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SCHOOL OF ARCHITECTURE, BUILDING & DESIGN
FOUNDATION IN NATURAL AND BUILT ENVIRONMENT
MATHEMATICS [MATH0103]
PROJECT- STATISTICS
MS. ANN SEE PENG
NAME ID
Chong Yee Ching 0316102
Fedrick Chua Wei Jie 0316323
Kelvin Fong Jia Zheng 0317166
Lim Jern Jack 0317139
Ng Yuheng 0315476
Tan Ling Rong 0315645
TABLE OF CONTENT
TITLE PAGE
Introduction
Objectives
Methodology
Survey Forms
Analysis
Conclusion
INTRODUCTION
Online gaming can refer to any type of game that someone can play through the Internet
or over a computer network that has the similar technology. Most of the time, it refers to video
games that are played over the Internet where multiple players are in different location across
the world. Online gaming actually started since the 1982 but because of the lack in modern
technologies, projects and products were turned down one by one. As the 80’s gained
momentum of its technological era, online gaming became a more stable platform but still
experience some difficulties in perfecting it until the 90’s where Sega made a big impact on the
sector by improving the technologies and architecture of the games, this is when it all started to
bloom and grow.
Online gaming has now recently occupied large amount of time in one’s teenage life
because of the craze and addiction one has for gaming. Some might even stay up late at night
just to play online games with friends overseas so that they could match each other’s playing
time which could affect their health and studies as well. But online gaming is not all about
negative effects, sometimes it could allow gamers to expand their social circle by knowing
acquaintances online and get to know various people from around the world.
Our group recently did a survey regarding the commitment of students between two
different age group, which are 18 to 20 years old, and 21 to 23 years old respectively. Our
questionnaire includes individual preference questions such as genre they play the most, how
much time they spent in gaming and such.
OBJECTIVES
1. To collect data based on online gaming from teens aged 18 to 20 and young adults
aged 21 to 23.
2. To analyse the statistical data based on the survey forms collected.
3. To solve problems that involves various mathematical principles.
4. To understand and apply mathematical principles involved.
METHODOLOGY
Figure 1: Our member was explaining about the
questions of the survey form.
Figure 2: Students are filling up survey forms
in front of student central.
Figure 3: Members discussing about the
previous forms while waiting for
others.
Figure 4: Member listing out the data for
further analyzing.
Figure 5: A member talking to the students,
trying to be friendly towards them.
Figure 6: Tabulating the tables.
SURVEY FORMS
ONLINE GAMING
Name: _________________________________
1. Select your gender.
A. Male B. Female
2. Select your range of age.
A. 18-20 B. 21-23
Adventure
Arcade
Driving/Racing
Fighting
First Person Shooter
Platform
Strategy
Quest
Choose the answer(s) from the above choices for Questions 3 and 4.
3. What genres of online games do you play? You can select more than one.
4. Which genres of online games you play the most? Select one only.
___________________________________________________________________________
5. How long have you been playing online games?
A. 0-2 years B. 3-5 years C. 6-8 years D. 9-11 years
6. How often do you spend playing online games per week?
A. 1-2 days B. 3-4 days C. 5-6 days D. Daily
7. How long will you play online games in a day?
A. 0-6 hours B. 7-12 hours C. 13-18 hours D. 18-24 hours
8. Which devices do you usually play on?
A. Computer B. Playstation C. Xbox D. NDS
9. Would you buy or upgrade a console or computer just to play a new
game?
A. Yes. B. No.
10. Do you play any online games that require a paying subscription?
A. Yes. B. No.
11. Do you purchase any in game credits?
A. Yes. B. No.
12. If yes, how much do you purchase once?
A. RM0-250 B. RM251-500 C. RM501-750 D. RM751-
1000
13. Are you currently or have you been a member of a clan/ guild?
A. Yes. B. No.
14. Have you ever taken part in a Local Area Network (LAN) party?
A. Yes. B. No.
15. Do you believe that online gaming is beneficial for a person to play?
A. Yes. B. No.
16. Bad effects of online gaming that have happened to you. You can select
more than one.
