SlideShare a Scribd company logo
1 of 59
SURVEY REPORT
1
y
MATHEMATICS [MATH0103]
FNBE JULY 2013 INTAKE
Lecturer: Miss Ann See Peng
Survey Report
[ Game addiction in Taylors University ]
Lim Chin Yi 0315627
Lee Kim Thiam 0310710
Patricia Kong Weng Yee 0315837
Yvonne Chin Yun Miin 0315662
SURVEY REPORT
2
Table of Contents
I. Page Cover......................................................... 1
II. Table of Contents.............................................. 2
III. Introduction to the survey................................. 3
IV. Objectives of the survey .................................... 4
V. Methodology ..................................................... 5
VI. Sample of Survey Form ..................................... 6
VII. Analysis................................................................
VIII. Conclusion...........................................................
IX. Appendix .............................................................
SURVEY REPORT
3
Introduction
A survey is a data collection method used to gather information about individuals.
It enable researchers to collect a wide range of information and data efficiently. A survey
can be done through several ways such as e-mail, phone call, questionnaire, interview and
so on.
In the assignment, we conducted a survey by using questionnaires to analyze the
game addiction level of the students between adolescent aged 18 to 20 and young adult
aged 21 to 23 in Taylorโ€™s University Lakeside Campus. The data collected from the survey
will be analyzed and summarized in an A2 sized infographic poster.
This report presents the objectives of the survey, survey methodology, statistical
analysis of the survey data (calculation, tables and diagrams), and the conclusion of the
survey.
SURVEY REPORT
4
Objectives
1. To apply the use of statistics in real life events.
2. To apply the knowledge gained to analyze statistical data.
3. To compare the average percentage of students between age 18 to 20 and age 21
to 23 who are addicted to gaming in Taylors University.
SURVEY REPORT
5
Methodology
On 5th May and 6th May, we distributed our questionnaire around Taylorโ€™s
University Lakeside Campus. We distributed 100 questionnaires to the students, 50 for
students aged 18 to 20 and another 50 for students aged 21 to 23. We went around the
public areas in school such as library, area outside of library and cafeteria to distribute our
survey forms. Most of the students are willing to take their time to fill up the survey
forms for us.
SURVEY REPORT
6
Analysis
The statistical analysis of the survey questions, include the calculation,
diagrams, charts and etc.
SURVEY REPORT
7
Participantsโ€™ gender in age group of 18 to 20 years old.
Figure 1.0
The pie chart above shows the percentage of male and female participants from Group A
with ages from 18 to 20 years old who took the survey for game addiction. 34% of the survey
participants are males while the remaining 66% are females. From a total of 50 participants,
17 participants were male and the other 33 participants were female.
SURVEY REPORT
8
Participantsโ€™ gender in age group of 21 to 23 years old.
Figure 1.1
The pie chart above shows the percentage of male and female participants from Group B
with ages from 21 to 23 years old who took the survey for game addiction. 62% of the
participants were males and the remaining 38% were females. From a total of 50
participants, 31 participants were male and the other 19 participants were female.
62%
38%
Group B (Age 21-23)
Male Female
SURVEY REPORT
9
Age Specification from Groups A and B
Figure 1.2
Ages 18 to 20 years old belong to Group A while ages 21 to 23 years old belong to Group
B. According to the pie chart above, 12 of the participants are 18 years old, 16 of them are
19 years old, 22 of them are 20 years old, 20 of them are 21 years old, 18 of them are 22
years old and 12 of them are 23 years old. A total of 100 students participated in this survey,
50 from Group A and the remaining 50 are from Group B.
12%
16%
22%20%
18%
12%
Age Specification
Age 18
Age 19
Age 20
Age 21
Age 22
Age 23
SURVEY REPORT
10
CGPA attained by Group A (Age 18-20 )
Figure 1.3
The bar chart above shows the CGPA attained by participants from Group A. From a total
of 50 participants, 4 of them attained a CGPA ranging from 0.01 to 1.0. 3 of the participants
attained a CGPA ranging from 1.01 to 2.0. 18 of them attained a CGPA ranging from 2.01 to
3.0 while the remaining 25 of the participants attained a CGPA of 3.01 to 4.0.
0
5
10
15
20
25
30
0.01-1.0 1.01-2.0 2.01-3.0 3.01-4.0
Group A
NumberofParticapants
CGPA Attained
SURVEY REPORT
11
CGPA attained by group B ( Age 21-23 )
Figure 1.4
The bar chart above shows the CGPA attained by participants from Group B. From a total
of 50 participants, none of them attained a CGPA ranging from 0.01 to 1.0. Only 2 of the
participants attained a CGPA ranging from 1.01 to 2.0. 20 of them attained a CGPA ranging
from 2.01 to 3.0 while the remaining 28 of the participants attained a CGPA of 3.01 to 4.0.
0
5
10
15
20
25
30
0.01-1.0 1.01-2.0 2.01-3.0 3.01-4.0
Group B
NumberofParticipants
CGPA Attained
SURVEY REPORT
12
Number of Times Participants in Group A Play Games in a Week.
Figure 1.5
The figure above shows the number of times participants from Group A play in a week.
Of the 50 participants, 10 of them play once a week, 7 of them play twice, 6 of them play
thrice, 9 of play four times and 18 of them play games every day. No participants in Group A
were recorded playing five or six times a week.
0
2
4
6
8
10
12
14
16
18
20
Once Twice Thrice Four Five Six Everyday
Group A
NumberofParticipants
Number of Times
SURVEY REPORT
13
Number of Times Participants in Group B Play Games in a Week.
Figure 1.6
The figure above shows the number of times participants from Group B play in a week.
Of the 50 participants, 11 of them play once a week, 5 of them play twice, 6 of them play
thrice, 7 of play four times, 5 of them play five times and 16 of them play games every day.
No participants in Group B were recorded playing six times a week.
0
2
4
6
8
10
12
14
16
18
Once Twice Thrice Four Five Six Everyday
Group B
NumberofParticipants
Number of Times
SURVEY REPORT
14
Hours Spent Playing One Game Session in Group A
Figure 1.7
The bar chart above shows the number of hours the participants in Group A spend for
one game session. From the 50 participants who participated in the survey, a majority of 35
people play only 1 to 4 hours per game session. 11 of them play 5 to 8 hours while interval
hours spent for 9 to 12 hours, 13 to 16 hours, 17 to 20 hours and 21 to 24 hours all had only
1 participant for each interval.
35
11
1 1 1 1
0
5
10
15
20
25
30
35
40
1.0 - 4.0 5.0 - 8.0 9.0 - 12.0 13.0 - 16.0 17.0 - 20.0 21.0 - 24.0
Group A
SURVEY REPORT
15
Hours Spent Playing One Game Session in Group B
Figure 1.8
The bar chart above shows the number of hours the participants in Group B spend for
one game session. From the 50 participants who participated in the survey, a majority of 33
people play only 1 to 4 hours per game session. 13 of them play 5 to 8 hours, 3 of them play
9 to 12 hours and only 1 participant play 17 to 20 hours. No participants from Group B were
recorded playing either 13 to 16 hours or 21 to 24 hours.
33
13
3
0 1 0
0
5
10
15
20
25
30
35
1.0 - 4.0 5.0 - 8.0 9.0 - 12.0 13.0 - 16.0 17.0 - 20.0 21.0 - 24.0
Group B
SURVEY REPORT
16
Types of Gaming Platforms Played by Group A
Figure 1.9
The pie chart above shows the types of gaming platforms played by the participants in
Group A. There are 50 participants in this group, where 31 of them play computer games, 3
of them play arcade games, 11 of them play console games, 26 of them play mobile games
and the minority of 1 person plays other gaming platforms. Participants were allowed to
choose more than one type of gaming platform in this survey.
43%
4%
15%
36%
2%
Gaming Platforms Played by Group A
Computer Arcade Console Mobile Others
SURVEY REPORT
17
Types of Gaming Platforms Played by Group B
Figure 2.0
The pie chart above shows the types of gaming platforms played by the participants in
Group B. There are 50 participants in this group, where 27 of them play computer games, 20
of them play arcade games, 13 of them play console games and 15 of them play mobile
games. No participant from Group B has been recorded playing other gaming platforms in
the survey. Participants were allowed to choose more than one type of gaming platform in
this survey.
36%
8%
22%
34%
0%
Gaming Platforms Played by Group B
Computer Arcade Console Mobile Others
SURVEY REPORT
18
Type of Games Participants in Group A Play
Figure 2.1
The pie chart above shows the types of games participants in Group A play. 50 people
participated in this survey. 21 participants play role playing games, 20 of them play first
person shooter games, 16 of them play adventure games, 10 of them play fighting games, 25
of them play strategy games while the remaining 9 participants play other types of games.
The participants were given the chance to choose more than one type of game in this
survey.
21%
20%
16%
10%
24%
9%
Type of Games Played by Group A
Role Playing
First Person Shooter
Adventure
Fighting
Strategy
Others
SURVEY REPORT
19
Type of Games Participants in Group B Play
Figure 2.2
The pie chart above shows the types of games participants in Group B play. 50 people
participated in this survey. 22 participants play role playing games, 20 of them play first
person shooter games, 13 of them play adventure games, 15 of them play fighting games, 29
of them play strategy games while the remaining 7 participants play other types of games.
The participants were given the chance to choose more than one type of game in this
survey.
21%
19%
12%
14%
27%
7%
Type of Games Played by Group B
Role Playing
First Person Shooter
Adventure
Fighting
Strategy
Others
SURVEY REPORT
20
Place Where Group A Participants Play Their Games
Figure 2.3
The pie chart above shows the places that participants from Group A play their games at.
