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SURVEY REPORT 1 y MATHEMATICS [MATH0103] FNBE JULY 2013 INTAKE Lecturer: Miss Ann See Peng Survey Report [ Game addiction in Taylors University ] Lim Chin Yi 0315627 Lee Kim Thiam 0310710 Patricia Kong Weng Yee 0315837 Yvonne Chin Yun Miin 0315662

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SURVEY REPORT

1

y

MATHEMATICS [MATH0103]

FNBE JULY 2013 INTAKE

Lecturer: Miss Ann See Peng

Survey Report [ Game addiction in Taylors University ]

Lim Chin Yi 0315627 Lee Kim Thiam 0310710

Patricia Kong Weng Yee 0315837 Yvonne Chin Yun Miin 0315662

SURVEY REPORT

2

Table of Contents

I. Page Cover ......................................................... 1

II. Table of Contents .............................................. 2

III. Introduction to the survey ................................. 3

IV. Objectives of the survey .................................... 4

V. Methodology ..................................................... 5

VI. Sample of Survey Form ..................................... 6

VII. Analysis ................................................................

VIII. Conclusion ...........................................................

IX. Appendix .............................................................

SURVEY REPORT

3

Introduction

A survey is a data collection method used to gather information about individuals.

It enable researchers to collect a wide range of information and data efficiently. A survey

can be done through several ways such as e-mail, phone call, questionnaire, interview and

so on.

In the assignment, we conducted a survey by using questionnaires to analyze the

game addiction level of the students between adolescent aged 18 to 20 and young adult

aged 21 to 23 in Taylor’s University Lakeside Campus. The data collected from the survey

will be analyzed and summarized in an A2 sized infographic poster.

This report presents the objectives of the survey, survey methodology, statistical

analysis of the survey data (calculation, tables and diagrams), and the conclusion of the

survey.

SURVEY REPORT

4

Objectives

1. To apply the use of statistics in real life events.

2. To apply the knowledge gained to analyze statistical data.

3. To compare the average percentage of students between age 18 to 20 and age 21

to 23 who are addicted to gaming in Taylors University.

SURVEY REPORT

5

Methodology

On 5th May and 6th May, we distributed our questionnaire around Taylor’s

University Lakeside Campus. We distributed 100 questionnaires to the students, 50 for

students aged 18 to 20 and another 50 for students aged 21 to 23. We went around the

public areas in school such as library, area outside of library and cafeteria to distribute our

survey forms. Most of the students are willing to take their time to fill up the survey

forms for us.

SURVEY REPORT

6

Analysis The statistical analysis of the survey questions, include the calculation, diagrams, charts and etc.

SURVEY REPORT

7

Participants’ gender in age group of 18 to 20 years old.

Figure 1.0

The pie chart above shows the percentage of male and female participants from Group A

with ages from 18 to 20 years old who took the survey for game addiction. 34% of the survey

participants are males while the remaining 66% are females. From a total of 50 participants,

17 participants were male and the other 33 participants were female.

SURVEY REPORT

8

Participants’ gender in age group of 21 to 23 years old.

Figure 1.1

The pie chart above shows the percentage of male and female participants from Group B

with ages from 21 to 23 years old who took the survey for game addiction. 62% of the

participants were males and the remaining 38% were females. From a total of 50

participants, 31 participants were male and the other 19 participants were female.

62%

38%

Group B (Age 21-23)

Male Female

SURVEY REPORT

9

Age Specification from Groups A and B

Figure 1.2

Ages 18 to 20 years old belong to Group A while ages 21 to 23 years old belong to Group

B. According to the pie chart above, 12 of the participants are 18 years old, 16 of them are

19 years old, 22 of them are 20 years old, 20 of them are 21 years old, 18 of them are 22

years old and 12 of them are 23 years old. A total of 100 students participated in this survey,

50 from Group A and the remaining 50 are from Group B.

12%

16%

22%20%

18%

12%

Age Specification

Age 18

Age 19

Age 20

Age 21

Age 22

Age 23

SURVEY REPORT

10

CGPA attained by Group A (Age 18-20 )

Figure 1.3

The bar chart above shows the CGPA attained by participants from Group A. From a total

of 50 participants, 4 of them attained a CGPA ranging from 0.01 to 1.0. 3 of the participants

attained a CGPA ranging from 1.01 to 2.0. 18 of them attained a CGPA ranging from 2.01 to

3.0 while the remaining 25 of the participants attained a CGPA of 3.01 to 4.0.

