Professional Documents
Culture Documents
Among Students”
I
SUPERVISOR CERTIFICATE – FACULTY MENTOR
This is to certify that Mr. Suraj Kumar a student of Master of Business Administration 2022-
24 , Army Institute Management & Technology, Greater Noida, has completed his project
under my supervision.
During this period, he worked on the project titled “A Study on Online Gaming Preference
Among Student ” in partial fulfilment for the award of the degree of Master of Business
Administration from GGSIP University, Delhi.
To the best of my knowledge, the project work done by the candidate has not been submitted to
any university for the award of any degree. His performance and conduct have been good.
Date:
This project was undertaken as a part of the major project report as per the curriculum of
GURU GOBIND SINGH INDRAPRASTHA UNIVERSITY, DELHI for the partial
fulfillment of MBA (Master of Business Administration) from ARMY INSTITUTE OF
MANAGEMENT AND TECHNOLOGY, GREATER NOIDA.
I have not submitted the matter embodied here in this project for the award of any other
Degree/Diploma.
ACKNOWLEDGEMENT
III
I wish to show my sincere gratitude to all those who made this study possible. First of
all, I am thankful to the helpful staff and the faculty of Army Institute of Management
and Technology Greater Noida. One of the most important tasks in every good study is
its critical evaluation and feedback which was performed by my faculty guide Dr.
Pallavi Bhardwaj
I am very thankful to my faculty for investing his precious time to discuss and criticize
this study and explained the meaning of different concepts and how to think when it
comes to problem discussions and theoretical discussions. My sincere thanks go to my
Institute, friends and family, who supported and encouraged me.
Student Name:
EXECUTIVE SUMMARY
IV
Overview:
This overview provides an overview of research into student online game preferences. The
purpose of this study was to understand student preferences, motivations, and behaviors
regarding online gaming, and the potential impact of online gaming on student academic
performance and overall well-being.
The study recommends raising awareness, promoting responsible gaming habits, working
with game developers to incorporate educational elements, and conducting further research
into the long-term effects of online gaming. Overall, understanding students' online gaming
preferences can help educators, parents, and policy makers to support responsible gaming and
maximize student benefits.
V
TABLE OF CONTENT
Certification…………………………………………………………………………………… I
Acknowledgment……………………………………………………………………...………IV
Executive Summary……………………………………………………………………………V
List of Abbreviations…………………………………………………………………….........VII
List of Tables…………………………………………………………………………………VIII
List of Figures……………………………………………………………………………........IX
Sr. No Name
1 Introduction
1.1 Overview
1.2 Internet Gaming
1.3 Internet game addiction
1.4 Internet Gaming Disorder
2 Literature Review
3 Objectives
4 Research Methodology
5 Data Analysis
6 Findings & Limitations
7 Conclusion
8 References
10 Plagiarism Report
VI
LIST OF ABBREVIATIONS
IG………………………………………………………………………………… Internet Gaming
VII
LIST OF TABLES
Table 5.1 General Information..........................................................................................................
Table 5.2 Gaming Habits..................................................................................................................
Table 5.3 Multiplayer Preferences....................................................................................................
Table 5.4 Online Gaming and Education..........................................................................................
Table 5.5 Future of Online Gaming..................................................................................................