There are 50 participants in group A that took this survey. 38 of the participants play their
games at home while 6 of them played outside of home. The remaining 6 play their games in
both their homes and outside of their homes.
76%
12%
12%
Place Where Group A Plays Their Games
Home Outside Both
SURVEY REPORT
21
Place Where Group B Participants Play Their Games
Figure 2.4
The pie chart above shows the places that participants from Group B play their games at.
There are 50 participants in group B that took this survey. 33 of the participants play their
games at home while only 3 of them played outside of home. The remaining 14 play their
games in both their homes and outside of their homes.
66%
6%
28%
Place Where Group B Plays Their Games
Home Outside Both
SURVEY REPORT
22
Does Group A Play With Their Friends and Family?
Figure 2.5
The pie chart above shows whether participants in Group A play games with their friends
and family. This survey was taken by 50 participants in Group A. Results show that 17
participants always play games with their friends and family. 29 of them seldom play games
with their friends and family while the remaining 4 of the participants never play games with
their friends and family.
34%
58%
8%
Group A Plays Games With Their Friends and
Family
Always Seldom Never
SURVEY REPORT
23
Does Group B Play With Their Friends and Family?
Figure 2.6
The pie chart above shows whether participants in Group B play games with their friends
and family. This survey was taken by 50 participants in Group A. Results show that 21
participants always play games with their friends and family. 19 of them seldom play games
with their friends and family while the remaining 10 of the participants never play games
with their friends and family.
42%
38%
20%
Group B Plays Games With Their Friends and
Family
Always Seldom Never
SURVEY REPORT
24
Parts of the Day Group A Plays Their Games.
Figure 2.7
The bar chart above shows the parts of the day participants from Group A choose to play
their games. 50 of the participants were allowed to choose more than one part of the day
for this part of the survey. 13 of the participants chose to play in the morning, 33 of them
chose to play in the afternoon and 36 of them chose to play at night while 20 of them chose
to play at midnight.
0
5
10
15
20
25
30
35
40
Morning Afternoon Night Midnight
NumberofParticipants
Parts of the Day
SURVEY REPORT
25
Parts of the Day Group B Plays Their Games
Figure 2.8
The bar chart above shows the parts of the day participants from Group B choose to play
their games. 50 of the participants were allowed to choose more than one part of the day
for this part of the survey. 7 of the participants chose to play in the morning, 21 of them
chose to play in the afternoon and 37 of them chose to play at night while 17 of them chose
to play at midnight.
0
5
10
15
20
25
30
35
40
Morning Afternoon Night Midnight
NumberofParticipants
Parts of the Day
SURVEY REPORT
26
Do Group A Participants Skip Sleep to Finish Their Game Sessions?
Figure 2.9
The pie chart shows whether participants from Group A skip sleep just to finish their
game sessions. Only 5 of the 50 participants skip sleep every time just to finish their game
sessions. 15 of them usually skip sleep while 16 of them seldom skip sleep. The other 14 do
not skip sleep at all just to finish their gaming sessions.
8%
28%
34%
30%
Group A Skips Sleep for Gaming Sessions
Everytime Usually Seldom No
SURVEY REPORT
27
Do Group B Participants Skip Sleep to Finish Their Game Sessions?
Figure 3.0
The pie chart shows whether participants from Group B skip sleep just to finish their
game sessions. Only 3 of the 50 participants skip sleep every time just to finish their game
sessions. 19 of them usually skip sleep while 13 of them seldom skip sleep. The other 15 do
not skip sleep at all just to finish their gaming sessions.
6%
38%
26%
30%
Group B Skips Sleep for Gaming Sessions
Everytime Usually Seldom No
SURVEY REPORT
28
Do Group A Participants Skip Meals to Finish Their Game Sessions?
Figure 3.1
The pie chart shows whether participants from Group A skip meals just to finish their
game sessions. Only 3 of the 50 participants skip their meals every time just to finish their
game sessions. 11 of them usually skip their meals while 13 of them seldom skip meals. The
other 23 do not skip their meals at all just to finish their gaming sessions.
8%
28%
34%
30%
Group A Skips Meals for Gaming Sessions
Everytime Usually Seldom No
SURVEY REPORT
29
Do Group B Participants Skip Meals to Finish Their Game Sessions?
Figure 3.2
The pie chart shows whether participants from Group B skip meals just to finish their
game sessions. Only 1 of the 50 participants skips his or her meals every time just to finish
his or her game sessions. 10 of them usually skip their meals while 15 of them seldom skip
meals. The other 24 do not skip their meals at all just to finish their gaming sessions.
2%
18%
40%
40%
Group B Skips Meals for Gaming Sessions
Everytime Usually Seldom No
SURVEY REPORT
30
Do Group A Participants Push Away Their Responsibilities to Finish Their
Game Sessions?
Figure 3.3
The pie chart shows whether participants from Group A push away their responsibilities
just to finish their game sessions. 4 of the 50 participants push away their responsibilities
every time just to finish his or her game sessions. 14 of them usually do it while 17 of them
seldom do it. The other 15 do not push away their responsibilities at all just to finish their
gaming sessions.
8%
28%
34%
30%
Group A Push Away Responsibilities for Gaming
Sessions
Everytime Usually Seldom No
SURVEY REPORT
31
Do Group B Participants Push Away Their Responsibilities to Finish Their
Game Sessions?
Figure 3.4
The pie chart shows whether participants from Group B push away their responsibilities
just to finish their game sessions. Only 1 of the 50 participants pushes away his or her
responsibilities every time just to finish his or her game sessions. 9 of them usually do it
while 20 of them seldom do it. The other 20 do not push away their responsibilities at all just
to finish their gaming sessions.
2%
18%
40%
40%
Group B Push Away Responsibilities for Gaming
Sessions
Everytime Usually Seldom No
SURVEY REPORT
32
How Often Does Group A Buy or Download Games in a Month?
Figure 3.5
The bar chart above shows how often participants in Group A buy or download their
games in a month. 17 of the participants never buy games, 19 of them do buy or download
their games once a month, 6 of them buy or download their games twice a month and 4 of
them buy or download their games thrice a month. 4 of them buy or download their games
more than thrice a month.
28
15
5
1 1
0
5
10
15
20
25
30
Never once Twice Thrice More Than
Thrice
SURVEY REPORT
33
How Often Does Group B Buy or Download Games in a Month?
Figure 3.6
The bar chart above shows how often participants in Group B buy or download their
games in a month. 11 of the participants never buy games, 13 of them do buy or download
their games once a month, 14 of them buy or download their games twice a month and 4 of
them buy or download their games thrice a month. 8 of them buy or download their games
more than thrice a month.
22
13
11
0
5
0
5
10
15
20
25
Never once Twice Thrice More Than
Thrice
SURVEY REPORT
34
How Much Does Group A Spend in a Month by Buying Games?
Figure 3.7
The bar chart above shows the amount of money participants from Group A spend in a
month by buying games. A majority of 44 participants spend between RM0 to RM250 on
games and 5 participants spend between RM251 to RM500 on games while only 1
participant spends between RM751 to RM1000 on games. No participants from Group A
have been recorded spending between RM501 to RM750 on games.
44
5
0 1
0
5
10
15
20
25
30
35
40
45
50
RM0 - 250 RM251 - 500 RM501 - 750 RM751 - 1000
SURVEY REPORT
35
Money Spent
(RM)
f F Midpoint
x
fx fx2
0 โ€“ 250 44 44 125 5500 687500
251 โ€“ 500 5 49 375.5 1877.5 705001.25
501 โ€“ 750 0 49 625.5 0 0
751 - 1000 1 50 875.5 875.5 766500.25
โˆ‘f = 50 โˆ‘fx = 8253 โˆ‘fx2 = 2159001.5
Mean =
โˆ‘๐‘“๐‘ฅ
โˆ‘๐‘“
=
8253
50
= 165.06
Modal Class = RM 0 โ€“ 250
Variance =
2159001.5
50
โ€“ 165.062
= 15935.2264
Standard Deviation = โˆš15935.2264
= 126.2348
SURVEY REPORT
36
How Much Does Group B Spend in a Month by Buying Games?
Figure 3.8
The bar chart above shows the amount of money participants from Group B spend in a
month by buying games. A majority of 34 participants spend between RM0 to RM250 on
games and 9 participants spend between RM251 to RM500 on games while 6 participants
spend between RM501 to RM750 on games. Only 1 participant from Group A spends
between RM751 to RM1000 on games.
34
9
6
1
0
5
10
15
20
25
30
35
40
RM0 - 250 RM251 - 500 RM501 - 750 RM751 - 1000
SURVEY REPORT
37
Money Spent
(RM)
f F Midpoint
x
fx fx2
0 โ€“ 250 34 34 125 4250 531250
251 โ€“ 500 9 43 375.5 3379.5 1269002.25
501 โ€“ 750 6 49 625.5 3753 2347501.5
751 - 1000 1 50 875.5 875.5 766500.25
โˆ‘f = 50 โˆ‘fx = 12258 โˆ‘fx2 = 4914254
Mean =
โˆ‘๐‘“๐‘ฅ
โˆ‘๐‘“
=
12258
50
= 245.16
Modal Class = RM 0 โ€“ 250
Variance =
914254
50
โ€“ 245.162
= 38181.6544
Standard Deviation = โˆš38181.6544
= 195.4013
SURVEY REPORT
38
How Often Does Group A Buy Gaming Accessories in a Year?
