Online Gaming Addiction in Japan: A Comprehensive Research Project

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This business research project investigates the addiction of online gaming among the people of Japan over the past five years. The study explores the background of online gaming, its globalization, and its impact on individuals, particularly the youth population. The research aims to analyze the impact of gaming addiction on the lives of people, identify the reasons behind the increase in addiction, and determine the influence of personality factors, including introversion. The project includes a literature review, research methodology with a survey questionnaire, data analysis, and discussion. Key findings reveal that a majority of young people are addicted to online gaming, spending a significant amount of time, with action games being the most popular. The study also highlights that the increase in internet access and the role of personality significantly impact online gaming addiction, leading to issues like disinterest in other activities. The research concludes with recommendations for the Japanese government and parents to mitigate the negative effects of online gaming addiction.
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BUSINESS RESEARCH
PROJECT
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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
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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.
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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
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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.
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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.
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Impact of introvert personality on addiction of online game
The introvert personality in the views of Balakrishnan and Griffiths, (2018) is a person
also leads to addiction of person towards games and video games. An introvert is a type of
person which is very inward and constantly focuses on internal thinking and feelings rather than
focusing on the external happenings. This type of person is very shy in nature and does not like
to interact much with other people. These type of person are happy living alone and spending
time by themselves and not getting in touch with other people. Therefore, in order to spend their
time such type of people start playing online games and video games. In result of this the
addiction for the game increases within the person as they so not like to interact with any other
person.
Role of personality factor on online gaming addiction
In relation to online gaming Karlsen, (2016) inculcates that the personality factors also
impacts the level of addiction of the person towards this internet operated games. It is majorly
because of the reason that the personality of a person defines that which type of games will be
liked by the person. Within personality comes one factor that is age of the person. For instance if
the person is of young age then they will be more addicted towards these games and video games
as compared to older aged people. Similarly, if the personality of a person is very thrilling and
full of excitement then the person will like the games which are aimed at achieving some mission
or games which are target based. On the other hand, if a person is of nature which likes peace
and harmony than they will like games which does not involve element of fighting and thrill. But
Hussain, Williams and Griffiths, (2015) concludes that if the person is thrill loving then they will
be addicted towards thrilling games and in contrast if the person is peace lover then they will be
more addicted towards strategy games as it does not involve any mission or fighting.
RESEARCH METHODOLOGY
It is a systematic approach as it is useful in applying practical and theoretical approach to
a particular field of study. It is very useful in critically determining the reliability and validity of
the data on the specific subject matter.
Research approach
Research methods: It helps in gaining in- depth and broader perspective on the particular
subject matter. It can be broadly classified into qualitative and quantitative methods. Qualitative
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method helps in gaining in- depth knowledge by effectively responding to the research questions.
Quantitative method takes into consideration numerical and statistical data.
The researcher of this study has opted for qualitative method in order to investigate the
addiction of online gaming on the people of Japan in last 5 years.
Research approach: It is a systematic procedure or plan which helps in setting broad
assumptions on the particular subject matter (Kumar, 2019). It helps in addressing the nature of
the problem which in turn helps in attaining aim and objectives of the specific research study. It
can be distinguished into inductive and deductive approach. Inductive approach is based on
various theories and observations. On the contrary, deductive approach is based on development
of hypothesis to gain generalized viewpoints of the particular subject matter.
The researcher of this study has used inductive approach to analyse the impact of
addiction of online gaming on the life of person.
Research design: It is referred to as the conceptual blueprint according to which the
research is carried out in an organized and efficient manner. It can be distinguished into
exploratory and descriptive approach (Mackey and Gass, 2015). Exploratory design is carried out
when the particular subject matter was not researched properly and helps in exploring the
particular study. Descriptive method is useful in effectively describing the subject matter in-
depth for better understanding.
The researcher of this study has used descriptive approach in order to study whether rise
of internet is a major reason behind increase in addiction of online games.
Methodologies
Data collection: it helps in evaluating various outcomes and questions in order to
effectively find predictions about the future trend and probabilities. It can be classified into
primary and secondary method. Primary data is an original data which is collected for the very
first time by the researcher. Secondary data is the information which is has been collected earlier
and can be used for future investigation.
The researcher of this study has opted for both primary and secondary research in order
to investigate the addiction of online gaming on the people of Japan in last 5 years.
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Sampling: It is referred to as the selection of small fraction of sample from large
population (Silverman, 2016). It is classified into probability and non- probability sampling. The
researcher of this study will opt for random sampling where every person in the population has
equivalent possibility of getting selected. In the research 30 samples that is the people of Japan
and mainly the youth of Japan has been taken for conducting the study.
Data analysis: It is referred to as an effective process which is useful in transforming and
modifying data in order to make informed decision. The researcher of this study will opt for
qualitative method where thematic analysis will be used in order to take informed decision
(Flick, 2015). It will be well presented by effectively transforming responses into percentage and
is well illustrated with the help of pie charts, graphs, etc.
Cost, access and ethical consideration: The researcher of the study can carried out
research in an ethical and viable manner by taking viewpoints of various authors and the data
collected is well cited. All the data has been well protected and has not violated any law (Bresler
and Stake, 2017).
DATA COLLECTION AND ANALYSIS
Data collection
Questionnaire
Name:
Age:
Gender:
1. What is your age?
18 or younger
19 – 25
26 – 35
36 and above
2. How many hours do you spend in playing online games?
0 hours
1 – 2 hours
3 – 5 hours
6 – 10 hours
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3. From the below options which type of games are mostly liked by you?
Action
Strategy
Horror
Role playing games
4. In last 5 years do you think there is increase in the online game players?
Yes
No
5. According to you is increase in internet is the reason for increase in online gaming?
Strongly Agree
Agree
Neutral
Disagree
Strongly Disagree
6. Do personality of the person increases its addiction towards gaming online?
Yes
No
7. Do individual plays online games for passing there time?
Yes
No
8. Some problems faced by person because of addiction to online games?
Disinterest in other work
Lack of sleep
Gaming replacing other hobbies
Less social interaction
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9. Some recommendations for decreasing the addiction of person for online gaming?
Data analysis, presentation and discussion
Theme 1: 18 and younger is the major age involved in online gaming
Particulars Respondents Percentage of respondents
18 or younger 15 50%
19 – 25 5 16.667%
26 – 35 4 13.33%
36 and above 6 20%
Total 30 100%
Interpretation: With the analysis of the above data it can be interpreted that majority of the
young people that is 18 and younger to them are addicted towards online gaming. It is majorly
because of the reason that most of the youth is attracted towards these games which is not good
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18 or younger 19 – 25 26 – 35 36 and above
0
5
10
15
20
25
30
35
40
45
50
50
16.6666666666667
13.3333333333333
20 Percentage of respondents
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for them. Some participants state that people belonging to the category of 36 and above are also
addicted to online games because they do not have much work.
Theme 2: 6 to 10 hours is the major time spent playing games
Particulars Respondents Percentage of respondents
0 hours 0 0%
1 – 2 hours 6 20%
3 – 5 hours 4 13.33%
6 – 10 hours 20 66.67%
Total 30 100%
Interpretation: with the interpretation of the above collected data it can be concluded that among
all the samples the majority if respondents agrees that 6 to 10 hours of time is spent by maximum
of population while playing online. However, some employees state that 1 to 2 hours is the time
spent by a portion of population. But a surprising fact revealed by this analysis of data is that
there is no single person who do not play game.
12
20
13.3333333333333 66.6666666666667
0 hours
1 – 2 hours
3 – 5 hours
6 – 10 hours
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