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Effect Of Virtual Games On Youth

Subject- Research Methodology


Topic of Research – Effect of virtual games
On youth.
By: Humaira Mahat (30)
Aditya Patil (38)
Shubham Ragit(42)
Harshal Sanap(47)
Hemal Vyas(58)
Submitted To: Prof. Manisha Dubey
EFFECT OF VITUAL
GAMES ON YOUTH
TABLE OF CONTENTS

Sr. No Topic Page No.


1 Executive Summary 03
2 Empirical Study 07
3 Objective 09
4 Effect of Virtual Game 11
5 Literature Review 13
6 Statistical Data 15
7 Conclusion 16
8 Annexure 18
STUDY OF VIRTUAL GAMING BEHAVIOUR OF
YOUTH.

EXECUTIVE SUMMARY

Science and technology development causes a lot of changes in any fields including the form
of popular games among the Junior and Senior High School students in India .The traditional
games that are famous formerly have been replaced by the modern games like virtual games
.This report discusses the cause and effect of playing virtual games on the Schools students as
well as people of other age groups.The sample size consists of 200 respondents. This study
reveal that students play virtual games due to peers pressure; and these games are liked because
they are considered more modern, practical, realistic and varied. Initially, students play virtual
games to relieve the fatigue due to studying at school, but subsequently, they are becoming
addicted, and reach a condition that they find it difficult to stop playing games.This condition
will directly affect their achievement in school.

This project is a part of study, and focuses on factors which effect the mindset as well as
physical ability of the users playing virtual games.Through our research we understood that there
are both positive and negative effects of virtual games , majority of age group being 20-
30.Negative impact is their career/studies are been effected, but this is an effect of playing virtual
games whole day, and also these are the only people who have psychological effect. Positive
impact majority of people were they had no health issue occurrence, no family time problems
and no social interaction problems and they have become more active.

The major objective of this study is to know the behaviour of both sids of the coin
which is the positive and negative impact of virtual gaming.The behaviour of users has
significant influence on their day to day living. Throughout the project we will see the significant
change in the behaviour of the users while playing virtual games. We have developed a
questionnaire indicating virtual gaming behaviour.

For this study survey was conducted during 1st March 2019 to 30th March 2019. The data
will be collected from respondents through questionnaires. The model was tested with a survey
sample (n=200). The survey was accomplished on 200 real virtual gaming users.
VIRTUAL GAMING BEHAVIOUR: AN EMPIRICAL STUDY
With the increasing internet literacy, the prospect of online gaming is increasing in India. The
customers indulging in virtual gaming consider many factors. Playing is very important
especially for young people because it can prepare their future. Playing game in a group also
make children aware about their physical strength, capability, superiority, seniority, cooperation
benefit, leadership skills and sympathy-empathy. Playing game also important in children
physical fitness and creativity .Traditional game that based on physical activity is important to
develop children

This project is a part of study, and focuses on factors which effect the mindset as well as
physical ability of the users playing virtual games.

Through our research we understood that there are both positive and negative effects of
virtual games , majority of age group being 20-30.Negative impact is their career/studies are
been effected, but this is an effect of playing virtual games whole day, and also these are the only
people who have psychological effect. Positive impact majority of people were they had no
health issue occurrence, no family time problems and no social interaction problems and they
have become more active.

The advent of India’s online gaming industry can be dated back to 2000s, when console
and PC gaming brought several middle-income group Indians on digital gaming platforms.
During mid 2000s, online gaming was largely in the form of social games. This adoption was
facilitated primarily through global games by international developers. Indian development
ecosystem acted primarily as service providers for international developers. Since then, India has
been a volume based story enabled by rise in internet penetration and increase in smartphone
user base. Online gaming market realized impressive volumes with 120 million online gamers
and market value estimated at ~ 290 million USD in 2016. The key driver of market volume was
proliferation of low cost smartphone amongst urban and rural population. The monetisation is
realized through revenue streams like in-app purchase, pay per download, subscription service
etc. by gamer(s) and in-app advertisement, incentive based advertisement etc. by ecosystem.
Today, monetisation is dominated by advertisers and publishers. However, challenges like
limited local games development and monetisation of gamer(s) are still restraining the high
potential. In recent years, local internet ecosystem has initiated the course correction by end to
end local game development and adoption of digital payment solutions. Indian online gaming
market currently stands at USD 290 million, and is poised to grow to USD one billion by 2021 2.
Steady rise in consumption volumes. Local development and monetisation is expected to catch
up a. Traditionally pure-play service providers, local companies are expanding to develop end to
end games b. Freemium model is expected to improve monetisation for developers in online
gaming