Figure 3.9
The bar chart above shows how often participants in Group A buy their gaming
accessories in a year. 28 of the participants never buy gaming accessories, 15 of them do buy
gaming accessories once a year, 5 of them buy gaming accessories twice a year. Only 2 of the
participants buy gaming accessories thrice a year and more than thrice a year each.
28
15
5
1 1
0
5
10
15
20
25
30
Never once Twice Thrice More Than
Thrice
SURVEY REPORT
39
How Often Does Group B Buy Gaming Accessories in a Year?
Figure 4.0
The bar chart above shows how often participants in Group B buy their gaming
accessories in a year. 22 of the participants never buy gaming accessories, 13 of them do buy
gaming accessories once a year, 11 of them buy gaming accessories twice a year while only 5
of the participants buy gaming accessories more than thrice a year. No participant from
Group B has been recorded buying gaming accessories thrice a year.
22
13
11
0
5
0
5
10
15
20
25
Never once Twice Thrice More Than
Thrice
SURVEY REPORT
40
How Much is Group A Willing to Spend by Buying Gaming Accessories?
Figure 4.1
The bar chart above shows the amount of money participants from Group A is willing to
spend in to buy gaming accessories. A majority of 28 participants are willing to spend
between RM0 to RM250 on gaming accessories and 8 participants are willing spend between
RM251 to RM500. 7 of them are willing to spend between RM501 to RM750 on gaming
accessories while the other 7 participants are willing to spend between RM751 to RM1000
on gaming accessories.
28
8
7 7
0
5
10
15
20
25
30
RM0 - 250 RM251 - 500 RM501 - 750 RM751 - 1000
SURVEY REPORT
41
Money Spent
(RM)
f F Midpoint
x
fx fx2
0 โ€“ 250 28 28 125 3500 437500
251 โ€“ 500 8 36 375.5 3004 1128002
501 โ€“ 750 7 43 625.5 4378.5 2738751.75
751 - 1000 7 50 875.5 6128.5 5365501.75
โˆ‘f = 50 โˆ‘fx = 17011 โˆ‘fx2 = 9669755.5
Mean =
โˆ‘๐‘“๐‘ฅ
โˆ‘๐‘“
=
17011
50
= 340.22
Modal Class = RM 0 โ€“ 250
Variance =
9669755.5
50
โ€“ 340.222
= 77645.4616
Standard Deviation = โˆš77645.4616
= 278.6494
SURVEY REPORT
42
How Much is Group B Willing to Spend by Buying Gaming Accessories?
Figure 4.2
The bar chart above shows the amount of money participants from Group B is willing to
spend in to buy gaming accessories. A huge majority of 37 participants are willing to spend
between RM0 to RM250 on gaming accessories and 8 participants are willing spend between
RM251 to RM500. Only 1 of them is willing to spend between RM501 to RM750 on gaming
accessories while the other 4 participants are willing to spend between RM751 to RM1000
on gaming accessories.
37
8
1
4
0
5
10
15
20
25
30
35
40
RM0 - 250 RM251 - 500 RM501 - 750 RM751 - 1000
SURVEY REPORT
43
Money Spent
(RM)
f F Midpoint
x
fx fx2
0 โ€“ 250 37 37 125 4625 578125
251 โ€“ 500 8 45 375.5 3004 1128002
501 โ€“ 750 1 46 625.5 625.5 391250.25
751 - 1000 4 50 875.5 3502 3066001
โˆ‘f = 50 โˆ‘fx = 11750 โˆ‘fx2 =5156250
Mean =
โˆ‘๐‘“๐‘ฅ
โˆ‘๐‘“
=
11756.5
50
= 235.13
Modal Class = RM 0 โ€“ 250
Variance =
5156250
50
โ€“ 235.132
= 39050.2031
Standard Deviation = โˆš39050.2031
= 197.6112
SURVEY REPORT
44
How Much Does Group A Spend in Topping Up Credits for their Games in a
Week?
Figure 4.3
The bar chart above shows the amount of money participants from Group A spend in a
week by topping up their game credits. A majority of 39 participants spend between RM0 to
RM25 on credit top-ups and 6 participants spend between RM26 to RM50 on game top-ups.
2 participants spend between RM51 to RM75 on game top ups while 3 participants from
Group A spend between RM76 to RM100 on game top-ups.
39
6
2 3
0
5
10
15
20
25
30
35
40
45
RM0-25 RM26-50 RM51-75 RM76-100
SURVEY REPORT
45
Money Spent
(RM)
f F Midpoint
x
fx fx2
0 โ€“ 25 39 39 12.5 487.5 6093.75
26 โ€“ 50 6 45 38 228 8664
51 โ€“ 75 2 47 63 126 7938
76 - 100 3 50 88 264 23232
โˆ‘f = 50 โˆ‘fx = 1105.5 โˆ‘fx2 =45927.75
Mean =
โˆ‘๐‘“๐‘ฅ
โˆ‘๐‘“
=
1105.5
50
= 22.11
Modal Class = RM 0 โ€“ 25
Variance =
45927.75
50
โ€“ 22.112
= 429.7029
Standard Deviation = โˆš429.7029
= 20.7293
SURVEY REPORT
46
How Much Does Group B Spend in Topping Up Credits for their Games in a
Week?
Figure 4.4
The bar chart above shows the amount of money participants from Group B spend in a
week by topping up their game credits. A majority of 33 participants spend between RM0 to
RM25 on credit top-ups and 10 participants spend between RM26 to RM50 on game top-
ups. Only 2 participants spend between RM51 to RM75 on game top ups while the 5
remaining participants from Group A spend between RM76 to RM100 on game top-ups.
33
10
2
5
0
5
10
15
20
25
30
35
RM0-25 RM26-50 RM51-75 RM76-100
SURVEY REPORT
47
Money Spent
(RM)
f F Midpoint
x
fx fx2
0 โ€“ 25 33 33 12.5 412.5 5156.25
26 โ€“ 50 10 43 38 380 14440
51 โ€“ 75 2 45 63 126 7938
76 - 100 5 50 88 440 38720
โˆ‘f = 50 โˆ‘fx = 1358.5 โˆ‘fx2 =66254.25
Mean =
โˆ‘๐‘“๐‘ฅ
โˆ‘๐‘“
=
1358.5
50
= 27.17
Modal Class = RM 0 โ€“ 25
Variance =
66254.25
50
โ€“ 27.172
= 586.8761
Standard Deviation = โˆš586.8761
= 24.2255
SURVEY REPORT
48
Would Group A Participants buy Action Figures of their Games?
Figure 4.5
The pie chart above shows the number of participants in Group A who would buy an
action figure based on their games. 8 of the 50 participants will definitely buy action figures
based on their games. 17 of them might buy the action figures some times while the
remaining 25 participants will not buy action figures.
16%
34%
50%
Buying Game Action Figures
Yes Sometimes No
SURVEY REPORT
49
Would Group B Participants buy Action Figures of their Games?
Figure 4.6
The pie chart above shows the number of participants in Group B who would buy an
action figure based on their games. Only 6 of the 50 participants will definitely buy action
figures based on their games. 15 of them might buy the action figures some times while the
remaining 29 participants will not buy action figures.
12%
30%
58%
Buying Game Action Figures
Yes Sometimes No
SURVEY REPORT
50
Would Group A Participants Lie to Their Family and Friends just to Play A
Game?
Figure 4.7
The pie chart above shows the number of participants in Group A who would lie to their
family and friends just to play their games. 4 of the 50 participants will lie just to play their
games. 3 of them usually lie while 14 of the participants seldom lie. The majority of 29
participants will not lie to their family and friends just to play their games.
8%
6%
28%
58%
Group A Lying to Family and Friends
Every time Usually Seldom No
SURVEY REPORT
51
Would Group B Participants Lie to Their Family and Friends just to Play A
Game?
Figure 4.8
The pie chart above shows the number of participants in Group B who would lie to their
family and friends just to play their games. Only 2 of the 50 participants will lie just to play
their games. 4 of them usually lie while 17 of the participants seldom lie. The remaining 24
participants will not lie to their family and friends just to play their games.
4%
14%
34%
48%
Group B Lying to Family and Friends
Every time Usually Seldom No
SURVEY REPORT
52
Method to calculate the game addiction of students :
To calculate the game addicts of each age group, we picked a total of 8
questions to be judged. The student gets 1 point for each feedback that is under
the highlighted categories. If the total points of a student gained is 5 and above,
he or she is classified as a game addict. The 8 questions chosen are as the following:
SURVEY REPORT
53
SURVEY REPORT
54
SURVEY REPORT
55
Conclusion
Through this assignment, we had learnt to apply the mathematics skills in
real life situation. We learnt the ways to collect, analyze data and later transform them into
statistical analysis.
After analyzing the data collected, we got to learn the game addiction level of
the students in Taylorโ€™s University. For the students aged 18 to 20, the percentage of
game addicts is higher, which is 22% of the group. While there is just 18% of students
aged 21 to 23 are game addicts. This could be because the students aged 21 to 23 are
mostly consist of degree students who prefer to allocate more time in their studies than
gaming.
SURVEY REPORT
56
APPENDIX
The 100 survey forms filled by the students in Taylorโ€™s University.
SURVEY REPORT
57
Inquiry about Game Addiction
1) What is your gender?
Male Female
2) What is your current age?
18 19 20 21 22 23
3) What is your current CGPA?
0.01-1.0 1.01-2.0 2.01-3.0 3.01-4.0
4) How many days do you play games in a week?
