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PROJECT REPORT ON

Impact of gaming on LIFE OF


people

SUBMITTED IN THE PARTIAL FULFILLMENT OF THE


REQUIREMENTS FOR THE DEGREE OF
MASTERS OF BUSINESS ADMINISTRATION
TO
PROF. BIBHAS CHANDRA

DMS IIT(ISM) DHANBAD

SUBMITTED BY:
Aakash Nirmal
ADMISSION NO. – 17MB000094

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CERTIFICATE

This is to certify that I, AAKASH NIRMAL, student of MBA 1ST YEAR,


DEPARTMENT OF MANAGEMENT STUDIES, IIT(ISM) DHANBAD, has
completed my project on the topic of “Impact of gaming on life of people”, under
the supervision and guidance and supervision of Professor BIBHAS CHANDRA,
DMS, IIT(ISM) DHANBAD. To best of my knowledge, the report is original and
has not been submitted anywhere else. It is an independent work done by me.

AAKASH NIRMAL

ADMISSION NO. - 17MB000094

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ACKNOWLEDGEMENT

My sincere thanks to my all-entire faculty members and all staff members for
offering me all kind of support and help in preparing the project.

I am deeply indebted to my guide PROFESSOR BIBHAS CHANDRA for not only


his valuable and enlightened, guidance but also for the freedom he rendered me
during this project work. I am thankful to the people who helped me out in filling
my questionnaire by giving their precious time.

AAKASH NIRMAL

MBA 1ST YEAR

ADMISSION NO. 17MB000094

DMS, IIT(ISM) DHANBAD

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PREFACE

The project gives an insight about impact of gaming on life of people considering
factors like addiction towards gaming , health conditions due to gaming, change in
inter personal behaviour due to gaming etc. across different demographic profiles.

This project will also help the gaming industry and game developers to target the
right people for their games. The research and data analysis (factor analysis,
Regression, ANOVA test, T-test, etc.) will help to know what are the factors and
characteristics of gaming habits and preferences influencing the life of people.

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TABLE OF CONTENT
S.NO TITLE PAGE NO.

OBJECTIVE OF THE STUDY 7

1 INTRODUCTION
1.1 THE PRESENT GAMING WORLD
1.2 GAMING PLATFORMS 8-10
1.3 PROS AND CONS OF GAMING

2 LITERATURE REVIEW 11-13

3 RESEARCH METHODOLOGY
3.1 SAMPLING METHODOLOGY 14-15
3.2 RESEARCH DESIGN
3.3 DATA COLLECTION

4 DATA ANALYSIS AND INTERPRETATION


4.1 CONCEPT OF DATA ANALYSIS 16-17

5 FACTOR ANALYSIS
5.1 CONCEPT OF FACTOR ANALYSIS 18-33
5.2 FACTOR ANALYSIS PROCEDURE IN SPSS
5.3 INTERPRETATION OF OUTPUT

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REGRESSION ANALYSIS
6
6.1 CONCEPT OF REGRESSION ANALYSIS

6.2 LINEAR REGRESSION


6.3 REGRESSION ANALYSIS PROCEDURE IN 34-42
SPSS
6.4 INTERPRETATION OF OUTPUT

7 ONE WAY ANOVA TEST


7.1 CONCEPT OF ONE WAY ANOVA 43-48
7.2 ONE WAY ANOVA PROCEDURE IN SPSS
7.3 INTERPRETATION OF OUTPUT

8 T-TEST
8.1 CONCEPT OF T-TEST 49-53
8.2 T-TEST PROCEDURE IN SPSS
8.3 INTERPRETATION OF OUTPUT

9 CONCLUSION
9.1 FINDINGS OF STUDY 54-56
9.2 LIMITATIONS

REFERENCES 57

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OBJECTIVES OF THE STUDY

The Primary Objective was to study the impact of gaming on life of people.

The Secondary Objectives of this study were to identify:


The extent of addiction of gaming among people.

To find out whether the health conditions of people were affected due to gaming.


Change in interpersonal behaviour of individuals due to gaming.

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1
INTRODUCTIO
N

8
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1.1 The Present Gaming World:

As the gaming industry is rapidly growing there is a new market for handheld
devices e.g. smartphones and tablets. The competition between Sony, Microsoft
and Nintendo has increase with the growth of the industry.

As the internet is becoming faster and more reliable, cloud gaming has began to
rocket within the industry. The gaming industry sees the cloud as an opportunity
to give an easy access to games like there is music and movies.
The amount of games has reach to approximately 1.8 billion across the world.

1.2 Gaming Platforms:


Every gamer has a different opinion about which console is better, or the
advantages and disadvantages of gaming on a PC.
Although the competition is relatively close, PC gamers clearly come out ahead
of console gamers in terms of market percentage, according to studies on video
game consumers.
The amount of gamers in the world has reached 1.8 billion, with 1.2 billion
gamers playing on PC.
62% of gamers use a PC while 56% use a console.
Mobile gaming is gaining huge popularity presently with the advancement of
technology and portability.

