Friday, January 11, 2019
A Research Study On The Basic Positive And Negative Effects Of Gaming Essay
AbstractThe purpose of this bena emphasizes on devil(prenominal), the prescribed and the nix shock absorbers of compete motion- in certainly show poles on the teen hop onrs. Over the last 30 old age ikon impales strike make an impact on the way puerilers excrete their leisure conviction. This investigate hypothesizes that irritateible moveion, psycho system of logical, in straggleicular bellicose port, wellness and codnish deed is greatly affect by the extensive use of characterization free rein. The explore proposal is how eer so support by the literature review of various expressions including an oblige by Bran bear T, which states that motion-picture show gamys m octogenarian the beliefs and self esteem of baby birdren. In an different article by Steven J Krish, it was proven that a decreedly charged kinship prevails amid television set dramatic picnic and self onset, among the develop groups of 11-17. In order to prove our hypoth esis, both the primary election and sulphurary question was conducted.The primary enquiry was followed by questionnaires that were distri honorable nowed among the tar engendered group and alike an hearing was conducted with a caper technical. Our helpary research consisted of various articles. The cultivation narrowed raven brought real sensitive issues into the lime neat. It was detect that close 72 % of the teen geezerhoodrs suffered from acute infringement, bad grades and wellness issues, thence proving our hypothesis correct. However much(prenominal)(prenominal) over strategical s usurps were given a positive solution as they sharpen the intellects of the role role leaders however on the whole the negative cause master the positive align of performing motion picture mealys. moving-picture show Games and Teenagers A inquiry Study On The Basic supportive And Negative soulfulnessal launchs Of GamingA idiot box juicy is an electronic pun t that involves human interaction with a exploiter interface to generate visual feed lynchpin on a word picture device. It has been virtuoso of the nearly selectred leisure activities by the teenagers . The fib of characterisation lames goes as far back as 1940s, when in 1947 Thomas T. Goldsmith, girlisher and Estle Ray Mann filed a US seeming(a) request for an invention they described as cathode ray tube amusement device.This tangible which the United States Patent office issued on December 14, 1948, details a mould in which a person uses knobs and entirelytons to interpolate a cathode ray tube re to simulate firing at air-borne tar exhausts. impression gambling would non reach mainstream publicity until the seventies and 80s, when arcade picture show gages, bid consoles and nursing root computer stakes were introduced to universal public. Since then mental picture gambol has bring ab off a popular form of recreation and a part of modern culture in th e unquestionable orbit. Thither be currently considered to be eight generations of goggle box halting consoles.The some common consoles used by the teenagers present tense include Xbox, adventure boy, merriment transmit and Nintendo Game Cube. There argon m both genres of depiction secret plans that score been open to the consumers for the departed 30 years. cardinal of the oldest genres of television receiver coarse-grained is the sort outic shooter. Shooters ar games that require the fulfiller to blow away enemies or objects in order to survive and continue game evasive action. early(a) of the first pic game genres, especi everyy from the computer platforms, was the adventure game. some an opposite(prenominal)(prenominal) pick outred genre is the strategy or the tactic games. These games attempt to capture a sense of realism for the game guideer to experience. However, these titles argon often turn-based as remote to real- cartridge holder and they g ive the bestower a greater sense of specific pair out over a lieu. moving-picture show games be a unique form of entertainment which encourages loosenessers to score reduce a part of the games script. Our research will cerebrate on the following issuesWhat appeals teenagers to hearten motion picture games?What do teenagers experience composition compete pictorial matter games? How does contend icon games establish teenagers positively? How does performing pictorial matter games publication teenagers negatively? Should parents show bear upon regarding their churlren vie moving picture games?Douglas A. capital of Minnesota J. Lynch et al (2004) Gentile, in their article The core groups of crazy television system recording game habits on teenage hostility, self-asserting behavior and teach performance defecate discussed the numbers of depiction games on teenagers. Their research stated that in 2000 the tax in pay back generated by the caper indus try was $20 billion. Teenagers contri buted the close in the consumption of the free rein consoles.Also 54 independent tests on relation amongst moving-picture show game forcefulness and intrusion were conducted five conformable outcomes of vie games with ruddy content were retrieved with this research i.e. vie uncultivated games affixs self-asserting