VIII
LIST OF FIGURES
Table 5.0 Name of Respondent...................................................Error: Reference source not found
Table 5.2 Age of Respondents.....................................................Error: Reference source not found
Table 5.0 Gender of Respondents...............................................Error: Reference source not found
Table 5.0 Education Level of Respondents.................................Error: Reference source not found
Table 5.1 Engagement in Online Gaming ..................................Error: Reference source not found
Table 5. 2 Devices use for Online Gaming ................................Error: Reference source not found
Table 5.3 Type of Online Gaming you enjoy .............................Error: Reference source not found
Table 5.4 Where you Discover Online Gaming .........................Error: Reference source not found
Table 5.5 You like Solo or with other.........................................Error: Reference source not found
Table 5.6 How you connect in Multiplayer Gaming ..................Error: Reference source not found
Table 5.7 Features you live in Multiplayer Gaming ..................Error: Reference source not found
Table 5.8 Online Gaming Competitions ....................................Error: Reference source not found
Table 5.9 Positive impact of Online Gaming .............................Error: Reference source not found
Table 5.10 How you Manage you time ......................................Error: Reference source not found
Table 5.11 VR Impact on Online Gaming...................................Error: Reference source not found
Table 5.12 Online Gaming as Career .........................................Error: Reference source not found
IX
Chapter-1
Introduction
1.1 Industry Overview:
The study was designed to explore factors that influence Internet gamers, including: B. The
genres of games they play and why they play them, and the prevalence of online gaming
disorders among teen age groups. This particular study found the impact of problematic
Internet use, problematic online gaming, and destructive Internet gambling behaviors in a
sample of college students. The combination of these independent factors has not yet been
studied, but may be useful for teaching practitioners and other highly educated
professionals working with raters who make extensive use of information and
communication technology. One thing is clear. Previous studies have not examined this
combination of independent variables.
While internet gaming disorder is essentially a seemingly harmless behavior, it carries the
same risks of physical dependence as addiction, and can seriously disrupt the daily lives of
those affected. (Beuzo, 2018) It is a form of behavioral addiction that shows striking
similarities to substance abuse disorders in terms of medical and psychological symptoms
as well as functional MRI findings of the brain.
Internet addicts feel more joy, pride, camaraderie, satisfaction, and immersion that online
gambling brings to players when they are online than in real life, and use social and
communication tools to deal with any stressors. use the internet as Online media serve as
an escape route for them. The prevalence of Internet gaming disorder is highly dependent
on game genre, gaming motivation, time spent in online activities, and psychopathology.
Internet gaming is a rapidly growing market. In 2012, he had over 1 billion people play
computer games, and the computer game industry grew by 8% in the same year. A recent
report by market research firm Niko Partners estimated that the People's Republic of
China's online gaming market was worth US$12 billion in 2013. Massively multiplayer
online games (MMOs) offer the opportunity to play with many other players and can be
differentiated according to game content and gameplay experience.
A latent profile analysis of survey data from 4,374 Hungarian online gamers (91% male,
mean age 21 ± 6 years) revealed that the most popular MMOs are role-playing games, first-
person shooters, real-time strategy games, and others. revealed to be a game. . First-person
MMO shooters are skill-based as they require good reaction time and attention, and
competition is a key aspect of these games. Real-time MMO strategy games let players
form teams, hone their skills, and compete for in-game stats.
The social component consists of interactions such as in-game chatting, making new
friends, forming new relationships, and working as a team. Studies show that social
elements of MMORPGs are especially important for gamers, as they are an integral part of
the enjoyment of the game. Moreover, it implies complex interactions between real and
virtual social networks, further blurring the boundaries between these networks and making
MMORPGs inherently social spaces. Game immersion is characterized by discovery. Play
to escape from real life. Escapism is an aspect of mood modification, in which addicts
engage in addictive behaviors that result in subjective mood changes, turning the latter into
coping strategies to deal with everyday problems.
This study focuses on investigating student preferences regarding online gambling. The
aim is to gain insight into the potential impact of online gaming on their gaming habits,
motivations, academic performance and overall well-being. With the proliferation of
gaming platforms and advances in technology, online games are becoming more popular
among students. Understanding student preferences in this context is critical for educators,
parents and policy makers to effectively address the challenges and opportunities
associated with online gambling. By investigating the factors that influence students'
gaming preferences, B. Genre preferences, gaming motivations, and their potential impact
on academic performance and well-being, this study has the potential to promote
responsible gaming habits and improve student outcomes. The purpose is to provide
valuable insights and recommendations on how to take advantage of online gaming.
