Temporal learning analytics in learning designQuan Nguyen
Learning analytics has the potential to make the temporal dimensions of learning processes more visible using fine-grained proxies of how and when students engage with online learning activities. In this talk, Quan Nguyen will demonstrate the extent to which students actually follow the course timeline and the subsequent effect on their academic performance
In this Slides, show the some basic terminology, history, application of statistics and definition of statistics. How many Types of statistics? The Terminology is given below:
-Probability
-Scope
-Sample
-Population
-Statistical Inference
Computer GameStudents NameCourse Name and NumberInstructor.docxmccormicknadine86
Computer Game
Students Name:
Course Name and Number:
Instructor Name:
Institution Name:
Date Submitted:
Introduction
With the increased forms of PC games such as Pong, league of legends and online games, computer games have turned to be the most influential and profitable kind of business and entertainment today. However, following a recent finding, computer games have turned out to be one of the most addictive games for both youths and parents as many are played Universities and homes hence the disadvantages outweigh the advantages. According to Nieborg and de Kloet (2016) claim that the computer games market has developed and kept on growing at a phenomenal speed in the Scandinavian regions, not forgetting Sweden at large as it is so admired leisure activity among children, adolescents, and some parents.
Aim
This research aims to find out the disadvantages of computer gaming among children and adolescents. Furthermore, it tries to explain why children and adolescents turned out to be addicted while examining the social norms as well as the day-to-day habits of the addicts.
The research Questions
a) How did children and adolescents turn out to be addicted to computer games?
b) What are the disadvantages of computer games?
Preliminary Findings/ideas and approaches
Through the employment of qualitative research, which is a kind of social science research that gathers and performs well with non-numerical data as well as helps to interpret significance from these data that assist us to comprehend social life conduct through the research of targeted populations or areas. We, therefore, assess ethical concerns, trustworthiness and the legitimacy of the research
The findings showed that children and adolescents play computer games compulsively, isolating themselves from social contact and focusing almost entirely on in-game achievements instead of out-game life events like playing soccer, athletics, as well as socializing with relatives and friends. Also, the computer game addicts tend to value so much the indoor computer game compared to out-door field and track events. According to Grüsser and colleagues (2006) pinpoint that individuals having computer gaming addiction may be suffering from a real mental health disorder that may be problematic due to compulsive utilize of the computer.
Additionally, the finding showed that other admired computer games encourage violence and crime thus children and adolescents who mature playing these kinds of games can get involved in anti-social conducts and although they do not exactly turn out to be criminals, they can still demonstrate disrespect for moral values in the future.
The issue is worth Investigating
Finally, the issue is worth researching because after analyzing the benefits and shortcomings of playing computer games, it is clear to see that the shortcomings outweigh the benefits. In my view, guardians should limit the period their children, as well as adolescents, spend on playing comput ...
Surface level observations of video game addiction and people .docxmabelf3
Surface level observations of video game addiction and people who identify as “gamers”
may lead to the assumption being made that this activity could lead to self imposed anti-social
behaviour being exhibited. As a group we unanimously shared this opinion that increased video
game consumption time would have a direct correlation to increased anti social behaviors being
exhibited in the individual. We initially formed this idea around personal experience from
observations of self identifying gamer friends of group members as well as from material and
media presented during the 401 lecture including a documentary style film on video game
addiction amongst adolescents in China and the extreme measures parents will take to “cure”
their afflicted child.
Video game access over a fairly recent and short amount of time has drastically changed,
going from only being able to play video games on consoles at home or arcades to now being
able to play high quality multiplayer games virtually anywhere on phones, tablets, and laptop
computers at a moments notice. A byproduct of this change in video game accessibility has
naturally lead to a huge increase in the number of people playing video games, along with
changing the definition of what traditionally might be thought of as a video gamer. By having
constant access to games on cell phones or other portable electronic devices the physical barriers
that might have seperated someone from a game addiction or the ability to play video games in
the past no longer exist. In addition to the ever increasing access to video games there has been
an increase in quantity of games made specifically to addict or entice the player to continue to
come back to the game to spend more and more time playing. This shift in game type and
development has been and is increasingly pushed by subscription models and in game currencies
to generate increased revenues for developers. These are just a few of the contributing factors we
took into account when formulating our hypothesis on researching if there was any connection
between video game consumption and antisocial behaviors.
With these factors in mind we began to pursue options to best go about researching this
link we had identified. Initially we had suspected there would have been a wealth of data and
prior research done regarding anti social behavior and video game addiction but with further
research we began to realize that while a number of recent studies all covered topics in this realm
they only circled the central aspect of our topic and didn't explicitly go into depth on this
suspected link. We did not get discouraged by this but instead became more empowered to use
the resources we had available to conduct our own research and use the prior research that had
been done to compare our methods and results against and act as a guide to find and remain on
the correct heading in pursuit of uncovering some trut.
Does playing video or computer games have beneficial effects.docxjacksnathalie
Does playing video or computer games
have beneficial effects on brain and
behaviour? If so, does the evidence point to
general improvements in cognitive function?
Daphne Bavelier & C. Shawn Green.
Although the popular media has a strong ten-
dency to produce breathless headlines about
the effects (or lack of effects) of video games, it
is worth noting that the term ‘video games’
is far from a single construct and thus, has
almost no scientific predictive power. One
can no more say what the effects of video
games are, than one can say what the effects
of food are. There are millions of individual
games, hundreds of distinct genres and sub-
genres, and they can be played on computers,
consoles, hand-held devices and cell phones.
Simply put, if one wants to know what the
effects of video games are, the devil is in
the details.
Studies that have examined perception
and spatial cognition (from our lab and many
others) have focused on one specific genre of
games — the so-called ‘action’ video games.
Indeed, playing this type of game results in a
wide range of behavioural benefits, includ-
ing enhancements in low-level vision, visual
attention, speed of processing and statistical
inference, among others. Furthermore, prop-
erly controlled training studies have repeatedly
demonstrated a causal link between video
game playing and enhanced abilities. Hence,
it is not just that people who naturally choose
to play games have better perceptual skills.
The ability to improve one’s abilities through
practice has obvious practical ramifications,
from rehabilitation of visual skills in individu-
als with amblyopia (also known as a ‘lazy eye’)
to the training of surgeons.
Doug Hyun Han & Perry F. Renshaw.
The extent to which playing video and on-
line games affects the brain and behaviour is
uncertain. It is likely that the specific beneficial
or harmful effects are determined by the char-
acteristics of both the individual and of the
game. Several studies have reported that video
and on-line game play may improve visuo-
spatial capacity, visual acuity, task switch-
ing, decision making and object tracking in
healthy individuals. However, methodological
limitations to these studies have also been
noted. For example, cross-sectional compari-
sons of gamers and non-gamers may reflect
baseline differences in cognitive abilities rather
than the effects of game playing. Moreover,
video game training studies that involve the
recruitment of non-gamers and that provide
game experience have not generally shown
that gaming enhances performance on higher
level reasoning and problem solving tasks.