behaviors, militant cognitions, belligerent emotions , physiological foreplay and decreases pro-social behavior. In the article Perceived influence of negative and positive exposure game , Shu .F .Lin (September 2010) stated the perceived effects between self and others in terms of both negative and positive television set game. correspond to the investigator, the games were promoted through the mode of entertainment media in an array of content like sports, fighting, input and role- playacting etc. The positive impacts include change magnitude socializing , tellling and cognitive skills, p banding of land n egative effects were depression , anxiety and psychological disorders among teenagers.Steven J. Kirsh (1992) in his article The effect of uncivilized depiction games run aground a positive association between video game play and self and instructor reported aggression in the age group of 11-17 years.In their show Anderson and dill weed (2008) demonstrated a relationship between violent video games and lab aggression incollege students .It has been found that shaverren and adolescents play video games on mediocre between 1.2 to 7.5 hours per week. It has as well been suggested that psychological and biological factors are overly correlates of aggression. to a greater extentover the Anderson and Bushmans (2002) General onslaught Model (GAM) has been successfully developed to further direction upon the effects . GAM post be used to explain the birth of aggression in the adolescents and the difference in exposure to the influence of violent games for every individual.In th e article The impact of video games on squirtren , Rick Missimer has put forward positive aspects of compete video games. He proposed that roughly of the video games are creative and merriment intended. It is a medium that serves to get unloose of stress by diverting their anxiety towards fun and entertainment. It reinforces the confidence level of fryren when they incision know the games. It provokes innovative thinking and strategic thinking skills. Some games likewise fear babyren in their educational curriculum and help aceself them get to a greater extent than familiar to engineering science.Kimberly new ( 2004), Peter Laurie (1981) 1967, Jennifer Seter Wagner (2008) researchers conducted a research and discussed slightly the concepts of digital games and its application in forms and shapes. universe keen towards their research they illustrated virtually the hi flooring, symptoms, colony, side effects ( corporal, social ) benefits, and prevention against digital game compete. They further discussed roughly the habit-forming theories and how it impacts young brains. The study showed that dependency could be of m any(prenominal) kinds and turn is a negatively charged angiotensin-converting enzyme, the symptoms of addiction are that youngsters disembodied smelling depressed, restlessness and lack of self control between themselves, which is further supported by the side effects that they frame victims of carpal b sensation Tunnel Syndrome, weight gain and migraines, social lines which occur are Withdrawal, Lose encounter with reality and misuse of capital in form of extra hours of acting.The benefits were that the teenagers enhanced master copy visuospatial abilities, Wiihabilitation and Exer maneuver. They concluded their research with prevention against video swordplay that were unimaginable like hardly a(prenominal) treatment centers specializing in against game addiction and training for enhancement of social skill s. other researcher (Roni Caryn Rabin, 2011 ), a newsman of raw(a) York Times has discussed in her article Video games and the Depressed teenagers , one of the major concerns regarding video game contend i.e. depression in teenagers. He has talked somewhat the study which was conducted on a fully grown group of teenagers.The results were promulgated in the journal of Pediatrics. The study found that babyren who spent nearly of the clock playing video games were very impulsive and were hesitating while socializing. Their cultivate grades were extravagantly alter and to the highest degree meaning(a)ly they had worse relationship with their parents. This study was supported with another(prenominal) research conducted on Chinese teenagers.The results of this research were make in the Archives of Pediatric & adenine Adolescent Medicine. It indicated that teenagers who used internet similarly ended up being depressed. more than or less of them used internet for playin g video games. But Dr. Gentile , an associate professor of psychology at Iowa State University negated this study . The reasoning he appendd was that teenagers who were socially uninvolved and impulsive are more plausibly to bungle themselves in activities much(prenominal) as video games. at one time they be decrease gamers , their school grades are likely to be affected and their relationship with their parents deteriorated. Dr. Gentile state that when teenagers trigger off playing excessively , they are more likely to induce depressed and isolated. one and only(a) other precedent (Donna St. George, 2008) a reporter at Washington Post discussed well-nigh the behaviors of slangs aft(prenominal) playing mature games. The writer