A. Not enough sleep, always feeling tired
B. Blurred vision
C. Having aggressive thoughts, feelings or behaviours
D. Hump back/ bad posture
E. Socially isolated
F. None of above
17. Good effects of online gaming that have happened to you. You can
select more than one.
A. Improve your hand-eye coordination
B. Improve your responsiveness
C. Improve your perseverance
D. Bring you happiness and satisfaction
18. The likelihood of meeting up with the online players in real life.
A. Not likely at all.
B. I will go with my friends.
C. Certainly, if there is a chance or time.
D. Of course! Extremely likely!
19. How many acquaintances you have made within and as a result of this
game?
A. 0-5 B. 6-10 C. 11-15 D. 16-20
20. How important is keeping a promise or an agreement with an online
player?
A. Not important at all.
B. Quite important.
C. Important.
D. Very important.
21. Does the online gaming affect your daily life? You can select more than
one.
A. No
B. Neglecting homework or assignments
C. Relationship or Friendship problems
D. Family problems
E. Financial problems
22. Do you think you will still continue online gaming even after you
graduate?
A. Yes. B. No.
ANALYSIS
1) Genders
Total respondents = 100
Male Female
67 33
2) Ages
18 - 20 21 - 23
Male Female Male Female
42 8 25 25
3) The most popular game genre
Age
Range(Years)
Game Genres
18 - 20 21 - 23
Adventure 5 18
Racing 4 6
First Person Shooting 10 10
Strategy 25 11
Quest 4 2
Mode ( 18 – 20 ) : Strategy
Mode ( 21 – 23 ) : Adventure
0
5
10
15
20
25
30
Adventure Racing FPS Strategy Quest
GAME GENRES
18 - 23 21 - 23
4) Number of years playing game
Age
Range(Years)
Number of years
18 - 20 21 - 23
0 – 2 9 11
3 – 5 10 11
6 – 8 18 13
9 - 11 13 15
Mode (18 – 20) : 6 to 8 years
Mode (21 – 23) : 9 to 11 years
0
2
4
6
8
10
12
14
16
18
20
0 to 2 3 to 5 5 to 8 9 to 11
NUMBER OF YEARS PLAYING GAME
18 - 20 years old 21 - 23 years old
5) Frequency of online gaming in a week
Age Range
(Years)
Frequency (Days)
18 – 20 21 - 23
1 - 2 21 25
3 - 4 11 14
5 - 6 7 2
Daily 11 9
Mode (18 – 20) : 1 to 2 days
Mode (21 – 23) : 1 to 2 days
0 5 10 15 20 25 30
1 - 2 Days
3 - 4 Days
5 - 6 Days
Daily
FREQUENCY OF ONLINE GAMING IN A WEEK
21 - 23 years old 18 - 20 years old
6) Amount of time spent for online gaming per day
Age
Range(Years)
Time Spent (Hours)
18 – 20 21 – 23
0 – 6 39 44
7 – 12 10 4
13 – 18 0 1
18 – 24 1 1
Mode (18 – 20) : 0 to 6 hours per day
Mode (21 – 23) : 0 to 6 hours per day
0
5
10
