Online Game
Online Game
Term - 2
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.
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.
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
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.
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
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
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.
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.
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
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
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