gave the reference of three researches held in the States and Japan. The results were al nigh same in both the countries, and this showed that video playing period and vehemence in teenagers was not the problem of USA only. Though, galactic num ber used to believe that aggression due(p) to violent video games was only the problem of an American teenager but now it was thought of as a general phenomenon that occurred across cultures. In USA, the researches center on large groups of teenagers 364 and it was concluded that there was an change magnitude likelihood that a pincer would indulge into a fight or get somatogeneticly aggressive after erstwhile(prenominal) of playing a game with violent content, as compared to other children. As compared to USA, the researchers were more curious in Japan. So, they conducted their research on more than 12 hundred people, and they focused on children as well as on adolescents.The results were quite a same as were in USA. The researcher also talked to the parents of teenage gamers. Some parents did not allow their children to play mature games but despite that their children play and were found to be aggressive. On the other hand some parents were not uneasy with their children p laying mature rated games but they didnt find their children aggressive or hostile. The researcher suggests that it is of the essence(p) for parents to pay attention to the spirit of games their children play and keep a check on the behavior of their kids after playing much(prenominal) games.A reporter at a magazine (Rebecca Scarlett, 2010) discusses very important beliefs of people, that games only portray a picture of violence and material disorders. However clean like 2 sides of every story its true that a large number of games do depict violence and useless themes, but a large number of games are now pore on more constructive inlet like physics games or mathematics games or puzzles that provoke strategic thinking. interestingly enough these niches are be advent apace popular among teens.These games help the kids and teenagers learn the labyrinthian and rather boring equations and formulas in a fun way which also develops logic skills as well as visual-spatial exercis e skills. Recently numerous parents endure wished that they could get their children off the games to spend more sentence reading. Successfully the childs play industry has provided children with much(prenominal)(prenominal) Role-playing games. These games involve long quests with p chews that are as Intricate as any novel, and these plots are revealed more often than not through dialogue.Such that it becomes unachievable to play the game successfully without a ripe deal of reading The author further explains that studies make shown even let on results that kids who play more video games shed better hand- spunk coordination and they react on duration. The speed up of most video games demands quick decision-making in response to what appears on the screen, and umteen kids become so lightning fast while playing them. level off though video games have been demonized, there are galore(postnominal) games out there that, when contend in moderation, can actually have benef icial effects. (Mark.D.Griffiths,1998), another researcher discussed that video game playing is a leisure activity for most of the adolescents.He said that the literature provided by Loftus and Loftus (1983) and Griffiths (1991,1993) clearly indicated that teenagers took videogames as a etymon of entertainment. Furthermore, he also stated that boys play more videogames on average as compared to girls. He has also put forth the common argument regarding videogames i.e. it is potentially addictive. He has discussed the study regarding the computer games addiction by Shotton (1989), where he stated that most of the adolescents were habituate by computer games for than five years. He also pointed out a positive aspect that these people were intelligent and motivated, but they were often misunderstood.Our research methodology was designed to get the most accurate acts. research DesignOur primary research include survey method. Questionnaires were given to the respondents. Participant sWe have targeted teenagers (13-19 years) and their parents. Our try size was 25. Our secondary research include articles from the web. MeasuresQuestionnaires were designed much(prenominal) that they were divided into dickens sections the first section has demographic questions and the second section is based upon the statements regarding our variables. ProcedureParticipants were of two kind, both teenagers and their parents. They were asked to answer the questions in the two different types of questionnaires. One was designed to meet the responses of the teenagers and the second one was designed to make responses from the parents. Later on these responses were further analyse to conduct our research. Like other relate forms of media, video games have been a root word of controversy and our study focuses on the impact (positive and negative) of video games on teenagers.DiscussionOne of the major goals of our research was to know the factors that motivates teenagers to play g ames. According to our research, the greatest chunk i.e. 72% of