Once Twice Thrice Four times Five times Six times
Everyday
5) How long do you usually spend per game session?
1-4 hours 5-8 hours 9-12 hours
13-16 hours 17-20 hours 21-24 hours
6) What is your preferred gaming platform?
Computer Arcade Console Mobile Others:______________
7) What kinds of games do you play? (You can choose more than one answer)
Role Playing (Assassinโ€™s Creed, Mass Effect, etc.)
First Person Shooter (Counter Strike, Modern Warfare, etc.)
Adventure (Tomb Raider, Legend of Zelda, etc.)
Fighting (Tekken, Street Fighter, etc.)
Strategy (Age of Empires, Starcraft, etc.)
Others: _________________
8) Where do you play your games?
At home Outside (Cyber cafes, etc.)
SURVEY REPORT
58
9) Do you play games with your friends and family?
Always Seldom Never
10) Which part of the day do you play your games? (You can choose more than one answer)
Morning ( 6 am โ€“ 12 pm ) Afternoon ( 12 pm โ€“ 6 pm )
Night ( 6 pm โ€“ 12 am ) Midnight ( 12 am โ€“ 6 am )
11) Do you skip sleep just to finish your game sessions?
Every time Usually Seldom No
12) Do you skip your meals just to finish your game sessions?
Every time Usually Seldom No
13) Do you push away your responsibilities (Studying, chores, etc.) just to play your games?
Every time Usually Seldom No
14) How often do you buy or download games in a month?
Never Once Twice Thrice More than three times
15) How much do you spend just by buying games in a month?
RM0-250 RM251-500 RM501-750 RM751-1000
16) How often do you buy gaming accessories in a year?
Never Once Twice Thrice More than three times
17) How much are you willing to spend just on gaming accessories?
RM0-250 RM251-500 RM501-750 RM751-1000
18) How much do you spend just by topping up credits for your games in a week?
RM0-25 RM26-50 RM51-75 RM76-100
19) Would you ever buy a video game action figure?
Yes Sometimes No
20) Have you lied to your friends and family members just to play games?
Every time Usually Seldom No
SURVEY REPORT
59
THE END

More Related Content

More from Cindy Lim

In adapt p2 report
In adapt p2 reportIn adapt p2 report
In adapt p2 reportCindy Lim
ย 
Report passive cooling natural lighting
Report  passive cooling natural lightingReport  passive cooling natural lighting
Report passive cooling natural lightingCindy Lim
ย 
Presentation passive design strategies
Presentation passive design strategiesPresentation passive design strategies
Presentation passive design strategiesCindy Lim
ย 
Building Services Report
Building Services ReportBuilding Services Report
Building Services ReportCindy Lim
ย 
Measured Drawing Final report
Measured Drawing Final report Measured Drawing Final report
Measured Drawing Final report Cindy Lim
ย 
Shelter report
Shelter report Shelter report
Shelter report Cindy Lim
ย 
Comparison analytical essay
Comparison analytical essayComparison analytical essay
Comparison analytical essayCindy Lim
ย 
Doors and windows final
Doors and windows finalDoors and windows final
Doors and windows finalCindy Lim
ย 
Charity report
Charity reportCharity report
Charity reportCindy Lim
ย 
bizinclassPresentatio1
bizinclassPresentatio1bizinclassPresentatio1
bizinclassPresentatio1Cindy Lim
ย 
Report of the postcard making
Report of the postcard makingReport of the postcard making
Report of the postcard makingCindy Lim
ย 
Prince of Persia Progression
Prince of Persia ProgressionPrince of Persia Progression
Prince of Persia ProgressionCindy Lim
ย 
3bd21f 6251ac84c4aa4575acd03e6ee11114df
3bd21f 6251ac84c4aa4575acd03e6ee11114df3bd21f 6251ac84c4aa4575acd03e6ee11114df
3bd21f 6251ac84c4aa4575acd03e6ee11114dfCindy Lim
ย 
Superheroes essay
Superheroes essaySuperheroes essay
Superheroes essayCindy Lim
ย 
Psychology video prezi slide
Psychology video prezi slidePsychology video prezi slide
Psychology video prezi slideCindy Lim
ย 
Psycho comic strips
Psycho comic stripsPsycho comic strips
Psycho comic stripsCindy Lim
ย 
Journal compilation
Journal compilationJournal compilation
Journal compilationCindy Lim
ย 
Survey report 1 cover
Survey report 1   coverSurvey report 1   cover
Survey report 1 coverCindy Lim
ย 

More from Cindy Lim (18)

In adapt p2 report
In adapt p2 reportIn adapt p2 report
In adapt p2 report
ย 
Report passive cooling natural lighting
Report  passive cooling natural lightingReport  passive cooling natural lighting
Report passive cooling natural lighting
ย 
Presentation passive design strategies
Presentation passive design strategiesPresentation passive design strategies
Presentation passive design strategies
ย 
Building Services Report
Building Services ReportBuilding Services Report
Building Services Report
ย 
Measured Drawing Final report
Measured Drawing Final report Measured Drawing Final report
Measured Drawing Final report
ย 
Shelter report
Shelter report Shelter report
Shelter report
ย 
Comparison analytical essay
Comparison analytical essayComparison analytical essay
Comparison analytical essay
ย 
Doors and windows final
Doors and windows finalDoors and windows final
Doors and windows final
ย 
Charity report
Charity reportCharity report
Charity report
ย 
bizinclassPresentatio1
bizinclassPresentatio1bizinclassPresentatio1
bizinclassPresentatio1
ย 
Report of the postcard making
Report of the postcard makingReport of the postcard making
Report of the postcard making
ย 
Prince of Persia Progression
Prince of Persia ProgressionPrince of Persia Progression
Prince of Persia Progression
ย 
3bd21f 6251ac84c4aa4575acd03e6ee11114df
3bd21f 6251ac84c4aa4575acd03e6ee11114df3bd21f 6251ac84c4aa4575acd03e6ee11114df
3bd21f 6251ac84c4aa4575acd03e6ee11114df
ย 
Superheroes essay
Superheroes essaySuperheroes essay
Superheroes essay
ย 
Psychology video prezi slide
Psychology video prezi slidePsychology video prezi slide
Psychology video prezi slide
ย 
Psycho comic strips
Psycho comic stripsPsycho comic strips
Psycho comic strips
ย 
Journal compilation
Journal compilationJournal compilation
Journal compilation
ย 
Survey report 1 cover
Survey report 1   coverSurvey report 1   cover
Survey report 1 cover
ย 

Recently uploaded

Call Girls in Dwarka Mor Delhi Contact Us 9654467111
Call Girls in Dwarka Mor Delhi Contact Us 9654467111Call Girls in Dwarka Mor Delhi Contact Us 9654467111
Call Girls in Dwarka Mor Delhi Contact Us 9654467111Sapana Sha
ย 
Software Engineering Methodologies (overview)
Software Engineering Methodologies (overview)Software Engineering Methodologies (overview)
Software Engineering Methodologies (overview)eniolaolutunde
ย 
Crayon Activity Handout For the Crayon A
Crayon Activity Handout For the Crayon ACrayon Activity Handout For the Crayon A
Crayon Activity Handout For the Crayon AUnboundStockton
ย 
Blooming Together_ Growing a Community Garden Worksheet.docx
Blooming Together_ Growing a Community Garden Worksheet.docxBlooming Together_ Growing a Community Garden Worksheet.docx
Blooming Together_ Growing a Community Garden Worksheet.docxUnboundStockton
ย 
Class 11 Legal Studies Ch-1 Concept of State .pdf
Class 11 Legal Studies Ch-1 Concept of State .pdfClass 11 Legal Studies Ch-1 Concept of State .pdf
Class 11 Legal Studies Ch-1 Concept of State .pdfakmcokerachita
ย 
call girls in Kamla Market (DELHI) ๐Ÿ” >เผ’9953330565๐Ÿ” genuine Escort Service ๐Ÿ”โœ”๏ธโœ”๏ธ
call girls in Kamla Market (DELHI) ๐Ÿ” >เผ’9953330565๐Ÿ” genuine Escort Service ๐Ÿ”โœ”๏ธโœ”๏ธcall girls in Kamla Market (DELHI) ๐Ÿ” >เผ’9953330565๐Ÿ” genuine Escort Service ๐Ÿ”โœ”๏ธโœ”๏ธ
call girls in Kamla Market (DELHI) ๐Ÿ” >เผ’9953330565๐Ÿ” genuine Escort Service ๐Ÿ”โœ”๏ธโœ”๏ธ9953056974 Low Rate Call Girls In Saket, Delhi NCR
ย 
Painted Grey Ware.pptx, PGW Culture of India
Painted Grey Ware.pptx, PGW Culture of IndiaPainted Grey Ware.pptx, PGW Culture of India
Painted Grey Ware.pptx, PGW Culture of IndiaVirag Sontakke
ย 
ENGLISH5 QUARTER4 MODULE1 WEEK1-3 How Visual and Multimedia Elements.pptx
ENGLISH5 QUARTER4 MODULE1 WEEK1-3 How Visual and Multimedia Elements.pptxENGLISH5 QUARTER4 MODULE1 WEEK1-3 How Visual and Multimedia Elements.pptx
ENGLISH5 QUARTER4 MODULE1 WEEK1-3 How Visual and Multimedia Elements.pptxAnaBeatriceAblay2
ย 
The Most Excellent Way | 1 Corinthians 13
The Most Excellent Way | 1 Corinthians 13The Most Excellent Way | 1 Corinthians 13