Xbox and PlayStation consoles are also among the favourite for hard-core
gamers around the world.

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1.3 Pros and Cons of Gaming:

Gaming helps reduce stress and in some cases, it has been found to increase
analytical skills and response rate enhancement among individuals.

However, gaming addictions also lead to health issues both physical and
mental.
Continuous gaming leads to spinal cord and eyes weakning.It results in mental
fatigue.
Individuals tend towards less socializing with the world while deeply indulging
in their gaming activities.

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2
LITERATURE
REVIEW

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Gaming influence is growing continuously as research shows that the age of
children playing games continue to be younger and internet usage among children
becoming more popular. Moreover, the internet has become widespread since
1990s, which affected people’s working, socializing and behaviours (Dindar &
Akbulut, 2014). The Internet become an important media role in information age
especially for children and youth who are a group that influences by internet use
(Makesrithongkum, 2009). The internet also has a great impact on marketing
concepts especially in the game sectors in terms of alerting relationship-marketing
activities with customers (Maklan & Klaus, 2011).

Mobile games are becoming interactive because they allow game players around
the world to interact with each other in one single platform. Eventually, online
mobile games began to becoming the important factor of our social culture
(Nuangjumnonga & Mitomo, 2012) and (Williams et al., 2008). Gaming also bring
people together to form society, which players interact with each other in virtual
world that are always on. These worlds, called “massively multiplayer online
games” or MMOs (Steinkuehler & Williams, 2006).

As the computers and online games market grew rapidly many people especially
teenager spend great amounts of time playing online games (Boyle, Connolly, &
Hainey, 2011; González-González, Toledo-Delgado, Collazos-Ordoñez, &
González-Sánchez, 2014). Challenges for marketing industry in measurement of
online game players’ interaction with a game become critical since it is an
important key for company sustainability (Tony, Richard, & Paul, 2009).

Moreover, there is a few knowledge about how customer experiences on online


game that would be from their consumption which might be interpreted into
customer value perception (Iyanna, Bosangit, & Mohd-Any, 2012).

Within the past five years, the number of mobile gaming users have increased.
For commercial and for scientific use gaming has been developed for various target
groups And learning contexts (Lilly and Warnes, 2009) such as role-based gaming
(Akkerman et al., 2009), interactively discovering the principles of digital
economy (Markovic et al., 2007) or geometry (Wijers et al., 2010). Mobile learning
games are considered to have potential for encouraging both cognitive and socio-
affective learning in young adults (Mitchell, 2007).

In addition, Klopfer (2008) argues that mobile games Enable situative learning
offers that make a meaningful and valuable contribution to the Process of learning
by providing aspects such as temporal flexibility, natural Communication or
situated learning scenarios.

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The highly complex technologies and the many different gaming opportunities
Available make it increasingly difficult for educational practitioners to decide
which game to choose for learning.

Re-using and sharing a game is difficult without a clear and detailed description of
the benefits, targeted learning outcomes and potential impact.

Regarding health issues due to gaming some people dealing with an addiction to
video games may also struggle with issues such as depression, low self-esteem
high stress levels, and shyness/social anxiety. People with an addiction to video
games may no longer take part in previously enjoyed physical activities or
exercise, may develop poor sleeping habits depending on gaming schedules, and
may often choose unhealthy foods that simply are convenient to eat while gaming.

Even for players who are not addicted, video games can be a very expensive form
of entertainment. It is very easy to spend thousands of dollars on computer
upgrades, new gaming consoles, subscriptions to online services, newly released
games, and the latest expansion packs.

As someone addicted to video games spends more and more hours in front of a
computer or television screen, time spent with other people (friends and family)
necessarily decreases.

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3

RESEARCH
METHODOLOG
Y

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3.1 SAMPLING METHODOLOGY:

Sample Size —106 respondents


Sample Unit- Students, government and private employee, self-employed,
unemployed people have been taken as sample unit.
Sampling Area – Dhanbad, Kolkata, Hyderabad.
Sampling Technique - Random Sampling technique

3.2 RESEARCH DESIGN:

• Gathered information required as per the questionnaire.


• The research design is probability research design and is descriptive research.

3.3 DATA COLLECTION:

• Primary data has been used by me in the form of Questionnaire &


Observation, which are the two basic methods of collecting primary data, which
suffices all research objectives.

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4
DATA ANALYSIS
AND
INTERPRETATIO
N

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4.1 CONCEPT OF DATA ANALYSIS:

Analysis of data, also known as data analytics, is a process of inspecting,


cleansing, transforming, and modelling data with the goal of discovering useful
information, suggesting conclusions, and supporting decision-making. Data
analysis has multiple facets and approaches, encompassing diverse techniques
under a variety of names, in different business, science, and social science
domains.