As compared to 31 per cent today, the internet penetration is expected to reach ~53 per cent of
population by 2021. The smartphone users, projected to be 470 million by 2021, are expected to
enable this rise in internet penetration. The availability of affordable smartphones is expected to
prompt a shift from the current feature phone users to smartphones. The surge in volumes of
mobile internet users is likely to be complemented by a five times rise in data consumption and
1.6 times increase in disposable income of our country. Hence, the market is expected to be
enhanced with young population, high internet volumes, engaged online users and improved
paying propensity by 2021.
OBJECTIVE OF THE STUDY

The purpose of this study is to examine and analyse the users’s positive and negative
behavioural pattern towards virtual gaming and focuses on factors which effect their
physcgologically.This study attempts to analyse the characteristics of individual behaviour
towards virtual gaming. Users behaviour in respect of virtual gaming was studied using different
variables. It also provides a support that helps researchers understand the drivers of users’s
attitude and behaviour pattern towards the way of living , and users’s perceptions regarding their
personal as well as social lives.

The major objective of this study is to know the behaviour of both sids of the coin which
is the positive and negative impact of virtual gaming.The behaviour of users has significant
influence on their day to day living. Throughout the project we will see the significant change in
the behaviour of the users while playing virtual games. We have developed a questionnaire
indicating virtual gaming behaviour.
EFFECT OF VIRTUAL GAMES

By gathering student opinion, it is discovered that the positive side is that it can be used as
media for brain refresher. Student often feels frustrated and exhausted because of school
activities and homework. This condition make them need online video game to get
entertainment.

The negative impact of the online video game happens when students play it too much. Online
video game are designed to challenge and entertain player by realistic image and sound. This
often makes student addicted and difficult to stop play it.
playing. Actually my body has already felt tired and I want to take a break, but I can-
not do so. The game always makes me feel in the middle of something and I cannot
stop.

.
LITERATURE REVIEW

Virtual Reality This section covers two virtual reality titles, The Lab by Valve and Job Simulator
by Owlchemy Labs. Both were chosen due to their financial and critical success, while also
revealing their design decisions through online articles and conferences.

1. THE LAB
Valve’s launch title or the HTC Vive is The Lab, a free Virtual Reality game that takes the
player inside a virtual science fiction world, filled with mini-games and virtual realities. An
article on the design of Valve's The Lab, with developer commentaries in July 2016 by Henry
Stuart, analyzed the reasons behind the designs of The Lab’s Start Room and The Volumetric
Menu Room. These designs created a natural sense of teaching and learning for players in virtual
space, with a VR-centric design approach that aims to solve the problem with Graphical User
Interface (GUI) in VR. (Stuart 2016.) When first starting the game The Lab, the player is placed
into an empty room with a board that has some buttons on them. By experiencing and doing,
walking towards the buttons and pushing the big Start button, players are learning the basic
interactions in the game.

How to play ?
Player’s first starting room, with the buttons a bit further away from their starting position (Stuart
2016) Menus in the game The Lab are presented as 3d virtual objects that players can move
around, look at, and interact with. Each of these objects has their own virtual space in the game,
and players instinctively learn to navigate the game by manipulating the environment.
A spherical map that can be picked up (Stuart 2016) In order to select a level and change the
scene in the game, players can hold a sphere of another dimension and put it on their face. The
design of making these interactions a sphere indicates clarity in good design that shows the
function of the object (Stuart 2016). As a result, the change scene buttons are obvious and clear
to use; a similar design is done for exiting a scene, clicking on the menu button of the Vive
controllers will pop a sphere out, using it sends the player back to the menu. Alternatively, the
sphere will naturally disappear over time. (Stuart 2016.)
2. JOB SIMULATOR
The game Job Simulator, developed by Owlchemy Labs launched back in April 2016 for the
PlayStation VR console, HTC Vive, and Oculus Rift. The game puts the player in various job
situations within virtual space, emphasizing virtual interactions with in-game characters and
objects. 13 In Games Developer ConferenceAlexander Schwartz presented the Job Simulator
Post-mortem to speak about challenges and lessons that Owlchemy Labs learned along the
way in developing the game. The talk included strong points in choosing the theme and
premise of the game, alongside technical difficulties and challenges that Owlchemy Labs
encountered (Schwartz & Reimer, 2017). It is important for other developers working in the
VR field to learn from these challenges and avoid repeating the same mistakes in the future.
The Tomato Presence :
During developments, indoor testing showed that players felt natural when their virtual hands
were replaced by the items they picked up, instead of having your hand holding the item.
Owlchemy Labs called this the Tomato Presence, during which the object in hand acts as a
stand-in for hand presence (Schwartz 2017); it is essential to let the player feel natural in
virtual reality in order to maximize the immersive experience.