0

5

10

15

20

25

30

0.01-1.0 1.01-2.0 2.01-3.0 3.01-4.0

Group A

Nu

mb

er

of

Par

tica

pan

ts

CGPA Attained

SURVEY REPORT

11

CGPA attained by group B ( Age 21-23 )

Figure 1.4

The bar chart above shows the CGPA attained by participants from Group B. From a total

of 50 participants, none of them attained a CGPA ranging from 0.01 to 1.0. Only 2 of the

participants attained a CGPA ranging from 1.01 to 2.0. 20 of them attained a CGPA ranging

from 2.01 to 3.0 while the remaining 28 of the participants attained a CGPA of 3.01 to 4.0.

0

5

10

15

20

25

30

0.01-1.0 1.01-2.0 2.01-3.0 3.01-4.0

Group B

Nu

mb

er

of

Par

tici

pan

ts

CGPA Attained

SURVEY REPORT

12

Number of Times Participants in Group A Play Games in a Week.

Figure 1.5

The figure above shows the number of times participants from Group A play in a week.

Of the 50 participants, 10 of them play once a week, 7 of them play twice, 6 of them play

thrice, 9 of play four times and 18 of them play games every day. No participants in Group A

were recorded playing five or six times a week.

0

2

4

6

8

10

12

14

16

18

20

Once Twice Thrice Four Five Six Everyday

Group A

Nu

mb

er

of

Par

tici

pan

ts

Number of Times

SURVEY REPORT

13

Number of Times Participants in Group B Play Games in a Week.

Figure 1.6

The figure above shows the number of times participants from Group B play in a week.

Of the 50 participants, 11 of them play once a week, 5 of them play twice, 6 of them play

thrice, 7 of play four times, 5 of them play five times and 16 of them play games every day.

No participants in Group B were recorded playing six times a week.

0

2

4

6

8

10

12

14

16

18

Once Twice Thrice Four Five Six Everyday

Group B

Nu

mb

er

of

Par

tici

pan

ts

Number of Times

SURVEY REPORT

14

Hours Spent Playing One Game Session in Group A

Figure 1.7

The bar chart above shows the number of hours the participants in Group A spend for

one game session. From the 50 participants who participated in the survey, a majority of 35

people play only 1 to 4 hours per game session. 11 of them play 5 to 8 hours while interval

hours spent for 9 to 12 hours, 13 to 16 hours, 17 to 20 hours and 21 to 24 hours all had only

1 participant for each interval.

35

11

1 1 1 1

0

5

10

15

20

25

30

35

40

1.0 - 4.0 5.0 - 8.0 9.0 - 12.0 13.0 - 16.0 17.0 - 20.0 21.0 - 24.0

Group A

SURVEY REPORT

15

Hours Spent Playing One Game Session in Group B

Figure 1.8

The bar chart above shows the number of hours the participants in Group B spend for

one game session. From the 50 participants who participated in the survey, a majority of 33

people play only 1 to 4 hours per game session. 13 of them play 5 to 8 hours, 3 of them play

9 to 12 hours and only 1 participant play 17 to 20 hours. No participants from Group B were

recorded playing either 13 to 16 hours or 21 to 24 hours.

33

13

3

0 1 0 0

5

10

15

20

25

30

35

1.0 - 4.0 5.0 - 8.0 9.0 - 12.0 13.0 - 16.0 17.0 - 20.0 21.0 - 24.0

Group B

SURVEY REPORT

16

Types of Gaming Platforms Played by Group A

Figure 1.9

The pie chart above shows the types of gaming platforms played by the participants in

Group A. There are 50 participants in this group, where 31 of them play computer games, 3

of them play arcade games, 11 of them play console games, 26 of them play mobile games

and the minority of 1 person plays other gaming platforms. Participants were allowed to

choose more than one type of gaming platform in this survey.

43%

4%

15%

36%

2%

Gaming Platforms Played by Group A

Computer Arcade Console Mobile Others

SURVEY REPORT

17

Types of Gaming Platforms Played by Group B

Figure 2.0

The pie chart above shows the types of gaming platforms played by the participants in

Group B. There are 50 participants in this group, where 27 of them play computer games, 20

of them play arcade games, 13 of them play console games and 15 of them play mobile

games. No participant from Group B has been recorded playing other gaming platforms in

the survey. Participants were allowed to choose more than one type of gaming platform in

this survey.