Data mining is a particular data analysis technique that focuses on modelling and
knowledge discovery for predictive rather than purely descriptive purposes. In
statistical applications, some people divide data analysis into descriptive statistics,
exploratory data analysis (EDA), and confirmatory data analysis (CDA). EDA
focuses on discovering new features in the data and CDA on confirming or
falsifying existing hypotheses. Predictive analytics focuses on application of
statistical models for predictive forecasting or classification, while text applies
statistical, linguistic, and structural techniques to extract and classify information
from textual sources, a species of unstructured data. All are varieties of data
analysis

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5
FACTOR
ANALYSIS

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5.1 CONCEPT OF FACTOR ANALYSIS

Factor analysis is a statistical method used to describe variability among observed,


correlated variables in terms of a potentially lower number of unobserved variables
called factors. For example, it is possible that variations in six observed variables
mainly reflect the variations in two unobserved (underlying) variables. Factor
analysis searches for such joint variations in response to unobserved latent
variables. The observed variables are modelled as linear combinations of the
potential factors, plus "error" terms. Factor analysis aims to find independent latent
variables. Factor analysis is used very heavily in psychometrics personality
theories, marketing, product management, operations research.

Factor analysis is related to principal component analysis (PCA), but the two are
not identical. PCA is a more basic version of exploratory factor analysis (EFA) that
was developed in the early days prior to the advent of high-speed computers. From
the point of view of exploratory analysis, the eigenvalues of PCA are inflated
component loadings, i.e., contaminated with error variance. The goal of PCA is to
reduce the measured variables to a small set of composite components that capture
as much information as possible in as few components as possible. On the other
hand, the goal of exploratory factor analysis (EFA) is to find the latent structure of
the dataset by uncovering common factors. Therefore, exploratory factor analysis
accounts for shared variance. This is an important distinction from PCA as it
fundamentally means EFA is more suitable when exploring underlying theoretical
constructs.

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5.2 FACTOR ANALYSIS PROCEDURE IN SPSS

We are now supposed to do factor analysis on the data we have collected through
our questionnaire, which contains of 106 cases. The data to be taken into
consideration are the questions, which are based on Likert scale.
The first step we need to do is to copy all the Likert scale responses in the SPSS.
These all data will appear in the “Data view”. Next click “Variable view” and
change the names of all the variables we have selected and we change the
measures to “scale” for all the variables. (See Figure 5.1)

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Figure 5.1
Once we have opened the file in SPSS, select Analyse/Dimension/factor. At this
point, a window will open and you will see all your variables on the left-hand side
(see Figure 5.2). Select the variables you wish to include in the analysis and move
them over to the Variables section on the right hand side. Here we are moving 18
items except the one we have considered as dependent variable. (If one variable
depends upon or is a consequence of the other variable is termed as dependent
variable, and the variable that is antecedent to the dependent variable is termed as
independent variable. And here we are considering IMPACT OF GAMING ON
LIFE as dependent variable and rest as independent variable).

Figure 5.2

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Then select the Descriptive button and in the section marked Correlation Matrix,
select Coefficients, significance level and KMO and Bartlett’s test of sphericity
And hit Continue.(see Figure 5.3)

Figure 5.3

Now Click on the Extraction button and in the


Method section make sure Principal component is selected from the dropdown
box. In the Analyse, section make sure Correlation matrix is selected. Under
Display select unrotated factor solution and tick the check box beside Scree plot.
In the Extract section you will see two options with radio buttons beside each, the
first is Eigenvalues greater than 1 and this is the default. For now, leave this as it is
and we will return to it later. Click Continue. (See Figure 5.4)

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Figure 5.4

Next click on the Rotation button and select Varimax as this is an orthogonal
rotation technique, which maximises the variances of loadings on the new axes.
And in display, select rotated solution then click continue. (See Figure 5.5)

Figure 5.5

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Next click on scores and click on save as variable. Click continue. (See Figure
5.6)

Figure 5.6

Next click on Options and make sure the radio button is selected beside Exclude
cases listwise. Following this, in the Coefficient Display Format section select
suppress small coefficient and enter the value 0.60 in the box beside
Absolute value below. By choosing this option, SPSS will hide coefficients less
than 0.60. This is a useful tool for a number of reasons. Firstly, it helps
interpretation as we can see more clearly where particular items load. Secondly, it
highlights items with loadings less than 0.60 on all dimensions. When an item does
not load on a dimension (i.e. has loadings less than 0.60 on all dimensions) it may
indicate the item is unreliable and as a result may be a candidate for deletion.
Finally, this also shows whether any items cross-load. This means an item is
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loading on more than one dimension, which would lead us to question the
reliability of this item. (See Figure 5.7)

Figure 5.7

Once all of the above have been selected, the next stage is to run the analysis. To
do this, click Continue and OK. The Factor Analysis output will then open in a
second window known as your Output file.

