ᴏ
4. Post-Graduates ᴏ
Question 4: Age
1. 15-18 ᴏ
2. 19-22 ᴏ
3. 23-25 ᴏ
Our research team members may pay a visit or give you a phone call for an interview, please
confirm Yes. Thank you so much for your participation!
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