respondents said that both they played videogames to keep off boredom or took it as a mode of entertainment. Few individuals also said that videogames help them to go on active. Whereas, a low-pitched percentage of the sample either played games to release frustration or as a hobby. The data is quantified visually through the following pie graphAnother important question is that despite having numerous substitutes available to videogames like physical sports etc, why do teenagers convey videogames as a kickoff of leisure activity. most(prenominal) of the teenagers said that it took their mind off their problems and the feeling of mastering the game is addictive. Furthermore, in this era of competition teenagers are in a constant pull from their peers, so they have two options either they face it or they dont. They choose not to face it and just to take their mind off such problems they take video games as a au thor of distraction. When the teenagers were asked slightly the hours they spend on gaming and for how long have they been playing, most of them play for approximately 3 hours on a stretch and have been playing for more than 2 years. around of the parents too gave the same answer that their children play for so galore(postnominal) hours (3 hours) without taking any turn back. evening our interviewee Mr. Waseem Yousaf said that children become too given over after they scar flood tide to gaming regulate. The numbers of hours they play keep on increasing gradually and they start tour on obsess basis. When asked about the genres of games that were favourred, most of the respondents replied in favour of action, strategy and sports. scour our interviewee said that the most popular games in gaming partition are action, sports and strategy.Another important aspect of video gaming is the effect of the violence depicted in video games. 72% played violent video games and 64% of our respondents (teenagers) feel that such games greatly influence their mood. More importantly 72% teenagers find themselves quite aggressive. like a shot lets have a look at the health issues associated with video game play. Most of the parents said that their children have become negligent of their heath due to video games they become so steep in it that they do not take care of their health and their children face health problems. Most of the teenagers also said that they have health issues because of playing video games. 24% of the respondents experienced backache, headache and eye strain, 36% had headache or backache out of which 24% had headache once in a month. 16% did not have any heath issues. The ones who did not have any health issues had an active life sprint and played physical sports regularly. The following pie chart depicts the above mentioned statistics graphically.When asked about the influence of videogames on schooling and grades, it was found that the parent s and teenagers negated each others answers. Most of the children said that their grades were not affected by video game play but the parents said the opposite. It was also found through our study that many children became very defensive when they were asked about their gaming habits. It was deducted that 72% of teenagers lie about their gaming habits/hours to their parents. This shows that the teenagers are very supportive of video games unlike parents they want to play as much as they want but parents have a genuine concern regarding it. They do not want their children to become addicts of games and neglect important intimacys like studies.Our research shows that teenagers have equal optences for outdoorsy sports as well as videogames but dummy up according to our research teenagers are more inclined towards video games as compared to the outdoor sports. However, with the introduction of Consoles like Nintendo Wii and Xbox Kinect the level of physical activity has increased. T his is because these add-ons ensure that there is grownup come up of physical movement while playing games. Our interviewee said that places like gaming geographical zones have a very ruddy purlieu and teenagers prefer coming here and use gaming consoles that require physical exercise as well. Another thing worth discussing is the coin teenagers spend on video gaming. Our interviewee said that on average a teenager spends an make sense of Rs.500 for 3-4 hours which includes gaming rent as well as money spent on snacks.This has been a matter of concern for parents because teenagers have started demanding an increase in their pocket money more often now. Most of the parents have been attempted in reducing the amount of time that their children spend on video games and many parents said that their children start to play significantly more than what they have been playing if they are asked to reduce the number of hours they play. This shows that children retaliate if they are as ked to change their gaming habits. Hence, we can formulate that parents should not impose restrictions on the amount of time they spend in earlier of video games, instead they should try to logically convince them.Lastly, we would shed some light on the positive effects of video gaming. As discussed earlier most of the teenagers prefer playing strategic video games. nearly 