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5.3 INTERPRETATION OF OUTPUT

Stage 1 – Testing the Assumptions

Check the value of the Kaiser-Meyer-Olkin Measure of Sampling Adequacy


(KMO) this should be either .6 or above. For our example KMO is .893 which is
well within acceptable limits (see Figure 5.8). The Bartlett‘s Test of Sphericity
should be significant (less than .05) and in this we have met this criterion as the
test is significant (p=.000).

Figure 5.8

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Stage 2 – Deciding on the Number of Factors to Extract

The next decision relates to the number of factors to extract. The number of
dimensions selected can be based on a range of criteria.

The first and most popular method for deciding on the retention of factors is
Kaiser‘s eigenvalue greater than 1 criterion. This rule specifies all factors greater
than one are retained for interpretation. This method offers the advantage of being
easy to understand and is the default method on most programs. Some argue
This method oversimplifies the situation and has a tendency to overestimate the
number of factors to retain. A technique which overcomes some of the deficiencies
inherent in Kaiser‘s approach is Cattell‘s Scree Test.

The Scree Test graphically presents the eigenvalues in descending order linked
with a line. This graph is then scrutinized to determine where there is a noticeable
change in its shape and this is known as the elbow ‘or point of inflexion. Once you
have identified the point at which the last significant break takes place, only factors
above and excluding this point should be retained. A priori theory can also drive
the process, so if a break was found further along the Scree plot and made
theoretical sense, then factor analysis could be re-run specifying the appropriate
number of factors.

If we are to apply Kaiser‘s eigenvalue greater than 1 criterion we would extract


only one factor from the dataset. This is determined by examining the Total
Variance Explained table (See Figure 5.9) wherein the total eigenvalues for the first
dimension is 8.794 which accounts for 48.282% of the variance extracted. If we
look to the line below this, we see the fourth factor has not met the eigenvalue
greater than one criterion as it has an eigenvalue of .952.

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As you will recall, Kaiser‘s eigenvalue greater than 1 criterion has been criticized
for its relatively arbitrary selection of factors and here we have a situation where
the fourth factor possesses an eigenvalue of .952 which is reasonably close to the
eigenvalue of 1 cut-off point. Given the closeness of these eigenvalues to 1 we may
decide to re-run the analysis specifying a two-dimensional solution. However, for
now we will proceed by applying each of the
Other factor extraction criteria to our results as it is recommended to use a
combination of criteria to arrive at a final decision.

Figure 5.9

We will now to examine the Scree plot (see Figure 5.10) to find the point of
inflexion (elbow). In our example, the most obvious break (point of inflexion) is at

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Factor 4 (A scree plot displays the eigenvalues associated with a component or
factor in descending order versus the number of the component or factor.
You can use scree plots in principal components analysis and factor analysis to
visually assess which components or factors explain most of the variability in the
data). Hence, here we are getting 3 factors at 63.429% of variance.

Figure 5.10

Stage 3 – Factor Rotation and Interpretation

The next stage is to interpret the factors. Principal component produces slightly
different tables to other forms of factor analysis, however the table you are most
interested in is the Component Matrix, which displays the rotated factor loadings
and is used to interpret the dimensions. However, before beginning interpretation,
the first thing you need to check is for cross-loadings. A cross loading is an item
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with coefficients greater than .60 on more than one dimension. To help with this
we requested all loadings less than .60 be suppressed in the output to aid
interpretation.

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As we can see, our example is free from cross-loadings as all items load on only
one dimension. The second thing you need to check is whether there are items that
do not load on any of the factors, i.e. have loadings less than .60 on all dimensions.
Again, we can see all items load on either the first, second, third, fourth, fifth or
sixth dimension providing us with a nice clean solution to interpret. (See Figure
5.11). If we found items cross loading or not loading at all, this would suggest they
are poor/unreliable items and may need to be deleted from the analysis. If this were
to happen, you would need to re-run your analysis without the offending item.

Rotated Component Matrix


Component
1 2 3
My health condition is
generally good
I spend a lot of time thinking
about my next gaming .724
experience
My work or grades suffer
because of the time I spend
playing games
I would feel incomplete or
lonely if I could not play .756
games
At times, I will sleep less in
.805
order to play more games
I try to hide my gaming
.616
from other people
gaming has positive effects
.607
on my health
Friends or family often
comment about my playing
games
When I am not playing
games, I tend to feel a bit .759
down

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I prefer to play games
rather than go out with .697
friends or family
I have a lot of friends
.702
through gaming
I often spend time playing
games rather than with my .786
friends
I will become defensive
when others question me .644
about playing games
I will delay or even skip
.760
daily tasks to play games
I prefer to be high, using
drugs, or taking pills when I
play games
Gaming made me violent .818
Gaming increased my IQ
.788
level
Gaming increased my
.855
analytical skills
Gaming increased my
.794
reflexes
Extraction Method: Principal Component Analysis.
Rotation Method: Varimax with Kaiser Normalization.
a. Rotation converged in 6 iterations.

