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Presentation Topic:
“IMPACTS OF E-GAMING ON STUDENTS SOCIAL AND
ACADEMIC LIFE”
Prepared For:-
Sir Hussain Rind
Prepared By:-
Ali Haider SP-17/BSE-019/CIIT-ATK
December 25, 2017
 Executive Summary:-
Purpose: • To Study the Impacts of E-Gaming on Student’s Academic Life.
• To resolve these problem.
Methods: • A Questionnaire Survey with questions about Egamming.
• Questions were related with their routine work and games types.
Results: • The results showed that it was a major issue and Taken Seriously.
• It does have few positive effects which are also discussed.
Conclusions: • Majority of the students were affected by Egamming.
• It badly effects their studies and health.
Recommendations: • Parents should restrict their children in selection of type of games,
routine timings, and should keep a close eye on them.
 Introduction:-
 E-Gamming
• E gaming or Electronic-based games >> the action or practice of playing video games or role-playing
games.
 Development in technology:
• One of which is internet
• Internet has led to rise of online gaming which gives gaming a new taste.
• One of the widely used leisure activities.
 Scope Of Study
• The study covers students the impacts of E gaming on the social life and the academic life.
 Significance of the Study
 For Students:
• This study will help the students have an insight on the impact of online games towards their academic
performance as well as social life.
• it will give them information about the impacts they may get from online gaming.
 For Parents:
• It will serve as a guide to help and share this with other parents information about certain games
or ideas to help each other in parenting.
 For Readers
• This study will help the readers to have the understanding about E gaming the impact of online
gaming.
 For Future Researchers:
• For the Future Researchers this may serve as a basis for future research that they will conduct at
any time.
 Limitations of the Study.
• The study covers data only form selected 15 students.
• This study was limited to students.
• this study was limited to online research and findings from different websites and reviews.
 Discussion:-
 Findings:-
0
5
10
15
20
25
30
1 - 2 3 - 4 5 - 6 7 - 8 9 - 10 11 or
more
Frequency
Hours per session
Number of Hours spent in Egamming
 Reasons for Playing E-Gaming (Percentages)
• 30% of students play for entertainment purposes.
• 28% of students play due to boredom.
• 17% of students play to reduce stress.
• 15% of students play as their personal interests
• 10% are others. Reasons for playing online videogames
30%
28%
17%
15%
10%
Entertainment
Purposes
Boredom
Stress Relief
Personal
Interests
Others
 Wastage of Time on E-Gaming
• Majority of students spend 1-2 hours
• Second-most consumed hours in playing are 3-4 hours.
• Third-most consumed hours in playing are 5-6 hours.
• Fourth-most spent time in playing are 9-10 hours of playing
time.
 First Thing A Student Will Do
• 84% of students for take rest.
• 10% of students study their lectures.
• 3% of students play Videogames
• 3% of students do other things.
10%
84%
3%
3%
Study
Rest
Play Videogames
Others
First thing a student would normally do when they arrive at home
70%
30%
No
Yes
Defendants whose academic performance is affected by playing online video games.
 Effect of playing Games On academic
• 70% percent of the total percentage answered that their
academic performance is not affected by playing online
videogames
• 30% answered that they are affected whenever they are
playing online videogames.
Conclusion:-
 For Collection Of Answers After Survey
• Each criteria was checked.
• Divided to the total number of counts of all criteria.
 Answers Collected
• There is an effect on academic performance of freshman students When they are
fond of playing online videogames
• Students cannot focus on their studies
• Cannot do their home works as well as their projects
• They have low grades than others
 Bad Effects Observed
• Criticizer of video games, such as 'Thompson, have called video games "murder
simulators"
• and pointed to violent video games as clear causes of school
 Recommendations:-
• Children should know their restriction in playing online games.
• Children should know the significances that they might get from too much E-
Gamming.
• Children should know that E-Gamming are not just for fun but it could also give
them the knowledge that they may apply in their lives.
• Parents must guide them on choosing the most suitable games that their
children should play.