The Most Excellent Way | 1 Corinthians 13Steve Thomason
ย 
A Critique of the Proposed National Education Policy Reform
A Critique of the Proposed National Education Policy ReformA Critique of the Proposed National Education Policy Reform
A Critique of the Proposed National Education Policy ReformChameera Dedduwage
ย 
Biting mechanism of poisonous snakes.pdf
Biting mechanism of poisonous snakes.pdfBiting mechanism of poisonous snakes.pdf
Biting mechanism of poisonous snakes.pdfadityarao40181
ย 
Proudly South Africa powerpoint Thorisha.pptx
Proudly South Africa powerpoint Thorisha.pptxProudly South Africa powerpoint Thorisha.pptx
Proudly South Africa powerpoint Thorisha.pptxthorishapillay1
ย 
Alper Gobel In Media Res Media Component
Alper Gobel In Media Res Media ComponentAlper Gobel In Media Res Media Component
Alper Gobel In Media Res Media ComponentInMediaRes1
ย 
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...Krashi Coaching
ย 
Sanyam Choudhary Chemistry practical.pdf
Sanyam Choudhary Chemistry practical.pdfSanyam Choudhary Chemistry practical.pdf
Sanyam Choudhary Chemistry practical.pdfsanyamsingh5019
ย 
Employee wellbeing at the workplace.pptx
Employee wellbeing at the workplace.pptxEmployee wellbeing at the workplace.pptx
Employee wellbeing at the workplace.pptxNirmalaLoungPoorunde1
ย 
Presiding Officer Training module 2024 lok sabha elections
Presiding Officer Training module 2024 lok sabha electionsPresiding Officer Training module 2024 lok sabha elections
Presiding Officer Training module 2024 lok sabha electionsanshu789521
ย 
Solving Puzzles Benefits Everyone (English).pptx
Solving Puzzles Benefits Everyone (English).pptxSolving Puzzles Benefits Everyone (English).pptx
Solving Puzzles Benefits Everyone (English).pptxOH TEIK BIN
ย 
Final demo Grade 9 for demo Plan dessert.pptx
Final demo Grade 9 for demo Plan dessert.pptxFinal demo Grade 9 for demo Plan dessert.pptx
Final demo Grade 9 for demo Plan dessert.pptxAvyJaneVismanos
ย 

Recently uploaded (20)

Call Girls in Dwarka Mor Delhi Contact Us 9654467111
Call Girls in Dwarka Mor Delhi Contact Us 9654467111Call Girls in Dwarka Mor Delhi Contact Us 9654467111
Call Girls in Dwarka Mor Delhi Contact Us 9654467111
ย 
Software Engineering Methodologies (overview)
Software Engineering Methodologies (overview)Software Engineering Methodologies (overview)
Software Engineering Methodologies (overview)
ย 
Crayon Activity Handout For the Crayon A
Crayon Activity Handout For the Crayon ACrayon Activity Handout For the Crayon A
Crayon Activity Handout For the Crayon A
ย 
Blooming Together_ Growing a Community Garden Worksheet.docx
Blooming Together_ Growing a Community Garden Worksheet.docxBlooming Together_ Growing a Community Garden Worksheet.docx
Blooming Together_ Growing a Community Garden Worksheet.docx
ย 
Class 11 Legal Studies Ch-1 Concept of State .pdf
Class 11 Legal Studies Ch-1 Concept of State .pdfClass 11 Legal Studies Ch-1 Concept of State .pdf
Class 11 Legal Studies Ch-1 Concept of State .pdf
ย 
call girls in Kamla Market (DELHI) ๐Ÿ” >เผ’9953330565๐Ÿ” genuine Escort Service ๐Ÿ”โœ”๏ธโœ”๏ธ
call girls in Kamla Market (DELHI) ๐Ÿ” >เผ’9953330565๐Ÿ” genuine Escort Service ๐Ÿ”โœ”๏ธโœ”๏ธcall girls in Kamla Market (DELHI) ๐Ÿ” >เผ’9953330565๐Ÿ” genuine Escort Service ๐Ÿ”โœ”๏ธโœ”๏ธ
call girls in Kamla Market (DELHI) ๐Ÿ” >เผ’9953330565๐Ÿ” genuine Escort Service ๐Ÿ”โœ”๏ธโœ”๏ธ
ย 
Painted Grey Ware.pptx, PGW Culture of India
Painted Grey Ware.pptx, PGW Culture of IndiaPainted Grey Ware.pptx, PGW Culture of India
Painted Grey Ware.pptx, PGW Culture of India
ย 
ENGLISH5 QUARTER4 MODULE1 WEEK1-3 How Visual and Multimedia Elements.pptx
ENGLISH5 QUARTER4 MODULE1 WEEK1-3 How Visual and Multimedia Elements.pptxENGLISH5 QUARTER4 MODULE1 WEEK1-3 How Visual and Multimedia Elements.pptx
ENGLISH5 QUARTER4 MODULE1 WEEK1-3 How Visual and Multimedia Elements.pptx
ย 
The Most Excellent Way | 1 Corinthians 13
The Most Excellent Way | 1 Corinthians 13The Most Excellent Way | 1 Corinthians 13
The Most Excellent Way | 1 Corinthians 13
ย 
A Critique of the Proposed National Education Policy Reform
A Critique of the Proposed National Education Policy ReformA Critique of the Proposed National Education Policy Reform
A Critique of the Proposed National Education Policy Reform
ย 
Biting mechanism of poisonous snakes.pdf
Biting mechanism of poisonous snakes.pdfBiting mechanism of poisonous snakes.pdf
Biting mechanism of poisonous snakes.pdf
ย 
Proudly South Africa powerpoint Thorisha.pptx
Proudly South Africa powerpoint Thorisha.pptxProudly South Africa powerpoint Thorisha.pptx
Proudly South Africa powerpoint Thorisha.pptx
ย 
Alper Gobel In Media Res Media Component
Alper Gobel In Media Res Media ComponentAlper Gobel In Media Res Media Component
Alper Gobel In Media Res Media Component
ย 
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...
ย 
Sanyam Choudhary Chemistry practical.pdf
Sanyam Choudhary Chemistry practical.pdfSanyam Choudhary Chemistry practical.pdf
Sanyam Choudhary Chemistry practical.pdf
ย 
Employee wellbeing at the workplace.pptx
Employee wellbeing at the workplace.pptxEmployee wellbeing at the workplace.pptx
Employee wellbeing at the workplace.pptx
ย 
Presiding Officer Training module 2024 lok sabha elections
Presiding Officer Training module 2024 lok sabha electionsPresiding Officer Training module 2024 lok sabha elections
Presiding Officer Training module 2024 lok sabha elections
ย 
Solving Puzzles Benefits Everyone (English).pptx
Solving Puzzles Benefits Everyone (English).pptxSolving Puzzles Benefits Everyone (English).pptx
Solving Puzzles Benefits Everyone (English).pptx
ย 
Model Call Girl in Tilak Nagar Delhi reach out to us at ๐Ÿ”9953056974๐Ÿ”
Model Call Girl in Tilak Nagar Delhi reach out to us at ๐Ÿ”9953056974๐Ÿ”Model Call Girl in Tilak Nagar Delhi reach out to us at ๐Ÿ”9953056974๐Ÿ”
Model Call Girl in Tilak Nagar Delhi reach out to us at ๐Ÿ”9953056974๐Ÿ”
ย 
Final demo Grade 9 for demo Plan dessert.pptx
Final demo Grade 9 for demo Plan dessert.pptxFinal demo Grade 9 for demo Plan dessert.pptx
Final demo Grade 9 for demo Plan dessert.pptx
ย 

Math statistic report final pdf

  • 1. SURVEY REPORT 1 y MATHEMATICS [MATH0103] FNBE JULY 2013 INTAKE Lecturer: Miss Ann See Peng Survey Report [ Game addiction in Taylors University ] Lim Chin Yi 0315627 Lee Kim Thiam 0310710 Patricia Kong Weng Yee 0315837 Yvonne Chin Yun Miin 0315662
  • 2. SURVEY REPORT 2 Table of Contents I. Page Cover......................................................... 1 II. Table of Contents.............................................. 2 III. Introduction to the survey................................. 3 IV. Objectives of the survey .................................... 4 V. Methodology ..................................................... 5 VI. Sample of Survey Form ..................................... 6 VII. Analysis................................................................ VIII. Conclusion........................................................... IX. Appendix .............................................................
  • 3. SURVEY REPORT 3 Introduction A survey is a data collection method used to gather information about individuals. It enable researchers to collect a wide range of information and data efficiently. A survey can be done through several ways such as e-mail, phone call, questionnaire, interview and so on. In the assignment, we conducted a survey by using questionnaires to analyze the game addiction level of the students between adolescent aged 18 to 20 and young adult aged 21 to 23 in Taylorโ€™s University Lakeside Campus. The data collected from the survey will be analyzed and summarized in an A2 sized infographic poster. This report presents the objectives of the survey, survey methodology, statistical analysis of the survey data (calculation, tables and diagrams), and the conclusion of the survey.
  • 4. SURVEY REPORT 4 Objectives 1. To apply the use of statistics in real life events. 2. To apply the knowledge gained to analyze statistical data. 3. To compare the average percentage of students between age 18 to 20 and age 21 to 23 who are addicted to gaming in Taylors University.
