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Online Game

This document analyzes the effects of online gaming on students. It discusses how online gaming has become more popular and accessible through mobile devices. While some argue gaming relieves stress, others note excessive gaming can negatively impact one's mind, attitude, and social/work life. The document reviews different types of popular online games and cases of gaming addiction in other countries. It also discusses how game developers incentivize in-game purchases and the risks of children accruing large bills. The research will examine the relationship between gaming habits and demographics like age, gender, and university course.

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0% found this document useful (0 votes)
389 views20 pages

Online Game

This document analyzes the effects of online gaming on students. It discusses how online gaming has become more popular and accessible through mobile devices. While some argue gaming relieves stress, others note excessive gaming can negatively impact one's mind, attitude, and social/work life. The document reviews different types of popular online games and cases of gaming addiction in other countries. It also discusses how game developers incentivize in-game purchases and the risks of children accruing large bills. The research will examine the relationship between gaming habits and demographics like age, gender, and university course.

Uploaded by

Subham Choudhury
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Written Analysis & Communication

Effect of Online Game on Students


A report submitted to Institute of Management and Information
Science, in the practical fulfilment for the award of degree of

Term - 2

PROF. Ananya Roy Pratihar


PROFESSOR IN Written Analysis & Communication

INSTITUTE OF MANAGEMENT AND INFORMATION SCIENCE


Approved and equivalent to MBA by AICTE, Govt. of India

Swagat Vihar, Bankuala, Bhubaneswar, Odisha 752101


ACKNOWLEDGEMENT

In the world of competition there is a race of existence in which those who are
having will to come forward succeed. Project is like a bridge between theoretical
and practical practice. With this willing we joined this particular project. We are
feeling oblige in taking the opportunity to sincerely thanks Prof. Ananya Roy for
her guidance and help. We are highly obliged in taking the opportunity to
sincerely thank persons who were part of our research and helped us in
completing this project successfully.

EXECUTIVE SUMMARY
Video games have gone mainstream – moving from clunky PCs and expensive
consoles, to the mobile devices we have in our pockets every day. Now, more
people than ever are playing. Whether it is Casual Single-Players games that can
be played anywhere anytime on a smartphone, or Battle Royale games such as
Fortnight where squads compete to be the last ones standing, gamers have many
choices. But it’s not just about playing video games, watching other gamers play
online is becoming increasingly popular and now rivals the viewership of
traditional sports among younger gamers.
Gamers play for an average of seven hours seven minutes per week. This number
has increased 19.3 percent since last year’s State of Online Gaming 2018 report.
However, younger gamers spend even more time playing, with those age 26-35
playing eight hours 12 minutes each week. Germans spend more time playing
than gamers in any other country at nearly eight hours per week. South Koreans
spend the least time playing each week at six hours 41 minutes.
More than half the people who play video games each week consider themselves
casual gamers. With so many casual gamers, it’s not surprising that Casual
Single-Player games (such as Candy Crush, Angry Birds, and Spider Solitaire) are
played most often. Mobile phones are the most common device used for
gameplay, reflecting the number of Casual Single-Player games available on
mobile and how easy it is to play your favourite game when you have free time or
want a brief diversion. Gamers 18-25 are more likely to consider themselves
expert gamers than older ones and prefer to play First-Person Shooter games
such as Over watch and Destiny 2 and Battle Royale games including Fortnight.
Nearly two-thirds of gamers (63.6 percent) prefer to acquire video games by
downloading rather than purchasing physical copies, renting, or trading them.
However, 85 percent are frustrated by the download process, with slow download
speeds the primary complaint. When playing games, fast performance is the most
important consideration.
Gamers play for an average of one hour 22 minutes at a time, with 18-25 year-
olds averaging almost two hours for a typical gaming session. However, the
majority of gamers have played for more than four hours consecutively, with 10
percent having played for 10 or more hours. While playing, gamers often miss
common daily activities with more than half having missed sleep and a third
having missed a meal while gaming
Watching other people play video games online on video game streaming sites
such as Twitch and YouTube Gaming is becoming increasingly popular. As a
whole, gamers still watch sports on television more often than they watch other
people playing online. However, younger gamers have moved away from
watching broadcast sports, with those 18-25 spending 77 percent more time
watching online gaming than traditional sports on television and gamers 26-35
spending nearly the same amount of time watching online gaming as broadcast
sports
Gamers are increasingly considering video gaming as a potential career option.
More than a third of gamers would quit their jobs if they could support
themselves as professional gamers. 57 percent of male gamers age 18-35 would
like to pursue a professional gaming career. Speaking of work, more than a third
of gamers who are currently employed play video games during work hours at
least once a month.
Online security remains an important concern for gamers. More than half would
not continue to make purchases or play games on a website that has experienced
a security incident such as a data breach.