15
20
25
30
35
40
45
50
0 to 6 7 to 12 13 to 18 18 to 24
AMOUNT OF TIME SPENT PER DAY
18 - 20 years old 21 - 23 years old
7) Devices preferred for online gaming
Age
Range(Years)
Devices
18 – 20 21 – 23
Computer 42 38
Playstation 2 11
Xbox 2 3
NDS 4 0
Mode (18 – 20) : Computer
Mode (21 – 23) : Computer
0
5
10
15
20
25
30
35
40
45
Computer Playstation Xbox NDS
DEVICES PREFERRED
18 - 20 years old 21 - 23 years old
8) Buy or upgrade a console or computer
Age
Range(Years)
Respond
18 – 20 21 - 23
Yes 15 22
No 35 23
Mode (18 – 20) : Not willing to buy or upgrade console or computer
Mode (21 – 23) : Not willing to buy or upgrade console or computer
0
5
10
15
20
25
30
35
40
Yes No
BUY OR UPGRADE A CONSOLE OR COMPUTER
18 - 20 years old 21 - 23 years old
9) Paying subscription
Age
Range(Years)
Respond
18 – 20 21 - 23
Yes 12 11
No 38 39
Mode (18 – 20) : Not paying subscription
Mode (21 – 23) : Not paying subscription
0
5
10
15
20
25
30
35
40
45
Yes No
PAYING SUBSCRIPTION
18 - 20 years old 21 - 23 years old
10) Purchasing in-game credits
Age
Range(Years)
Respond
18 – 20 21 - 23
Yes 21 20
No 29 30
Mode (18 – 20) : Not willing to buy in-game credits
Mode (21 – 23) : Not willing to buy in-game credits
11) Amount of purchasing in-game credit per time
0
5
10
15
20
25
30
35
Yes No
WILLINGNESS TO PURCHASE IN-GAME CREDITS
18 - 20 years old 21 - 23 years old
Age
Range
Money (RM)
18 - 20 21 - 23
0 – 250 47 43
251 – 500 2 4
501 – 750 0 2
751 - 1000 1 1
Mode (18 – 20) : RM 0 to 250 per time
Mode (21 – 23) : RM 0 to 250 per time
0
5
10
15
20
25
30
35
40
45
50
0 - 250 251 - 500 501 - 750 751 - 1000
AMOUNT OF PURCHASING IN-GAME CREDIT PER
TIME
18 - 20 years old 21 - 23 years old
12) Member of a clan or a guild
Age
Range(Years)
Respond
18 - 20 21 - 23
Yes 27 28
No 23 22
Mode (18 – 20) : Yes, a member of a clan or a guild.
Mode (21 – 23) : Yes, a member of a clan or a guild.
0
5
10
15
20
25
30
Yes No
MEMBER OF A CLAN OR A GUILD
18 - 20 years old 21 - 23 years old
13) Joining a Local Area Network (LAN) Party
Age
Range(Years)
Respond
18 - 20 21 - 23
Yes 31 27
No 19 23
Mode (18 – 20) : Is a LAN party member
Mode (21 – 23) : Is a LAN party member
0
5
10
15
20
25
30
35
Yes No
JOINING A LOCAL AREA NETWORK PARTY
18 - 20 years old 21 - 23 years old
14) Online game is beneficial for a person
Age
Range(Years)
Respond
18 – 20 21 - 23
Yes 43 37
No 7 13
Mode (18 – 20) : Yes, it is beneficial for a person.
Mode (21 – 23) : Yes, it is beneficial for a person.