Figure 5.11

In this example, we can see the variables loading on the first factor contains 9
items related to the factor questions:
1. I spend a lot of time thinking about my next gaming experience
2. I would feel incomplete or lonely if I could not play games
3. At times, I will sleep less in order to play more games
4. When I am not playing games, I tend to feel a bit down
5. I prefer to play games rather than go out with friends or family
6. I have a lot of friends through gaming
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7. I often spend time playing games rather than with my friends
8. I will become defensive when others question me about playing games
9. I will delay or even skip daily tasks to play games

The second dimension contains 4 items:


1. gaming has positive effects on my health
2. Gaming increased my IQ level
3. Gaming increased my analytical skills
4. Gaming increased my reflexes

The third dimension contains 2 items:


1. I try to hide my gaming from other people
2. Gaming made me violent

Now we are required to give a common a name to all the factors according to the
items in it. For the first dimension, the suitable name is ― Addiction towards
gaming, for the 2nd dimension ― general health, for the 3rd one ― inter personal
behaviour (See Figure 5.12)

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Figure 5.12

3 factors were extracted explaining 63.429% of the variance. This was decided
based on eigenvalues, cumulative variance and inspection of the scree plot. We
now see the component score coefficient for each of the factors according to the
Varimax rotation method. We now look into component transformation matrix (see
Figure 5.13).

Component Transformation Matrix

Component 1 2 3
1 .781 .497 .377

2 -.218 .783 -.582

3 -.585 .373 .720

Extraction Method: Principal Component Analysis.


Rotation Method: Varimax with Kaiser Normalization.

Figure 5.13

With this, we come to the end of exploratory factor analysis part. By this factor
analysis, we came to know that what all factors or dimensions are there which are
the most important part of this survey with the help of statistical tool.

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6
REGRESSION
ANALYSIS

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6.1 CONCEPT OF REGRESSION ANALYSIS

In statistical modelling, regression analysis is a statistical process for estimating


the relationships among variables. It includes many techniques for modelling and
analysing several variables, when the focus is on the relationship between
a dependent variable and one or more independent variables (or 'predictors'). More
specifically, regression analysis helps one understand how the typical value of the
dependent variable (or 'criterion variable') changes when any one of the
independent variables is varied, while the other independent variables are held
fixed.
Most commonly, regression analysis estimates the conditional expectation of the
dependent variable given the independent variables – that is, the average
Value of the dependent variable when the independent variables are fixed. In all
cases, the estimation target is a function of the independent variables called the
regression function.

In regression analysis, it is also of interest to characterize the variation of the


dependent variable around the regression function, which can be described by a
probability distribution.

Regression analysis is widely used for prediction and forecasting, where its use has
substantial overlap with the field of machine learning.

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6.2 LINEAR REGRESSION ANALYSIS USING
SPSS STATISTICS

Linear regression is the next step up after correlation. It is used when we want to
predict the value of a variable based on the value of another variable. The variable
we want to predict is called the dependent variable (or sometimes, the outcome
variable). The variable we are using to predict the other variable's value is called
the independent variable (or sometimes, the predictor variable). If you have two or
more independent variables, rather than just one, you need to use multiple
regression.

6.3 REGRESSION ANALYSIS PROCEDURE IN


SPSS

Once we are done with the factor analysis and we are aware of the factors which
were the outcome of factor analysis we are now supposed to do regression
analysis. As we have given different names to all the factors, therefore these factors
are considered the independent factors.

The independent factors namely are, Addiction towards gaming, general health,
inter personal behaviour.

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In the SPSS, select analyse/Regression/Linear. At this point, a window will open
and you will have to put your dependent variable in dependent column and all the
independent factors in the independent one. And select method as ―stepwise. (See
Figure 6.1)

Figure 6.1

After this click in the Statistics and select Model fit, R squared change,
Description and Collinearity diagnostic, Durbin-Watson Residual. Then click
Continue and Ok. (see Figure 6.2)

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Figure 6.2

When u click Ok a separate output will open in another tab which will show the
interpretation.

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6.4 INTERPRETATION OF OUTPUT

The very first thing we need to see here is what are the variables entered/removed.
This will help us to know what factors are taken into consideration for the
regression analysis. (see Figure 6.3)

Variables Entered/Removed
Variables Variables
Model Entered Removed Method
1 inter personal
behaviour,
general health , . Enter
addiction
towards gaming
a. Dependent Variable: how much did gaming impact your
life
b. All requested variables entered.

Figure 6.3

Here we can see that three variables entered the most important factor here comes
inter personal behaviour followed by general health, addiction towards gaming.
After this iteration was over.