INTRODUCTION
Oxford dictionary defined effect as a change that is a result or consequence of an
action or other cause while Cambridge dictionary defined effect as the result of a
particular influence. The definition of addiction according to the Oxford
dictionary is the fact or condition of being addicted to a particular substance or
activity. Other definition defined addiction as the state of being enslaved to a
habit or practice or to something that is psychologically or physically habit-
forming, as narcotics, to such an extent that its cessation causes severe trauma.
Online video game is defined as a video game played over some form of computer
network. This network is usually the internet or equivalent technology, but games
have always used whatever technology was current for example modems before
the Internet, and hard wired terminals before modems. Online gaming is also a
technology rather than a genre that it is a mechanism for connecting players
together rather than a particular pattern of gameplay.
In this new era of technology, online gaming has become more popular among
teenager as it can be played whether on smartphone, tablet or computer. As it
become accessible almost anywhere at any time, all range of age are now possible
to be addicted into playing online video game which at the end of the day they
become less care about themselves, their performance at school or workplace and
their social life. In addition to that, player can also now access their game
progress anywhere they went as most of the online gaming nowadays enable
player to store and save their data on cloud storage.
Several types of online gaming are massively multiplayer online games (MMOGs)
and massively multiplayer online role-playing game (MMORPGs) which involves
millions player playing the game at the same time. Online game are now also
come in many genre such as action, adventure, simulator and many more. Some
of the online gaming that are popular
among teenagers nowadays is Dota, Clash of Clan and Hay Day. The total of daily
active player in Dota 2 is 800, 000 concurrent users2 and almost 8.5 million
users have registered in Clash of Clan and also Hay Day combined.3 There are
actually several cases involve a teen die while playing online game in China and
as a result their government has built a facility where parent can send their
children to overcome online gaming addiction.
Some claimed that playing online gaming is one way to release stress and fill your
free time. While some said that too much game can affect one's mind and
attitude. For example, people who play games are constantly feeling tired. When
someone is more likely to spend more time in playing online game, some of them
may end up with being addicted to it. Friends and surrounding environment
plays a big part in influencing us towards playing online game as the city with
better internet connection and easy access to computer will make it easier for the
people to gain the access to online game.
In addition to that, some of the games developers today try to gain profit by create
a system where the players must use their real money to help them doing mission,
gain specialty and advantage in these games. In London recently, there was cases
reported where the mother of a 12-year-old boy is facing a £7,000 or RM36, 666
bills after he inadvertently spent the money playing a popular online game on his
phone. 5 In Malaysia, more and more people are now lead to spend money in
online gaming as they can get debit card easier and some of the young player tend
to steal their parent money using their credit card.
The independent variable for this research is the age of the respondent, the
gender, the course they are taking and also the university they study. The age of
the respondent is set from the age of 18 until 24 years old.
Literature Review
Some of us may make a statement that addiction of playing video game is one of
the modern- day psychological disorders and some of us are disagree with that
statement. Based on the research done by the America Psychiatrist Association
(APA) in May 2003 conclude that addiction of playing video game is not mental
disorder due to the insufficient evidence to include it as an official mental
disorder. However, proposed criteria for "Internet Gaming Disorder" are
included in Section 3, Conditions for Further Study.
While Internet Gaming Disorder is proposed as a disorder, it is still discussed
how much this disorder is caused by the gaming activity itself, or whether it is to
some extent an effect of other disorders. Research suggests that excessive online
gaming may in extreme cases lead to symptoms commonly experienced by
substance addicts, namely salience, mood modification, craving, and tolerance.
In addition to that, their research also indicates that online gaming brings an
anonymous environment with lower public self-awareness, and allows players to
stop concentrating on the self- consciousness in order to prevent becoming
overly- worried about what other people would judge the way they act in front of
others. At the conscious level addicted players might seek self- presentation in an
anonymous, relaxing, and secure space, but unconsciously, they might actually
have an unsatisfied need for self-presentation due to their poor self-image in real
life.
The generation Y is a young adults generally 18- 32 years old who grew up in the
Information Age and they also be dubbed as the ‘Net Generation’. But, while
these “digital natives” may be savvier with their gadgets and more keen on new
uses of technology, their elders in Generation X, the Baby Boomers and older
generations tend to dominate internet use in other areas.
In their research they claimed that the most groups of age to use the internet for
entertainment and for communicating with friends and family is the teens and
generation Y. They are more likely to seek entertainment through online videos,
online games and many more. These groups of age are also more likely than older
users to read other people’s blogs and to write their own, as they like to use social
networking sites and to create profiles on those sites. Younger internet users are
often to use personal blogs to update friends on their lives, and they use social
networking sites to keep track of and communicate with friends.
From the survey they make, they conclude that teen internet users’ favorite
online activity is game playing which is 78% of 12- 17 year old internet users play
games online, compared with 73% of online teens who email, the second most
popular activity for this age group. Online teens are also significantly more likely
to play games than any other generation, including Generation Y, only half (50%)
of whom play online games. This research shows that most of the internet user
nowadays spends their time online with playing online video game.
We want to investigate the connection between online game addiction and
self- control, aggression and narcissistic personality traits, which are
known as the psychological characteristics linked to “at-risk” populations
for online game addiction. They find out that that aggression and
narcissistic personality traits are positively correlated with online game
addiction, whereas self-control is negatively correlated with online game
addiction. In addition, a multiple regression analysis revealed that the
extent of online game addiction could be predicted based on the person's
narcissistic personality traits, aggression, self- control, interpersonal
relationship, and occupation.