Michael M. Merzenich. The potential
benefits that can be achieved through
video-game play are, of course, a function
of the specific task requirements, and of the
cognitive and social demands and values
represented by the game(s) in play. Games
that require progressively more accurate and
more challenging judgments ...
Temporal learning analytics in learning designQuan Nguyen
Learning analytics has the potential to make the temporal dimensions of learning processes more visible using fine-grained proxies of how and when students engage with online learning activities. In this talk, Quan Nguyen will demonstrate the extent to which students actually follow the course timeline and the subsequent effect on their academic performance
In this Slides, show the some basic terminology, history, application of statistics and definition of statistics. How many Types of statistics? The Terminology is given below:
-Probability
-Scope
-Sample
-Population
-Statistical Inference
Computer GameStudents NameCourse Name and NumberInstructor.docxmccormicknadine86
Computer Game
Students Name:
Course Name and Number:
Instructor Name:
Institution Name:
Date Submitted:
Introduction
With the increased forms of PC games such as Pong, league of legends and online games, computer games have turned to be the most influential and profitable kind of business and entertainment today. However, following a recent finding, computer games have turned out to be one of the most addictive games for both youths and parents as many are played Universities and homes hence the disadvantages outweigh the advantages. According to Nieborg and de Kloet (2016) claim that the computer games market has developed and kept on growing at a phenomenal speed in the Scandinavian regions, not forgetting Sweden at large as it is so admired leisure activity among children, adolescents, and some parents.
Aim
This research aims to find out the disadvantages of computer gaming among children and adolescents. Furthermore, it tries to explain why children and adolescents turned out to be addicted while examining the social norms as well as the day-to-day habits of the addicts.
The research Questions
a) How did children and adolescents turn out to be addicted to computer games?
b) What are the disadvantages of computer games?
Preliminary Findings/ideas and approaches
Through the employment of qualitative research, which is a kind of social science research that gathers and performs well with non-numerical data as well as helps to interpret significance from these data that assist us to comprehend social life conduct through the research of targeted populations or areas. We, therefore, assess ethical concerns, trustworthiness and the legitimacy of the research
The findings showed that children and adolescents play computer games compulsively, isolating themselves from social contact and focusing almost entirely on in-game achievements instead of out-game life events like playing soccer, athletics, as well as socializing with relatives and friends. Also, the computer game addicts tend to value so much the indoor computer game compared to out-door field and track events. According to Grüsser and colleagues (2006) pinpoint that individuals having computer gaming addiction may be suffering from a real mental health disorder that may be problematic due to compulsive utilize of the computer.
Additionally, the finding showed that other admired computer games encourage violence and crime thus children and adolescents who mature playing these kinds of games can get involved in anti-social conducts and although they do not exactly turn out to be criminals, they can still demonstrate disrespect for moral values in the future.
The issue is worth Investigating
Finally, the issue is worth researching because after analyzing the benefits and shortcomings of playing computer games, it is clear to see that the shortcomings outweigh the benefits. In my view, guardians should limit the period their children, as well as adolescents, spend on playing comput ...
Surface level observations of video game addiction and people .docxmabelf3
Surface level observations of video game addiction and people who identify as “gamers”
may lead to the assumption being made that this activity could lead to self imposed anti-social
behaviour being exhibited. As a group we unanimously shared this opinion that increased video
game consumption time would have a direct correlation to increased anti social behaviors being
exhibited in the individual. We initially formed this idea around personal experience from
observations of self identifying gamer friends of group members as well as from material and
media presented during the 401 lecture including a documentary style film on video game
addiction amongst adolescents in China and the extreme measures parents will take to “cure”
their afflicted child.
Video game access over a fairly recent and short amount of time has drastically changed,
going from only being able to play video games on consoles at home or arcades to now being
able to play high quality multiplayer games virtually anywhere on phones, tablets, and laptop
computers at a moments notice. A byproduct of this change in video game accessibility has
naturally lead to a huge increase in the number of people playing video games, along with
changing the definition of what traditionally might be thought of as a video gamer. By having
constant access to games on cell phones or other portable electronic devices the physical barriers
that might have seperated someone from a game addiction or the ability to play video games in
the past no longer exist. In addition to the ever increasing access to video games there has been
an increase in quantity of games made specifically to addict or entice the player to continue to
come back to the game to spend more and more time playing. This shift in game type and
development has been and is increasingly pushed by subscription models and in game currencies
to generate increased revenues for developers. These are just a few of the contributing factors we
took into account when formulating our hypothesis on researching if there was any connection
between video game consumption and antisocial behaviors.
With these factors in mind we began to pursue options to best go about researching this
link we had identified. Initially we had suspected there would have been a wealth of data and
prior research done regarding anti social behavior and video game addiction but with further
research we began to realize that while a number of recent studies all covered topics in this realm
they only circled the central aspect of our topic and didn't explicitly go into depth on this
suspected link. We did not get discouraged by this but instead became more empowered to use
the resources we had available to conduct our own research and use the prior research that had
been done to compare our methods and results against and act as a guide to find and remain on
the correct heading in pursuit of uncovering some trut.
Does playing video or computer games have beneficial effects.docxjacksnathalie
Does playing video or computer games
have beneficial effects on brain and
behaviour? If so, does the evidence point to
general improvements in cognitive function?
Daphne Bavelier & C. Shawn Green.
Although the popular media has a strong ten-
dency to produce breathless headlines about
the effects (or lack of effects) of video games, it
is worth noting that the term ‘video games’
is far from a single construct and thus, has
almost no scientific predictive power. One
can no more say what the effects of video
games are, than one can say what the effects
of food are. There are millions of individual
games, hundreds of distinct genres and sub-
genres, and they can be played on computers,
consoles, hand-held devices and cell phones.
Simply put, if one wants to know what the
effects of video games are, the devil is in
the details.
Studies that have examined perception
and spatial cognition (from our lab and many
others) have focused on one specific genre of
games — the so-called ‘action’ video games.
Indeed, playing this type of game results in a
wide range of behavioural benefits, includ-
ing enhancements in low-level vision, visual
attention, speed of processing and statistical
inference, among others. Furthermore, prop-
erly controlled training studies have repeatedly
demonstrated a causal link between video
game playing and enhanced abilities. Hence,
it is not just that people who naturally choose
to play games have better perceptual skills.