The resulting SPSS output tables are shown in Figure 7.4 and Figure 7.5. The
model fit output consists of a ―Model Summary table and a ―ANOVA table. The

46
former includes the multiple correlation coefficient, R, its square, R2, and an
adjusted version of this coefficient as summary measures of model fit. The

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Multiple correlation coefficient R = 0.940 and R2 = 0.883, or 88.3%. The
adjusted R square was 0.880 for the last iteration and standard error of estimate
was .272. The changed statistics shows that R square change was 0.883, F change
was 256.948 and the significance change was 0.000(which should be less than
0.05). Durbin-Watson tests for autocorrelation in residuals from a regression
analysis. The test statistic ranges in between 0 to 4. A value of 2 indicates that there
is no autocorrelation. Value nearing 0 (i.e., below 2) indicates positive
autocorrelation and value towards 4 (i.e., over 2) indicates negative
autocorrelation.The linear regression explains 88.0% of the variance in the
data (see Figure 6.4)

Model Summary
Change Statistics
R Adjusted R Std. Error of R Square F Sig. F Durbin-
Model R Square Square the Estimate Change Change df1 df2 Change Watson
a
1 .940 .883 .880 .272 .883 256.948 3 102 .000 1.999
a. Predictors: (Constant), inter personal behaviour, general health , addiction towards gaming
b. Dependent Variable: how much did gaming impact your life

Figure 6.4

If we see the Anova table (see Figure 6.5), the sum of mean is equal to 64.726 and
the significance level is equal to 0.000.The F-test is highly significant, thus, we
assume that the regression model explains a significant amount of variance
and is a good fit of the data.

ANOVA
Model Sum of Squares df Mean Square F Sig.
1 Regression 57.163 3 19.054 256.948 .000b
Residual 7.564 102 .074
Total 64.726 105
a. Dependent Variable: how much did gaming impact your life
b. Predictors: (Constant), inter personal behaviour, general health , addiction towards gaming
Figure 6.5
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The next step here we look into is coefficient table. This table also includes the
Beta weights (which express the relative importance of independent variables) and
the collinearity statistics. However, since we have 3 independent variable in our
analysis we pay attention to those values. The beta value for the first independent
variable –Addiction towards gaming is .699,for the second variable-general health
is .395 and the third variable – inter personal behaviour is .377. Here we can see
that the significance level for all the factors is less than 0.05 which is acceptable
for regression analysis (see Figure 6.6)

Coefficients
Standardiz
ed
Unstandardized Coefficient 95.0% Confidence Collinearity
Coefficients s Interval for B Statistics
Lower Upper Toleran
Model B Std. Error Beta t Sig. Bound Bound ce VIF
1 (Constant) 2.311 .026 87.386 .000 2.259 2.364
addiction towards
.548 .027 .699 20.637 .000 .496 .601 1.000 1.000
gaming
general health .395 .027 .503 14.856 .000 .342 .448 1.000 1.000
inter personal
.296 .027 .377 11.146 .000 .244 .349 1.000 1.000
behaviour
a. Dependent Variable: how much did gaming impact your life

Figure 6.6

Analysing standard coefficients we find that one standard deviation unit change in
independent variable-Addiction towards gaming results in .699 unit change in
dependent variable-how much did gaming impact your life.

Similarly, for one standard deviation unit change variable-general health results in .
503 unit change in dependent variable-how much did gaming impact your life.

Similarly, for one standard deviation unit change variable-inter personal behaviour
results in .377 unit change in dependent variable-how much did gaming impact
your life.
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Therefore, it can be said that the addiction towards gaming affected the most
on the impact of gaming in your life.

For the given model,


One unit increase in variable-Addiction towards gaming will result in .548 units of
increase in the dependent variable-how much did gaming impact your life

One unit increase in variable-general health will result in .395 units of increase in
the dependent variable-how much did gaming impact your life

One unit increase in variable-inter personal behaviour will result in .296 units of
increase in the dependent variable-how much did gaming impact your life.

Therefore, the model is governed by the equation:

How much did gaming impact your life = .548(addiction towards gaming)
+.395(general health) + .296(inter personal behaviour) + 2.311(constant)

The last thing we need to take into consideration while completing the regression
analysis is the collinearity diagnostics.And the Eigenvalue as should be is 1.000 for
all the cases. (See Figure 6.7)

Collinearity Diagnostics
Variance Proportions
addiction
Condition towards inter personal
Model Dimension Eigenvalue Index (Constant) gaming general health behaviour
1 1 1.000 1.000 .00 .04 .96 .00
2 1.000 1.000 1.00 .00 .00 .00
3 1.000 1.000 .00 .00 .00 1.00
4 1.000 1.000 .00 .96 .04 .00
a. Dependent Variable: how much did gaming impact your life
Figure 6.7
50
7
ONE WAY ANOVA
TEST

51
7.1 CONCEPT OF ONEWAY ANOVA
The one-way analysis of variance (ANOVA) is used to determine whether there are
any statistically significant differences between the means of three or more
independent (unrelated) groups. The one-way ANOVA compares the means
between the groups you are interested in and determines whether any of those
means are statistically significantly different from each other. At this point, it is
important to realize that the one-way ANOVA is an omnibus test statistic and
cannot tell you which specific groups were statistically significantly different from
each other, only that at least two groups were.