However, only 20% of the variance in behavioral consequences was


explained with the model. Based on their study, they suggest that certain
psychological characteristics such as aggression, self-control, and
narcissistic personality traits may predispose some individuals to become
addicted to online games. This result will deepen our understanding of the
“at-risk” population for online game addiction and provide basic
information that can contribute to developing a prevention program for
people who are addicted to online games.

The results indicate that people continue to play online games if they
have optimal experiences while playing the games. This optimal
experience can be attained if the player has effective personal interaction
with the system or pleasant social interactions with other people
connected to the Internet. Personal interaction can be facilitated by
providing appropriate goals, operators and feedback; social interaction
can be facilitated through appropriate communication places and tools.
This paper ends with the implications of applying the study results to other
domains such as e-commerce and cyber communities.

Some researchers claim that teenagers choose online gaming as a


way or method to cope with daily problem and stress10. Online gaming can
also become a dysfunctional media- focused coping strategy (Thalemann,
2009). It is reported that this is similar to how teenagers react towards
frustration and stresses (Wölfling, Thalemann, & Grüsser, 2008). For
example, problematic gamers will indeed show off emotions like anger,
depression and frustration. But it’s not all bad, problematic gamers can
show positive emotions depending on the outcome of the game. This
seems particularly problematic because those teenagers who play online
games excessively are likely to develop a healthy lifestyle because they are
constantly playing online games instead of occupying themselves with
school, friends and family.

Therefore, their psychosocial development may be significantly


impaired. The consistent blocking out of and passive coping with stressful
experiences is a strategy that may be successful in the short-term.
However, from a long-term perspective, it may not work quite as well and
could have deadly consequences. In this case, it appears more likely that
once new stressors appear, teenagers continue to use escapist and media-
focused coping mechanisms.

In United Kingdom, the research done by David Rudd (2011) 11


stated that the addiction in playing online game is believed to drive
someone to extreme circumstances so much so that from some evidence
demonstrated parents tend to believe that their child is in a position where
their health and future is a worry. While the health could be an issue due
to lack of exercise but failing to adhere to education and lack of future job
prospects has no strong solid evidence to indicate this is a true thus have
no findings about the matter.

Other than that, social networking sites like Facebook have a good
history of allowing young people to gain information and access to various
other educational idea’s and games that have some underlying educational
traits that may or may not be meant to be viewed like that but me
personally to use a game like Farmville to give any sort of educational
foothold for a young person would not be of importance as could we
honestly say that what you could give to a young person in that time
wouldn’t be better spent giving them a proper foundation for
understanding.

Problem Statement

The internet is now possible to be accessed in throughout the world


and it has opens up a whole other world, the world that most of us spend
hours and hours browsing whether weekly or daily. Using internet, it gives
us access to network that provide faster services such as email, chat rooms,
webs and also playing video game is now possible via online. From the
rapid growth of internet connection, there are some of the problem that
exists and some of them are:

• It became a phenomenon in our surrounding which people


nowadays are too focusing with their gadget playing online games rather
than chatting with others.
• It can be neither men nor female students can be affected with
the existence of online video game.
• With the advance technology nowadays, people are getting easy
to do anything such as playing video game via online.
• To recognize the potential online video game addiction
symptoms among the students based on the data collected from the study.
• Online gaming is popular among teenager now days and people
often get addicted when playing online video game.