0
5
10
15
20
25
30
35
40
45
50
Yes No
ONLINE GAME IS BENEFICIAL FOR A PERSON
18 - 20 years old 21 - 23 years old
15) Bad effects of online gaming
Age
Range(Years)
Bad Effects
18 - 20 21 - 23
Not enough sleep 27 27
Blurred Vision 15 20
Aggressive action 10 6
Hump Back 15 19
Socially Isolated 13 12
None of above 11 3
Mode (18 – 20) : Not enough sleep
Mode (21 – 23) : Not enough sleep
0
5
10
15
20
25
30
Not enough
sleep
Blurred Vision Aggressive
action
Hump Back Socially Isolated None of above
BAD EFFECTS OF ONLINE GAMING
18 - 20 years old 21 - 23 years old
16) Good effects of online gaming
Age
Range(Years)
Good Effects
18 - 20 21 - 23
Hand eye coordination 23 15
Responsiveness 30 25
Perseverance 16 20
Happiness and satisfaction 35 27
Mode (18 – 20) : Happiness and satisfaction
Mode (21 – 23) : Happiness and satisfaction
0
5
10
15
20
25
30
35
40
Hand eye coordination Responsiveness Perseverance Happiness and
satisfaction
GOOD EFFECTS OF ONLINE GAMING
18 - 20 years old 21 - 23 years old
17) The likelihood of meeting up with online players in real life
Age
Range(Years)
Likelihood
18 - 20 21 - 23
Not likely 20 20
Maybe 12 15
Certainly 16 13
Extremely likely 2 2
Mode (18 – 20) : Not likely to meet up with online players
Mode (21 – 23) : Not likely to meet up with online players
0
5
10
15
20
25
Not likely Maybe Certainly Extremely likely
LIKELIHOOD OF MEETING UP WITH ONLINE
PLAYERS
18 - 20 years old 21 - 23 years old
18) Number of acquaintances made in the game
Age
Range(Years)
Number of
Acquaintances
18 - 20 21 - 23
1 – 5 23 26
6 – 10 15 13
11 – 15 3 6
16 - 20 9 5
Mode (18 – 20) : 1 to 5 acquaintances made
Mode (21 – 23) : 1 to 5 acquaintances made
0
5
10
15
20
25
30
0 to 5 6 to 10 11 to 15 16 to 20
NUMBER OF ACQUAINTANCES MADE
18 - 20 years old 21 - 23 years old
19) Importance to keep promise with online players
Age
Range(Years)
Importance
18 - 20 21 - 23
Not important at all 14 14
Quite important 17 24
Important 13 10
Very Important 6 2
Mode (18 – 20) : Quite important
Mode (21 – 23) : Quite Important
0
5
10
15
20
25
30
Not important at all Quite important Important Very important
IMPORTANCE TO KEEP PROMISE WITH ONLINE
PLAYERS
18 - 20 years old 21 - 23 years old
20) Effects of online gaming in daily life
Age
Range(Years)
Effects in daily life
18 – 20 21 – 23
No 30 26
Neglecting homework 19 19
Relationship or friendship
problems
4 7
Family problems 2 4
Financial problems 3 3
Mode (18 – 20) : No effects
Mode (21 – 23) : No effects
0
5
10
15
20
25
30
35
No Neglecting
homework
Relationship or
friendship problems
Family problems Financial problems
EFFECTS OF ONLINE GAMING IN DAILY LIFE
18 - 20 years old 21 - 23 years old
21) Response about continue online gaming after graduate
Age
Range(Years)
Respond
18 – 20 21 – 23
Yes 37 34
No 13 16
Mode (18 – 20) : Yes
Mode (21 – 23) : Yes
0
5
10
15
20
25
30
35
40
Yes No
CONTINUE GAMING AFTER GRADUATE
18 - 20 years old 21 - 23 years old
CONCLUSION
Based on our findings from our questionnaire, we’ve concluded that young adults who
are aged 21 to 23 years old had spent more money on games compared to teens aged 18 to 20
years old. Besides, our questionnaire has also indicated that strategy type games are the most
preferred genre amongst teens aged 18 to 20 years old whereas first person shooter types of
games and strategy games has the same amount of favourites amongst young adults who are
aged 21 to 23 years old. Our survey has also indicated that most of the teens and young adults
play 2 days in a week which means that they are not too addicted to online gaming compared to
the small amount of teens and young adults who plays 7 days a week. People nowadays often
know friends or acquaintances through social media but online gaming has also become one
way of knowing various people online besides using social media, our survey has shown that
most of the teens and young adults knew 0 to 5 acquaintances through online gaming. Last but
not least, there was a question from our questionnaire, which we asked whether they would
continue playing games after they graduate, 37 out of 50 teens chose yes and 34 out of 50
young adults answered yes as well. These are the summary of our research about the
commitment of online gaming between two age group, which are aged 18 to 20 years old, and
21 to 23 years old respectively.