  • 5. SURVEY REPORT 5 Methodology On 5th May and 6th May, we distributed our questionnaire around Taylorโ€™s University Lakeside Campus. We distributed 100 questionnaires to the students, 50 for students aged 18 to 20 and another 50 for students aged 21 to 23. We went around the public areas in school such as library, area outside of library and cafeteria to distribute our survey forms. Most of the students are willing to take their time to fill up the survey forms for us.
  • 6. SURVEY REPORT 6 Analysis The statistical analysis of the survey questions, include the calculation, diagrams, charts and etc.
  • 7. SURVEY REPORT 7 Participantsโ€™ gender in age group of 18 to 20 years old. Figure 1.0 The pie chart above shows the percentage of male and female participants from Group A with ages from 18 to 20 years old who took the survey for game addiction. 34% of the survey participants are males while the remaining 66% are females. From a total of 50 participants, 17 participants were male and the other 33 participants were female.
  • 8. SURVEY REPORT 8 Participantsโ€™ gender in age group of 21 to 23 years old. Figure 1.1 The pie chart above shows the percentage of male and female participants from Group B with ages from 21 to 23 years old who took the survey for game addiction. 62% of the participants were males and the remaining 38% were females. From a total of 50 participants, 31 participants were male and the other 19 participants were female. 62% 38% Group B (Age 21-23) Male Female
  • 9. SURVEY REPORT 9 Age Specification from Groups A and B Figure 1.2 Ages 18 to 20 years old belong to Group A while ages 21 to 23 years old belong to Group B. According to the pie chart above, 12 of the participants are 18 years old, 16 of them are 19 years old, 22 of them are 20 years old, 20 of them are 21 years old, 18 of them are 22 years old and 12 of them are 23 years old. A total of 100 students participated in this survey, 50 from Group A and the remaining 50 are from Group B. 12% 16% 22%20% 18% 12% Age Specification Age 18 Age 19 Age 20 Age 21 Age 22 Age 23
  • 10. SURVEY REPORT 10 CGPA attained by Group A (Age 18-20 ) Figure 1.3 The bar chart above shows the CGPA attained by participants from Group A. From a total of 50 participants, 4 of them attained a CGPA ranging from 0.01 to 1.0. 3 of the participants attained a CGPA ranging from 1.01 to 2.0. 18 of them attained a CGPA ranging from 2.01 to 3.0 while the remaining 25 of the participants attained a CGPA of 3.01 to 4.0. 0 5 10 15 20 25 30 0.01-1.0 1.01-2.0 2.01-3.0 3.01-4.0 Group A NumberofParticapants CGPA Attained
  • 11. SURVEY REPORT 11 CGPA attained by group B ( Age 21-23 ) Figure 1.4 The bar chart above shows the CGPA attained by participants from Group B. From a total of 50 participants, none of them attained a CGPA ranging from 0.01 to 1.0. Only 2 of the participants attained a CGPA ranging from 1.01 to 2.0. 20 of them attained a CGPA ranging from 2.01 to 3.0 while the remaining 28 of the participants attained a CGPA of 3.01 to 4.0. 0 5 10 15 20 25 30 0.01-1.0 1.01-2.0 2.01-3.0 3.01-4.0 Group B NumberofParticipants CGPA Attained
  • 12. SURVEY REPORT 12 Number of Times Participants in Group A Play Games in a Week. Figure 1.5 The figure above shows the number of times participants from Group A play in a week. Of the 50 participants, 10 of them play once a week, 7 of them play twice, 6 of them play thrice, 9 of play four times and 18 of them play games every day. No participants in Group A were recorded playing five or six times a week. 0 2 4 6 8 10 12 14 16 18 20 Once Twice Thrice Four Five Six Everyday Group A NumberofParticipants Number of Times
  • 13. SURVEY REPORT 13 Number of Times Participants in Group B Play Games in a Week. Figure 1.6 The figure above shows the number of times participants from Group B play in a week. Of the 50 participants, 11 of them play once a week, 5 of them play twice, 6 of them play thrice, 7 of play four times, 5 of them play five times and 16 of them play games every day. No participants in Group B were recorded playing six times a week. 0 2 4 6 8 10 12 14 16 18 Once Twice Thrice Four Five Six Everyday Group B NumberofParticipants Number of Times
  • 14. SURVEY REPORT 14 Hours Spent Playing One Game Session in Group A Figure 1.7 The bar chart above shows the number of hours the participants in Group A spend for one game session. From the 50 participants who participated in the survey, a majority of 35 people play only 1 to 4 hours per game session. 11 of them play 5 to 8 hours while interval hours spent for 9 to 12 hours, 13 to 16 hours, 17 to 20 hours and 21 to 24 hours all had only 1 participant for each interval. 35 11 1 1 1 1 0 5 10 15 20 25 30 35 40 1.0 - 4.0 5.0 - 8.0 9.0 - 12.0 13.0 - 16.0 17.0 - 20.0 21.0 - 24.0 Group A
  • 15. SURVEY REPORT 15 Hours Spent Playing One Game Session in Group B Figure 1.8 The bar chart above shows the number of hours the participants in Group B spend for one game session. From the 50 participants who participated in the survey, a majority of 33 people play only 1 to 4 hours per game session. 13 of them play 5 to 8 hours, 3 of them play 9 to 12 hours and only 1 participant play 17 to 20 hours. No participants from Group B were recorded playing either 13 to 16 hours or 21 to 24 hours. 33 13 3 0 1 0 0 5 10 15 20 25 30 35 1.0 - 4.0 5.0 - 8.0 9.0 - 12.0 13.0 - 16.0 17.0 - 20.0 21.0 - 24.0 Group B
  • 16. SURVEY REPORT 16 Types of Gaming Platforms Played by Group A Figure 1.9 The pie chart above shows the types of gaming platforms played by the participants in Group A. There are 50 participants in this group, where 31 of them play computer games, 3 of them play arcade games, 11 of them play console games, 26 of them play mobile games and the minority of 1 person plays other gaming platforms. Participants were allowed to choose more than one type of gaming platform in this survey. 43% 4% 15% 36% 2% Gaming Platforms Played by Group A Computer Arcade Console Mobile Others
  • 17. SURVEY REPORT 17 Types of Gaming Platforms Played by Group B Figure 2.0 The pie chart above shows the types of gaming platforms played by the participants in Group B. There are 50 participants in this group, where 27 of them play computer games, 20 of them play arcade games, 13 of them play console games and 15 of them play mobile games. No participant from Group B has been recorded playing other gaming platforms in the survey. Participants were allowed to choose more than one type of gaming platform in this survey. 36% 8% 22% 34% 0% Gaming Platforms Played by Group B Computer Arcade Console Mobile Others
  • 18. SURVEY REPORT 18 Type of Games Participants in Group A Play Figure 2.1 The pie chart above shows the types of games participants in Group A play. 50 people participated in this survey. 21 participants play role playing games, 20 of them play first person shooter games, 16 of them play adventure games, 10 of them play fighting games, 25 of them play strategy games while the remaining 9 participants play other types of games. The participants were given the chance to choose more than one type of game in this survey. 21% 20% 16% 10% 24% 9% Type of Games Played by Group A Role Playing First Person Shooter Adventure Fighting Strategy Others
  • 19. SURVEY REPORT 19 Type of Games Participants in Group B Play Figure 2.2 The pie chart above shows the types of games participants in Group B play. 50 people participated in this survey. 22 participants play role playing games, 20 of them play first person shooter games, 13 of them play adventure games, 15 of them play fighting games, 29 of them play strategy games while the remaining 7 participants play other types of games. The participants were given the chance to choose more than one type of game in this survey. 21% 19% 12% 14% 27% 7% Type of Games Played by Group B Role Playing First Person Shooter Adventure Fighting Strategy Others
  • 20. SURVEY REPORT 20 Place Where Group A Participants Play Their Games Figure 2.3 The pie chart above shows the places that participants from Group A play their games at. There are 50 participants in group A that took this survey. 38 of the participants play their games at home while 6 of them played outside of home. The remaining 6 play their games in both their homes and outside of their homes. 76% 12% 12% Place Where Group A Plays Their Games Home Outside Both
  • 21. SURVEY REPORT 21 Place Where Group B Participants Play Their Games Figure 2.4 The pie chart above shows the places that participants from Group B play their games at. There are 50 participants in group B that took this survey. 33 of the participants play their games at home while only 3 of them played outside of home. The remaining 14 play their games in both their homes and outside of their homes. 66% 6% 28% Place Where Group B Plays Their Games Home Outside Both
  • 22. SURVEY REPORT 22 Does Group A Play With Their Friends and Family? Figure 2.5 The pie chart above shows whether participants in Group A play games with their friends and family. This survey was taken by 50 participants in Group A. Results show that 17 participants always play games with their friends and family. 29 of them seldom play games with their friends and family while the remaining 4 of the participants never play games with their friends and family. 34% 58% 8% Group A Plays Games With Their Friends and Family Always Seldom Never