Key Findings
◾ People who play video games spend an average of seven hours seven minutes
each week playing. Playing time has increased 19.3 percent in the last year.
◾ Gamers 26-35 years old play for eight hours 12 minutes per week. This
increased more than 25 percent in the last year.
◾ Mobile phones are the most commonly used devices for playing video games.
◾ Gamers overwhelmingly prefer downloading as their primary means for
acquiring video games, with 64 percent choosing this method. This number has
grown 12 percent in the last year.
◾ Nearly 85 percent of gamers find the process of downloading games
frustrating. Slow download speeds are the primary issue.
◾ Casual single-player games are played more often than any other type of video
game. However, gamers 18-25 prefer to play First-Person Shooter and Battle
Royale games such as Fortnite.
◾ Gamers watch sports on television more often than they watch other people
playing games on sites such as Twitch. However, gamers 18-25 spend 77 percent
more time watching other people playing online than watching broadcast sports,
and those 26-35 spend nearly the same amount of time watching online gaming
as broadcast sports.
◾ Fast performance is the most important consideration when playing a video
game.
◾ Gamers play for an average of 1 hour 22 minutes at a time. The average longest
time gamers have ever consecutively played is four hours 19 minutes. 10 percent
have played for 10 or more hours consecutively.
◾ More than 35 percent of gamers who work play video games while at work at
least once a month.
◾ 36 percent of gamers would quit their jobs if they could support themselves as
professional video gamers. More than 57 percent of male gamers 18-35 want to
become professional gamers.
◾ More than half of gamers have missed sleep while gaming. More than a third
have missed a meal.
◾ More than half of gamers would not continue to make purchases or play games
on a website that has experienced a security incident such as a data breach.

Understanding the Indian Gamer’s


An average Indian online gamer
a. is a below 24 year male
b. is introduced to online gaming through their friends, family
and peer group
c. is engaged in gaming for stress relief and social interaction
2. Puzzle, Action and Adventure most preferred genres, across
demographics and engagement levels
3. Male gamer(s) are concerned about data and memory consumption;
Female gamer(s) seek regular update / upgrade
4. Mobile phones are the most preferred devices but, experienced
gamer(s) tend to shift to larger screens
5. Mindshare and wallet share for online gaming follow similar patterns, a
reflection of promising growth over time
6. Friends, family and peer group play a critical role in discovery and download
of a new game.
Advantages of Online Games
1. Improves coordination
When an adult or child is playing a video game, he or she is not only staring at
the computer inactively. The activities and actions on the screen provide a lot of
mental stimulation. For one to play, he or she will need to coordinate their visual,
audial and physical movement.
2. Improves problem-solving skills
Video games involve certain rules. This means that the player has to think
carefully before making any move to ensure that they stay within the required
rules of that particular game. The player needs to make split- second decisions
that will determine whether or not he or she will advance to the next level.
3. Enhances memory
Playing your favorite video game may require both visual and audial memory.
The player is required to read or listen to the instructions which might only be
provided at the beginning of the game, thus the need to remember them
throughout the entire game. Mastery of the keys on your keyboard helps you
easily move your characters in the game. This helps improve your memory,
whether short- term or long-term.
4. Improves attention and concentration
Video games especially action games, have proven to be able to capture the
player's attention for the entire period of the game. This is brought about by the
player's need to achieve certain objectives within the game, and be able to
progress to the next level.
5. It is a great source of learning
Gaming is not only beneficial to adults and teenagers, but to children as well.
Many modern education institutions incorporate video games as a teaching
methodology. This helps these children improve their academic skills by
providing video games that are specifically aimed at enhancing their cognitive
and creative skills.
6. Improves the brain's speed
While gaming, the brain receives multiple stimulations, both Visual and audial.
According to research, individuals who play video games frequently can process
these stimulators faster than others. These stimulators ensure that the brain is
continuously working to interpret them.
7. Enhances multitasking skills
An action game, for example, may require you to be very observant. It requires
you to be able to move your joystick or keys while looking at the various features
on your screen such as energy levels, oncoming adversaries, ammunitions left,
available time among other factors, all which are vital to winning. This ensures
that the player can observe and react accordingly to all requirements of that
particular game.
8. Improves social skills
Online gaming enables many players to engage in a particular game
simultaneously. As such, there is constant communication between the players
which in turn results in the development of meaningful as well as casual
relationships among them.
This helps players meet new friends while also strengthening bonds with their
old friends. Though computer games might be beneficial, there is need to play
them in moderation. It is also important to pick the right game as not all of them
provide the same cognitive benefits. Age should also be a factor. Small children
should not be exposed to violent games.

