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SCHOOL OF ARCHITECTURE, BUILDING & DESIGNFOUNDATION IN NATURAL AND BUILT ENVIRONMENTMATHEMATICS [MATH0103]PROJECT- STATISTICSMS. ANN SEE PENG
NAME ID
Chong Yee Ching 0316102
Fedrick Chua Wei Jie 0316323
Kelvin Fong Jia Zheng 0317166
Lim Jern Jack 0317139
Ng Yuheng 0315476
Tan Ling Rong 0315645
INTRODUCTION
Online gaming can refer to any type of game that someone can play through the Internet
or over a computer network that has the similar technology. Most of the time, it refers to video
games that are played over the Internet where multiple players are in different location across
the world. Online gaming actually started since the 1982 but because of the lack in modern
technologies, projects and products were turned down one by one. As the 80’s gained
momentum of its technological era, online gaming became a more stable platform but still
experience some difficulties in perfecting it until the 90’s where Sega made a big impact on the
sector by improving the technologies and architecture of the games, this is when it all started to
bloom and grow.
Online gaming has now recently occupied large amount of time in one’s teenage life
because of the craze and addiction one has for gaming. Some might even stay up late at night
just to play online games with friends overseas so that they could match each other’s playing
time which could affect their health and studies as well. But online gaming is not all about
negative effects, sometimes it could allow gamers to expand their social circle by knowing
acquaintances online and get to know various people from around the world.
Our group recently did a survey regarding the commitment of students between two
different age group, which are 18 to 20 years old, and 21 to 23 years old respectively. Our
questionnaire includes individual preference questions such as genre they play the most, how
much time they spent in gaming and such.
OBJECTIVES
1. To collect data based on online gaming from teens aged 18 to 20 and young adults
aged 21 to 23.
2. To analyse the statistical data based on the survey forms collected.
3. To solve problems that involves various mathematical principles.
4. To understand and apply mathematical principles involved.
5.
METHODOLOGY
SURVEY FORMS
ONLINE GAMINGName: _________________________________
1. Select your gender. A. Male B. Female
2. Select your range of age.A. 18-20 B. 21-23
AdventureArcade
Driving/RacingFighting
First Person Shooter
PlatformStrategy
Quest
Figure 1: Our member was explaining about the questions of the survey form.
Figure 2: Students are filling up survey forms in front of student central.
Figure 3: Members discussing about the previous forms while waiting for others.
Figure 4: Member listing out the data for further analyzing.
Choose the answer(s) from the above choices for Questions 3 and 4.3. What genres of online games do you play? You can select more than one.
4. Which genres of online games you play the most? Select one only.___________________________________________________________________________
5. How long have you been playing online games?A. 0-2 years B. 3-5 years C. 6-8 years D. 9-11 years
6. How often do you spend playing online games per week?A. 1-2 days B. 3-4 days C. 5-6 days D. Daily
7. How long will you play online games in a day?A. 0-6 hours B. 7-12 hours C. 13-18 hours D. 18-24 hours
8. Which devices do you usually play on? A. Computer B. Playstation C. Xbox D. NDS
9. Would you buy or upgrade a console or computer just to play a new game?A. Yes. B. No.
10. Do you play any online games that require a paying subscription? A. Yes. B. No.
11. Do you purchase any in game credits?A. Yes. B. No.
12. If yes, how much do you purchase once?A. RM0-250 B. RM251-500 C. RM501-750 D. RM751-1000
13. Are you currently or have you been a member of a clan/ guild? A. Yes. B. No.14. Have you ever taken part in a Local Area Network (LAN) party?A. Yes. B. No.
15. Do you believe that online gaming is beneficial for a person to play?A. Yes. B. No.
16. Bad effects of online gaming that have happened to you. You can select more than one.A. Not enough sleep, always feeling tired
B. Blurred visionC. Having aggressive thoughts, feelings or behavioursD. Hump back/ bad postureE. Socially isolatedF. None of above
17. Good effects of online gaming that have happened to you. You can select more than one.A. Improve your hand-eye coordinationB. Improve your responsivenessC. Improve your perseveranceD. Bring you happiness and satisfaction
18. The likelihood of meeting up with the online players in real life.A. Not likely at all. B. I will go with my friends.C. Certainly, if there is a chance or time.D. Of course! Extremely likely!
19. How many acquaintances you have made within and as a result of this game?A. 0-5 B. 6-10 C. 11-15 D. 16-20
20. How important is keeping a promise or an agreement with an online player?A. Not important at all.B. Quite important.C. Important.D. Very important.