7.2 ONEWAY ANOVA PROCEDURE IN SPSS


In the SPSS, we calculate one-way anova by going to Analyze/Compare
means/One way Anova. A window will appear in the screen and we need to move
the dependent variable to the dependence list and the factor to be analysed and
compared to the factor list. Then click Ok. The output will appear in another tab
(See figure 7.1.1)

Figure 7.1.1
52
53
Figure 7.1.2

Figure 7.1.3

54
7.3 INTERPRETATION OF OUTPUT

We are doing One-way Anova test to know :


1. How Age group impacts gaming behaviour in life of people
2. How Annual income impacts the gaming behaviour in life of people
3. How time spend weekly on gaming impacts life of people

Below is a One-way Anova table showing Age Group:


Age group of 19-25yr were the main respondents. (See Figure 7.2.1)

Descriptive
how much did gaming impact your life
95% Confidence Interval for Mean
N Mean Std. Deviation Std. Error Lower Bound Upper Bound Minimum Maximum
below 10 yr 1 3.00 . . . . 3 3
10-18 yr 6 2.00 .894 .365 1.06 2.94 1 3
19-25 yr 83 2.28 .770 .085 2.11 2.45 1 4
26-35 yr 14 2.64 .745 .199 2.21 3.07 1 4
35 yr above 2 2.00 1.414 1.000 -10.71 14.71 1 3
Total 106 2.31 .785 .076 2.16 2.46 1 4

ANOVA
how much did gaming impact your life
Sum of Squares df Mean Square F Sig.
Between Groups 2.886 4 .721 1.178 .325
Within Groups 61.841 101 .612
Total 64.726 105

Figure 7.2.1

55
H0: There is no variance among the mean of age groups

The significance level of the above is .325 so there is no variance among the
group as p is > .05 here so null hypothesis is accepted so we can say all the age
groups showed almost equal interest in gaming.

Below is a One-way Anova table showing Annual Income Group:


Annual income group of Rs 0-60,000 were the main respondents (see Figure 7.2.2)

Descriptive
how much did gaming impact your life
95% Confidence Interval for
Mean

N Mean Std. Deviation Std. Error Lower Bound Upper Bound Minimum Maximum
0-60,000 66 2.33 .829 .102 2.13 2.54 1 4
60,000-1,20,000 8 2.50 .535 .189 2.05 2.95 2 3
1,20,000-3,60,000 10 2.10 .876 .277 1.47 2.73 1 3
3,60,000-6,00,000 16 2.19 .750 .187 1.79 2.59 1 3
above 6,00,000 6 2.50 .548 .224 1.93 3.07 2 3
Total 106 2.31 .785 .076 2.16 2.46 1 4

ANOVA
how much did gaming impact your life
Sum of Squares df Mean Square F Sig.
Between Groups 1.222 4 .306 .486 .746
Within Groups 63.504 101 .629
Total 64.726 105

Figure 7.2.2

H0 : There is no variance among the mean of income groups

56
The significance level of the above is .746 so there is no variance among the
group as p is > .05 here so null hypothesis is accepted so we can say all the
income groups showed almost equally involved in gaming.

Below is a One-Way Anova table showing time spend weekly on gaming group:
Most respondents were from the group who spend 1-5hrs weekly on gaming (see
Figure 7.2.3)

57
Descriptive
how much did gaming impact your life

95% Confidence Interval for Mean

N Mean Std. Deviation Std. Error Lower Bound Upper Bound Minimum Maximum

1 to 5 hrs 71 2.07 .743 .088 1.89 2.25 1


6 to 20 hrs 26 2.81 .634 .124 2.55 3.06 2
21 to 40 hrs 6 2.67 .516 .211 2.12 3.21 2
41 to 80 hrs 1 3.00 . . . . 3
more than 40 hrs 2 3.00 1.414 1.000 -9.71 15.71 2
Total 106 2.31 .785 .076 2.16 2.46 1

ANOVA
how much did gaming impact your life
Sum of Squares df Mean Square F Sig.
Between Groups 12.707 4 3.177 6.168 .000
Within Groups 52.020 101 .515
Total 64.726 105

Figure 7.2.3

H0 : There is no variance among the mean of time spend weekly on gaming groups

The significance level of the above is .000 so there is no variance among the
group as p is < .05 here so null hypothesis is rejected so we can say there is
significant difference between the group.So we can say the effect of time spent
weekly on gaming was found to be significantly different for different groups

58
8
T-test

59
8.1 CONCEPT OF T-test

A t-test is an analysis of two population means through the use of statistical


examination; a t-test with two samples is commonly used with small sample sizes,
testing the difference between the samples when the variances of two normal
distributions are not known.