Dis-advantages of Online Games


General Health
Spending a long period of time playing at a computer can have detrimental effects
on your health. For a start, you're sitting in one position, pressing the same
buttons repeatedly, which can lead to hand and eye strain. A long game session
can leave you physically tired, affecting your performance at school or work;
overall, this could result in lower personal attainment.
Aggressive Behaviour
Some critics of computer gaming have pointed toward the violent content of
some games, such as the “Grand Theft Auto” series, as being a factor in
influencing players toward aggressive action and attitudes in real life.
Researchers from the University of Missouri-Columbia found a causal link
between game playing and aggression after studying the brain patterns of 39
gamers. Critics also fear that gamers become desensitized to violence as a result
of what they see on computer screens.
Games are All-Consuming
Many computer games require a substantial commitment of time and energy to
complete, and players must give up other pursuits to concentrate on completing
their favourite games. Other games, such as “Farmville” for example, require
regular participation to avoid being unsuccessful in the game. The result is that
players often abandon other hobbies and spend their time on the computer
instead. In some cases, the time spent on a game can lead to a full-blown
addiction, and the player may have difficulty adjusting to life away from the
game, says the Tech Addiction website.
High Cost
The cost of computer gaming can fluctuate based on how many games you buy
and the type of titles you like to play, but with new games costing as much as $60,
gaming can be a pricey hobby. A larger expense can come in the form of the
computer upgrades needed to run the most recent games; for example, you might
need to purchase a new graphics card, costing around $60 or $70.
Methodology
Typically the research methodology is comprised of the sampling techniques,
sources of data, various methods adopted to collect the required data, statistical
tools for analysis, and data interpretation.
Sources of Data
For the present study, the data have been collected from primary sources.
Primary data have been collected through- Direct Personal Interview method and
online survey.
Sampling Technique
For the present study, random sampling technique method has been applied
basis of suitability and the availability of information to give more accurate
picture of the impact of mobile games. It has been conducted for all youth mostly
from the age group of 18-30 years of age.

Data Interpretation

Gender
GENDER
Male
Male 21
38% Female Female 13

62%
The pic chart above showed the gender of the respondent that the researcher
received. Total of 62% or 21 of the respondent are male while 38% or 13 of
them is female.

Age
0%
AGE
18 – 20 years old 19
18-20 years 21 – 24 years old 15
44% old
>25 years old 0
56% 21-24 years
old

Among 34 of the respondents, 15 (44%) of them are in the age of 21


– 24 years old while none of them are above 25 years old. Majority of the
respondent are from the age range of 18 – 20 years old.

What gadget do you use to play


online video game?
What gadget do you use to
play online video game?
Computer 18
Computer
Hand phone 27
Tablet 6
Tablet

Other than that, the researcher also would like to know what gadget
they used to play online game and there are 3 options for the respondent
to choose which they can answer more than one of the option. From the
answer given, the highest vote of gadget use by the respondent are hand
phone which is 27 answer or 53%. The researcher believes that hand phone
are the easier gadget for them to play the online game and for sure majority
of students nowadays have their own hand phone. Another two gadgets
are computer and tablet which a few used is tablet with 6 answer or 12%
while 18 answer or 35% are using computer.
How many days per week you spend on
online video game? How many days per week
you spend on online
video game?
6 - 7 days 6 – 7 days 13
4 - 5 days 4 – 5 days 3
2 - 3 days 2 – 3 days 13
1 days 1 day 5

To study the addiction of the respondents with online video game, the
researcher had asked them about how many days they spent per week on
online video game. A total of 13 (38%) of the respondent choose 6-7 days per
week and the same amount of respondent which is 13 (38%) of the
respondent answered 2-3. Only 3 (9%) and 5 (15%) of the respondent
answered 4-5 days followed by 1 days respectively.
How many hours per day you spend on
online video game? How many hours per day
you spend on online
video game?
19-24 hour 4
19 - 24 hour
13-18 hour 0
13 - 18 hour
7-12 hour 7
7 - 12 hour
1-6 hour 23
1 - 6 hour

The other questions asked by the researcher are how many hours the
respondent spent their time on online game and the highest answer are 1-6

Do you ever stay up just to play online


video game?