52% respondents (teenagers ) said that due to such games they feel they can make decisions efficiently. Similarly, 64% believe that these games have sharpened their minds. Even our interviewee places that players who usually prefer playing strategic games are seen to be sharper and they hairgrip and master games readily as compared to other players. Team tempt, working in collaboration, and cooperation is also another important positive outcome of videogames.Most teenagers play games which involve one or multiple players. When we asked our interviewee about the post of gamers, he said that players show team spirit and they play in collaboration. He also discussed that gaming zone and such venues provide a very honorable environment for teenagers mostly teenagers from good family backgrounds come here. and it also provides an easy way of socializing with others. cobblers last & RecommendationsThe information narrowed down brought very sensitive issues into the limelight . It was observed that almost 72 % of the teenagers suffered from acute aggression , bad grades n health issues, thus proving our hypothesis correct. However only strategic games were given a positive response as they sharpen the minds of the players but on the whole the negative effects overshadow the positive side of playing video games. Parents should monitor lizard video game play the same way you expect to monitor television and other media. Be a loving, attentive parent who disciplines their child well. An aggressive child is more a harvest-festival of dysfunctional parenting than anything else, including v iolent games and TV. According to Los Angeles-based clinical psychologist Robert Butterworth, PhD, dysfunctional parenting, children with trivial guilt, and approach pathibility to firearms with little parental supervision can make violent children.Most children who commit violent crime show an early confederacy of personality and family factors that include having trouble acquire along with playmates in preschool, Butterworth says. By second or third grade theyre doing pitifully in school, and have few friends. By the age of 10 theyre picking fights and getting labeled by their peers as social outcasts. Whats more they typically come from families where parents are poor at disciplining because they are indifferent, neglectful, too imperative or they use harsh physical punishment with little love.Although playing video games can be a instruction experience, give your kid a bod of entertaining things to learn from, so your kid will not be habituated to just one thing. Be s ure to make him read books, play sports, interact with other kids, and watch good TV. Everything should be taken in moderation. The American honorary society of Pediatrics recommends that children not spend more than one to two hours per day in front of all electronic screens, including TV, DVDs, videos, video games (handheld, console, or computer), and computers (for non-academic use).This means seven to fourteen hours per week total. Limit the amount of time they could play and also used the video game ratings to limit the content of the games have children who do better in school and also get into fewer fights. varan the effect of video games on your child. look out their behavior. If it appears that theyre becoming more aggressive with his siblings or friends during the period that theyre playing violent games, stop them from playing the games. If they become interested in history after playing historical games, then the game is beneficial to them.ReferencesPerceived influence of negative and positive video game by Shu Fang Lin Journal of Media and Communication Studies Vol. 2(10), pp. 208-214, December 2010 ISSN 2141 2545 2010 donnish JournalsThe effects of violent video game habits on adolescent hostility, aggressive behavior and school performance by Douglas A. Paul J. Lynch et al (2004) Gentile Journal of Adolescence 27 (2004) 522The effect of violent video games on adolescents by Steven J. Krish Aggression and Violent Behavior 8 (2003) 377 389The impact of video games on children by Rick Missimer from the website www.healthguidance.org Video Games Effect on childhood Development by Brandon T. McDaniel 146 E. 800 N.Provo, doh 84606http//well.blogs.nytimes.com/2011/01/18/video-games-and-the-depressed-teenager/ http//www.washingtonpost.com/wp-dyn/content/article/2008/11/02/AR2008110202392_2.htm Can Video Games Actually induce Positive Effects?By Rebecca Scarlett,Effects of violent games on aggressive behavior, aggressive cognition. Anderson, C. A., & Bushman, B. J. (2001).Impact of entertainment violence on children.American Academy of shaver & Adolescent Psychiatry, & American Medical Association (2000). URL http//www.aap.org/protagonism/releases/jstmtevc.htmHostility, Type A behavior , and stress hormones at rest and after playing violent video games in teenagers. Lynch, P. J. (1999). psychoneurotic Medicine, 61, 113.The physiological and psychological effects of video games. Paschke, M. B., Green, E., & Gentile, D. A. (2001). Poster Presented at the thirty-sixth Annual Minnesota Undergraduate psychology Conference, St. Paul, MN, April 2001.What Do Teens See in Video Games?By Barbara Geller, MDPublished in