21. Does the online gaming affect your daily life? You can select more than one.A. NoB. Neglecting homework or assignments C. Relationship or Friendship problemsD. Family problemsE. Financial problems
22. Do you think you will still continue online gaming even after you graduate?A. Yes. B. No.
ANALYSIS
1) GendersTotal respondents = 100
Male Female
67 33
2) Ages
18 - 20 21 - 23
Male Female Male Female
42 8 25 25
3) The most popular game genre
Adventure Racing FPS Strategy Quest0
5
10
15
20
25
30
GAME GENRES
18 - 23 21 - 23
Age Range(Years)Game Genres
18 - 20 21 - 23
Adventure 5 18
Racing 4 6
First Person Shooting 10 10
Strategy 25 11
Quest 4 2
Mode ( 18 – 20 ) : StrategyMode ( 21 – 23 ) : Adventure
4) Number of years playing game
0 to 2 3 to 5 5 to 8 9 to 110
2
4
6
8
10
12
14
16
18
20
NUMBER OF YEARS PLAYING GAME
18 - 20 years old 21 - 23 years old
Age Range(Years)Number of years
18 - 20 21 - 23
0 – 2 9 113 – 5 10 116 – 8 18 139 - 11 13 15
Mode (18 – 20) : 6 to 8 years Mode (21 – 23) : 9 to 11 years
5) Frequency of online gaming in a week
1 - 2 Days
3 - 4 Days
5 - 6 Days
Daily
0 5 10 15 20 25 30
FREQUENCY OF ONLINE GAMING IN A WEEK
21 - 23 years old 18 - 20 years old
Age Range (Years)Frequency (Days)
18 – 20 21 - 23
1 - 2 21 253 - 4 11 145 - 6 7 2Daily 11 9
Mode (18 – 20) : 1 to 2 daysMode (21 – 23) : 1 to 2 days
6) Amount of time spent for online gaming per day
0 to 6 7 to 12 13 to 18 18 to 240
5
10
15
20
25
30
35
40
45
50
AMOUNT OF TIME SPENT PER DAY
18 - 20 years old 21 - 23 years old
Age Range(Years)
Time Spent (Hours)
18 – 20 21 – 23
0 – 6 39 447 – 12 10 413 – 18 0 118 – 24 1 1
Mode (18 – 20) : 0 to 6 hours per dayMode (21 – 23) : 0 to 6 hours per day
7) Devices preferred for online gaming
Computer Playstation Xbox NDS0
5
10
15
20
25
30
35
40
45
DEVICES PREFERRED
18 - 20 years old 21 - 23 years old
Age Range(Years)Devices
18 – 20 21 – 23
Computer 42 38Playstation 2 11
Xbox 2 3NDS 4 0
Mode (18 – 20) : ComputerMode (21 – 23) : Computer
8) Buy or upgrade a console or computer
Yes No0
5
10
15
20
25
30
35
40
BUY OR UPGRADE A CONSOLE OR COMPUTER
18 - 20 years old 21 - 23 years old
Age Range(Years)Respond
18 – 20 21 - 23
Yes 15 22No 35 23
Mode (18 – 20) : Not willing to buy or upgrade console or computerMode (21 – 23) : Not willing to buy or upgrade console or computer
9) Paying subscription
Yes No0
5
10
15
20
25
30
35
40
45
PAYING SUBSCRIPTION
18 - 20 years old 21 - 23 years old
Age Range(Years)Respond
18 – 20 21 - 23
Yes 12 11
No 38 39
Mode (18 – 20) : Not paying subscriptionMode (21 – 23) : Not paying subscription
10) Purchasing in-game credits
Yes No0
5
10
15
20
25
30
35
WILLINGNESS TO PURCHASE IN-GAME CREDITS
18 - 20 years old 21 - 23 years old
Age Range(Years)Respond
18 – 20 21 - 23
Yes 21 20
No 29 30
Mode (18 – 20) : Not willing to buy in-game creditsMode (21 – 23) : Not willing to buy in-game credits
11) Amount of purchasing in-game credit per time
0 - 250 251 - 500 501 - 750 751 - 10000
5
10
15
20
25
30
35
40
45
50
AMOUNT OF PURCHASING IN-GAME CREDIT PER TIME
18 - 20 years old 21 - 23 years old
Age RangeMoney (RM)
18 - 20 21 - 23
0 – 250 47 43
251 – 500 2 4
501 – 750 0 2
751 - 1000 1 1
Mode (18 – 20) : RM 0 to 250 per timeMode (21 – 23) : RM 0 to 250 per time
12) Member of a clan or a guild
Yes No0
5
10
15
20
25
30
MEMBER OF A CLAN OR A GUILD
18 - 20 years old 21 - 23 years old
Age Range(Years)Respond
18 - 20 21 - 23
Yes 27 28
No 23 22
Mode (18 – 20) : Yes, a member of a clan or a guild.Mode (21 – 23) : Yes, a member of a clan or a guild.
13) Joining a Local Area Network (LAN) Party
Yes No0
5
10
15
20
25
30
35
JOINING A LOCAL AREA NETWORK PARTY
18 - 20 years old 21 - 23 years old
Age Range(Years)Respond
18 - 20 21 - 23
Yes 31 27
No 19 23
Mode (18 – 20) : Is a LAN party memberMode (21 – 23) : Is a LAN party member
14) Online game is beneficial for a person
Yes No0
5
10
15
20
25
30
35
40
45
50
ONLINE GAME IS BENEFICIAL FOR A PERSON
18 - 20 years old 21 - 23 years old
Age Range(Years)Respond
18 – 20 21 - 23
Yes 43 37
No 7 13
Mode (18 – 20) : Yes, it is beneficial for a person.Mode (21 – 23) : Yes, it is beneficial for a person.