The ability to improve one’s abilities through
practice has obvious practical ramifications,
from rehabilitation of visual skills in individu-
als with amblyopia (also known as a ‘lazy eye’)
to the training of surgeons.
Doug Hyun Han & Perry F. Renshaw.
The extent to which playing video and on-
line games affects the brain and behaviour is
uncertain. It is likely that the specific beneficial
or harmful effects are determined by the char-
acteristics of both the individual and of the
game. Several studies have reported that video
and on-line game play may improve visuo-
spatial capacity, visual acuity, task switch-
ing, decision making and object tracking in
healthy individuals. However, methodological
limitations to these studies have also been
noted. For example, cross-sectional compari-
sons of gamers and non-gamers may reflect
baseline differences in cognitive abilities rather
than the effects of game playing. Moreover,
video game training studies that involve the
recruitment of non-gamers and that provide
game experience have not generally shown
that gaming enhances performance on higher
level reasoning and problem solving tasks.
Michael M. Merzenich. The potential
benefits that can be achieved through
video-game play are, of course, a function
of the specific task requirements, and of the
cognitive and social demands and values
represented by the game(s) in play. Games
that require progressively more accurate and
more challenging judgments ...
Please I want Action research for my study, the impact of educatio.docxrandymartin91030
Please I want Action research for my study, the impact of educational video games on the children (Quantitative study)
This is about my study may help you, but I want focus more in educational video games how can improve the education…
Educator Researcher
Research - Effects of electronic games on children
Introduction
Electronic games have become of the most popular games in the today’s world, especially for Children. They have a positive as well as negative effect on Children. As per the research conducted one of the biggest ill-effect of the electronic games is decrease in physical activity which can lead to health problems for Children in future, one of the most important health problem is the problem of obesity.
Research Methods
It is important to determine the way that the research will be conducted and the method that will be used for conducting the particular research. Saunders et al (2007) through a proper research approach the researcher is able answer the research question appropriately and analyzes the data accordingly so that proper research is made. The researcher also takes into consideration literature review which forms the base for conducting the research. The research that is conducted by the researcher includes quantitative as well as qualitative research. Quantitative research is known as deductive approach whereas qualitative research is known as inductive approach. Both these researches are important as they help in analyzing the particular problem.
Quantitative research focuses on collecting primary data, whereas the qualitative research focuses on bringing into picture different theories that helps in supporting the primary data collected and analyzing the data accurately. Qualitative research also helps in building the insight for the research as well as helps in designing different patterns for the research.
This research in an exploratory research and the data collection method is ‘Survey’ i.e. primary data collection. This research is all about systematic data gathering for the purpose of knowing the effect of the electronic games on Children from the perspective of Children as well as Parents.
The sampling method we are using for the research is Purposive sampling which is a probability sampling. As this research is to be conducted for a population, so the probability sampling will be used. The sample of the population will be considered in this research as the research pertains to a huge population. So, using probability sampling will be used that give the targeted population nonzero chance of selection.
Some of the methods and designs that were used by the researcher to conduct the research included three phase feasibility study. Phase one consisted of focus groups with Children as well as attitudes so as to know their attitudes and preferences for the computer games. The result from this analysis showed that Children preferred non active games whereas Adults preferred that their Children should be involved.
CDC’s Program to Incubate Games for Public Health AwarenessSeriousGamesAssoc
After being awarded a second-round of innovation funding from Department of Health and Human Services Idea Lab in 2014, three CDC colleagues along with game industry partners produced a game developer challenge event: CDC/HHS Health Game Jam 2014, which focused on HIV Prevention strategies.
This talk describes structure of the event, including recruitment of HHS subject matter experts and contest judging criteria. A follow-up population study among >100 Atlanta-area teens yielded positive results of playing the winning game.
We will show that the federally supported game developer challenges provide an effective means of producing game prototypes which have impact among selected populations.
Qualitative Research on Computer Gaming (Practical Research 1)Amino Domado
This is not the FINAL version of our paper because it was deleted on my PC.
There are few grammatical errors because, again, it is not the FINAL revision.
If you found some useful piece of our research, please do consider citing us in your paper.
Gender Differences in Digital Literacy Games: Efficacy, Strategies, Experienc...ADVANCE-Purdue
In the use of digital technologies, it has been suggested that females are sometimes in a disadvantageous position compared to males due to their lack of confidence, interest and skills. This disadvantage manifests itself in lower levels of digital literacy. Theory of flow (Csikszentmihalyi & Csikszentmihalyi, 2000) and social cognitive theory (Bandura, 1986) suggest that the positive experiences individuals have in a gaming environment might increase interest in digital technologies, and improve skills and usage of digital technologies. The purpose of this paper was hence twofold: to understand gender differences in the process and outcomes of engaging with a game that challenges the participants’ skills and knowledge on digital literacy, and to test the efficacy of learning games in the context of digital literacy. We empirically studied 77 college seniors who were enrolled in a communication and technology class. Results showed no gender differences in terms of self-efficacy in using digital technologies, game performance or enjoyment of the digital literacy game. However, there were gender differences in participants’ description of their cognitive experiences, in the strategies they employed during gameplay, and their perceived learning outcomes. Results of this study challenged the literature in gender gap in observed digital literacy skills, and showed the significant differences in experiences and strategies employed by males and females to achieve similar scores. This study also proposed that helping females explore their cognitive game strategies may enhance sense of mastery and self-efficacy, and encourage females to engage in digital technologies in the future.
A Study on Gaming Addiction among Adolescents with Special Reference to Coimb...ijtsrd
Internet and gambling addiction are recognized as serious mental health threats, and excessive Internet use is associated with a range of negative psychosocial consequences. The aim of this review is to identify all previous empirical studies that have used imaging techniques to reveal emerging mental health problems in internet and gambling addiction from a neuroscientific perspective. A systematic literature search was performed and 18 studies were identified. These studies provide compelling evidence of similarities at different levels between different types of addiction, particularly substance addiction and Internet and gambling addiction. This paper demonstrates that understanding the neural correlates associated with the development of internet and gaming addiction will facilitate future research and pave the way for the development of addiction treatment approaches. The sampling method chosen in this study was non probabilistic sampling as the researchers chose a descriptive study design. In this study, researchers collected data from respondents using a targeted sample. A sample size of 50 was collected using an interview design. Ms. G. Lourds Shammine | Amirthavarshini. S "A Study on Gaming Addiction among Adolescents with Special Reference to Coimbatore District" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-7 | Issue-2 , April 2023, URL: https://www.ijtsrd.com.com/papers/ijtsrd56184.pdf Paper URL: https://www.ijtsrd.com.com/humanities-and-the-arts/social-science/56184/a-study-on-gaming-addiction-among-adolescents-with-special-reference-to-coimbatore-district/ms-g-lourds-shammine
Play to Learn: Using Games and Gamification to Drive Learner Engagement and L...Karl Kapp
Games are powerful tools for crafting learning solutions that engage, motivate and reinforce key skills and techniques. Instructional designers, training managers and anyone tasked with creating learning events needs to seriously consider implementing games into their learning toolkit.