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Maths report

  • 1. SCHOOL OF ARCHITECTURE, BUILDING & DESIGN FOUNDATION IN NATURAL AND BUILT ENVIRONMENT MATHEMATICS [MATH0103] PROJECT- STATISTICS MS. ANN SEE PENG NAME ID Chong Yee Ching 0316102 Fedrick Chua Wei Jie 0316323 Kelvin Fong Jia Zheng 0317166 Lim Jern Jack 0317139 Ng Yuheng 0315476 Tan Ling Rong 0315645
  • 2. TABLE OF CONTENT TITLE PAGE Introduction Objectives Methodology Survey Forms Analysis Conclusion
  • 3. INTRODUCTION Online gaming can refer to any type of game that someone can play through the Internet or over a computer network that has the similar technology. Most of the time, it refers to video games that are played over the Internet where multiple players are in different location across the world. Online gaming actually started since the 1982 but because of the lack in modern technologies, projects and products were turned down one by one. As the 80’s gained momentum of its technological era, online gaming became a more stable platform but still experience some difficulties in perfecting it until the 90’s where Sega made a big impact on the sector by improving the technologies and architecture of the games, this is when it all started to bloom and grow. Online gaming has now recently occupied large amount of time in one’s teenage life because of the craze and addiction one has for gaming. Some might even stay up late at night just to play online games with friends overseas so that they could match each other’s playing time which could affect their health and studies as well. But online gaming is not all about negative effects, sometimes it could allow gamers to expand their social circle by knowing acquaintances online and get to know various people from around the world. Our group recently did a survey regarding the commitment of students between two different age group, which are 18 to 20 years old, and 21 to 23 years old respectively. Our questionnaire includes individual preference questions such as genre they play the most, how much time they spent in gaming and such.
  • 4. OBJECTIVES 1. To collect data based on online gaming from teens aged 18 to 20 and young adults aged 21 to 23. 2. To analyse the statistical data based on the survey forms collected. 3. To solve problems that involves various mathematical principles. 4. To understand and apply mathematical principles involved.
  • 5. METHODOLOGY Figure 1: Our member was explaining about the questions of the survey form. Figure 2: Students are filling up survey forms in front of student central. Figure 3: Members discussing about the previous forms while waiting for others. Figure 4: Member listing out the data for further analyzing. Figure 5: A member talking to the students, trying to be friendly towards them. Figure 6: Tabulating the tables.
  • 6. SURVEY FORMS ONLINE GAMING Name: _________________________________ 1. Select your gender. A. Male B. Female 2. Select your range of age. A. 18-20 B. 21-23 Adventure Arcade Driving/Racing Fighting First Person Shooter Platform Strategy Quest Choose the answer(s) from the above choices for Questions 3 and 4. 3. What genres of online games do you play? You can select more than one. 4. Which genres of online games you play the most? Select one only. ___________________________________________________________________________ 5. How long have you been playing online games? A. 0-2 years B. 3-5 years C. 6-8 years D. 9-11 years 6. How often do you spend playing online games per week? A. 1-2 days B. 3-4 days C. 5-6 days D. Daily 7. How long will you play online games in a day? A. 0-6 hours B. 7-12 hours C. 13-18 hours D. 18-24 hours 8. Which devices do you usually play on? A. Computer B. Playstation C. Xbox D. NDS 9. Would you buy or upgrade a console or computer just to play a new game? A. Yes. B. No.