36%

8%22%

34%

0%

Gaming Platforms Played by Group B

Computer Arcade Console Mobile Others

SURVEY REPORT

18

Type of Games Participants in Group A Play

Figure 2.1

The pie chart above shows the types of games participants in Group A play. 50 people

participated in this survey. 21 participants play role playing games, 20 of them play first

person shooter games, 16 of them play adventure games, 10 of them play fighting games, 25

of them play strategy games while the remaining 9 participants play other types of games.

The participants were given the chance to choose more than one type of game in this

survey.

21%

20%

16%

10%

24%

9%

Type of Games Played by Group A

Role Playing

First Person Shooter

Adventure

Fighting

Strategy

Others

SURVEY REPORT

19

Type of Games Participants in Group B Play

Figure 2.2

The pie chart above shows the types of games participants in Group B play. 50 people

participated in this survey. 22 participants play role playing games, 20 of them play first

person shooter games, 13 of them play adventure games, 15 of them play fighting games, 29

of them play strategy games while the remaining 7 participants play other types of games.

The participants were given the chance to choose more than one type of game in this

survey.

21%

19%

12%14%

27%

7%

Type of Games Played by Group B

Role Playing

First Person Shooter

Adventure

Fighting

Strategy

Others

SURVEY REPORT

20

Place Where Group A Participants Play Their Games

Figure 2.3

The pie chart above shows the places that participants from Group A play their games at.

There are 50 participants in group A that took this survey. 38 of the participants play their

games at home while 6 of them played outside of home. The remaining 6 play their games in

both their homes and outside of their homes.

76%

12%

12%

Place Where Group A Plays Their Games

Home Outside Both

SURVEY REPORT

21

Place Where Group B Participants Play Their Games

Figure 2.4

The pie chart above shows the places that participants from Group B play their games at.

There are 50 participants in group B that took this survey. 33 of the participants play their

games at home while only 3 of them played outside of home. The remaining 14 play their

games in both their homes and outside of their homes.

66%6%

28%

Place Where Group B Plays Their Games

Home Outside Both

SURVEY REPORT

22

Does Group A Play With Their Friends and Family?

Figure 2.5

The pie chart above shows whether participants in Group A play games with their friends

and family. This survey was taken by 50 participants in Group A. Results show that 17

participants always play games with their friends and family. 29 of them seldom play games

with their friends and family while the remaining 4 of the participants never play games with

their friends and family.

34%

58%

8%

Group A Plays Games With Their Friends and Family

Always Seldom Never

SURVEY REPORT

23

Does Group B Play With Their Friends and Family?

Figure 2.6

The pie chart above shows whether participants in Group B play games with their friends

and family. This survey was taken by 50 participants in Group A. Results show that 21

participants always play games with their friends and family. 19 of them seldom play games

with their friends and family while the remaining 10 of the participants never play games

with their friends and family.

42%

38%

20%

Group B Plays Games With Their Friends and Family

Always Seldom Never

SURVEY REPORT

24

Parts of the Day Group A Plays Their Games.

Figure 2.7

The bar chart above shows the parts of the day participants from Group A choose to play

their games. 50 of the participants were allowed to choose more than one part of the day

for this part of the survey. 13 of the participants chose to play in the morning, 33 of them

chose to play in the afternoon and 36 of them chose to play at night while 20 of them chose

to play at midnight.

0

5

10

15

20

25

30

35

40

Morning Afternoon Night Midnight

Nu

mb

er

of

Par

tici

pan

ts

Parts of the Day

SURVEY REPORT

25

Parts of the Day Group B Plays Their Games

Figure 2.8

The bar chart above shows the parts of the day participants from Group B choose to play

their games. 50 of the participants were allowed to choose more than one part of the day

for this part of the survey. 7 of the participants chose to play in the morning, 21 of them

chose to play in the afternoon and 37 of them chose to play at night while 17 of them chose

to play at midnight.

0

5

10

15

20

25

30

35

40

Morning Afternoon Night Midnight

Nu

mb

ero

f P

arti

cip

ants

Parts of the Day

SURVEY REPORT

26

Do Group A Participants Skip Sleep to Finish Their Game Sessions?

Figure 2.9

The pie chart shows whether participants from Group A skip sleep just to finish their

game sessions. Only 5 of the 50 participants skip sleep every time just to finish their game

sessions. 15 of them usually skip sleep while 16 of them seldom skip sleep. The other 14 do

not skip sleep at all just to finish their gaming sessions.

