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“Only until you have climbed the mountains can you look
behind you and see the vast distance you have covered, and
remember those you’ve met along the way who made your
trek a little easier”.
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CONTENTS
ABSTRACT 6
INTRODUCTION 7
RESEARCH OBJECTIVE 9
HYPOTHESIS 10
LITERATUREREVIEW 11
IMPORTANCE 18
RESEARCH 18
METHODOLOGY
SURVEY 19
TESTS 20
RESULT 22
REPORTING 26
INTERPRETATION 27
DISCUSSION 28
CONCLUSION 30
REFERENCE 31
APPENDIX 34
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INTRODUCTION
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ABSTRACT
In this research I studied the impact of videogames on college going
boys. I have take in to account the variables like age, number of hours
playing videogames, aggressive behavior, Late sleep in night etc., in order to
drive a relationship between videogames and user. From this topic I chosen a
specific topic how video games spoil sleep among college going boys. For
this I had chosen the variables “number of hours playing video games” and
“late sleep due to playing videogames”. The perception was differed from
person to person. A broader age bracket of 18 – 25 was taken for this
research.
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INTRODUCTION
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gaming enthusiasts may look to a system integrator for their custom PC
builds. There are many positive aspects in choosing to build your own
system. You are no longer tied to specific configurations that system
integrators may force you to stick to. You can often obtain much better
pricing on individual components, and thus save quite a lot of money on a
comparable system. The entire product range of manufactures are open to
you in a way that allows you to choose a case, color, or brand more to your
liking.
Gaming laptops are the mobile equivalent of gaming desktops and are
usually more expensive than their desktop counterparts. Currently, some
feature inbuilt graphics processors, which tend to use a lot of battery power,
so one concern among GPU manufacturers is to reduce power usage. One
recent development by NVIDIA is SLI for laptops. Generally, gaming
laptops are not considered "rigs" as the term can also refer to the physical
size of the system.
Due to the relatively small size that the hardware has to fit in, cooling
the heat intensive components is a major problem affecting the performance
of such laptops, usually causing degraded value for money performance
wise. Attempts at using the same performance hardware as desktops usually
end in a decreased clock frequency of graphics chips to reduce heat, causing
the poor value for money.
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RESEARCH OBJECTIVES
Effect:
The power to produce an outcome or achieve a result.
Videogames:
Video games are played at the arcade, at home on a television or
personal computer, and as a handheld portable game. They are packaged in
large consoles, game packs that can only be played on the same
manufacturer's hardware (i.e. Nintendo, Sega Genesis, and Sony Play
station), and as CD-ROMs. Made up of a program that instructs the
computer to display specific visual and audio effects, video games utilize
cutting-edge technology in order to provide fast paced entertainment. Recent
statistics show that 70% of all children in the United States have home video
game systems. Over four billion dollars is spent on arcade video games
annually.
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HYPOTHESIS
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LITERATURE REVIEW:
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U.S. computer and video game software makers are responsible, truthful,
and accurate.
Who plays videogames?
Contrary to popular myth, the majority of people who
play computer and video games are adults, not kids, as
evidenced by the findings of a 2000 survey by Peter D.
Hart Research Associates:
◗ The average age of computer and video game players
is 28 years old;
◗ Sixty-one percent of all game players are age 18
and over;
◗ Thirty-five percent of game players are over 35
years old;
◗ Forty-three percent of video and computer game
players are women;
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say video games are an interactive social experience that
can be shared with friends and family.
The 2001 consumer survey found that 43 percent of the most frequent
game players play with other family members, while 25 percent of the most
frequent game players play video games with one or both parents.
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Computer games to be labeled Following Youth Protection Act
Amendments
Until now, the age group for which games are suitable under youth
protection rules has not always been clearly marked. Providing information
about game content has not been obligatory. Since computer games are
distributed in the same way throughout Austria, games with the PEGI
symbols are also sold in the other Bundesländer which, it is assumed, will
soon follow Vienna's example.
The hope is that gaming systems like Nintendo Wii would induce
more physical activity in the children and thus make them break out of a
sedentary lifestyle. A pilot project involving groups of overweight children
is on in the East Midlands.
Like many regions of Britain, obesity has risen sharply in the East
Midlands, particularly among boys. The proportion of boys who are obese
increased from 0.9 per cent in 1995 to 17.3 per cent in 2006, while in girls it
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rose from 12 per cent to 14.7 per cent in the same period.
Highlighting the new scheme in his annual report, Sir Liam
Donaldson, the chief medical officer, England, said that video gaming was a
major cause of overweight and obesity in children and young adults.
He said that as stopping children playing video games was
unlikely, studies and public health strategies were now focusing on the way
systems could be used to improve health.
Researchers investigating the energy expenditure of sedentary and
dynamic, interactive video game play found that the latter could increase the
number of calories burnt by 42 per cent. They concluded that if children
engaged in active play for 60 minutes a day over a year, they would burn
approximately 7.5 lbs of body fat.
