logo

Business Research Project: Assignment

   

Added on  2021-02-19

29 Pages4589 Words122 Views
Data Science and Big DataHigher EducationCalculus and Analysis
 | 
 | 
 | 
BUSINESS RESEARCH
PROJECT
Business Research Project: Assignment_1

Table of Contents
INTRODUCTION...........................................................................................................................3
Research background..................................................................................................................3
Research aim...............................................................................................................................3
Research objective......................................................................................................................3
Reason for choosing this project.................................................................................................4
Research work plan.....................................................................................................................4
LITERATURE REVIEW................................................................................................................5
Introduction.................................................................................................................................5
Literature review.........................................................................................................................5
RESEARCH METHODOLOGY.....................................................................................................7
Research approach......................................................................................................................7
Methodologies.............................................................................................................................8
DATA COLLECTION AND ANALYSIS......................................................................................9
Data collection............................................................................................................................9
Data analysis, presentation and discussion...............................................................................10
CONCLUSION AND RECOMMENDATION.............................................................................18
Conclusion.................................................................................................................................18
Recommendation.......................................................................................................................19
PERSONAL REFLECTIVE STATEMENT.................................................................................19
REFERENCES..............................................................................................................................20
APPENDIX....................................................................................................................................22
Research Proposal Form...........................................................................................................22
Research objective....................................................................................................................22
Research Ethics approval form.................................................................................................24
Business Research Project: Assignment_2

TOPIC: “To investigate the addiction of online gaming on the people of Japan in
the last 5 years.”
INTRODUCTION
Research background
Globalization refers to as a system of business wherein one business trades with another
business beyond the geographical limits of the boundary. But globalization is not limited to just
doing business but also includes any relation with any other country for any respect. This
includes online gaming as well. Online gaming is termed as a video game which can be played
with the help of computer network and internet. Online games can be played on mobile devices,
personal computers, etc. for entertainment and fun. Online gaming is useful as it helps in
improving the social skills with the various other players by effectively communicating with
them. It is very useful in improving coordination, problem solving ability and increases
multitasking skills (Tateno and et.al., 2019). But this has gained more popularity because due to
globalization the concept of online gaming came into existence. This popularized the online
gaming and much craze was developed for these online games among the children and more of
youth population. This study will highlight on the addiction of online gaming on the people of
Japan. This study will highlight on analysing the impact of addiction of online gaming on the life
of person. It helps in determining the factors associated with the increase in addiction of online
games. This study will effectively evaluate the impact of addiction of online games on the
introvert personality. It is very useful in determining the various role of personality factor on
online gaming addiction.
Aim and objectives
Research aim
“To investigate the addiction of online gaming on the people of Japan in last 5 years.”
Research objective
To analyse the impact of addiction of online gaming on the life of person.
To study whether rise of internet is a major reason behind increase in addiction of online
games.
To identify impact of introvert personality on addiction of online games.
To identify the role of personality factor on online gaming addiction.
3
Business Research Project: Assignment_3

Research questions
What is the impact of addiction of online gaming on the life of person?
What is the major reason behind increase in addiction of online games?
What is the impact of introvert personality on addiction of online games?
What is the role of personality factor on online gaming addiction?
Reason for choosing this project
The main purpose of choosing this topic is because addiction of online gaming on the
people of Japan is one of the current issue. Addiction of online gaming is an issue because it
leads to various physical consequences such as sleep disturbance, eating irregularities, migraines,
poor hygiene, carpal tunnel, backache, etc. It may also result in various social consequences.
Online gaming is a current issue in Japan because it has resulted in various mental disorders
among teenagers and individuals. Online spending has been one of the major concern in Japan
which in turn has negative impact in the individual (Kawabe and et.al., 2016). This research
study will be light on with the help of thematic analysis. The researcher of the study will take
into consideration various viewpoints of the authors in order to gain better perspective on the
particular subject matter.
Research work plan
PARTICU
LARS
WEEK
1
WEE
K 2
WEE
K 3
WEEK
4
WEE
K 5
WEE
K 6
WEE
K 7
WEE
K 8
WEE
K 9
WEE
K 10
Drafting of
aim and
objectives
Carrying
out
introductio
n and
research
backgroun
d.
4
Business Research Project: Assignment_4

Literature
review
Research
methodolog
y
Formulatio
n of
questionnai
re
Collection
of data and
data
analysis
Conclusion
and
recommen
dation
Reflection
Closure
and
submission
of project
LITERATURE REVIEW
Introduction
The literature review refers to as summary of the work done by other authors on a
specific topic. The literature review assimilates all viewpoints of different authors relating to
topic of research which is presently undertaken. In the present research the literature is written on
addiction of online gaming on people of Japan.
5
Business Research Project: Assignment_5

Literature review
Impact of addiction of online gaming on the life of person
The online gaming refers to as video games which are played with the help of internet
access or any other computer network. In the words of Lemmens and Hendriks, (2016) these
online games are modern gaming platforms which includes many types of games like strategy
games, thrilling games, shooting games and many types of games. All these games played online
has various types of impact on the life of the person which can be either negative or may be
positive. But all these impact are because of globalization as due to globalization only the
concepts of online gaming has started. In Japan the major negative impact of these online games
is that the person addicted to these games is that they do not know anything else except the
game. But Chóliz, (2016) articulates that the overuse of these games in Japan has lead to led to
mental disorder as excess use of mobiles affects the health of the person (Addiction specialist
urges Japan to treat over gaming as a mental disorder, 2019). The positive impact of these
games is that the person can relax by playing these games and can enjoy the time by playing
these online games.
Rise of internet is a major reason behind increase in addiction of online games
The online games are played with the help of internet only. In the current modernized and
technologically advanced era the use of internet has immensely increased. With the increase on
the internet usage, more of the people has started the use of internet and are much addicted to the
online games. Due to globalization there has been a high increase in new technologies and also
in the internet as well. This increase in internet is mainly caused because of inter country trade
that is because of globalization. With some research, it was outlined that Japan ranks 6th on the
list of countries with the highest number of internet users which is around 117.6 million users
(Internet usage in Japan- Statistics and Facts, 2017). The extended usage of internet over last 5
years in Japan has substantially increased which in turn increased the usage of online games and
video games. But You, Kim and Lee, (2017) argues that yes increase on the internet availability
is the major reason behind increase in the addiction towards online gaming. It is mainly because
of the reason that all these games are based on the internet only. If there is no internet then these
games cannot be operated. The addiction increased because with help of internet access a person
can play with any person in any corner of the world. This increased the addiction of the person
for online games.
6
Business Research Project: Assignment_6

End of preview

Want to access all the pages? Upload your documents or become a member.

Related Documents
Addiction of Online Games in Japan
|16
|708
|61

Research Project on Internet Addiction and its Impacts
|18
|4791
|44

Gaming Addiction in Kuwait
|25
|4595
|119

Impact of Online Banking on Consumer Behavior
|10
|2360
|56

Cmputer Games Addiction Assignment
|4
|772
|140

A study on Marks and Spencer plc Solved Assignment
|27
|6418
|125