This study uses a mixed-methods approach and utilizes questionnaires, focus group
discussions, and interviews to collect comprehensive data on student gaming preferences.
The results of this study will contribute to the existing body of knowledge on online
gambling among students and provide practical recommendations for various stakeholders
involved in student welfare and education.
1.2 Internet Gaming (IG) :
Internet gaming is a rapidly growing market. In 2012, he had over 1 billion people play
computer games, and the computer game industry grew by 8% in the same year. A recent
report by market research firm Niko Partners estimated that the People's Republic of
China's online gaming market was worth US$12 billion in 2013. Massively multiplayer
online games (MMOs) offer the opportunity to play with many other players and can be
differentiated according to game content and gameplay experience.
A latent profile analysis of survey data from 4,374 Hungarian online gamers (91% male,
mean age 21 ± 6 years) revealed that the most popular MMOs are role-playing games, first-
person shooters, real-time strategy games, and others. revealed to be a game. . First-person
MMO shooters are skill-based as they require good reaction time and attention, and
competition is a key aspect of these games. Real-time MMO strategy games let players
form teams, hone their skills, and compete for in-game stats.
The social component consists of interactions such as in-game chatting, making new
friends, forming new relationships, and working as a team. Studies show that social
elements of MMORPGs are especially important for gamers, as they are an integral part of
the enjoyment of the game. Moreover, it implies complex interactions between real and
virtual social networks, further blurring the boundaries between these networks and making
MMORPGs inherently social spaces. Game immersion is characterized by discovery. Play
to escape from real life. Escapism is an aspect of mood modification, in which addicts
engage in addictive behaviors that result in subjective mood changes, turning the latter into
coping strategies to deal with everyday problems.
In recent years, research on Internet gambling addiction has increased both quantitatively
and qualitatively. His research on gambling addiction dates back to 1983, when he
published the first report suggesting video game addiction was a college student problem.
Soon after, the first empirical study of gambling addiction, based on self-reported young
male gamers who reported being "addicted" to gaming, was published by Shot Ton.
Children, teenagers and young adults are increasingly playing games that can be played
online. According to Snodgrass et al. (2014), people play online games for a variety of
reasons. This includes escaping stressful situations and viewing online games as another
way to deal with stress (Snodgrass et al., 2014). People with low stress levels may find that
online games improve their quality of life even without them.
Different people participate in online gambling for different reasons, and this can have
long-term behavioral and psychological consequences. For example, a group of researchers
called ``Twenty Concerns'' in a paper by Ballard, Hamby, Panee, and Nivens (2006) found
that exposure to online games, particularly violent online games, is an individual reality.
expressed concern that it would affect perceptions. Violence stories can be boring for long
periods of time.
On the other hand, playing games that aren't played online can open new doors outside the
realm of online gambling. For example, gamers participating in offline games were shown
to be more likely to share their gaming activities and achievements with friends and family
outside of the game world. These gamers also reported less relationship problems and
stress than other gamers who played online games (Snodgrass, Lacy, Dengah, Fagan, and
Most, 2011). We spent some time discussing the possible downsides of playing video
games online. Online gambling, like online gambling, can reveal patterns of destructive
behavior depending on how users interact with the service.
In fact, many signs of her relapsing IGD have been identified using diagnostic criteria
common to other behavioral addictions. Symptoms include preoccupation with gambling
activities and withdrawal symptoms such as irritability when denied access to gambling. A
number of studies have shown direct and favorable associations between IGD and various
mental health problems, including clinical depression, social anxiety, and mental health
problems.
Chapter-2
Literature Review
Literature review
Roberts and Chen (2017) :- investigated gender differences in online game preferences
and found that male students tended to prefer action-oriented and competitive games due to
their desire for excitement and challenge. . In contrast, female students showed a
preference for social girlfriend games and simulation-based games, reflecting their interest
in socializing and exploring in virtual environments. This study discussed the potential
impact of social expectations and gender roles in the gaming industry.