15) Bad effects of online gaming
Not enough sleep Blurred Vision Aggressive action Hump Back Socially Isolated None of above0
5
10
15
20
25
30
BAD EFFECTS OF ONLINE GAMING
18 - 20 years old 21 - 23 years old
Age Range(Years)Bad Effects
18 - 20 21 - 23
Not enough sleep 27 27
Blurred Vision 15 20
Aggressive action 10 6
Hump Back 15 19
Socially Isolated 13 12
None of above 11 3
Mode (18 – 20) : Not enough sleepMode (21 – 23) : Not enough sleep
16) Good effects of online gaming
Hand eye coordination Responsiveness Perseverance Happiness and satisfaction0
5
10
15
20
25
30
35
40
GOOD EFFECTS OF ONLINE GAMING
18 - 20 years old 21 - 23 years old
Age Range(Years)Good Effects
18 - 20 21 - 23
Hand eye coordination 23 15
Responsiveness 30 25
Perseverance 16 20
Happiness and satisfaction 35 27
Mode (18 – 20) : Happiness and satisfactionMode (21 – 23) : Happiness and satisfaction
17) The likelihood of meeting up with online players in real life
Not likely Maybe Certainly Extremely likely0
5
10
15
20
25
LIKELIHOOD OF MEETING UP WITH ONLINE PLAYERS
18 - 20 years old 21 - 23 years old
Age Range(Years)Likelihood
18 - 20 21 - 23
Not likely 20 20
Maybe 12 15
Certainly 16 13
Extremely likely 2 2
Mode (18 – 20) : Not likely to meet up with online playersMode (21 – 23) : Not likely to meet up with online players
18) Number of acquaintances made in the game
0 to 5 6 to 10 11 to 15 16 to 200
5
10
15
20
25
30
NUMBER OF ACQUAINTANCES MADE
18 - 20 years old 21 - 23 years old
Age Range(Years)Number of Acquaintances
18 - 20 21 - 23
1 – 5 23 26
6 – 10 15 13
11 – 15 3 6
16 - 20 9 5
Mode (18 – 20) : 1 to 5 acquaintances made Mode (21 – 23) : 1 to 5 acquaintances made
19) Importance to keep promise with online players
Not important at all Quite important Important Very important0
5
10
15
20
25
30
IMPORTANCE TO KEEP PROMISE WITH ONLINE PLAYERS
18 - 20 years old 21 - 23 years old
Age Range(Years)Importance
18 - 20 21 - 23
Not important at all 14 14
Quite important 17 24
Important 13 10
Very Important 6 2
Mode (18 – 20) : Quite important Mode (21 – 23) : Quite Important
20) Effects of online gaming in daily life
No
Negle
cting
hom
ewor
k
Relat
ions
hip
or fr
iend
ship
pro
blem
s
Fam
ily p
robl
ems
Fina
ncia
l pro
blem
s0
10
20
30
EFFECTS OF ONLINE GAMING IN DAILY LIFE
18 - 20 years old 21 - 23 years old
Age Range(Years)Effects in daily life
18 – 20 21 – 23
No 30 26
Neglecting homework 19 19
Relationship or friendship problems
4 7
Family problems 2 4
Financial problems 3 3
Mode (18 – 20) : No effectsMode (21 – 23) : No effects
21) Response about continue online gaming after graduate
Yes No0
5
10
15
20
25
30
35
40
CONTINUE GAMING AFTER GRADUATE
18 - 20 years old 21 - 23 years old
Age Range(Years)Respond
18 – 20 21 – 23
Yes 37 34
No 13 16
Mode (18 – 20) : YesMode (21 – 23) : Yes
CONCLUSION
Based on our findings from our questionnaire, we’ve concluded that young adults who
are aged 21 to 23 years old had spent more money on games compared to teens aged 18 to 20
years old. Besides, our questionnaire has also indicated that strategy type games are the most
preferred genre amongst teens aged 18 to 20 years old whereas first person shooter types of
games and strategy games has the same amount of favourites amongst young adults who are
aged 21 to 23 years old. Our survey has also indicated that most of the teens and young adults
play 2 days in a week which means that they are not too addicted to online gaming compared to
the small amount of teens and young adults who plays 7 days a week. People nowadays often
know friends or acquaintances through social media but online gaming has also become one
way of knowing various people online besides using social media, our survey has shown that
most of the teens and young adults knew 0 to 5 acquaintances through online gaming. Last but
not least, there was a question from our questionnaire, which we asked whether they would
continue playing games after they graduate, 37 out of 50 teens chose yes and 34 out of 50
young adults answered yes as well. These are the summary of our research about the
commitment of online gaming between two age group, which are aged 18 to 20 years old, and
21 to 23 years old respectively.