-Examine the required tradeoffs, discover how to add the game elements of challenge and story to training events and learn how the combination of fantasy and branching story techniques leads to real learning outcomes.
-Learn how an underlying competency model can be used to evaluate the effectiveness of the learners’ game play by providing feedback to improve their performance in the field.
-Examine the games elements that are so compelling for learning and engagementLearn how to think like a game designer when approaching your learning content
-Discover the link between game elements and specific learning outcomes
The aim of this study is to assess the use of MinecraftEdu in classroom practice analyzing the outcomes and
attitudes of all members of the educational community through a quasi-experimental approach. The research
presents three dimensions oriented to assessing the use of this application in a didactic unit “History and
Architecture” compared through statistical inference (t-student) to a control group that develops the same unit
with slides and traditional expositional methods. The second dimension values the attitudes of teachers, students
and parents regarding the implementation of video games in formal education using descriptive analysis and
nonparametric statistical inference through the Jonckheere-Terpstra test and the Kruskal-Wallis test, which
allows each group ranks to be compared. The third dimension analyzes interactions in a virtual learning
environment related to the implementation of MinecraftEdu. Although there are no significant improvements
regarding academic outcomes and some parents hold negative attitudes, it is noteworthy that the majority of the
sample considered that MinecraftEdu is fun, enhances creativity, develops discovery and is a good application
for creating and exploring immersive historical environments.
Mastering Local SEO for Service Businesses in the AI Era is tailored specifically for local service providers like plumbers, dentists, and others seeking to dominate their local search landscape. This session delves into leveraging AI advancements to enhance your online visibility and search rankings through the Content Factory model, designed for creating high-impact, SEO-driven content. Discover the Dollar-a-Day advertising strategy, a cost-effective approach to boost your local SEO efforts and attract more customers with minimal investment. Gain practical insights on optimizing your online presence to meet the specific needs of local service seekers, ensuring your business not only appears but stands out in local searches. This concise, action-oriented workshop is your roadmap to navigating the complexities of digital marketing in the AI age, driving more leads, conversions, and ultimately, success for your local service business.
Key Takeaways:
Embrace AI for Local SEO: Learn to harness the power of AI technologies to optimize your website and content for local search. Understand the pivotal role AI plays in analyzing search trends and consumer behavior, enabling you to tailor your SEO strategies to meet the specific demands of your target local audience. Leverage the Content Factory Model: Discover the step-by-step process of creating SEO-optimized content at scale. This approach ensures a steady stream of high-quality content that engages local customers and boosts your search rankings. Get an action guide on implementing this model, complete with templates and scheduling strategies to maintain a consistent online presence. Maximize ROI with Dollar-a-Day Advertising: Dive into the cost-effective Dollar-a-Day advertising strategy that amplifies your visibility in local searches without breaking the bank. Learn how to strategically allocate your budget across platforms to target potential local customers effectively. The session includes an action guide on setting up, monitoring, and optimizing your ad campaigns to ensure maximum impact with minimal investment.
The What, Why & How of 3D and AR in Digital CommercePushON Ltd
Vladimir Mulhem has over 20 years of experience in commercialising cutting edge creative technology across construction, marketing and retail.
Previously the founder and Tech and Innovation Director of Creative Content Works working with the likes of Next, John Lewis and JD Sport, he now helps retailers, brands and agencies solve challenges of applying the emerging technologies 3D, AR, VR and Gen AI to real-world problems.
In this webinar, Vladimir will be covering the following topics:
Applications of 3D and AR in Digital Commerce,
Benefits of 3D and AR,
Tools to create, manage and publish 3D and AR in Digital Commerce.
More Related Content
Similar to Impact of Console Gaming on Productivity
Please I want Action research for my study, the impact of educatio.docxrandymartin91030
Please I want Action research for my study, the impact of educational video games on the children (Quantitative study)
This is about my study may help you, but I want focus more in educational video games how can improve the education…
Educator Researcher
Research - Effects of electronic games on children
Introduction
Electronic games have become of the most popular games in the today’s world, especially for Children. They have a positive as well as negative effect on Children. As per the research conducted one of the biggest ill-effect of the electronic games is decrease in physical activity which can lead to health problems for Children in future, one of the most important health problem is the problem of obesity.
Research Methods
It is important to determine the way that the research will be conducted and the method that will be used for conducting the particular research. Saunders et al (2007) through a proper research approach the researcher is able answer the research question appropriately and analyzes the data accordingly so that proper research is made. The researcher also takes into consideration literature review which forms the base for conducting the research. The research that is conducted by the researcher includes quantitative as well as qualitative research. Quantitative research is known as deductive approach whereas qualitative research is known as inductive approach. Both these researches are important as they help in analyzing the particular problem.
Quantitative research focuses on collecting primary data, whereas the qualitative research focuses on bringing into picture different theories that helps in supporting the primary data collected and analyzing the data accurately. Qualitative research also helps in building the insight for the research as well as helps in designing different patterns for the research.
This research in an exploratory research and the data collection method is ‘Survey’ i.e. primary data collection. This research is all about systematic data gathering for the purpose of knowing the effect of the electronic games on Children from the perspective of Children as well as Parents.
The sampling method we are using for the research is Purposive sampling which is a probability sampling. As this research is to be conducted for a population, so the probability sampling will be used. The sample of the population will be considered in this research as the research pertains to a huge population. So, using probability sampling will be used that give the targeted population nonzero chance of selection.
Some of the methods and designs that were used by the researcher to conduct the research included three phase feasibility study. Phase one consisted of focus groups with Children as well as attitudes so as to know their attitudes and preferences for the computer games. The result from this analysis showed that Children preferred non active games whereas Adults preferred that their Children should be involved.
CDC’s Program to Incubate Games for Public Health AwarenessSeriousGamesAssoc
After being awarded a second-round of innovation funding from Department of Health and Human Services Idea Lab in 2014, three CDC colleagues along with game industry partners produced a game developer challenge event: CDC/HHS Health Game Jam 2014, which focused on HIV Prevention strategies.
This talk describes structure of the event, including recruitment of HHS subject matter experts and contest judging criteria. A follow-up population study among >100 Atlanta-area teens yielded positive results of playing the winning game.
We will show that the federally supported game developer challenges provide an effective means of producing game prototypes which have impact among selected populations.