8%

28%

34%

30%

Group A Skips Sleep for Gaming Sessions

Everytime Usually Seldom No

SURVEY REPORT

27

Do Group B Participants Skip Sleep to Finish Their Game Sessions?

Figure 3.0

The pie chart shows whether participants from Group B skip sleep just to finish their

game sessions. Only 3 of the 50 participants skip sleep every time just to finish their game

sessions. 19 of them usually skip sleep while 13 of them seldom skip sleep. The other 15 do

not skip sleep at all just to finish their gaming sessions.

6%

38%

26%

30%

Group B Skips Sleep for Gaming Sessions

Everytime Usually Seldom No

SURVEY REPORT

28

Do Group A Participants Skip Meals to Finish Their Game Sessions?

Figure 3.1

The pie chart shows whether participants from Group A skip meals just to finish their

game sessions. Only 3 of the 50 participants skip their meals every time just to finish their

game sessions. 11 of them usually skip their meals while 13 of them seldom skip meals. The

other 23 do not skip their meals at all just to finish their gaming sessions.

8%

28%

34%

30%

Group A Skips Meals for Gaming Sessions

Everytime Usually Seldom No

SURVEY REPORT

29

Do Group B Participants Skip Meals to Finish Their Game Sessions?

Figure 3.2

The pie chart shows whether participants from Group B skip meals just to finish their

game sessions. Only 1 of the 50 participants skips his or her meals every time just to finish

his or her game sessions. 10 of them usually skip their meals while 15 of them seldom skip

meals. The other 24 do not skip their meals at all just to finish their gaming sessions.

2%

18%

40%

40%

Group B Skips Meals for Gaming Sessions

Everytime Usually Seldom No

SURVEY REPORT

30

Do Group A Participants Push Away Their Responsibilities to Finish Their

Game Sessions?

Figure 3.3

The pie chart shows whether participants from Group A push away their responsibilities

just to finish their game sessions. 4 of the 50 participants push away their responsibilities

every time just to finish his or her game sessions. 14 of them usually do it while 17 of them

seldom do it. The other 15 do not push away their responsibilities at all just to finish their

gaming sessions.

8%

28%

34%

30%

Group A Push Away Responsibilities for Gaming Sessions

Everytime Usually Seldom No

SURVEY REPORT

31

Do Group B Participants Push Away Their Responsibilities to Finish Their

Game Sessions?

Figure 3.4

The pie chart shows whether participants from Group B push away their responsibilities

just to finish their game sessions. Only 1 of the 50 participants pushes away his or her

responsibilities every time just to finish his or her game sessions. 9 of them usually do it

while 20 of them seldom do it. The other 20 do not push away their responsibilities at all just

to finish their gaming sessions.

2%

18%

40%

40%

Group B Push Away Responsibilities for Gaming Sessions

Everytime Usually Seldom No

SURVEY REPORT

32

How Often Does Group A Buy or Download Games in a Month?

Figure 3.5

The bar chart above shows how often participants in Group A buy or download their

games in a month. 17 of the participants never buy games, 19 of them do buy or download

their games once a month, 6 of them buy or download their games twice a month and 4 of

them buy or download their games thrice a month. 4 of them buy or download their games

more than thrice a month.

28

15

5

1 1

0

5

10

15

20

25

30

Never once Twice Thrice More ThanThrice

SURVEY REPORT

33

How Often Does Group B Buy or Download Games in a Month?

Figure 3.6

The bar chart above shows how often participants in Group B buy or download their

games in a month. 11 of the participants never buy games, 13 of them do buy or download

their games once a month, 14 of them buy or download their games twice a month and 4 of

them buy or download their games thrice a month. 8 of them buy or download their games

more than thrice a month.

22

13

11

0

5

0

5

10

15

20

25

Never once Twice Thrice More ThanThrice

SURVEY REPORT

34

How Much Does Group A Spend in a Month by Buying Games?

Figure 3.7

The bar chart above shows the amount of money participants from Group A spend in a

month by buying games. A majority of 44 participants spend between RM0 to RM250 on

games and 5 participants spend between RM251 to RM500 on games while only 1

participant spends between RM751 to RM1000 on games. No participants from Group A

have been recorded spending between RM501 to RM750 on games.