A T-test looks at the t-statistic, the t-distribution and degrees of freedom to


determine the probability of difference between populations; the test statistic in the
test is known as the t-statistic.

8.2 T-test PROCEDURE USING SPSS


In the SPSS go to Analyze/Compare means/Independent sample T-test. A window
will appear on the screen. Move the dependent variables to the Test
variable list and gender to the grouping list. (See Figure 8.1)

Figure 8.1
Then we need to define the group by clicking on Define group, a small box will
appear and we need to write 1 for male i.e.; group 1 and 2 for female i.e.; group 2.
(See Figure 8.2)

Figure 8.2

8.3 INTERPRETATATION OF OUTPUT


We are doing T-test to know how gender influences purchase decision of
consumers via online shopping. Here 1 depicts number of males and 2 depicts
number of females. This shows maximum number of customers surveyed is males
i.e.; 72 out of 106 respondents.

This T-test is done with 95% confidence interval. (See Figure 8.3)
Group Statistics
Gender N Mean Std. Deviation Std. Error Mean
addiction towards gaming Male 72 .1368175 .97182986 .11453125
Female 34 -.2897312 1.01117913 .17341579
general health Male 72 .0928474 1.06405218 .12539975
Female 34 -.1966179 .82898663 .14217003
inter personal behaviour Male 72 -.0222637 .98275396 .11581866
Female 34 .0471467 1.04904800 .17991025
how much did gaming impact Male 72 2.43 .819 .097
your life Female 34 2.06 .649 .111

Figure 8.3

Typically, if the Control Interval for the mean difference contains zero, the results
are not significant at the chosen significance level.

Based on gender on addiction towards gaming:

There is significant difference in variance in the addiction towards gaming as


p <0.05 (p here is 0.044) and CI does not contain zero.
Therefore, we can say from the test that Male are more addicted towards
gaming than female.
Based on gender on general health:

There is no significant difference in variance in general health as p >0.05 (p here is


0.165) and CI does contain zero.

Therefore, we can say from the test that gender has no significant difference
on general health.

Based on gender on how much did gaming impact your life:

There is significant difference in variance in how much did gaming impact your
life as p <0.05 (p here is 0.0.14) and CI does not contain zero.

Therefore, we can say from the test that Male had more impact of gaming on
their life than female.
9
CONCLUSION
9.1 FINDINGS OF THE STUDY
In this study, we examined some factors due to gaming that impacted the life of
people. A conceptual model was used in order to assess the effects of variables on
each other using regression analysis.
Results indicated that gaming addiction, general health and inter personal
behaviour were the main factors that impacted the life of people gaming
addiction being the most important factor.

According to the one way, Anova tests done the findings were as follows:

Age group wise the group of 19-25yr were the most respondents. This shows that
the youth can be the target people for gaming industry as well as gaming software
developers. It was found out that impact of gaming was almost the same across
the various age groups.

Based on income, the Annual income group of Rs 0-60,000 were the main
respondents and tests showed that all the income groups showed almost equally
involvement in gaming.

Based on time spend on gaming the major respondents were from the group who
spend 1-5hrs weekly on gaming. The effect of number of hours spent weekly on
gaming was found to be significantly different for different groups.

According to the T-tests done, the findings were as follows:


Male were more addicted towards gaming than female.
Gender has no significant difference on general health. Male and female has equal
effect on their general health condition due to impact of gaming.
Over all Male experienced more impact of gaming on their life than female.

9.2 LIMITATIONS
1) There are many factors of gaming impacting the life of people. However, in this
study because of time constraints we did not examined all factors influencing.

2) Because of using questionnaire as data gathering tools, the respondents may not
answer the questions exactly according to what they think and behave.

3) In this research because of time and cost constraints, we examined factors of


gaming impacting the life of people of consumers in specific region. It is obvious
that is other cities people have different characteristics and behaviours.

Then result of this study may have lack of generalizability to other regions and
cities.

4) The methodology of this study for analysing the data may not be able to fully
assess the discussed variables.
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 Who plays, how much, and why? Debunking the stereotypical gamer profile
Dmitri Williams Nick Yee Scott E. Caplan
 Huizenga, J., Admiraal, W., Akkerman, S. and Dam, G. (2009) ‘Mobile
game-based Learning in secondary education: engagement, motivation and
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 Lilly, J. and Warnes, M. (2009) ‘Designing mobile games for learning: the
mGBL approach’, in Petrovic, O. and Brand, A. (Eds): Serious Games on the
Move, Springer, Wien, pp.3–27
 Klopfer, E. (2008) Augmented Learning. Research and Design of Mobile
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 https://www.nfer.ac.uk/publications/
 https://www.researchgate.net/

 http://www.bmmagazine.co.uk/in-business/gaming-past-present-future/
 https://en.wikipedia.org/wiki/Gaming
 https://libguides.library.kent.edu/SPSS/OneWayANOVA
 https://www.researchgate.net/post/Is_Durbin-
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