  • 7. 10. Do you play any online games that require a paying subscription? A. Yes. B. No. 11. Do you purchase any in game credits? A. Yes. B. No. 12. If yes, how much do you purchase once? A. RM0-250 B. RM251-500 C. RM501-750 D. RM751- 1000 13. Are you currently or have you been a member of a clan/ guild? A. Yes. B. No. 14. Have you ever taken part in a Local Area Network (LAN) party? A. Yes. B. No. 15. Do you believe that online gaming is beneficial for a person to play? A. Yes. B. No. 16. Bad effects of online gaming that have happened to you. You can select more than one. A. Not enough sleep, always feeling tired B. Blurred vision C. Having aggressive thoughts, feelings or behaviours D. Hump back/ bad posture E. Socially isolated F. None of above 17. Good effects of online gaming that have happened to you. You can select more than one. A. Improve your hand-eye coordination B. Improve your responsiveness C. Improve your perseverance D. Bring you happiness and satisfaction 18. The likelihood of meeting up with the online players in real life. A. Not likely at all. B. I will go with my friends. C. Certainly, if there is a chance or time. D. Of course! Extremely likely! 19. How many acquaintances you have made within and as a result of this game? A. 0-5 B. 6-10 C. 11-15 D. 16-20
  • 8. 20. How important is keeping a promise or an agreement with an online player? A. Not important at all. B. Quite important. C. Important. D. Very important. 21. Does the online gaming affect your daily life? You can select more than one. A. No B. Neglecting homework or assignments C. Relationship or Friendship problems D. Family problems E. Financial problems 22. Do you think you will still continue online gaming even after you graduate? A. Yes. B. No.
  • 9. ANALYSIS 1) Genders Total respondents = 100 Male Female 67 33 2) Ages 18 - 20 21 - 23 Male Female Male Female 42 8 25 25 3) The most popular game genre Age Range(Years) Game Genres 18 - 20 21 - 23 Adventure 5 18 Racing 4 6 First Person Shooting 10 10 Strategy 25 11 Quest 4 2 Mode ( 18 – 20 ) : Strategy Mode ( 21 – 23 ) : Adventure 0 5 10 15 20 25 30 Adventure Racing FPS Strategy Quest GAME GENRES 18 - 23 21 - 23
  • 10. 4) Number of years playing game Age Range(Years) Number of years 18 - 20 21 - 23 0 – 2 9 11 3 – 5 10 11 6 – 8 18 13 9 - 11 13 15 Mode (18 – 20) : 6 to 8 years Mode (21 – 23) : 9 to 11 years 0 2 4 6 8 10 12 14 16 18 20 0 to 2 3 to 5 5 to 8 9 to 11 NUMBER OF YEARS PLAYING GAME 18 - 20 years old 21 - 23 years old
  • 11. 5) Frequency of online gaming in a week Age Range (Years) Frequency (Days) 18 – 20 21 - 23 1 - 2 21 25 3 - 4 11 14 5 - 6 7 2 Daily 11 9 Mode (18 – 20) : 1 to 2 days Mode (21 – 23) : 1 to 2 days 0 5 10 15 20 25 30 1 - 2 Days 3 - 4 Days 5 - 6 Days Daily FREQUENCY OF ONLINE GAMING IN A WEEK 21 - 23 years old 18 - 20 years old
  • 12. 6) Amount of time spent for online gaming per day Age Range(Years) Time Spent (Hours) 18 – 20 21 – 23 0 – 6 39 44 7 – 12 10 4 13 – 18 0 1 18 – 24 1 1 Mode (18 – 20) : 0 to 6 hours per day Mode (21 – 23) : 0 to 6 hours per day 0 5 10 15 20 25 30 35 40 45 50 0 to 6 7 to 12 13 to 18 18 to 24 AMOUNT OF TIME SPENT PER DAY 18 - 20 years old 21 - 23 years old