44

5

0 1

0

5

10

15

20

25

30

35

40

45

50

RM0 - 250 RM251 - 500 RM501 - 750 RM751 - 1000

SURVEY REPORT

35

Money Spent

(RM)

f F Midpoint

x

fx fx2

0 – 250 44 44 125 5500 687500

251 – 500 5 49 375.5 1877.5 705001.25

501 – 750 0 49 625.5 0 0

751 - 1000 1 50 875.5 875.5 766500.25

∑f = 50 ∑fx = 8253 ∑fx2 = 2159001.5

Mean = ∑𝑓𝑥

∑𝑓

= 8253

50

= 165.06

Modal Class = RM 0 – 250

Variance = 2159001.5

50 – 165.062

= 15935.2264

Standard Deviation = √15935.2264

= 126.2348

SURVEY REPORT

36

How Much Does Group B Spend in a Month by Buying Games?

Figure 3.8

The bar chart above shows the amount of money participants from Group B spend in a

month by buying games. A majority of 34 participants spend between RM0 to RM250 on

games and 9 participants spend between RM251 to RM500 on games while 6 participants

spend between RM501 to RM750 on games. Only 1 participant from Group A spends

between RM751 to RM1000 on games.

34

9

6

1

0

5

10

15

20

25

30

35

40

RM0 - 250 RM251 - 500 RM501 - 750 RM751 - 1000

SURVEY REPORT

37

Money Spent

(RM)

f F Midpoint

x

fx fx2

0 – 250 34 34 125 4250 531250

251 – 500 9 43 375.5 3379.5 1269002.25

501 – 750 6 49 625.5 3753 2347501.5

751 - 1000 1 50 875.5 875.5 766500.25

∑f = 50 ∑fx = 12258 ∑fx2 = 4914254

Mean = ∑𝑓𝑥

∑𝑓

= 12258

50

= 245.16

Modal Class = RM 0 – 250

Variance = 914254

50 – 245.162

= 38181.6544

Standard Deviation = √38181.6544

= 195.4013

SURVEY REPORT

38

How Often Does Group A Buy Gaming Accessories in a Year?

Figure 3.9

The bar chart above shows how often participants in Group A buy their gaming

accessories in a year. 28 of the participants never buy gaming accessories, 15 of them do buy

gaming accessories once a year, 5 of them buy gaming accessories twice a year. Only 2 of the

participants buy gaming accessories thrice a year and more than thrice a year each.

28

15

5

1 1

0

5

10

15

20

25

30

Never once Twice Thrice More ThanThrice

SURVEY REPORT

39

How Often Does Group B Buy Gaming Accessories in a Year?

Figure 4.0

The bar chart above shows how often participants in Group B buy their gaming

accessories in a year. 22 of the participants never buy gaming accessories, 13 of them do buy

gaming accessories once a year, 11 of them buy gaming accessories twice a year while only 5

of the participants buy gaming accessories more than thrice a year. No participant from

Group B has been recorded buying gaming accessories thrice a year.

22

13

11

0

5

0

5

10

15

20

25

Never once Twice Thrice More ThanThrice

SURVEY REPORT

40

How Much is Group A Willing to Spend by Buying Gaming Accessories?

Figure 4.1

The bar chart above shows the amount of money participants from Group A is willing to

spend in to buy gaming accessories. A majority of 28 participants are willing to spend

between RM0 to RM250 on gaming accessories and 8 participants are willing spend between

RM251 to RM500. 7 of them are willing to spend between RM501 to RM750 on gaming

accessories while the other 7 participants are willing to spend between RM751 to RM1000

on gaming accessories.

28

8 7 7

0

5

10

15

20

25

30

RM0 - 250 RM251 - 500 RM501 - 750 RM751 - 1000

SURVEY REPORT

41

Money Spent

(RM)

f F Midpoint

x

fx fx2

0 – 250 28 28 125 3500 437500

251 – 500 8 36 375.5 3004 1128002

501 – 750 7 43 625.5 4378.5 2738751.75

751 - 1000 7 50 875.5 6128.5 5365501.75

∑f = 50 ∑fx = 17011 ∑fx2 = 9669755.5

Mean = ∑𝑓𝑥

∑𝑓

= 17011

50

= 340.22

Modal Class = RM 0 – 250

Variance = 9669755.5

50 – 340.222

= 77645.4616

Standard Deviation = √77645.4616

= 278.6494

SURVEY REPORT

42

How Much is Group B Willing to Spend by Buying Gaming Accessories?

