3. Results

As we will be putting the data into graphs, we will be classifying the similar open-ended answers into groups and then put them into the graphs.


1) What type of video games do you/your friend play?

From this, we know that students play a variety of games, the top few being RPG(role-playing games), MOBA(Multiplayer Online Battle Arena) and FPS(First Person Shooter) games. 
This means that most gaming students:
  • Prefer challenges and trying to level up, showing that they want to challenge themselves.
  • Likes to make strategies with others and win, that means they find it fun to use their thinking skills for games and win a game, or teaming up with people and winning together .
  • Want violence and feel the pride of killing others(in the virtual world of course), which either means that they may be distressed and want to release it by doing violent things in a virtual game instead, or that they want to fit in with others because they think it is cool.
MMO (massively multiplayer online), sandbox and "others" games are the less common games. They may not take up a significant percentage but at least we know that there are some gaming students who:
  • Plays games for the sake of trying to socialise and making friends, which usually shows that it is because they are unable to find "true" friends in real life.
  • Likes to build their own things through their own effort, so they are able to show their creativity and be proud of it.
  • Play other types of games which I do not know of.
TPS has the least percentage of people playing it, most likely because third person shooter games are rather rare to find on the internet.

2)When do you/your friend usually play video games?

Inferring from this graph, we know that there are more people who would rather do their homework first than to procrastinate. It is a good sign that shows our students have not been addicted to the point where they choose to play first rather than do homework. However, there are still people who are like that in our school and take up 35%, which is actually quite a significant portion. 

3)How often do you/your friend play video games?

From this chart, we know that more students seldom or sometimes play games. However, this graph may not be very reliable as gamers usually lie so they won't feel guilty, or that they just don't know that they are playing excessively and consider it to be "seldom" or "sometimes". 

There are students who play games (extremely) often and takes up a noticeable part of the graph, which means that our problem with them excessively gaming is significant.
Even though there are still a few students who play games (extremely) often, it does show that they are willing to admit it, although it could be that they feel proud showing it off.

But the hardest part to notice, and also possible the most important part, is that none of the students said they never play games at all. This may be a bad sign, or good, as there are positive and negative effects of gaming and it depends on the user himself. Overall, it is still good, since it does show that our students do not study 24/7 and know that they should relax at times.

4)How long do you/your friend play video games at each interval?

Through this chart, I can infer that a huge group of students play only 1 hour at each interval, which means that they know how to manage their time wisely and play for a reasonable amount of time. There is also a smaller group that only plays 30 minutes, which also shows that they manage their time, but usually you should play games for 1 hour and then stop(not trying to encourage gaming), or not you will not be able to get the full amount of positive effects caused by gaming.

Overall, it does show that around half the students either manage their time well or just have very strict parents. Unlike the previous chart, this will be reliable as students will not mistake the amount of time they play at every interval.

The other half has students who play for at least 2 hours. Amazingly, 19% play more than 3 hours at each interval. If they were to have more than 1 interval per day, they may play up to 6 hours. The amount of time played will give much more negative effects of gaming to students, and if they only rest every 3 hours, there can even be physical symptoms which will affect their health too. This does show that the situation is rather serious.

Another thing to note that there are no students who never play at each interval, which links to the previous chart, therefore our chart is more reliable.

5)How do you/your friend play video games? 

From this graph, it shows that a lot of gaming students play installed games. 
This shows:
  • Most likely the students have freedom of their use of the computer and are currently not being controlled by their parents.
  • There is a chance that they also play installed games on their learning devices, which is extremely risky and they're breaking school rules.
  • The students possibly prefer playing games with better graphics/gameplay.
  • They may be trying to avoid parents checking their browser history (which is still possible to be checked after clearing it) that they're playing games often.
There are also a smaller portion of students who play browser games.
This means:
  • They are possibly being controlled by their parents and are unable to play installed games.
  • They have no more space for any games on their device.
  • They do not know how to install games.
  • They could be trying to avoid being caught playing games in school or if caught, make his situation sound less serious as it is "only" a browser game.
  • They most likely do not care if games have worse graphics/gameplay.
For the "others", it is pretty much insignificant as the percentage is rather low compared to the other forms of how students play their games and it can be split up into even more rarer forms that will lower the importance of each.

6)What consoles/devices do you/your friend use to play video games?

(LD = Learning Device)

Inferring from the graph, it shows that a huge portion of the graph shows that people play on their computers more often(note that LD and computer are seperated). This is good as it does show that many people play games at home or other places and are not breaking any school rules, this also means that the students are not addicted to the point where they would install games on their learning devices.