Qualitative Research on Computer Gaming (Practical Research 1)Amino Domado
This is not the FINAL version of our paper because it was deleted on my PC.
There are few grammatical errors because, again, it is not the FINAL revision.
If you found some useful piece of our research, please do consider citing us in your paper.
Gender Differences in Digital Literacy Games: Efficacy, Strategies, Experienc...ADVANCE-Purdue
In the use of digital technologies, it has been suggested that females are sometimes in a disadvantageous position compared to males due to their lack of confidence, interest and skills. This disadvantage manifests itself in lower levels of digital literacy. Theory of flow (Csikszentmihalyi & Csikszentmihalyi, 2000) and social cognitive theory (Bandura, 1986) suggest that the positive experiences individuals have in a gaming environment might increase interest in digital technologies, and improve skills and usage of digital technologies. The purpose of this paper was hence twofold: to understand gender differences in the process and outcomes of engaging with a game that challenges the participants’ skills and knowledge on digital literacy, and to test the efficacy of learning games in the context of digital literacy. We empirically studied 77 college seniors who were enrolled in a communication and technology class. Results showed no gender differences in terms of self-efficacy in using digital technologies, game performance or enjoyment of the digital literacy game. However, there were gender differences in participants’ description of their cognitive experiences, in the strategies they employed during gameplay, and their perceived learning outcomes. Results of this study challenged the literature in gender gap in observed digital literacy skills, and showed the significant differences in experiences and strategies employed by males and females to achieve similar scores. This study also proposed that helping females explore their cognitive game strategies may enhance sense of mastery and self-efficacy, and encourage females to engage in digital technologies in the future.
A Study on Gaming Addiction among Adolescents with Special Reference to Coimb...ijtsrd
Internet and gambling addiction are recognized as serious mental health threats, and excessive Internet use is associated with a range of negative psychosocial consequences. The aim of this review is to identify all previous empirical studies that have used imaging techniques to reveal emerging mental health problems in internet and gambling addiction from a neuroscientific perspective. A systematic literature search was performed and 18 studies were identified. These studies provide compelling evidence of similarities at different levels between different types of addiction, particularly substance addiction and Internet and gambling addiction. This paper demonstrates that understanding the neural correlates associated with the development of internet and gaming addiction will facilitate future research and pave the way for the development of addiction treatment approaches. The sampling method chosen in this study was non probabilistic sampling as the researchers chose a descriptive study design. In this study, researchers collected data from respondents using a targeted sample. A sample size of 50 was collected using an interview design. Ms. G. Lourds Shammine | Amirthavarshini. S "A Study on Gaming Addiction among Adolescents with Special Reference to Coimbatore District" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-7 | Issue-2 , April 2023, URL: https://www.ijtsrd.com.com/papers/ijtsrd56184.pdf Paper URL: https://www.ijtsrd.com.com/humanities-and-the-arts/social-science/56184/a-study-on-gaming-addiction-among-adolescents-with-special-reference-to-coimbatore-district/ms-g-lourds-shammine
Play to Learn: Using Games and Gamification to Drive Learner Engagement and L...Karl Kapp
Games are powerful tools for crafting learning solutions that engage, motivate and reinforce key skills and techniques. Instructional designers, training managers and anyone tasked with creating learning events needs to seriously consider implementing games into their learning toolkit.
-Examine the required tradeoffs, discover how to add the game elements of challenge and story to training events and learn how the combination of fantasy and branching story techniques leads to real learning outcomes.
-Learn how an underlying competency model can be used to evaluate the effectiveness of the learners’ game play by providing feedback to improve their performance in the field.
-Examine the games elements that are so compelling for learning and engagementLearn how to think like a game designer when approaching your learning content
-Discover the link between game elements and specific learning outcomes
The aim of this study is to assess the use of MinecraftEdu in classroom practice analyzing the outcomes and
attitudes of all members of the educational community through a quasi-experimental approach. The research
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Architecture” compared through statistical inference (t-student) to a control group that develops the same unit
with slides and traditional expositional methods. The second dimension values the attitudes of teachers, students
and parents regarding the implementation of video games in formal education using descriptive analysis and
nonparametric statistical inference through the Jonckheere-Terpstra test and the Kruskal-Wallis test, which
allows each group ranks to be compared. The third dimension analyzes interactions in a virtual learning
environment related to the implementation of MinecraftEdu. Although there are no significant improvements
regarding academic outcomes and some parents hold negative attitudes, it is noteworthy that the majority of the
sample considered that MinecraftEdu is fun, enhances creativity, develops discovery and is a good application
for creating and exploring immersive historical environments.
Similar to Impact of Console Gaming on Productivity (20)
Mastering Local SEO for Service Businesses in the AI Era is tailored specifically for local service providers like plumbers, dentists, and others seeking to dominate their local search landscape. This session delves into leveraging AI advancements to enhance your online visibility and search rankings through the Content Factory model, designed for creating high-impact, SEO-driven content. Discover the Dollar-a-Day advertising strategy, a cost-effective approach to boost your local SEO efforts and attract more customers with minimal investment. Gain practical insights on optimizing your online presence to meet the specific needs of local service seekers, ensuring your business not only appears but stands out in local searches. This concise, action-oriented workshop is your roadmap to navigating the complexities of digital marketing in the AI age, driving more leads, conversions, and ultimately, success for your local service business.
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The What, Why & How of 3D and AR in Digital CommercePushON Ltd
Vladimir Mulhem has over 20 years of experience in commercialising cutting edge creative technology across construction, marketing and retail.
Previously the founder and Tech and Innovation Director of Creative Content Works working with the likes of Next, John Lewis and JD Sport, he now helps retailers, brands and agencies solve challenges of applying the emerging technologies 3D, AR, VR and Gen AI to real-world problems.
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Applications of 3D and AR in Digital Commerce,
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TL;DR. These are the three themes that stood out to us over the course of last month.
1️⃣ Social media is becoming increasingly significant for brand discovery. Marketers are now understanding the impact of social and budgets are shifting accordingly.
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In this presentation, Danny Leibrandt explains the impact of AI on SEO and what Google has been doing about it. Learn how to take your SEO game to the next level and win over Google with his new strategy anyone can use. Get actionable steps to rank your name, your business, and your clients on Google - the right way.
Key Takeaways:
1. Real content is king
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Is AI-Generated Content the Future of Content Creation?Cut-the-SaaS
Discover the transformative power of AI in content creation with our presentation, "Is AI-Generated Content the Future of Content Creation?" by Puran Parsani, CEO & Editor of Cut-The-SaaS. Learn how AI-generated content is revolutionizing marketing, publishing, education, healthcare, and finance by offering unprecedented efficiency, creativity, and scalability.