How to play?
Player’s hand is replaced with whatever item they pick up (Schwartz 2017) Hence, it’s
important that developers in VR take the idea of The Tomato Presence into consideration
when designing virtual interactions in VR. Room Scale Different VR play space for every
user is accommodated by Owlchemy Labs, based on the initial settings data saved within
either the HTC Vive or Oculus Rift system, optimizing the virtual room sizes accordingly
(Schwartz 2017). This allows the player to interact with the virtual space in a more compact
manner while retaining the sense of immersion.
Different room sizes creates a more realistic play space (Schwartz 2017) The Lab’s HTC
Vive room size settings. These settings will be saved and used by the VR programs, which
can be utilised.
Job Simulator different room sizes scale accordingly to player’s play area. Note how the
different room sizes also come with different items and objects placements, making them
more compact without sacrificing any missing objects or features of the game.

3. Psychological Games:
This section studies the different design decisions behind two psychological horror games,
Amnesia the Dark Descent and the Silent Hill series. Different design aspects will be
highlighted along with analysis on why they affect the psychology of players.
1. Amnesia the Dark Descent
The academic research article was done by Mathias Clasen in 2016 “A Consilient Approach
to Horror Video Games” analyzed how Amnesia: The Dark Descent creates psychological
responses by encouraging immersion (Clansen, Kjeldgaad-Christiansen, 2016).
The player’s own sanity meter is shown with a deteriorating brain (Amnesia: The Dark
Descent, 2010) In Amnesia: The Dark Descent uses a plethora of different variables that change
depending on the player’s current level of sanity, this sanity system allows for deeper
interactions that ties together psychological horror with physical threats within the game world.
Being in darkness for too long, facing monsters, or seeing paranormal actvities reduces this
sanity level, causing the player to experience visual and auditory hallucinations (Clansen 2016).
Mathias Clasen stated that this system of Amnesia’s insanity mechanic is designed to steer the
playThe player encounters a monster in Amnesia: The Dark Descent (Amnesia: The Dark
Descent, 2010) Psychological horror principles from Amnesia: The Dark Descent can be seen
through an analysis of the game (Elvira, Linderoth, Brown, 2015). Amnesia is used within the
game’s context to link the player’s connection together with the protagonist, Daniel, who wakes
up in a haunted caer’s experience towards a defensive and exploratory playstyle (Clansen 2016).
Furthermore, by monsters are attracted to light, hence the player trap in trying to keep their
sanity high - might attract the monsters instead, andputting the player in danger (Clansen 2016).
RESEARCH METHODOLOGY

Research Methodology states what procedures were employed to carry out the research
study. The technical facts about the study are given below:-

 Research Objectives:
To achieve the goal of the study, the following research questionnaire addressed as primary
research objectives for users of virtual gaming which consists of students as well as people of
other age groups.
1. The primary objective of the current study is to understand the
2. To know the positive and negative effect of video game.
3. To know the psychological effect of virtual reality gaming.
4. Finding solutions to overcome this problem which can have serious side effects .

Focussing the objective of the present study, a survey wasconducted with the help of a
structured questionnaire to collect data about the users behaviour for virtual gaming. The
structured questionnaire was designed to collect information about , various questions related to
the hours they spend on gaming , the physical effect as well as physochologcal effect,their
realtions with family members and social interaction and why do they prefer virtual games these
types of question were asked from the respondents.
Considering the time and budget constraints, the data was collected from C.B.D Belapur
region of Navi Mumbai,India.