Figure 4.2

The bar chart above shows the amount of money participants from Group B is willing to

spend in to buy gaming accessories. A huge majority of 37 participants are willing to spend

between RM0 to RM250 on gaming accessories and 8 participants are willing spend between

RM251 to RM500. Only 1 of them is willing to spend between RM501 to RM750 on gaming

accessories while the other 4 participants are willing to spend between RM751 to RM1000

on gaming accessories.

37

8

1

4

0

5

10

15

20

25

30

35

40

RM0 - 250 RM251 - 500 RM501 - 750 RM751 - 1000

SURVEY REPORT

43

Money Spent

(RM)

f F Midpoint

x

fx fx2

0 – 250 37 37 125 4625 578125

251 – 500 8 45 375.5 3004 1128002

501 – 750 1 46 625.5 625.5 391250.25

751 - 1000 4 50 875.5 3502 3066001

∑f = 50 ∑fx = 11750 ∑fx2 =5156250

Mean = ∑𝑓𝑥

∑𝑓

= 11756.5

50

= 235.13

Modal Class = RM 0 – 250

Variance = 5156250

50 – 235.132

= 39050.2031

Standard Deviation = √39050.2031

= 197.6112

SURVEY REPORT

44

How Much Does Group A Spend in Topping Up Credits for their Games in a

Week?

Figure 4.3

The bar chart above shows the amount of money participants from Group A spend in a

week by topping up their game credits. A majority of 39 participants spend between RM0 to

RM25 on credit top-ups and 6 participants spend between RM26 to RM50 on game top-ups.

2 participants spend between RM51 to RM75 on game top ups while 3 participants from

Group A spend between RM76 to RM100 on game top-ups.

39

6

2 3

0

5

10

15

20

25

30

35

40

45

RM0-25 RM26-50 RM51-75 RM76-100

SURVEY REPORT

45

Money Spent

(RM)

f F Midpoint

x

fx fx2

0 – 25 39 39 12.5 487.5 6093.75

26 – 50 6 45 38 228 8664

51 – 75 2 47 63 126 7938

76 - 100 3 50 88 264 23232

∑f = 50 ∑fx = 1105.5 ∑fx2 =45927.75

Mean = ∑𝑓𝑥

∑𝑓

= 1105.5

50

= 22.11

Modal Class = RM 0 – 25

Variance = 45927.75

50 – 22.112

= 429.7029

Standard Deviation = √429.7029

= 20.7293

SURVEY REPORT

46

How Much Does Group B Spend in Topping Up Credits for their Games in a

Week?

Figure 4.4

The bar chart above shows the amount of money participants from Group B spend in a

week by topping up their game credits. A majority of 33 participants spend between RM0 to

RM25 on credit top-ups and 10 participants spend between RM26 to RM50 on game top-

ups. Only 2 participants spend between RM51 to RM75 on game top ups while the 5

remaining participants from Group A spend between RM76 to RM100 on game top-ups.

33

10

2

5

0

5

10

15

20

25

30

35

RM0-25 RM26-50 RM51-75 RM76-100

SURVEY REPORT

47

Money Spent

(RM)

f F Midpoint

x

fx fx2

0 – 25 33 33 12.5 412.5 5156.25

26 – 50 10 43 38 380 14440

51 – 75 2 45 63 126 7938

76 - 100 5 50 88 440 38720

∑f = 50 ∑fx = 1358.5 ∑fx2 =66254.25

Mean = ∑𝑓𝑥

∑𝑓

= 1358.5

50

= 27.17

Modal Class = RM 0 – 25

Variance = 66254.25

50 – 27.172

= 586.8761

Standard Deviation = √586.8761

= 24.2255

SURVEY REPORT

48

Would Group A Participants buy Action Figures of their Games?

Figure 4.5

The pie chart above shows the number of participants in Group A who would buy an

action figure based on their games. 8 of the 50 participants will definitely buy action figures

based on their games. 17 of them might buy the action figures some times while the

remaining 25 participants will not buy action figures.

16%

34%

50%

Buying Game Action Figures

Yes Sometimes No

SURVEY REPORT

49

Would Group B Participants buy Action Figures of their Games?

Figure 4.6

The pie chart above shows the number of participants in Group B who would buy an

action figure based on their games. Only 6 of the 50 participants will definitely buy action

figures based on their games. 15 of them might buy the action figures some times while the

remaining 29 participants will not buy action figures.