Thompson et al. (2019) :-
Conducted a survey and found that mobile his devices are the most popular gaming
platform among college students due to their convenience and accessibility. Personal
computers and game consoles also remain important options, offering enhanced graphics
and immersive experiences.
Sportic, B. (2018) :-
He conducted a research study investigating the relationship between problematic online
gaming behavior and gamers' desire to play online video games. The purpose of this study
was to analyze in more detail the role that gaming goals play in moderating the association
between self-concept clarity and problematic online gaming. The study investigated the
reactions of 509 young people playing video games in Croatia. Problematic online games
were shown to be positively associated with social, competitive, coping, fantasy, and
escapist motivations for online video game play and negatively associated with clarity of
self-concept. I'm here. After considering factors such as age and time spent playing games
each week, hierarchical regression analysis showed that escape goals and clarity of self-
concept were significant predictors of problematic online games.
Salvari, S. (2019) :-
We 'conducted a systematic review' of existing published studies based on the principles
set out in the Priority Reporting Items for Systematic Reviews and Meta-Analyses
(PRISMA) document. Admission criteria were:
Must have a publication date between 2000 and 2018, must be an empirical study, must be
written in both English and Turkish, must be published in a peer-reviewed scientific
journal, must be published in an academic journal must be Objective assessment of IGD
and personality traits. Studies were not considered for inclusion in the review if they were
single case studies, previously published studies, or studies not published in peer-reviewed
journals.
Tin, S. (2020) :-
He conducted a study aimed at examining the relationship between game motivation,
avatar identification, and IGD in the context of MOBA players. He also examined whether
identification with an avatar plays a mediating role in relation to his game of immersion
and the game goals of achievement, sociability, and immersion. A total of 1175 players
were recruited through his participation in his MOBA Online group on his social media.
Results show that IGD is positively predicted by the player's desire to perform, motivation
to engage, and identification with the avatar. On the other hand, IGD is negatively
predicted by the player's urge to interact among MOBA players. Avatar identification
turned out to act as a key intermediary in the relationship between various gaming
incentives and his IGD. A total of 45% of the variation in the study was explained by each
determinant, suggesting that the impact was very large. Overall, the results of the current
study provide empirical support for possible causative factors of IGD.
12
Chapter-4
Research Methodology
Research methodology
14
Chapter-5
Data Analysis
Data analysis :-
5.1 Do you engage in online gaming.
Figure: 5.1
From figure 5.1, out of 56 respondents, 41.1% of response are Rarely, 19.6% Multiple,
16.1% Daily, 14.3% Once in a week and 8.9% Occasionally engage in online game
Figure: 5.2
From figure 5.2, out of 56 respondents, 76.8% of response are using mobile devices
like smartphone, tablet, 10.7% PC for online gaming.
5.3 Genres of online games do you enjoy the most.
Figure: 5.3
Figure: 5.4
From figure 5.4, out of 56 respondents, 39.3% of response likes play game
recommended by friends, 19.6% gaming influencers, 19.6% online gaming
communities, 12.5% others and 8.9% gaming news.
5.5 You prefer playing online games solo or with others.
Figure: 5.5
From figure 5.5, out of 56 respondents, 50% of response likes to play online game with
there friends, 23.2% Solo and 21.4% Both.
5.6 You typically connect with other players for online multiplayer gaming.
Figure: 5.6
From figure 5.6, out of 56 respondents, 48.2% of response connect with other players
from their friend list and so on.
5.7 Features you find most appealing in multiplayer online games.
Figure: 5.7
From figure 5.7, out of 56 respondents, 39.3% of response likes Voice chat or in game
messaging, 19.6% PvP, 17.9% others, 14.3% co-op missions or raids and 8.9% Guilds
or clans.
Figure: 5.8
From figure 5.8, out of 56 respondents, 46.4% of response have not participated in
online gaming 42.9% have participated and 10.7% have sometimes have participated.