 Research Design:
Research design specifies the methods and procedures for conducting a particular study. A
research design is the arrangement of conditions for collection and analysis of the data in a
manner that aims to combine relevance to the research purpose with economy in procedure.
In case of research design we used exploratory as well as descriptive research design for
this study.

 Sample Design:
A Sample Design is a definite plan for obtaining a sample from a given population. It refers
to the technique to the procedure adopted in selecting items for the sampling designs are as
below:

 Sampling Technique
The convenience sampling method was applied in this case study. Source of the sample is limited
to C.B.D Belapur. Keeping in mind the objectives of the study, a structured questionnaire was
prepared for the purpose of collecting the primary data. Apart from that variable like age and
overall behaviour of the users were collected and percentage method used for this study.

 Sample Size:
The present study was conducted in C.B.D Belapur. In case of sample size we took 200 userss
(Respondents) why they prefer virtual gaming.
 Universe: Virtual game users of C.B.D Belapur Navi Mumbai, India.

 Research Instrument
For this study we used structured questionnaire as a research instrument.

 Data Collection
The study was conducted by the means of personal interview with respondents and the
information given by them were directly recorded on questionnaire. For the purpose of analysing
the data it is necessary to collect the vital information.

 Data Types
In the context of the current study we used both primary & secondary data.

 Method of Data collection


 Primary data have been collected with the help of structured questionnaire by respondent
field survey method.
 In case of secondary data we used internet websites, journals, newspaper etc.
For this study collected data has been processed and tabulated by the way of
tables & graphs and the data was presented with the help of Bar-Diagram, Pie-Chart and
Tables. The data was collected over a month . Simple chartingand tabulation tools are
used to understand the behaviour of the respondents for virtual gaming.

 Limitation Of The Study


 The results of the study are specific to the sample selected and dimensions used. Hence,
they may not be generalized for overall population. Actually this study is limited in
sample size.
 People were not ready to fill in the questionnaire
 Many of the surveyed people did not reply all the questions.
 The time period given for study was very limited.
DATA FACTS, ANALYSIS AND INTERPRETATION

A) Details of the respondents:


Out of the total 200 respondents, 105 were females and 95` were males and the following
table gives a depiction of demographic profile of the respondents:

Table No2: Demographic Profile of Respondents


Demographic Number of Percentage in
Features Respondents Total Sample

Gender
Male 95 200
Female 105 200
Age
10 – 20 years 30 60
20 – 30 years 10 20
Above 30 years 4 8

B) Analysis and interpretation related to the study:

1. Division of Age Groups:


Figure No.1:
Table No.3:

Experience of Using Count


Internet
Less than 1 month 1
Less than 1 year 6
1 – 2 years 12
3 – 4 years 17
More than 5 years 14
Grand Total 50
Division of Age Groups:

2%
12% Less than 1 month
28%
Less than 1 year

1 – 2 years
24% Interpretation:
3 – 4 years From the above Table No.3 and Figure
1, we try to interpret the respondent’s
More than 5 years
experience using internet . It is clear
34%
that maximum 34% respondents said that they are using internet for 3-4 years, 28%
respondents are using internet for more than 5 years, 24% respondents are using internet for
1-2 years, 12% respondents are using internet for less than 1 year and 2% respondents said
that they are using internet for less than 1 month.

2. Internet shopping:
Figure No.2:
Table No.4:
Internet Shopping: Internet Count
2% Shopping
Very often 17
Often 15
34% Very often Occasionally 17
34%
Often Never 1
Grand Total 50
Occasionally

Never

30%

Interpretation:

From the above Table No.4 and Figure 2, we try to interpret the respondent’s frequency of
online shopping. It is clear that maximum 34% respondents said that they do virtual
gamingvery often and occasionally as well, 30% respondents do online virtual gamingoften
and 2% respondents said that they never do online shopping.