• Parents must know how to limit their children in E-Gamming.

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Impacts of Egaming on students Social and Academic Life

  • 1. Presentation Topic: “IMPACTS OF E-GAMING ON STUDENTS SOCIAL AND ACADEMIC LIFE” Prepared For:- Sir Hussain Rind Prepared By:- Ali Haider SP-17/BSE-019/CIIT-ATK December 25, 2017
  • 2.  Executive Summary:- Purpose: • To Study the Impacts of E-Gaming on Student’s Academic Life. • To resolve these problem. Methods: • A Questionnaire Survey with questions about Egamming. • Questions were related with their routine work and games types. Results: • The results showed that it was a major issue and Taken Seriously. • It does have few positive effects which are also discussed. Conclusions: • Majority of the students were affected by Egamming. • It badly effects their studies and health. Recommendations: • Parents should restrict their children in selection of type of games, routine timings, and should keep a close eye on them.
  • 3.  Introduction:-  E-Gamming • E gaming or Electronic-based games >> the action or practice of playing video games or role-playing games.  Development in technology: • One of which is internet • Internet has led to rise of online gaming which gives gaming a new taste. • One of the widely used leisure activities.  Scope Of Study • The study covers students the impacts of E gaming on the social life and the academic life.  Significance of the Study  For Students: • This study will help the students have an insight on the impact of online games towards their academic performance as well as social life. • it will give them information about the impacts they may get from online gaming.
  • 4.  For Parents: • It will serve as a guide to help and share this with other parents information about certain games or ideas to help each other in parenting.  For Readers • This study will help the readers to have the understanding about E gaming the impact of online gaming.  For Future Researchers: • For the Future Researchers this may serve as a basis for future research that they will conduct at any time.  Limitations of the Study. • The study covers data only form selected 15 students. • This study was limited to students. • this study was limited to online research and findings from different websites and reviews.
  • 6.  Findings:- 0 5 10 15 20 25 30 1 - 2 3 - 4 5 - 6 7 - 8 9 - 10 11 or more Frequency Hours per session Number of Hours spent in Egamming  Reasons for Playing E-Gaming (Percentages) • 30% of students play for entertainment purposes. • 28% of students play due to boredom. • 17% of students play to reduce stress. • 15% of students play as their personal interests • 10% are others. Reasons for playing online videogames 30% 28% 17% 15% 10% Entertainment Purposes Boredom Stress Relief Personal Interests Others  Wastage of Time on E-Gaming • Majority of students spend 1-2 hours • Second-most consumed hours in playing are 3-4 hours. • Third-most consumed hours in playing are 5-6 hours. • Fourth-most spent time in playing are 9-10 hours of playing time.
  • 7.  First Thing A Student Will Do • 84% of students for take rest. • 10% of students study their lectures. • 3% of students play Videogames • 3% of students do other things. 10% 84% 3% 3% Study Rest Play Videogames Others First thing a student would normally do when they arrive at home 70% 30% No Yes Defendants whose academic performance is affected by playing online video games.  Effect of playing Games On academic • 70% percent of the total percentage answered that their academic performance is not affected by playing online videogames • 30% answered that they are affected whenever they are playing online videogames.
  • 8. Conclusion:-  For Collection Of Answers After Survey • Each criteria was checked. • Divided to the total number of counts of all criteria.  Answers Collected • There is an effect on academic performance of freshman students When they are fond of playing online videogames • Students cannot focus on their studies • Cannot do their home works as well as their projects • They have low grades than others  Bad Effects Observed • Criticizer of video games, such as 'Thompson, have called video games "murder simulators" • and pointed to violent video games as clear causes of school
  • 9.  Recommendations:- • Children should know their restriction in playing online games. • Children should know the significances that they might get from too much E- Gamming. • Children should know that E-Gamming are not just for fun but it could also give them the knowledge that they may apply in their lives. • Parents must guide them on choosing the most suitable games that their children should play. • Parents must know how to limit their children in E-Gamming.