Understanding
AI-Generated Content:
AI-generated content includes text, images, videos, and audio produced by AI without direct human involvement. This technology leverages large datasets to create contextually relevant and coherent material, streamlining content production.
Key Benefits:
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Brainstorming: AI simulates conversations to inspire creative ideas.
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Market Insights:
The content marketing industry is projected to grow to $17.6 billion by 2032, with AI-generated content expected to dominate over 55% of the market.
Case Study: CNET’s AI Content Controversy:
CNET’s use of AI for news articles led to public scrutiny due to factual inaccuracies, highlighting the need for transparency and human oversight.
Benefits Across Industries:
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Challenges and Ethical Considerations:
Transparency: Disclose AI use to maintain trust.
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Conclusion:
AI-generated content offers significant benefits in efficiency, personalization, and scalability. However, ethical considerations and quality assurance are crucial for responsible use. Explore the future of content creation with us and see how AI is transforming various industries.
Connect with Us:
Follow Cut-The-SaaS on LinkedIn, Instagram, YouTube, Twitter, and Medium. Visit cut-the-saas.com for more insights and resources.
It's another new era of digital and marketers are faced with making big bets on their digital strategy. If you are looking at modernizing your tech stack to support your digital evolution, there are a few can't miss (often overlooked) areas that should be part of every conversation. We'll cover setting your vision, avoiding siloes, adding a democratized approach to data strategy, localization, creating critical governance requirements and more. Attendees will walk away with actions they can take into initiatives they are running today and consider for the future.
What’s “In” and “Out” for ABM in 2024: Plays That Help You Grow and Ones to L...Demandbase
Delve into essential ABM ‘plays' that propel success while identifying and leaving behind tactics that no longer yield results. Led by ABM Experts, Jon Barcellos, Head of Solutions at Postal and Tom Keefe, Principal GTM Expert at Demandbase.
In the digital age, businesses are inundated with tools promising to streamline operations, enhance creativity, and boost productivity. Yet, the true key to digital transformation lies not in the accumulation of tools but in strategically integrating the right AI solutions to revolutionize workflows. Join Jordache, an experienced entrepreneur, tech strategist and AI consultant, as he explores essential AI tools across three critical categories—Ideation, Creation, and Operations—that can reshape the way your business creates, operates, and scales.This talk will guide you through the practicalities of selecting and effectively using AI tools that go beyond the basics of today’s popular tools like ChatGPT, Claude, Gemini, Midjourney, or Dall-E. For each category of tools, Jordache will address three crucial questions: What is each tool? Why is each one valuable to you as a business leader? How can you start using it in your workflow? This approach will not only clarify the role of these tools but also highlight their strategic value, making it perfect for business leaders ready to make informed decisions about integrating AI into their workflows.
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>> Strategic Selection and Integration: Understand how to select AI tools that align with your business goals and how to conceptually integrate them into your workflows to enhance efficiency and innovation.
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>> Practical Starting Points: Learn how you can start using these tools in your business with practical tips on initial steps and integration ideas.
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Most small businesses struggle to see marketing results. In this session, we will eliminate any confusion about what to do next, solving your marketing problems so your business can thrive. You’ll learn how to create a foundational marketing OS (operating system) based on neuroscience and backed by real-world results. You’ll be taught how to develop deep customer connections, and how to have your CRM dynamically segment and sell at any stage in the customer’s journey. By the end of the session, you’ll remove confusion and chaos and replace it with clarity and confidence for long-term marketing success.
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• Uncover the power of a foundational marketing system that dynamically communicates with prospects and customers on autopilot.
• Harness neuroscience and Tribal Alignment to transform your communication strategies, turning potential clients into fans and those fans into loyal customers.
• Discover the art of automated segmentation, pinpointing your most lucrative customers and identifying the optimal moments for successful conversions.
• Streamline your business with a content production plan that eliminates guesswork, wasted time, and money.
The digital marketing industry is changing faster than ever and those who don’t adapt with the times are losing market share. Where should marketers be focusing their efforts? What strategies are the experts seeing get the best results? Get up-to-speed with the latest industry insights, trends and predictions for the future in this panel discussion with some leading digital marketing experts.
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Key Takeaways:
• Uncover the power of a foundational marketing system that dynamically communicates with prospects and customers on autopilot.
• Harness neuroscience and Tribal Alignment to transform your communication strategies, turning potential clients into fans and those fans into loyal customers.
• Discover the art of automated segmentation, pinpointing your most lucrative customers and identifying the optimal moments for successful conversions.
• Streamline your business with a content production plan that eliminates guesswork, wasted time, and money.
Videos are more engaging, more memorable, and more popular than any other type of content out there. That’s why it’s estimated that 82% of consumer traffic will come from videos by 2025.
And with videos evolving from landscape to portrait and experts promoting shorter clips, one thing remains constant – our brains LOVE videos.
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In this jam-packed session with Stephanie Garcia, you’ll get your hands on a steal-worthy guide that uncovers the art and science to being irresistible on camera. From body language to words that convert, she’ll show you how to captivate on command so that viewers are excited and ready to take action.
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Too many companies (and marketers) jump straight into activation planning without formalizing a marketing strategy. It may seem tedious, but analyzing the mindset of your targeted audiences and identifying the messaging points most likely to resonate with them is time well spent. That process is also a great opportunity for marketers to collaborate with sales leaders and account managers on a galvanized go-to-market approach. I’ll walk you through the methods and tools we use with our clients to ensure campaign success.
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Mastering Local SEO for Service Businesses in the AI Era is tailored specifically for local service providers like plumbers, dentists, and others seeking to dominate their local search landscape. This session delves into leveraging AI advancements to enhance your online visibility and search rankings through the Content Factory model, designed for creating high-impact, SEO-driven content. Discover the Dollar-a-Day advertising strategy, a cost-effective approach to boost your local SEO efforts and attract more customers with minimal investment. Gain practical insights on optimizing your online presence to meet the specific needs of local service seekers, ensuring your business not only appears but stands out in local searches. This concise, action-oriented workshop is your roadmap to navigating the complexities of digital marketing in the AI age, driving more leads, conversions, and ultimately, success for your local service business.
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Embrace AI for Local SEO: Learn to harness the power of AI technologies to optimize your website and content for local search. Understand the pivotal role AI plays in analyzing search trends and consumer behavior, enabling you to tailor your SEO strategies to meet the specific demands of your target local audience. Leverage the Content Factory Model: Discover the step-by-step process of creating SEO-optimized content at scale. This approach ensures a steady stream of high-quality content that engages local customers and boosts your search rankings. Get an action guide on implementing this model, complete with templates and scheduling strategies to maintain a consistent online presence. Maximize ROI with Dollar-a-Day Advertising: Dive into the cost-effective Dollar-a-Day advertising strategy that amplifies your visibility in local searches without breaking the bank. Learn how to strategically allocate your budget across platforms to target potential local customers effectively. The session includes an action guide on setting up, monitoring, and optimizing your ad campaigns to ensure maximum impact with minimal investment.
