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UM20MB555 : Business Research

Methods

Group 4 :

Pooja Sridhar (PES1PG20MB213)


Pooja V (PES1PG20MB214)
Prakyath B Rao (PES1PG20MB218)
Prasad M S (PES1PG20MB221)
Pratham P Shetty (PES1PG20MB222)
Pratheek G V (PES1PG20MB223)
RESEARCH DESIGN

 3.1 INTRODUCTION
Now a days there’s a lot of youth that has an addiction on gaming. 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. This study will help to find out the addiction level of game among youth.

 3.2 STATEMENT OF PROBLEM


We mainly aim to study the level of gaming addiction among youth. Now because of this new
inventions, the teenagers are more addicted to the system which includes online games and they just
get into their own world of fantasies and then they become less socialize. Hence this study is taken to
understand the influence of gaming on youth.

 3.3 TITLE OF THE STUDY


“The influence of gaming on youth.”
 3.4 OBJECTIVES OF THE STUDY
The following are the objectives of the study:
(1) To study the impact of online gaming among youth in India.
(2) To know the addiction level of online games among youth in India.
(3) To know the different types of online gaming disorder among youth.

 3.5 SCOPE OF THE STUDY


1. This study facilitates us to provide a clear picture of how and what is the impact of
gaming on youth.
2. This study is conducted amongst the youth and the sample size is collected from here,
and chosen for the study.
3. The survey was collected from 100 members based on their level of addiction on
playing games, this study mainly appeals to youth who are addicted in gaming.
 3.5 LITERATURE REVIEW:
SOURCE OF DATA
1. Primary data
2. Secondary data
 DATA COLLECTION METHOD
The data collected constitute both primary and secondary data.
 PRIMARY DATA
The primary data has been collected means of questionnaire method.
 SECONDARY DATA
Secondary data consists of both internal and external data. Only external data will be considered in this study which includes
journals, magazines and various public sources, books and websites.
 3.6 RESEARCH DESIGN METHOD
Casual research design was adopted.
 3.7 SAMPLING TECHNIQUE
Stratified random sampling is chosen to select the samples. This includes:
1. Gen Z
2. Millennials
 3.8 SAMPLE SIZE
The samples size for the project is 100 people.
 3.9 FIELD WORK
For the collection of facts, a structured questionnaire has been used. The questionnaire has been prepared
in kind of manner to be able to gain insights and thoughts from the respondents.
 3.10 TOOLS OF ANALYSIS
For the motive of understanding the impact on gaming amongst the youth. The records accumulated is
analysed using various statistical gear like; bar graphs, percentage, tables and many others.
 3.11 PLAN OF ANALYSIS
The information collection from the questionnaire turned into processed, tabulated and analysed to avoid
wrong interference particular factors like incomplete, cheating and dishonest answers have been
eliminated.
 3.12 LIMITATION OF STUDY
1. A sample size 100 people were chosen because of the limited period of time available to the study.
2. The study is limited to only the analysis on impact of gaming among youth.
3. Due to the situations within the country, because of covid-19 it's miles hard to accumulate information
on time and accurately.
 3.13 BIBLIOGRAPHY
This chapter consists of the reference made from the:
1. Text books
2. Magazines
3. Online website
4. Articles
5. Literature review

 3.14 ANNEXURE
This chapter consist of a copy of feedback and all useful material collected from the sample.

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