However, it is Jenkins belief that the results of these studies are are
based on the work of researchers who represent one relatively narrow school
of research, namely the study of media effects. Jenkins states that “this
research includes some 300 studies of media violence. But most of those
studies are inconclusive and many have been criticised on methodological
grounds. In these studies, media images are removed from any narrative
context? In these studies, the subjects are asked to engage with content they
would not normally would not use and may not understand, making for
inaccurate results. Additionally, the laboratory testing environment differs
greatly from environments where games are normally be played (Jenkins
2005). It is also possible that most of the studies found “a correlation, not a
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causal relationship, which means the research could simply show that
aggressive people like aggressive entertainment? (Jenkins 2005).
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Bushman & Sestir, 2006) is the first to show that violent
video game players show reduction in healthy, empathic
brain responses to real-life violence such as gun attacks
and that those with these less empathic brain responses
were more likely to behave aggressively in the laboratory.
Walsh (2004, 2006) explains that youth exposure to video
game violence results in long-lasting effects due to the
nature of the teenaged brain. For example, the adolescent
brain is actively learning impulse control and how to deal
with sexual and violent urges and is particularly vulnerable
to the violent and sexual imagery prevalent in video games.
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Importance or benefit of the study
This study investigated motivations of usage, common
usage scenarios and the attitude towards videogames
among college students and how it affects sleep while
playing in night. The study will contribute valuable learning’s
about the field of videogames to the broader academic
knowledge base. The advantages of this study are that this
will contribute previously unavailable data to the field. To the
best of the knowledge, no study has compared the
videogames and less sleep due to playing in night .This study
is helpful to know that continuous usage of mobile phones not only affect
our health but also our family intimacy is also being affected.
Research design
The basic point of this research paper was to analyze how videogames
affects college going boys differently. For this, a few hypotheses had been
developed which have been stated above. I observed the behavior of
boys through different means so that the hypotheses that
I have come up with can be verified or proven otherwise.
Considering the extensive nature of the topic under study and the level on
which I were, it was obvious that I had to bind my research to a
controllable scale. For this purpose, my research was limited to data related
to a city namely Trichy. Dependant and
Independent variables were identified as per the data collected. The age
bracket that was being analyzed for this purpose was between 18-25 years
of age that is covering the young and adult age group. I selected this
group because I believed that a major chunk of population of
boys in this age bracket.
Some of the techniques that were used to collect the data for my
research
was mainly qualitative as no previous data was available on such a topic
especially for Trichy. They were as follows:
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1. Surveys – a sample size of 100 will be surveyed constituting college
going boys. This survey
would help us to analyze how does video games affect sleep of the college
going boys while playing in night? The surveys would provide me with data
directly filled out by the boys themselves.
Description of Place
Jamal Mohamed College was founded in 1951, as an affiliated college
to the University of Madras and then affiliated to Bharathidasan University,
Tiruchirappalli, when it was formed in 1984. Jamal Mohamed College is
situating in Khaja nagar, Trichy.
SURVEY:
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survey is called a structured interview or a researcher-administered survey.
When the questions are administered by the respondent, the survey is
referred to as a questionnaire or a self-administered survey.
The survey had an introduction giving a brief overview
of the proposed Study. This was followed by an explanation
of the process of filling out the survey and the statement
that the respondent may choose to end the survey at any
time and no data would be collected. The respondents could
then continue to the survey questions on confirming that
they had read the instructions and terms. No personally
identifiable data was collected. No
Compensation for responding to the survey was offered. The
survey had closed ended questions. It collected demographic
information like age and education level. Then the survey
moved on to collect usage and behavioral characteristics
such as, number of hours playing video games, and Late
sleep due to playing games. Estimated time required to fill
out the study questionnaire was 5 minutes.
Tests
I used SPSS software to process the data, in that
software I used two methods.
i) Frequency test
ii) ANOVA
Frequency test
Frequency test are a way of displaying this chaos of numbers in an
organized manner so such questions can be answered easily. A frequency
distribution is simply a table that, at minimum, displays how many times in a
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data set each response or "score" occurs. A good frequency distribution will
display more information than this although with just this minimum
information, many other bits of information can be computed.
ANOVA
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RESULT
Frequency test
Frequency Table
Statistics
hrsplayinggame
N Valid 100
Missing 0
hrsplayinggame
Cumulative
Frequency Percent Valid Percent Percent
Valid 0-1 53 53.0 53.0 53.0
1-2 27 27.0 27.0 80.0
2-3 9 9.0 9.0 89.0
>3 11 11.0 11.0 100.0
Total 100 100.0 100.0
Statistics
sleepless
N Valid 100
Missing 0
sleepless
Cumulative
Frequency Percent Valid Percent Percent
Valid not at all 30 30.0 30.0 30.0
rarely 25 25.0 25.0 55.0
only sometimes 34 34.0 34.0 89.0
often 4 4.0 4.0 93.0
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always 7 7.0 7.0 100.0
Total 100 100.0 100.0
Frequency test was done to the variables Number of hours playing video
games. 100 participants were participated, there is no missing variable.
Most of the boys are playing videogames for 1 hour only when compared to
others.
Frequency test was done to the variables late sleep due to playing
videogames. 100 participants were participated, there is no missing variable.