1. 1
A research report on
IMPACT OF VIDEO GAMING ON PRODUCTIVITY
Submitted in partial fulfilment of course objectives for the subject
Business Research Methods
Submitted to Dr. Juhi Gahlot Sarkar
by:
GROUP 6
Akash Kapur 180103019
Amarnadh Reddy Chundu 180103027
Ambika Singh 180103028
Anjali Kathuria 180103033
Arshil Haider Rizvi 180101130
Saksh Sethi 180101128
2. 2
ACKNOWLEDGEMENT
“It is not possible to prepare a project report without the assistance and encouragement of
other people. This one is certainly no exception”
On the very outset of this report, we would like to extend sincere and heartfelt obligation
towards all the personages who have helped us in this endeavour. Without their active
guidance, help, cooperation and encouragement, we would not have made headway in the
project.
We are extremely thankful and pay gratitude to our faculty Dr. Juhi Gahlot Sarkar for her
valuable guidance and support on completion of this project in its presently.
We extend our gratitude to Institute of Management Technology, Ghaziabad for giving us the
opportunity to do this project.
At last but not least we extend our gratitude to all of our friends at IMT who helped in our
project directly or indirectly.
3. 3
INDEX
S NO TOPICS PAGE NO
1 Introduction and Theoretical Background 4
2 Research Problem 4
3 Conceptual Model 5
4 Research Objectives 6
5 Hypothesis 6
6 Participants 7
7 Data Collection 7
8 Research Questions 7
9 Statistical Analysis 8
10 Shapiro Wilk Test 8
11 Factor Analysis 9
12 Regression Analysis 11
13 Limitations 13
14 Future scope 13
4. 4
INTRODUCTION AND THEORETICAL BACKGROUND
As with any other innovation in society, the introduction of video games brought the question
"What are the negative effects or consequences?" Smyth (2007) notes that there seems to be an
increased interest in research in the area of video gaming to answer this question. And there
does indeed seem to be much research on the topic in recent years. In overviewing the research,
one main concern seems to be whether the playing of video games impacts productivity in a
negative or positive way and what those consequences are.
Smyth (2007) suggested that complex games may lead to academic success by engaging
players in problem-solving, critical thinking, and creativity. Skoric et al. (2009) found that
while game addiction leads to negative academic performance, moderate engagement in
gaming can lead to improved performance in an academic setting. They found a positive
correlation between game play and English test scores, which suggests that gaming can actually
lead to better test scores. North Carolina State University is even experimenting with a
synchronous online graduate course that integrates video game design with science curriculum
(Annetta, Murray, Laird, Bohr & Park, 2008)
To sum up this overview of the recent literature on the relationship between the usage of video
games and productivity, Anderson and Dill (2000, pg 17) quite aptly state the predicament in
researching this topic: "There is no definitive answer to the question of whether video games
disrupt academic performance." As the literature review shows, much has been said to support
every aspect of the topic, both positive and negative. The present study seeks to answer the
question: Does playing video games have an impact on productivity as measured by the amount
of time playing and academic performance, punctuality, social behaviour.
HYPOTHESIS
This proposal's hypothesis is that as time spent on playing video games increases, the
productivity will decrease.
RESEARCH PROBLEM
Does gaming have an impact on the productivity of students?
5. 5
CONCEPTUAL MODEL
A study conducted by Wood, Griffiths, and Parke (2007) included open-ended questions that
encouraged participants to report different feelings about playing video games. Some of the
negative consequences indirectly related to school performance, in that participants, reported
often missing lectures, skipping homework, etc. One study done by Anand (2007) found a
negative correlation between the amount of time spent playing video games and the GPA and
SAT scores of students. This means that GPA and SAT scores decreased as time spent playing
increased. However, Anand (2007) did recognize the limitation of using SAT scores because
they represent a one-time standardized score. Using GPA is more credible because it represents
a continuous measurement of school performance.
Through exploratory research using the secondary data available from the research papers and
focus group decisions, we identified the factors that determine the quantitative measures of
productivity in student life. The main factors we identified to determine the productivity are
academic performance, punctuality and social behaviour. To assess the academic performance
of a student we took the measure of GPA and to evaluate the student’s cognitive ability and
decision making under stressful situations we considered the CAT percentile of the students.
To determine the punctuality and social behaviour of a student we took the measures of
attendance and time spent with their friends.
The variables considered in doing this research are
Time spent on
Gaming
Productivity of a
Student
Academic
Performance
GPA
CAT/XAT
Percentile
Punctuality
Attendance
percentage
Social Behaviour
Time spent with
Friends
6. 6
RESEARCH OBJECTIVES
1. To determine the dependence of time spent on gaming and academic performance
2. To determine the dependence of time spent on gaming and punctuality
3. To determine the dependence of time spent on gaming and social behaviour
HYPOTHESIS
For each of the research objective the following hypotheses were framed
Hypothesis 1
H0: There is no significant dependence on the time spent on gaming and CAT score (µ1=µ2)
H1: There is a significant dependence on the time spent on gaming and CAT score (µ1≠µ2)
Hypothesis 2
H0: There is no significant dependence on the time spent on gaming and GPA (µ1=µ2)
H1: There is a significant dependence on the time spent on gaming and GPA (µ1≠µ2)
Hypothesis 3
H0: There is no significant dependence on the time spent on gaming and Attendance
percentage (µ1=µ2)
H1: There is a significant dependence on the time spent on gaming and Attendance
percentage (µ1≠µ2)
Hypothesis 4
H0: There is no significant dependence on the time spent on gaming and time spent with
friends (µ1=µ2)
H1: There is a significant dependence on the time spent on gaming and time spent with
friends (µ1≠µ2)
Hypothesis 5
H0: There is no significant dependence on the time spent on gaming and productivity of a
gender (µ1=µ2)
H1: There is a significant dependence on the time spent on gaming and productivity of a
gender (µ1≠µ2)
7. 7
METHOD
Participants
Participants in this research study were 126 students from Institute of Management
Technology, Ghaziabad. The rationale behind choosing the sample population from IMT was,
it represents students from diverse educational, geographical and cultural backgrounds. We
assume the findings from our sample population represents the entire population. The ages of
the participants ranged from 21 to 25. There were 90 males (71%) and 36 females (29%). Our
sample population has a mix of students who had prior work experience and recent graduates.