5.9 Online gaming has any positive impact on your cognitive abilities or
problem-solving skills .
Figure: 5.9
From figure 5.9, out of 56 respondents, 48.2% of response has positive impact on
cognitive abilities or problem-solving skills 28.6% sometimes have the impact and
rest 28.2% gat negative impact.
5.10 Do you manage your time between online gaming and academic
responsibilities.
Figure: 5.10
From figure 5.10, out of 56 respondents, 37.5% of response have Prioritize academics
over gaming.
5.11 You think virtual reality (VR) will significantly impact the future of online
gaming.
Figure: 5.11
Figure: 5.12
From figure 5.12, out of 56 respondents, 51.8% of response don’t consider pursuing a
career in the gaming industry 16.1% have undecided and rest 32.1% consider career
in gaming.
Chapter-6
Findings and Limitation
Findings:-
The study included a diverse sample of students of various ages and levels of
education.
It turned out that male students are more enthusiastic about online games than female
students.
Action and adventure genres were the most popular among students, followed by role-
playing, sports, first-person perspective, and other games.
The most commonly used platforms by students for online gaming are mobile devices
(smartphones and tablets), followed by he PCs and gaming consoles (such as
PlayStation and Xbox).
The popularity of mobile games has increased significantly, especially among young
students who prefer the convenience and accessibility of gaming on smartphones.
Entertainment and fun were the main motivations for students to participate in online
games.
Social interaction and communication with friends and colleagues within the gaming
community was an important motivating factor.
Male students tend to spend more time playing games than female students, a
significant proportion of whom he spends several hours a day in gaming activities.
The sample size is too small and may not be representative of the entire student
population.
This survey did not include all types of online games, so the results cannot be
generalized to all online gamers.
Self-reported data may have been used in this study and may be biased.
Other factors that may influence online gaming preferences, such as personality traits
and social factors, may not have been considered in this study.
This study may have been conducted at a specific point in time, so the results may not
be generalizable to other time periods.
Chapter-7
Conclusions
Conclusion
Here are some conclusions about student online gaming preferences based on research
I found.
Gender:
• Younger students play video games more often than older students.
• This may be because younger students have more free time and are more likely to be
exposed to video games through friends and family.
Genre:
• The most popular video game genres among students are first-person shooters, role-
playing games, and strategy games.
• These genres are often characterized by fast-paced action and high challenges.
Motivation:
• Students play video games for many reasons, including entertainment, social
interaction, and challenge. Some students use video games to relieve stress or learn
new skills.
Impact on academic performance:
Overall, studies of student online gaming preferences indicate that video games are a
popular form of entertainment for students. However, the impact of video games on
academic achievement is a complex issue that requires further research.
In addition to the above conclusions, I would like to add that online games can also be
a valuable tool for learning. For example, some video games are designed to teach
students history, science, mathematics, and so on. Additionally, online games help
students develop problem-solving, teamwork, and critical thinking skills.
Overall, I believe that online games can have a positive impact on students' lives.
However, it is important for students to keep track of their time playing video games
and not neglect other assignments.
Chapter-8
Bibliography
REFERENCES
It will be very helpful if you could take a few minutes to complete this survey and give your
valuable input. The responses will be used to reach out to the conclusion of the research.
6. How do you typically connect with other players for online multiplayer gaming?
Friends list within the game
Online forums or communities
Social media groups or pages
Voice chat platforms (Discord, TeamSpeak, etc.)
Other (please specify)
9.Do you think online gaming has any positive impact on your cognitive abilities or
problem-solving skills?
Yes
No
Not sure
10.How do you manage your time between online gaming and academic
responsibilities?
Prioritize academics over gaming
Allocate specific time for gaming and studies
Balance gaming and studies without a fixed schedule
Gaming takes precedence over academics
11.Do you think virtual reality (VR) will significantly impact the future of online
gaming?
Yes
No
Not sure
PLAGIARISM REPORT