  • 13. 7) Devices preferred for online gaming Age Range(Years) Devices 18 – 20 21 – 23 Computer 42 38 Playstation 2 11 Xbox 2 3 NDS 4 0 Mode (18 – 20) : Computer Mode (21 – 23) : Computer 0 5 10 15 20 25 30 35 40 45 Computer Playstation Xbox NDS DEVICES PREFERRED 18 - 20 years old 21 - 23 years old
  • 14. 8) Buy or upgrade a console or computer Age Range(Years) Respond 18 – 20 21 - 23 Yes 15 22 No 35 23 Mode (18 – 20) : Not willing to buy or upgrade console or computer Mode (21 – 23) : Not willing to buy or upgrade console or computer 0 5 10 15 20 25 30 35 40 Yes No BUY OR UPGRADE A CONSOLE OR COMPUTER 18 - 20 years old 21 - 23 years old
  • 15. 9) Paying subscription Age Range(Years) Respond 18 – 20 21 - 23 Yes 12 11 No 38 39 Mode (18 – 20) : Not paying subscription Mode (21 – 23) : Not paying subscription 0 5 10 15 20 25 30 35 40 45 Yes No PAYING SUBSCRIPTION 18 - 20 years old 21 - 23 years old
  • 16. 10) Purchasing in-game credits Age Range(Years) Respond 18 – 20 21 - 23 Yes 21 20 No 29 30 Mode (18 – 20) : Not willing to buy in-game credits Mode (21 – 23) : Not willing to buy in-game credits 11) Amount of purchasing in-game credit per time 0 5 10 15 20 25 30 35 Yes No WILLINGNESS TO PURCHASE IN-GAME CREDITS 18 - 20 years old 21 - 23 years old
  • 17. Age Range Money (RM) 18 - 20 21 - 23 0 – 250 47 43 251 – 500 2 4 501 – 750 0 2 751 - 1000 1 1 Mode (18 – 20) : RM 0 to 250 per time Mode (21 – 23) : RM 0 to 250 per time 0 5 10 15 20 25 30 35 40 45 50 0 - 250 251 - 500 501 - 750 751 - 1000 AMOUNT OF PURCHASING IN-GAME CREDIT PER TIME 18 - 20 years old 21 - 23 years old
  • 18. 12) Member of a clan or a guild Age Range(Years) Respond 18 - 20 21 - 23 Yes 27 28 No 23 22 Mode (18 – 20) : Yes, a member of a clan or a guild. Mode (21 – 23) : Yes, a member of a clan or a guild. 0 5 10 15 20 25 30 Yes No MEMBER OF A CLAN OR A GUILD 18 - 20 years old 21 - 23 years old
  • 19. 13) Joining a Local Area Network (LAN) Party Age Range(Years) Respond 18 - 20 21 - 23 Yes 31 27 No 19 23 Mode (18 – 20) : Is a LAN party member Mode (21 – 23) : Is a LAN party member 0 5 10 15 20 25 30 35 Yes No JOINING A LOCAL AREA NETWORK PARTY 18 - 20 years old 21 - 23 years old
  • 20. 14) Online game is beneficial for a person Age Range(Years) Respond 18 – 20 21 - 23 Yes 43 37 No 7 13 Mode (18 – 20) : Yes, it is beneficial for a person. Mode (21 – 23) : Yes, it is beneficial for a person. 0 5 10 15 20 25 30 35 40 45 50 Yes No ONLINE GAME IS BENEFICIAL FOR A PERSON 18 - 20 years old 21 - 23 years old
  • 21. 15) Bad effects of online gaming Age Range(Years) Bad Effects 18 - 20 21 - 23 Not enough sleep 27 27 Blurred Vision 15 20 Aggressive action 10 6 Hump Back 15 19 Socially Isolated 13 12 None of above 11 3 Mode (18 – 20) : Not enough sleep Mode (21 – 23) : Not enough sleep 0 5 10 15 20 25 30 Not enough sleep Blurred Vision Aggressive action Hump Back Socially Isolated None of above BAD EFFECTS OF ONLINE GAMING 18 - 20 years old 21 - 23 years old
  • 22. 16) Good effects of online gaming Age Range(Years) Good Effects 18 - 20 21 - 23 Hand eye coordination 23 15 Responsiveness 30 25 Perseverance 16 20 Happiness and satisfaction 35 27 Mode (18 – 20) : Happiness and satisfaction Mode (21 – 23) : Happiness and satisfaction 0 5 10 15 20 25 30 35 40 Hand eye coordination Responsiveness Perseverance Happiness and satisfaction GOOD EFFECTS OF ONLINE GAMING 18 - 20 years old 21 - 23 years old