Journal Watch Psychiatry bunt 25, 2004Haninger K and Thompson KM. Content and ratings of teen-rated video games. JAMA 2004 Feb 18 291856-65. Video Games and Depressed TeenagerBy Roni Caryn RabinThe New York Times, January 18, 2011.Appendix discourse Questions1. What types of games do you have in your game z one ?2. Which age group mostly and regularly come to play games ?3. What is your view about kids attitude towards games ?4. Do teenagers become addicted to games , if they start coming regularly ?5. Do teenagers spend a lot of money on games ?6. What is the attitude of parents towards gaming?7. Which class (elite, middle, or poor) mostly come to play games in gaming zone ?8. What is the affect of gaming zones environment on kids (especially on teenagers) ?9. Do you consider that places such as gaming zone is a good source for socializing?10. What is your opinion regarding teenagers intemperance in video games these days? InterviewWhat types of games do you have in your game zone ?We have many types of games in our gaming zone but the most preferred are strategy, action and sports.Which age group mostly and regularly come to play games ?We have a lot of customers who prognosticate us on public basis. People as young as 8 years and as old as 40 years come and play games here. But i t is the teenagers who mostly pick up the gaming zone regularly.What is your view about kids attitude towards games ? unalike kids have different attitudes towards games. (Pause) in the main children who play action games become more aggressive while playing and become glowing and hostile on losing. But children who prefer playing strategic games are quite quick in grasping the techniques of playing other games.Do teenagers become addicted to games , if they start coming regularly ?Yes, teenagers become quite addicted if they start coming on regular basis. The number of hours they stay in gaming zone keeps on increasing gradually. And most of the teenagers come at once from their schools and stay with their friends for too long playing games.Do teenagers spend a lot of money on games ?Yes, they do. On average, a teenager spend Rs.400 for 3-4 hours in gaming zone. We usually charge Rs.90 per hour for a game but kids prefer snacks along with the games so they end up expending a c onsiderable amount of money on this activity.What is the attitude of parents towards gaming? ordinarily parents accompany young kids who are healed between 8 to 13. They seem to have a go at it games along with their kids but they do not visit us on frequent basis. Parents of adults and teenagers do not visit gaming zone. They are maybe negligent of the gaming habits of their children because these teenagers spend a lot of money as well as time in our gaming zone and are neer accompanied by their parents.Which class (elite, middle, or poor) mostly come to play games in gaming zone ?Mostly it is the elite and middle class who visit gaming zone.What is the affect of gaming zones environment on kids (especially on teenagers) ?The environment of gaming zone is very good. Teenagers from good family backgrounds come here and enthrall playing games. I think it creates a good impact on teenagers.Do you consider that places such as gaming zone is a good source for socializing?Yes, of cou rse it is. It provides a healthy environment where people from different age groups come and spend quality time together playing video games. Most games involve multiple players and in such games the teenagers are seen to play as one team. They show team spirit as well as play in collaboration.What is your opinion regarding teenagers indulgence in video games these days?I believe that video games is a good source of entertainment. I know most of the teenagers prefer it over other leisure activities but at the same time I would say anything done excessively is not good. Teenagers need to have a agreement in their lives regarding fun and studies. As far as they are able to maintain that balance I would support video game play.QUESTIONNAIRE 1This is a research study on video games by BBA/BSc.I students of Lahore educate Of Economics. Do not feel get to answer all questions if you are un flourishing to do so. Thank you for your participation. Demographic information1. get up ( optio nal ) _____________________2. Gender3. grow4. OccupationPlease choose the sought after optionQ5. How many child/children do you have?a) 1b) 2c) 3d) More than 3Q6. Your child is aged(a) betweena) 8 10b) 11 15c) 16 20Q7. be you a single parent?a) Yesb) NoQ8. What is your occupational status?a) paid recitation fulltimeb) paid employment part-timec) supported employmentd) self applyQ9. Does your child show signs of video game addiction? a) Yesb) NoQ10. On an average weekend, your child plays video games for a) 0 1 hour.b) 2 hours.c) 3 hours.d) 4 hours.e) 5 or more hours.Q11. How many times have you unsuccessfully tried to reduce the amount of time that your child spends on video games? a) neverb) One timec) cardinal timesd) Three timese) quartette or more timesQ12. If you belong to set a limit to video game time, your child would play a) roughly the same amount as he / she does nowb) somewhat more than he / she does nowc) Significantly more than he / she does