  • 23. SURVEY REPORT 23 Does Group B Play With Their Friends and Family? Figure 2.6 The pie chart above shows whether participants in Group B play games with their friends and family. This survey was taken by 50 participants in Group A. Results show that 21 participants always play games with their friends and family. 19 of them seldom play games with their friends and family while the remaining 10 of the participants never play games with their friends and family. 42% 38% 20% Group B Plays Games With Their Friends and Family Always Seldom Never
  • 24. SURVEY REPORT 24 Parts of the Day Group A Plays Their Games. Figure 2.7 The bar chart above shows the parts of the day participants from Group A choose to play their games. 50 of the participants were allowed to choose more than one part of the day for this part of the survey. 13 of the participants chose to play in the morning, 33 of them chose to play in the afternoon and 36 of them chose to play at night while 20 of them chose to play at midnight. 0 5 10 15 20 25 30 35 40 Morning Afternoon Night Midnight NumberofParticipants Parts of the Day
  • 25. SURVEY REPORT 25 Parts of the Day Group B Plays Their Games Figure 2.8 The bar chart above shows the parts of the day participants from Group B choose to play their games. 50 of the participants were allowed to choose more than one part of the day for this part of the survey. 7 of the participants chose to play in the morning, 21 of them chose to play in the afternoon and 37 of them chose to play at night while 17 of them chose to play at midnight. 0 5 10 15 20 25 30 35 40 Morning Afternoon Night Midnight NumberofParticipants Parts of the Day
  • 26. SURVEY REPORT 26 Do Group A Participants Skip Sleep to Finish Their Game Sessions? Figure 2.9 The pie chart shows whether participants from Group A skip sleep just to finish their game sessions. Only 5 of the 50 participants skip sleep every time just to finish their game sessions. 15 of them usually skip sleep while 16 of them seldom skip sleep. The other 14 do not skip sleep at all just to finish their gaming sessions. 8% 28% 34% 30% Group A Skips Sleep for Gaming Sessions Everytime Usually Seldom No
  • 27. SURVEY REPORT 27 Do Group B Participants Skip Sleep to Finish Their Game Sessions? Figure 3.0 The pie chart shows whether participants from Group B skip sleep just to finish their game sessions. Only 3 of the 50 participants skip sleep every time just to finish their game sessions. 19 of them usually skip sleep while 13 of them seldom skip sleep. The other 15 do not skip sleep at all just to finish their gaming sessions. 6% 38% 26% 30% Group B Skips Sleep for Gaming Sessions Everytime Usually Seldom No
  • 28. SURVEY REPORT 28 Do Group A Participants Skip Meals to Finish Their Game Sessions? Figure 3.1 The pie chart shows whether participants from Group A skip meals just to finish their game sessions. Only 3 of the 50 participants skip their meals every time just to finish their game sessions. 11 of them usually skip their meals while 13 of them seldom skip meals. The other 23 do not skip their meals at all just to finish their gaming sessions. 8% 28% 34% 30% Group A Skips Meals for Gaming Sessions Everytime Usually Seldom No
  • 29. SURVEY REPORT 29 Do Group B Participants Skip Meals to Finish Their Game Sessions? Figure 3.2 The pie chart shows whether participants from Group B skip meals just to finish their game sessions. Only 1 of the 50 participants skips his or her meals every time just to finish his or her game sessions. 10 of them usually skip their meals while 15 of them seldom skip meals. The other 24 do not skip their meals at all just to finish their gaming sessions. 2% 18% 40% 40% Group B Skips Meals for Gaming Sessions Everytime Usually Seldom No
  • 30. SURVEY REPORT 30 Do Group A Participants Push Away Their Responsibilities to Finish Their Game Sessions? Figure 3.3 The pie chart shows whether participants from Group A push away their responsibilities just to finish their game sessions. 4 of the 50 participants push away their responsibilities every time just to finish his or her game sessions. 14 of them usually do it while 17 of them seldom do it. The other 15 do not push away their responsibilities at all just to finish their gaming sessions. 8% 28% 34% 30% Group A Push Away Responsibilities for Gaming Sessions Everytime Usually Seldom No
  • 31. SURVEY REPORT 31 Do Group B Participants Push Away Their Responsibilities to Finish Their Game Sessions? Figure 3.4 The pie chart shows whether participants from Group B push away their responsibilities just to finish their game sessions. Only 1 of the 50 participants pushes away his or her responsibilities every time just to finish his or her game sessions. 9 of them usually do it while 20 of them seldom do it. The other 20 do not push away their responsibilities at all just to finish their gaming sessions. 2% 18% 40% 40% Group B Push Away Responsibilities for Gaming Sessions Everytime Usually Seldom No
  • 32. SURVEY REPORT 32 How Often Does Group A Buy or Download Games in a Month? Figure 3.5 The bar chart above shows how often participants in Group A buy or download their games in a month. 17 of the participants never buy games, 19 of them do buy or download their games once a month, 6 of them buy or download their games twice a month and 4 of them buy or download their games thrice a month. 4 of them buy or download their games more than thrice a month. 28 15 5 1 1 0 5 10 15 20 25 30 Never once Twice Thrice More Than Thrice
  • 33. SURVEY REPORT 33 How Often Does Group B Buy or Download Games in a Month? Figure 3.6 The bar chart above shows how often participants in Group B buy or download their games in a month. 11 of the participants never buy games, 13 of them do buy or download their games once a month, 14 of them buy or download their games twice a month and 4 of them buy or download their games thrice a month. 8 of them buy or download their games more than thrice a month. 22 13 11 0 5 0 5 10 15 20 25 Never once Twice Thrice More Than Thrice
  • 34. SURVEY REPORT 34 How Much Does Group A Spend in a Month by Buying Games? Figure 3.7 The bar chart above shows the amount of money participants from Group A spend in a month by buying games. A majority of 44 participants spend between RM0 to RM250 on games and 5 participants spend between RM251 to RM500 on games while only 1 participant spends between RM751 to RM1000 on games. No participants from Group A have been recorded spending between RM501 to RM750 on games. 44 5 0 1 0 5 10 15 20 25 30 35 40 45 50 RM0 - 250 RM251 - 500 RM501 - 750 RM751 - 1000
  • 35. SURVEY REPORT 35 Money Spent (RM) f F Midpoint x fx fx2 0 โ€“ 250 44 44 125 5500 687500 251 โ€“ 500 5 49 375.5 1877.5 705001.25 501 โ€“ 750 0 49 625.5 0 0 751 - 1000 1 50 875.5 875.5 766500.25 โˆ‘f = 50 โˆ‘fx = 8253 โˆ‘fx2 = 2159001.5 Mean = โˆ‘๐‘“๐‘ฅ โˆ‘๐‘“ = 8253 50 = 165.06 Modal Class = RM 0 โ€“ 250 Variance = 2159001.5 50 โ€“ 165.062 = 15935.2264 Standard Deviation = โˆš15935.2264 = 126.2348
  • 36. SURVEY REPORT 36 How Much Does Group B Spend in a Month by Buying Games? Figure 3.8 The bar chart above shows the amount of money participants from Group B spend in a month by buying games. A majority of 34 participants spend between RM0 to RM250 on games and 9 participants spend between RM251 to RM500 on games while 6 participants spend between RM501 to RM750 on games. Only 1 participant from Group A spends between RM751 to RM1000 on games. 34 9 6 1 0 5 10 15 20 25 30 35 40 RM0 - 250 RM251 - 500 RM501 - 750 RM751 - 1000
  • 37. SURVEY REPORT 37 Money Spent (RM) f F Midpoint x fx fx2 0 โ€“ 250 34 34 125 4250 531250 251 โ€“ 500 9 43 375.5 3379.5 1269002.25 501 โ€“ 750 6 49 625.5 3753 2347501.5 751 - 1000 1 50 875.5 875.5 766500.25 โˆ‘f = 50 โˆ‘fx = 12258 โˆ‘fx2 = 4914254 Mean = โˆ‘๐‘“๐‘ฅ โˆ‘๐‘“ = 12258 50 = 245.16 Modal Class = RM 0 โ€“ 250 Variance = 914254 50 โ€“ 245.162 = 38181.6544 Standard Deviation = โˆš38181.6544 = 195.4013
  • 38. SURVEY REPORT 38 How Often Does Group A Buy Gaming Accessories in a Year? Figure 3.9 The bar chart above shows how often participants in Group A buy their gaming accessories in a year. 28 of the participants never buy gaming accessories, 15 of them do buy gaming accessories once a year, 5 of them buy gaming accessories twice a year. Only 2 of the participants buy gaming accessories thrice a year and more than thrice a year each. 28 15 5 1 1 0 5 10 15 20 25 30 Never once Twice Thrice More Than Thrice
  • 39. SURVEY REPORT 39 How Often Does Group B Buy Gaming Accessories in a Year? Figure 4.0 The bar chart above shows how often participants in Group B buy their gaming accessories in a year. 22 of the participants never buy gaming accessories, 13 of them do buy gaming accessories once a year, 11 of them buy gaming accessories twice a year while only 5 of the participants buy gaming accessories more than thrice a year. No participant from Group B has been recorded buying gaming accessories thrice a year. 22 13 11 0 5 0 5 10 15 20 25 Never once Twice Thrice More Than Thrice