The participants in this study were management students from different streams of marketing,
finance and operations.
Data Collection
The responses from our sample population were collected by floating a google form. The
respondents were asked questions on their Academic performance, punctuality and social
behaviour.
Research Questions
1. Age?
2. Gender?
3. Do you play video games?
4. How many hours do you play video games per week?
8. 8
5. How many hours do you study per week?
6. Has your playing of video games negatively affected your grades?
7. CAT/XAT Percentile?
8. Latest GPA?
9. Has your playing of video games negatively affected your punctuality?
10. Attendance in the last term?
11. Do you believe that playing video games affects the way people act?
12. Does your playing video games interfere with your time with your family?
13. How many hours do you spend with your friends per week?
14. Since playing video games I am (complete the statement)
STATISTICAL ANALYSIS
The data that was collected was analysed to test whether the underlying distribution is normal.
Shapiro-Wilk test of normality is conducted in SPSS to determine the normal distribution of
the data. The P value of GPA, Time spent on gaming is greater than 0.05 (p>0.05) which
signifies that data is normally distributed. The P value of CAT score, time spent with friends,
attendance percentage is less than 0.05 (p<0.05) which means the data is not perfectly normally
distributed but is approximately normally distributed.
9. 9
The visual inspection of the histograms and normal Q-Q plots showed that GPA and time spent
on gaming is approximately normally distributed.
The data was further analysed using a series of descriptive statistics, factor analysis, correlation
analysis and one-way ANOVAs. The independent variable being studied was the time spent on
gaming and the dependent variable being studied were academic performance measured by the
GPA and CAT scores, the dependent variable punctuality was measured by the attendance
percentage, the dependent variable social behaviour was measured by the amount of time spent
with their friends per week.
After measuring the components that determine Productivity using an exploratory research,
confirmatory factor analysis was done to know if there is any correlation among rhea
components that explains the productivity.
The data was then analysed using factor analysis to know the inter correlation of factors in
explaining the under lying variables. For this the scores of CAT and GPA are clustered into a
group that explains the underlying factor Academic performance and Attendance percentage,
time spent with friends are clustered to explain the factor punctuality. The factor analysis was
run on SPSS.
10. 10
The eigen values of the first two components are greater than one and hence the academic
performance as an underlying factor is explained by the two components, GPA and CAT score.
The scree plot visualises the eigen values that were described earlier. There is a sudden drop
from component 2 to 3 and 3 to 4 which means that the components chosen were not correlated
enough to explain the underlying factors.
The reason that the components failed to explain the underlying factors is because of the
inadequate sample size. This is confirmed from the KMO and Barret’s test. The Kaiser-Meyer-
Olikin measure of sampling adequacy is a statistic that explains the proportion of variance in
the variables that might be caused because of the underlying factors. Generally, the test statistic
value close to 1 is considered to be good, which indicates that a factor analysis is useful. In our
case the statistic value is 0.472 which means that factor analysis is not useful for our variables.
11. 11
After the factor analysis, one-way Multiple linear regressions were done to determine the
correlation between the independent variable time spent on gaming to the dependent variables
CAT score, GPA, Time spent with friends, Attendance percentage.
Linear regression analysis on CAT scores vs Time spent on gaming
The R square value is 0, which implies that no variation in the CAT scores can be explained
by the time spent on Gaming.
CAT score = -0.06*Time spent on Gaming + 94.731
Linear regression analysis on GPA vs Time spent on Gaming
The R square value is 0, which implies that no variation in the GPA can be explained by the
time spent on Gaming
GPA = -0.06*Time spent on Gaming + 6.856
12. 12
Linear regression analysis on Attendance percentage vs Time spent on Gaming
The R square value is 0.017, which implies that only 10% of the variation in attendance
percentage can be explained by the time spent on Gaming
Attendance percentage = 0.204*Time spent on Gaming + 78.024
Linear regression analysis on Time spent with Friends vs Time spent on Gaming
The R square value is 0, which implies that no variation in the time spent with friends can be
explained by the time spent on Gaming
Time spent with friends = -0.0.63*Time spent on Gaming + 12.839
All the results have shown that there is no statistical significance between the time spent on
gaming and the productivity of a student.
13. 13
LIMITATIONS
1. Study was limited to IMT Ghaziabad students hence the findings of the study cannot
be generalized.
2. Equal number of samples could not be selected for each age group. Also equal
number of samples could not be selected based on gender.
3. Random sampling technique could not be used to select samples.
4. The current research methodology does not take into consideration the type of game
people play and the purpose of gaming.
FUTURE SCOPE
Our work has provided an understanding of how to study the issue of how video games affect
worker productivity levels. With more time and more resources, future work could determine
with finality the veracity of our hypothesis. Future studies using our methodology should give
subjects a better idea of how much work remains in their transcription task. We chose to not
tell subjects how much work they had left to do; we feared that subjects who knew they were
nearly done would perform differently than subjects who did not. We wanted to create
conditions like a workplace, where work does not end after the first hour so chose not to inform
subjects on their progress during the study. In retrospect, information about how many entries
remain could reduce subject dropout rates. While many subjects will quit regardless of this
change a progress bar might convince subjects who would otherwise have quit to continue
onward, seeing how close they were to finishing and becoming eligible for the incentive. Any
future study constructed along the same lines as ours should be constructed in such a way that
all the data considered is for complete passes through the study. Three tactics come to mind
that will satisfy this constraint. The first option is to remove from the study any subjects who
do quit partway through. This requires a much larger sample population than we were able to
obtain, because the drop-out rate will cull out a large percentage of the subject pool. Also, if
our hypothesis is correct, and the subjects who choose to continue do so because they have not
yet begun to lose effectiveness. At that point, the only data being considered comes from people
who have not yet begun to lose productivity as of the end of the study. A more reliable solution
to the problem of subjects dropping out is to not allow subjects to quit. This will require more
draconian measures and/or greater resources to encourage participation, while trying to
maintain the integrity of the data. In order to attract subjects for such a study, the incentive,
monetary or otherwise, for each subject to participate in the study will have to be significant.
Also, enforcing a policy of ‘no quitting’ will likely require that the study be taken off the
14. 14
Internet and into a more controlled setting, such as a specific computer lab at a scheduled time.
This will make the study less accessible to some subjects who would otherwise be able to
participate from home or work at their convenience. Although these two alternatives were
outside the limits of our time and resources, a company could implement either plan using its
own employees as a testing base; the study would be a normal work break. A company also
might have the financial resources to pay subjects for their time, which will most likely result
in both a reduced dropout rate and a larger sample size. We also can add few more parameters
of research-
1. Improvement of cognitive ability.
2. Decision making ability
3. Planning and resource management
4. Pattern Recognition