Do you ever stay up just to


No play online video game?
Yes 22
No 12
hours per day which is 23 respondent equal to 68%. Second highest is 7 or
20% of respondent that are playing online video game for 7-12 hours per day
follow by 4 or 12% of them playing within 19-24 hours per day while none of
them are playing for 13-18 hours
From the pie chart above, the researcher was asking whether the respondent
ever stay up just to play online video game or not and surprisingly the answer
yes is majority which is 22 answer or 65% of them. This show one of
unhealthy lifestyle that is not good to our life. The amount of no’s in this
question is 12 or 35% of the respondent.
When do you normally play online video
game? When do you normally play
online video game?
Morning 5
Morning
Afternoon 11
Afternoon Night 29
Night Midnight 20
Midnight

The researcher also asked when the respondents playing the on online video
game that have four option which are morning, afternoon, night and
midnight. This is to survey when is the most time they spent to playing online
video game. From the feedback that researcher receives, the times answered
by the respondents are night which is 29 or 44% following by midnight with
20 answer or 31%. In the afternoon, there are only 11 answer or 17% while in
the morning just 5 or 8% of them.
I am easily get addicted with video games.

I am easily get addicted


with video games.
Strongly Agree
Neutral
Strongly Agree 8
Neutral 18
Strongly Disagree 8

The researcher asked another question to the respondent whether they all
easily get addicted to video games. After the data has been collected, 8 (23%)
of the respondents agree that they easily get addicted with video games
especially if the games are fun to play. However, another 8 (24%) of the
respondent claimed that they not really easily get addicted with video games.
They only play certain types or genre of video games. Meanwhile 18 (53%)
choose to stay neutral.

I have friends that I regard to be


addicted to gaming.
I have friends that I regard
to be addicted to gaming.
Strongly Agree 18
Neutral 14
Neutral
Strongly Disagree 2

People can release their tension in many ways. One of the ways is playing
games. However there are negative thing about playing online game. It can
give an effect to player’s physical, productivity, health, money and social
relation. Hence, the researcher asked whether the respondent have friends
that they regard to be addicted to gaming. From the question, 18 (53%) of
the respondent claimed that they have friends that they regard to be
addicted to gaming. Only 2 (6%) of the respondent didn’t agree and denied
that they have friends that they regard to be addicted to gaming and
another 14 (53%) choose neutral as their answer.

During free time, I rather play online video During free time, I
games than socializing with other people. rather play online
video games than
socializing with

Strongly Agree other people.

Agree Strongly Agree 3

Neutral Agree 8
Neutral 16
Disagree 3
Strongly Disagree 4

From the data received, 16 of the respondents (47%) say it’s neutral when it
comes to playing online video games than socializing people. A total of 8
(23%) and 3 (9%) of the respondents agree with this while the remaining 3
(9%) and 4 (12) are against this one.
When I am with my friends or my family, I When I am with my friends
will focus more on online video games or my family, I will focus
rather than socializing.
more on online video
games rather than
socializing.
Strongly Agree
Strongly Agree 1
Agree
Agree 5
Neutral
Neutral 12
Disagree 9
Strongly Disagree 7

When with family or friends, 12 or 35% of the respondent claimed that


they will an focus both on online video games and socializing. A total of 9
(26%) and 7 (21%) of the respondent disagree, saying they would rather
socialize. A small portion of 1 (3%) of the respondent strongly agree that
they will focus on games.

I feel annoyed when someone


disturbs me when I am playing online I feel annoyed when
video games. someone disturbs me
when I am playing online
video games.
Strongly Agree
Strongly Agree 10
Agree
Agree 13
Neutral
Neutral 10
Disagree 0
Strongly Disagree 1

A total of 13 (38%) and 10 (30%) of the respondent felt that they get
annoyed when someone disturbs them while they are playing online video
games. They prefer to give their full attention the game and not to be
disturbed. With another 10 (30%) strongly agree with them. Only 1 (3%)
say that it won’t bother them.
CONCLUSION

In conclusion, I feel that Online Gaming is not a beneficial hobby to start when
you are bored. There are many
Disadvantages that could befall you and others around, for instance your family.
Online Gaming can even ruin your future and education. There are many more
hobbies which could benefit you in terms of physical and mental health.
Remember, do not start Online Gaming if you know you cannot manage getting
addicted to. For those who have already started Online Gaming, do manage your
time and always know the signs of Online Gaming addiction. Select your
decisions wisely

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