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ANOVA
Univariate Analysis of Variance
Between-Subjects Factors
Value Label N
sleepless 1 not at all 30
2 rarely 25
3 only
34
sometimes
4 often 4
5 always 7
Descriptive Statistics
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Estimated Marginal Means
1. Grand Mean
2. sleepless
sleepless
Multiple Comparisons
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rarely .2114 .41546 .986 -.9439 1.3668
only sometimes -.3403 .40326 .916 -1.4617 .7811
often -1.4286 .60897 .140 -3.1220 .2649
Based on observed means.
* The mean difference is significant at the .05 level.
Homogeneous Subsets
hrsplayinggame
Tukey HSD
Subset
sleepless N 1 2
rarely 25 1.3600
always 7 1.5714
not at all 30 1.8667 1.8667
only sometimes 34 1.9118 1.9118
often 4 3.0000
Sig. .707 .075
Means for groups in homogeneous subsets are displayed.
Based on Type III Sum of Squares
The error term is Mean Square(Error) = .944.
a Uses Harmonic Mean Sample Size = 10.089.
b The group sizes are unequal. The harmonic mean of the group sizes is used. Type I error levels are not
guaranteed.
c Alpha = .05.
Reporting
A one-way analysis of variance was done with number of hours
playing video games and late sleep. Number of hours playing videogames as
independent variable and late sleep as dependent variable. This test yielded a
significant result F(4, 95) =2.871 ;p=.021. A post Hoc Tukey test was done
to determine which of the five groups (rarely, always, not at all, only
sometimes, often) significantly different from other four.
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Interpretation
Number of hours playing video games may decreases the sleeping
hours. Now a day’s videogames are virtual reality in nature so it brings us to
the game. So if we start a game we didn’t notice the time so the number of
hours playing game will increase.
In daytime college going boys are having college, they roundup with
there friends in evening and came to home at night. They start a game for
relaxation, with the interest of game, they for got what happening in home
and the time. They forgot to sleep also, sleep reduced due to playing games
like this.
Mostly in home parents are like to watch serials, so the boys didn’t
entertain with T.V, so they decided to entertain with games. So they start
game for entertainment finally with the interest they will enter in to the
game. So they forget to sleep, these forget may reduce the sleeping hours.
Some times boys may wakeup early to play games. If the game is very
interesting it creates interest among mind and stimulate them to play.
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Discussion
I conducted my research on the How does videogames spoiling sleep
of college going boys? Purpose of this research was to find how students
really like videogames and really videogames spoiling the sleep of the boys.
For this research I used questioner method to collect data’s.
Boys are like videogames, first they start game for entertainment then
it will become due to interest. If they played with interest they forget about
what happening in this world. There world is videogames only they forget to
eat, sleep, read, talk etc.
Boys are getting videogames from shops, from internet, or from
friends. So they didn’t have problem with getting videogames. So they can
use videogames without any trouble.
Videogames are just for entertainment we must use that for
entertainment only, if we addict to videogames we will loss every thing in
our life.
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CONCLUSION & REFERENCE CITED
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Conclusion
Based on all this research I have come to the conclusion;
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Reference
http://www.canada.com/vancouversun/news/story.html?
id=551773bb-66bd-4b10-9ad9-49b7ccc2282a
http://edugamesblog.wordpress.com/2007/11/11/study-videogames-
disrupt-sleep-provide-emotional-catalysts-for-learning
http://net.educause.edu/ir/library/pdf/EQM08415.pdf
http://en.wikipedia.org/wiki/Video_game_controversy
http://discuss.tigweb.org/thread/39597
http://docs.google.com/gview?
a=v&q=cache:KpAysx3WLzIJ:gamedev.cs.cmu.edu/spring2004/handouts/I
DSA_video_game_violence.pdf+sleepless+youth+due+to+video+games&hl
=en&gl=in&pid=bl&srcid=ADGEEShqNtcAeQ9l_nbBLyQcid1r_UJ9rrZ74i
Sdm63hNiKFnI3LKpHjnryFACDyHh2Fx78ErxKaCOG9tC1S-
fn_Ffeq8D3XTqQoSRtlUrJGQcuhGWCQuL3l3qPfh9kdp_nnPKIxtWXZ&s
ig=AFQjCNFAV6TaHrTJcZTs9qnU42mt-y7jHw
http://gamedev.cs.cmu.edu/spring2004/handouts/IDSA_video_game_
violence.pdf
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http://www.aare.edu.au/98pap/bea98139.htm
http://www.scribd.com/doc/2038214/Video-Game-Violence
www.scribd.com/doc/.../Bushh-and-Russel-Effects-of-Media-on-
Aggression
www.scribd.com/doc/22918/MD-TechPapersII
www.scribd.com/.../The-Civic-Potential-of-Video-Games-Read-in-
Full-Screen
www.scribd.com/doc/7396704/Video-Games-A-Modern-Moral-Panic
www.scribd.com/doc/4945319/Video-Games
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Appendix
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Appendix
Age:
a) 18-20 b) 20-22 c) 22-25 d) more than 25
Education:
a) Under Graduate b) Post Graduate
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Where you play videogames
a) home b) friends house c) gaming centers d) browsing center e) other
specify
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