  • 40. SURVEY REPORT 40 How Much is Group A Willing to Spend by Buying Gaming Accessories? Figure 4.1 The bar chart above shows the amount of money participants from Group A is willing to spend in to buy gaming accessories. A majority of 28 participants are willing to spend between RM0 to RM250 on gaming accessories and 8 participants are willing spend between RM251 to RM500. 7 of them are willing to spend between RM501 to RM750 on gaming accessories while the other 7 participants are willing to spend between RM751 to RM1000 on gaming accessories. 28 8 7 7 0 5 10 15 20 25 30 RM0 - 250 RM251 - 500 RM501 - 750 RM751 - 1000
  • 41. SURVEY REPORT 41 Money Spent (RM) f F Midpoint x fx fx2 0 โ€“ 250 28 28 125 3500 437500 251 โ€“ 500 8 36 375.5 3004 1128002 501 โ€“ 750 7 43 625.5 4378.5 2738751.75 751 - 1000 7 50 875.5 6128.5 5365501.75 โˆ‘f = 50 โˆ‘fx = 17011 โˆ‘fx2 = 9669755.5 Mean = โˆ‘๐‘“๐‘ฅ โˆ‘๐‘“ = 17011 50 = 340.22 Modal Class = RM 0 โ€“ 250 Variance = 9669755.5 50 โ€“ 340.222 = 77645.4616 Standard Deviation = โˆš77645.4616 = 278.6494
  • 42. SURVEY REPORT 42 How Much is Group B Willing to Spend by Buying Gaming Accessories? Figure 4.2 The bar chart above shows the amount of money participants from Group B is willing to spend in to buy gaming accessories. A huge majority of 37 participants are willing to spend between RM0 to RM250 on gaming accessories and 8 participants are willing spend between RM251 to RM500. Only 1 of them is willing to spend between RM501 to RM750 on gaming accessories while the other 4 participants are willing to spend between RM751 to RM1000 on gaming accessories. 37 8 1 4 0 5 10 15 20 25 30 35 40 RM0 - 250 RM251 - 500 RM501 - 750 RM751 - 1000
  • 43. SURVEY REPORT 43 Money Spent (RM) f F Midpoint x fx fx2 0 โ€“ 250 37 37 125 4625 578125 251 โ€“ 500 8 45 375.5 3004 1128002 501 โ€“ 750 1 46 625.5 625.5 391250.25 751 - 1000 4 50 875.5 3502 3066001 โˆ‘f = 50 โˆ‘fx = 11750 โˆ‘fx2 =5156250 Mean = โˆ‘๐‘“๐‘ฅ โˆ‘๐‘“ = 11756.5 50 = 235.13 Modal Class = RM 0 โ€“ 250 Variance = 5156250 50 โ€“ 235.132 = 39050.2031 Standard Deviation = โˆš39050.2031 = 197.6112
  • 44. SURVEY REPORT 44 How Much Does Group A Spend in Topping Up Credits for their Games in a Week? Figure 4.3 The bar chart above shows the amount of money participants from Group A spend in a week by topping up their game credits. A majority of 39 participants spend between RM0 to RM25 on credit top-ups and 6 participants spend between RM26 to RM50 on game top-ups. 2 participants spend between RM51 to RM75 on game top ups while 3 participants from Group A spend between RM76 to RM100 on game top-ups. 39 6 2 3 0 5 10 15 20 25 30 35 40 45 RM0-25 RM26-50 RM51-75 RM76-100
  • 45. SURVEY REPORT 45 Money Spent (RM) f F Midpoint x fx fx2 0 โ€“ 25 39 39 12.5 487.5 6093.75 26 โ€“ 50 6 45 38 228 8664 51 โ€“ 75 2 47 63 126 7938 76 - 100 3 50 88 264 23232 โˆ‘f = 50 โˆ‘fx = 1105.5 โˆ‘fx2 =45927.75 Mean = โˆ‘๐‘“๐‘ฅ โˆ‘๐‘“ = 1105.5 50 = 22.11 Modal Class = RM 0 โ€“ 25 Variance = 45927.75 50 โ€“ 22.112 = 429.7029 Standard Deviation = โˆš429.7029 = 20.7293
  • 46. SURVEY REPORT 46 How Much Does Group B Spend in Topping Up Credits for their Games in a Week? Figure 4.4 The bar chart above shows the amount of money participants from Group B spend in a week by topping up their game credits. A majority of 33 participants spend between RM0 to RM25 on credit top-ups and 10 participants spend between RM26 to RM50 on game top- ups. Only 2 participants spend between RM51 to RM75 on game top ups while the 5 remaining participants from Group A spend between RM76 to RM100 on game top-ups. 33 10 2 5 0 5 10 15 20 25 30 35 RM0-25 RM26-50 RM51-75 RM76-100
  • 47. SURVEY REPORT 47 Money Spent (RM) f F Midpoint x fx fx2 0 โ€“ 25 33 33 12.5 412.5 5156.25 26 โ€“ 50 10 43 38 380 14440 51 โ€“ 75 2 45 63 126 7938 76 - 100 5 50 88 440 38720 โˆ‘f = 50 โˆ‘fx = 1358.5 โˆ‘fx2 =66254.25 Mean = โˆ‘๐‘“๐‘ฅ โˆ‘๐‘“ = 1358.5 50 = 27.17 Modal Class = RM 0 โ€“ 25 Variance = 66254.25 50 โ€“ 27.172 = 586.8761 Standard Deviation = โˆš586.8761 = 24.2255
  • 48. SURVEY REPORT 48 Would Group A Participants buy Action Figures of their Games? Figure 4.5 The pie chart above shows the number of participants in Group A who would buy an action figure based on their games. 8 of the 50 participants will definitely buy action figures based on their games. 17 of them might buy the action figures some times while the remaining 25 participants will not buy action figures. 16% 34% 50% Buying Game Action Figures Yes Sometimes No
  • 49. SURVEY REPORT 49 Would Group B Participants buy Action Figures of their Games? Figure 4.6 The pie chart above shows the number of participants in Group B who would buy an action figure based on their games. Only 6 of the 50 participants will definitely buy action figures based on their games. 15 of them might buy the action figures some times while the remaining 29 participants will not buy action figures. 12% 30% 58% Buying Game Action Figures Yes Sometimes No
  • 50. SURVEY REPORT 50 Would Group A Participants Lie to Their Family and Friends just to Play A Game? Figure 4.7 The pie chart above shows the number of participants in Group A who would lie to their family and friends just to play their games. 4 of the 50 participants will lie just to play their games. 3 of them usually lie while 14 of the participants seldom lie. The majority of 29 participants will not lie to their family and friends just to play their games. 8% 6% 28% 58% Group A Lying to Family and Friends Every time Usually Seldom No
  • 51. SURVEY REPORT 51 Would Group B Participants Lie to Their Family and Friends just to Play A Game? Figure 4.8 The pie chart above shows the number of participants in Group B who would lie to their family and friends just to play their games. Only 2 of the 50 participants will lie just to play their games. 4 of them usually lie while 17 of the participants seldom lie. The remaining 24 participants will not lie to their family and friends just to play their games. 4% 14% 34% 48% Group B Lying to Family and Friends Every time Usually Seldom No
  • 52. SURVEY REPORT 52 Method to calculate the game addiction of students : To calculate the game addicts of each age group, we picked a total of 8 questions to be judged. The student gets 1 point for each feedback that is under the highlighted categories. If the total points of a student gained is 5 and above, he or she is classified as a game addict. The 8 questions chosen are as the following:
  • 55. SURVEY REPORT 55 Conclusion Through this assignment, we had learnt to apply the mathematics skills in real life situation. We learnt the ways to collect, analyze data and later transform them into statistical analysis. After analyzing the data collected, we got to learn the game addiction level of the students in Taylorโ€™s University. For the students aged 18 to 20, the percentage of game addicts is higher, which is 22% of the group. While there is just 18% of students aged 21 to 23 are game addicts. This could be because the students aged 21 to 23 are mostly consist of degree students who prefer to allocate more time in their studies than gaming.
  • 56. SURVEY REPORT 56 APPENDIX The 100 survey forms filled by the students in Taylorโ€™s University.
  • 57. SURVEY REPORT 57 Inquiry about Game Addiction 1) What is your gender? Male Female 2) What is your current age? 18 19 20 21 22 23 3) What is your current CGPA? 0.01-1.0 1.01-2.0 2.01-3.0 3.01-4.0 4) How many days do you play games in a week? Once Twice Thrice Four times Five times Six times Everyday 5) How long do you usually spend per game session? 1-4 hours 5-8 hours 9-12 hours 13-16 hours 17-20 hours 21-24 hours 6) What is your preferred gaming platform? Computer Arcade Console Mobile Others:______________ 7) What kinds of games do you play? (You can choose more than one answer) Role Playing (Assassinโ€™s Creed, Mass Effect, etc.) First Person Shooter (Counter Strike, Modern Warfare, etc.) Adventure (Tomb Raider, Legend of Zelda, etc.) Fighting (Tekken, Street Fighter, etc.) Strategy (Age of Empires, Starcraft, etc.) Others: _________________ 8) Where do you play your games? At home Outside (Cyber cafes, etc.)
  • 58. SURVEY REPORT 58 9) Do you play games with your friends and family? Always Seldom Never 10) Which part of the day do you play your games? (You can choose more than one answer) Morning ( 6 am โ€“ 12 pm ) Afternoon ( 12 pm โ€“ 6 pm ) Night ( 6 pm โ€“ 12 am ) Midnight ( 12 am โ€“ 6 am ) 11) Do you skip sleep just to finish your game sessions? Every time Usually Seldom No 12) Do you skip your meals just to finish your game sessions? Every time Usually Seldom No 13) Do you push away your responsibilities (Studying, chores, etc.) just to play your games? Every time Usually Seldom No 14) How often do you buy or download games in a month? Never Once Twice Thrice More than three times 15) How much do you spend just by buying games in a month? RM0-250 RM251-500 RM501-750 RM751-1000 16) How often do you buy gaming accessories in a year? Never Once Twice Thrice More than three times 17) How much are you willing to spend just on gaming accessories? RM0-250 RM251-500 RM501-750 RM751-1000 18) How much do you spend just by topping up credits for your games in a week? RM0-25 RM26-50 RM51-75 RM76-100 19) Would you ever buy a video game action figure? Yes Sometimes No 20) Have you lied to your friends and family members just to play games? Every time Usually Seldom No