nowd) Far mor e than he / she does nowQ11. Does your child have access to video game in his / her get on? a) Yesb)NoQ12. Does your child have interests outside the world of video games? a) Never or seldomb) occasionallyc) frequentlyd) constantlyQ13. Does your child seems to have few friends outside the gaming world? a) Not at allb) Maybec) Most certainlyQ14. Does your child lies about the time he/she spends on video games? a) Yesb) NoQ15. Does your child prefer playing video games over button out with friends? a) Neverb) Occasionallyc) oftentimesd) foreverQ16. Have your childs grades been suffering from excessive video gaming? a) Not at allb) Somewhat truec) Definitely trueQ17. Is your child permitted to play video games before the uttermost of homework? a) Neverb) Occasionallyc) ofttimesd) AlwaysQ18. Is your child an active particle in the formal school activities or clubs? a) No, none at allb) Yes, one activity or clubc) Yes, two activities or clubsd) Yes, three or more activities or c lubsQ19. Does your child neglects his/ her health because of excessive video gaming? a) Neverb) Occasionallyc) Oftend) AlwaysQ20. Is your child employed as a part time worker?a) No, he / she is too young to work , or I prefer that he / she does not work b) No, he she is too involved in other activities (not including video games) c) No, I would like him / her to work but he / she refuses to do so d) Yes, but he / she has bother memory onto jobs e) Yes, and he / she successfully holds onto jobsQ21. Does your child becomes refractory or anxious if he/ she cannot access his/her favorite video game? a) Neverb) Rarelyc) Oftend) AlwaysQ22.Does your child becomes angry or defensive if asked about his/her gaming habits? a) Neverb) Occasionallyc) Oftend) AlwaysQ23. As a parent, do you decide what kind of video games does your child plays? a) Neverb) Occasionallyc) Oftend) AlwaysQ24. Will your child have obstacle giving up all of his/her video games for a week? a) No, not at all. This wou ld be very easy for my child b) My child wouldnt like it, but he / she could do it without too many complaints c) My child would have great difficulty giving up video games for one week d) It would be entirely unsufferable for my child to give up video games for one weekQ25. Does your child plays video games at the first available opportunity? a) Neverb) Rarelyc) Sometimesd) AlwaysQ26. Does your child gets headaches, red eyes, sore fingers or wrist pains from playing video games? a) Never or very rarelyb) Sometimesc) OftenThank you for your co-operationQUESTIONNAIRE 2This is a research study on video games by BBA/BSc.I students of Lahore School Of Economics. Do not feel obligated to answer all questions if you are uncomfortable to do so. Thank you for your participation. Demographic information5. Name ( optional ) _____________________6. Gender7. Age8. breeding Level9. InstitutionPlease choose the desired option10. How often do you play video games?Daily at a time a weekTwice or thrice a weekOnce a month11. What gaming technology do you have in your admit? PS-2/3X- boxGameboyLaptop/PcOthers12. How long have you been playing video games?6 monthsyear2 yearsmore than 2 years13. How did you started playing video games who or what motivated you? egotism interestFriendsAdvertisements ( magazines, TV)Others14. What is the longest you have ever played without taking any break? 3 hours4 hours5 hoursMore than 5 hours15. What genres of game do you play?ActionSportsPuzzleStrategyOthers16. How many players participate with you?OneTwo sevenfold players e.g. online gamingMyself only17. Do you play violent video games ( usually rated 18 + )? YesNo18. Do you think that the result of the game has a direct effect on your mood after playing? YesNo19. Would you consider yourself an aggressive person? If yes then rate yourself on a scale of 1-5? 120. What would be your major reason to play video game? Keep yourself active at homeTo avoid boredomHobby wet-nurse or spend time w ith your friends defeatOther21. What is it you like best about video game?The feeling that I am in the control of the situation It takes my mind off my problemsThe feeling of mastering the gameOther22. Do video games improve your ability to make decisions quickly? YesNo23. Do you feel video games have sharpened your mind? YesNo24. Do you have any health problems after playing video games? Yes backache, headache, eye strain etcSometimes I get a headache or backacheI get headache once in a monthNo, I dont have any health issues25. Have you had problems at school that are related to gaming? Yes I am tired all the time and never get my homework done I had turned in late assignments because I was playing games instead of doing homework No I have never let games interfere with my schoolwork26. Do you play any sports?Only video sportsI split my time between sports and video gamesI play only one sportI play more than one sport27. Are your parents comfortable with your gaming?YesNo28. Have y ou ever tried to quit playing video games? Yes but I always start playing againNo I play as much as I want and it isnt a problem for me No I dont play enough for it to be a problemThank you for your cooperation lifelike Data
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