  • 23. 17) The likelihood of meeting up with online players in real life Age Range(Years) Likelihood 18 - 20 21 - 23 Not likely 20 20 Maybe 12 15 Certainly 16 13 Extremely likely 2 2 Mode (18 – 20) : Not likely to meet up with online players Mode (21 – 23) : Not likely to meet up with online players 0 5 10 15 20 25 Not likely Maybe Certainly Extremely likely LIKELIHOOD OF MEETING UP WITH ONLINE PLAYERS 18 - 20 years old 21 - 23 years old
  • 24. 18) Number of acquaintances made in the game Age Range(Years) Number of Acquaintances 18 - 20 21 - 23 1 – 5 23 26 6 – 10 15 13 11 – 15 3 6 16 - 20 9 5 Mode (18 – 20) : 1 to 5 acquaintances made Mode (21 – 23) : 1 to 5 acquaintances made 0 5 10 15 20 25 30 0 to 5 6 to 10 11 to 15 16 to 20 NUMBER OF ACQUAINTANCES MADE 18 - 20 years old 21 - 23 years old
  • 25. 19) Importance to keep promise with online players Age Range(Years) Importance 18 - 20 21 - 23 Not important at all 14 14 Quite important 17 24 Important 13 10 Very Important 6 2 Mode (18 – 20) : Quite important Mode (21 – 23) : Quite Important 0 5 10 15 20 25 30 Not important at all Quite important Important Very important IMPORTANCE TO KEEP PROMISE WITH ONLINE PLAYERS 18 - 20 years old 21 - 23 years old
  • 26. 20) Effects of online gaming in daily life Age Range(Years) Effects in daily life 18 – 20 21 – 23 No 30 26 Neglecting homework 19 19 Relationship or friendship problems 4 7 Family problems 2 4 Financial problems 3 3 Mode (18 – 20) : No effects Mode (21 – 23) : No effects 0 5 10 15 20 25 30 35 No Neglecting homework Relationship or friendship problems Family problems Financial problems EFFECTS OF ONLINE GAMING IN DAILY LIFE 18 - 20 years old 21 - 23 years old
  • 27. 21) Response about continue online gaming after graduate Age Range(Years) Respond 18 – 20 21 – 23 Yes 37 34 No 13 16 Mode (18 – 20) : Yes Mode (21 – 23) : Yes 0 5 10 15 20 25 30 35 40 Yes No CONTINUE GAMING AFTER GRADUATE 18 - 20 years old 21 - 23 years old
  • 28. CONCLUSION Based on our findings from our questionnaire, we’ve concluded that young adults who are aged 21 to 23 years old had spent more money on games compared to teens aged 18 to 20 years old. Besides, our questionnaire has also indicated that strategy type games are the most preferred genre amongst teens aged 18 to 20 years old whereas first person shooter types of games and strategy games has the same amount of favourites amongst young adults who are aged 21 to 23 years old. Our survey has also indicated that most of the teens and young adults play 2 days in a week which means that they are not too addicted to online gaming compared to the small amount of teens and young adults who plays 7 days a week. People nowadays often know friends or acquaintances through social media but online gaming has also become one way of knowing various people online besides using social media, our survey has shown that most of the teens and young adults knew 0 to 5 acquaintances through online gaming. Last but not least, there was a question from our questionnaire, which we asked whether they would continue playing games after they graduate, 37 out of 50 teens chose yes and 34 out of 50 young adults answered yes as well. These are the summary of our research about the commitment of online gaming between two age group, which are aged 18 to 20 years old, and 21 to 23 years old respectively.