12%

30%58%

Buying Game Action Figures

Yes Sometimes No

SURVEY REPORT

50

Would Group A Participants Lie to Their Family and Friends just to Play A

Game?

Figure 4.7

The pie chart above shows the number of participants in Group A who would lie to their

family and friends just to play their games. 4 of the 50 participants will lie just to play their

games. 3 of them usually lie while 14 of the participants seldom lie. The majority of 29

participants will not lie to their family and friends just to play their games.

8%6%

28%58%

Group A Lying to Family and Friends

Every time Usually Seldom No

SURVEY REPORT

51

Would Group B Participants Lie to Their Family and Friends just to Play A

Game?

Figure 4.8

The pie chart above shows the number of participants in Group B who would lie to their

family and friends just to play their games. Only 2 of the 50 participants will lie just to play

their games. 4 of them usually lie while 17 of the participants seldom lie. The remaining 24

participants will not lie to their family and friends just to play their games.

4%

14%

34%

48%

Group B Lying to Family and Friends

Every time Usually Seldom No

SURVEY REPORT

52

Method to calculate the game addiction of students :

To calculate the game addicts of each age group, we picked a total of 8

questions to be judged. The student gets 1 point for each feedback that is under

the highlighted categories. If the total points of a student gained is 5 and above,

he or she is classified as a game addict. The 8 questions chosen are as the following:

SURVEY REPORT

53

SURVEY REPORT

54

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Conclusion

Through this assignment, we had learnt to apply the mathematics skills in

real life situation. We learnt the ways to collect, analyze data and later transform them into

statistical analysis.

After analyzing the data collected, we got to learn the game addiction level of

the students in Taylor’s University. For the students aged 18 to 20, the percentage of

game addicts is higher, which is 22% of the group. While there is just 18% of students

aged 21 to 23 are game addicts. This could be because the students aged 21 to 23 are

mostly consist of degree students who prefer to allocate more time in their studies than

gaming.

SURVEY REPORT

56

APPENDIX The 100 survey forms filled by the students in Taylor’s University.

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Inquiry about Game Addiction

1) What is your gender?

Male Female

2) What is your current age?

18 19 20 21 22 23

3) What is your current CGPA?

0.01-1.0 1.01-2.0 2.01-3.0 3.01-4.0

4) How many days do you play games in a week?

Once Twice Thrice Four times Five times Six times Everyday

5) How long do you usually spend per game session?

1-4 hours 5-8 hours 9-12 hours

13-16 hours 17-20 hours 21-24 hours

6) What is your preferred gaming platform?

Computer Arcade Console Mobile Others:______________

7) What kinds of games do you play? (You can choose more than one answer)

Role Playing (Assassin’s Creed, Mass Effect, etc.)

First Person Shooter (Counter Strike, Modern Warfare, etc.)

Adventure (Tomb Raider, Legend of Zelda, etc.)

Fighting (Tekken, Street Fighter, etc.)

Strategy (Age of Empires, Starcraft, etc.)

Others: _________________

8) Where do you play your games?

At home Outside (Cyber cafes, etc.)

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9) Do you play games with your friends and family?

Always Seldom Never

10) Which part of the day do you play your games? (You can choose more than one answer)

Morning ( 6 am – 12 pm ) Afternoon ( 12 pm – 6 pm )

Night ( 6 pm – 12 am ) Midnight ( 12 am – 6 am )

11) Do you skip sleep just to finish your game sessions?

Every time Usually Seldom No

12) Do you skip your meals just to finish your game sessions?

Every time Usually Seldom No

13) Do you push away your responsibilities (Studying, chores, etc.) just to play your games?

Every time Usually Seldom No

14) How often do you buy or download games in a month?

Never Once Twice Thrice More than three times

15) How much do you spend just by buying games in a month?

RM0-250 RM251-500 RM501-750 RM751-1000

16) How often do you buy gaming accessories in a year?

Never Once Twice Thrice More than three times

17) How much are you willing to spend just on gaming accessories?

RM0-250 RM251-500 RM501-750 RM751-1000

18) How much do you spend just by topping up credits for your games in a week?

RM0-25 RM26-50 RM51-75 RM76-100

19) Would you ever buy a video game action figure?

Yes Sometimes No

20) Have you lied to your friends and family members just to play games?

Every time Usually Seldom No

SURVEY REPORT

59

THE END