Consoles(devices made purely for gaming) are less commonly played by students. Consoles are also rarely used to surf the internet, listen to music or watch videos, so it does mean that this group of students play on their consoles purely for the games and have a much higher chance of being addicted.

Smart phones are also slightly less commonly played than consoles, but this is actually rather dangerous, because if they are addicted to the games on it, it will be risky when they cross roads (and also considering that outside our school has a zebra crossing) and their lives will be in danger. This makes it a major problem despite being less common than other forms of devices used to play games. People are also addicted to smart phones not only because of the games, but can also be because of social media, SMS, etc. This means that even if the games are deleted the phones will still pose a danger if their functions are abused.

Tablets are much less common and also rather insignificant, as they are usually only addictive because of the games, and that if the games are deleted, it will most likely pose no danger. It may sound like a mini-computer that can be used to play games, but the graphics, gameplay and speed that are played on it cannot match up to a computer of our current age, which makes it even rarer for you to get addicted. It also isn't as portable as a smart phone and it's not like they would play their tablets when crossing roads(unless at extremely rare cases).

The most important portion is that there are students who actually play games on their learning device. It may only take up a small percentage, but this shows that there are students who break one of the school's strictest rules and also shows that students are addicted enough to do that, which gives us more of a reason to choose this topic.

7)Why do you/your friend play video games?

Inferring from this chart, we realised that a lot of people(half the graph) play video games because they're bored. This shows that:
  • Students think that gaming is the most entertaining thing to do.
  • They think that homework, revision, school, etc, are more boring.
  • They do not have anything at all left to do.
There are also students who play video games to de-stress.
This means:
  • Students are stressed by the homework or projects that the school gives.
  • Video games help them to feel less stressed and relax for awhile.
  • As they feel stressed, it means that students still have work to do as they have something to worry about, therefore they are actually wasting more time playing games than using it to do their work(time management).
There are also even lesser students that play video games because of the challenges they give.
This means that:
  • Some students are determined and just want to challenge themselves(which can be turned into something positive if they apply it in real life).
  • Some students do not find their school work or real life challenging.
In the end, it means that there are different reasons of gaming, which can be either good or bad.

8)Did gaming change you/your friend in any ways (positively or negatively)?

After analysing this graph, more people do not find gaming harmful nor helpful.
This means that:
  • Gaming, in the eyes of the students, do not affect them at all.
  • The amount of positive effects for the students is equal to the amount of negative effects.
  • It could be possible that people do not notice that the video games they play is actually harming/helping them.
Surprisingly, there are more people who find gaming helpful rather than harmful.
This shows that:
  • Gaming may possibly be more helpful than harmful.
  • Students may think that their negative effects are positive effects due to their addictions, as they feel happier when they play more games and consider it to be positive while it is actually a symptom that makes you play games even more.
  • Some students may be lying to make them feel less guilty.
  • There are students who play games that admits gaming is harmful(linking to question 3 and 4, which means that all students who were surveyed played video games and that this is definite).
In conclusion, gaming is believed to be neutral/helpful rather than harmful, although it may just be misunderstandings/lies.

9)Where do you know of in SST that majority of students play video games in?

In the graph, there is a huge portion showing that OurSpace is the main area where student gamers play their games.
This shows:
  • That OurSpace is the main area for gamers to play their video games, which most likely means that students are using their privilege of freedom/privacy to game in OurSpace.
  • It is already very well known that students play video games in OurSpace as it took up a huge 68 percent.
  • Knowing that OurSpace is a well known area for gamers, it means that there must be a significant amount of students who are already playing video games in OurSpace constantly and in big enough groups, this means that this is an even more major problem.
There is a tiny part of the graph where it is known that there are students who even play at the canteen.
This means that:
  • Students are actually addicted/audacious enough to play at the canteen where it is easy to be spotted playing games.
  • Even the canteen is a common ground for gamers to play video games and must be noted.
There is a portion which is for the students who answered "Do not know", which just means that the problem is not too well known for every person in SST to know.

10)Where do you/your friend often play video games?

This graph shows that there are still many students who play games at home and not in school, which is a good thing as they are not breaking school rules, ignoring the fact that they may be addicted. However, there is a significant 13 percent of students who play their video games at "others", which will either means that they play with a portable computer or go to Internet Cafes, while most likely being the latter.
This means that:
  • There are students who are willing to pay to play games.
  • Knowing that, it also means that they are addicted enough to pay.
  • This means that they do not care about their social life or stay at home and would rather go out to play.
  • Their parents may have banned them from playing games and they may be lying to them about doing projects while they are at Internet Cafes.
There are also a few who said that they/their friends play games in school, which is already known, and there were a few who did not answer. It was either because they didn't want to answer or they didn't know there were more questions.

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