3. Products preferred in online shopping:


Figure No.3: Table No.5:

Products Preferred in Online Products preferred in Count


Shopping: Books online shopping:
Books 5
10% Gifts
Gifts 8
22%
CD/Video CD/Video 1
Housewares 5
16% Housewares Electronics 9
Electronics Apparels 2
2%
Personal Care Products 8
2% Apparels Tickets 1
Personal Care
16% 10% Products
Tickets

4% Others
18%
Others 11
Interpretation:

From the above Table No.5 and Figure 3, we try to interpret the respondent’s product
preference while shopping online. It is clear that maximum 22% respondents said that they
do prefer buying other products while shopping online, 18% respondents prefer buying
electronic products while shopping online, 16% respondents prefer buying gift products and
personal care products while shopping online, 10% respondents prefer buying books and
houseware products while shopping online, 4% respondents prefer buying apparels while
shopping online and 2% respondents said that they do prefer buying tickets and CD/Videos
while shopping online. While no one preferred buying flowers and toys and softwares
shopping online.

4. Mode of payment preferred during online shopping?


Figure No.4:

Table No.6:
Mode of Payment Prefered
Mode of payment Count
2%
16% prefered
Credit Cards 8
Debit Cards 9
Credit Cards Net Banking 8
Debit Cards Cash on Delivery 24
18% Net Banking Others 1
48%
Grand Total 50
Cash on Delivery
Others

16%

Interpretation:

From the above Table No.6 and Figure 4, we try to interpret the respondent’s preferred mode
of making payment while shopping online. It is clear that maximum 48% respondents said
that they do prefer cash on delivery while shopping online, 18% respondents prefer making
payments through debit cards, 16% respondents said that they do prefer net banking and
credit cards while making payments while shopping online and 2% respondents said that they
do prefer other methods of making payment while shopping online.
5. Please tell us, how satisfied you are with shopping online?
Figure No.7:

Satisfaction Level: Table No:9:


0% Satisfaction Level Count
12%
Not at all Satisfied 6
30%
10% Partly Satisfied 5
Not at all Satisfied
Satisfied 14
Partly Satisfied
More than Satisfied 10
Satisfied
Very Satisfied 15
More than Satisfied
Grand Total 50
Very Satisfied
28%
20%

Interpretation:

From the above Table No.9 and Figure 7, we try to interpret the respondent’s satisfaction
level of shopping online. It is clear that maximum 30% respondents said that they are very
satisfied shopping online, 28% respondents are satisfied, 20% respondents said that they are
more than satisfied with online shopping,12% respondents said that theyare not at all
satisfied with virtual gamingand remaining 10% respondents said that they are partly
satisfied with online shopping.
CONCLUSION

Based on the research findings, it can be deduced that peer pressure is the leading factor
students playing online video games. Student who never played online video games can be
considered outdated and cowards. Then they will exiled from peer association. When students
see their peer playing online video games, they become interested because the thrill, excitement
and audio-visual presented in online video game. Playing online video game is positive when it
is used only as a form of entertainment, relaxation, and to drive out boredom
from school exhaustion. Playing online video games becomes negative when students are
addicted and play it excessively. This is indicated by students who spend a lot of money, time
and energy to play it. Unfortunetely, students feel regretful of online video games excessive
consumption after experiencing money lavishnes, physical fatigue and decline in school
academic performance. Through our research we understood that there are both positive and
negative effects of virtual games , majority of age group being 20-30.Negative impact is their
career/studies are been effected, but this is an effect of playing virtual games whole day, and also
these are the only people who have psychological effect.

Positive impact majority of people have no health issue occurrence, no family time problems and
no social interaction problems and they have become more active.
ANNEXURE

1) Which age group do you belong ?


o 10-20 o 30 and
o 20-30 above

2) Do you play virtual games ( pub G , C.S , etc)


o Yes
o No
3) Where do you play ?
o Computer o Playstation
o Mobile o Other
4) How much time do you spend on playing games?
o Half n hr o More than1hr
o 1hr o Wholeday
5) Why do you prefer playing virtual games?
o Stress relief
o To pass time
o For learning
o Other (mention):-
6) Have you got any health issues as an effect of gaming?
o Yes o No
7) Are your studies/career been affected because of virtual games?
o Strongly agree o Nor disagree
o Agree o Disagree
o Neither agree o Strongly disagree
8) Are you facing any family time problems?
o Very much o Notso much
o No
9) Does gaming affect your social interactions?

o Yes ( If yes, mention):- o No

10) How is your attitude/ behavioural pattern changed after you started playing virtual
games?
o Addicted o Aggressive
o Lazy o Emotional
20

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