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
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 anyrespect. 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
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 becauseaddiction 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. 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 ofLemmens 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. ButChóliz, (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 6thon 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. ButYou, 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
Impact of introvert personality on addiction of online game The introvert personality in the views ofBalakrishnan and Griffiths, (2018) isa 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 gamingKarlsen, (2016) inculcates thatthe 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 7
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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. 8
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 9
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 10
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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 ParticularsRespondentsPercentage of respondents 18 or younger1550% 19 – 25516.667% 26 – 35413.33% 36 and above620% Total30100% 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 11 18 or younger19 – 2526 – 3536 and above 0 5 10 15 20 25 30 35 40 45 50 50 16.6666666666667 13.3333333333333 20Percentage of respondents
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 ParticularsRespondentsPercentage of respondents 0 hours00% 1 – 2 hours620% 3 – 5 hours413.33% 6 – 10 hours2066.67% Total30100% 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 13.333333333333366.6666666666667 0 hours 1 – 2 hours 3 – 5 hours 6 – 10 hours
Theme 3: Action is the most liked game all over Japan ParticularsRespondentsPercentage of respondents Action1240% Strategy826.67% Horror26.67% Role playing games826.67% Total30100% Interpretation:By the help of data analysis it is concluded that majority of the population is addicted towards the games which involves action in them. The reason underlying this fact is that these are very energetic games and are of interest of majority of population. But two different proportion of population state that strategy and role-playing are another most addicted games. Theme 4: Yes there is an increase in the number of online game players ParticularsRespondentsPercentage of respondents Yes1653.33% 13 ActionStrategyHorrorRole playing games 0 5 10 15 20 25 30 35 40 40 26.6666666666667 6.66666666666667 26.6666666666667 Percentage of respondents
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No1446.67% Total30100% Interpretation:with the analysis of this fact that as compared to previous years the online game players has increased to a great extent. It is majorly due to the reason of increase in technology and because of this many new games are operated online so there are more online game players. However, the rest of the population agrees that there is not much increase in the online players. Theme 5: Strongly agreed by many people that increase in internet causes increase in online gaming ParticularsRespondentsPercentage of respondents Strongly Agree1033.33% Agree516.67% 14 Yes No 42444648505254 53.3333333333333 46.6666666666667 Percentage of respondents
Neutral620% Disagree413.33% Strongly Disagree516.67% Total30100% Interpretation:from the analysis of the above data it is concluded that majority of population assents that the online gaming has increased with effect of increase on the internet access. Mostly all the games are played online and with help of internet online gaming increased. However, the rest of the samples either agrees or disagree to the fact that increase on the internet is the reason behind the online gaming increment. Theme 6: Yes personality of increases addiction for online gaming ParticularsRespondentsPercentage of respondents Yes2480% 15 33.3333333333333 16.6666666666667 20 13.3333333333333 16.6666666666667 Strongly Agree Agree Neutral Disagree Strongly Disagree
No620% Total30100% Interpretation:with the help of the above data analysis it is interpreted that maximum of the respondentagreesthatpersonalityimpacttheaddictiontowardstheonlinegaming.In accordance with the discussion made in literature review it was discussed that the personality majorly impact the type of game addiction. For instance if the person is of thrill loving personality then they will be addicted towards action games. However, rest of the participants do not agree to the fact. Theme 7: Yes, majority of individual play online games for time pass ParticularsRespondentsPercentage of respondents Yes1860% No1240% Total30100% 16 YesNo 0 10 20 30 40 50 60 70 80 80 20 Percentage of respondents
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Interpretation:from the analysis of the above data it is inferred that majority of population agrees that online games are played for passing the time and not for any other purpose. But against of this some proportion of the population disagrees that online games are not played for time pass but for some other reason. Theme 8: Disinterest in other work is the major problem faced by person having addiction ParticularsRespondentsPercentage of respondents Disinterest in other work1446.67% Lack of sleep516.67% Gamingreplacingother hobbies 413.33% Less social interaction723.33% Total30100% 17 Yes No 0102030405060 60 40 Percentage of respondents
Interpretation:with the analysis of the above data it is found that disinterest in other activities is the major problem which is faced by maximum person. It is majorly due to the reason that while playing the games the person loses all its interest from another activities. Some respondents feel that because of addiction to games they have less social interaction with other people around them. However, the rest of the people of Japan feels that they suffer loss of sleep and this gaming replaces the other hobbies of themselves. Theme 9: Some recommendations for decreasing the addiction Interpretation: with the analysis of the above data collected, the recommended step that must be taken by the government of Japan is that it must limit the data which is being used in playing the games online. Another thing which is recommended by some participants is that parents of the children that they ensure that the games played by their child are not played in excess. 18 46.6666666666667 16.6666666666667 13.3333333333333 23.3333333333333 Disinterest in other work Lack of sleep Gaming replacing other hobbies Less social interaction
CONCLUSION AND RECOMMENDATION Conclusion With the analysis of the research conducted on addiction of online games it was concluded that maximum of the samples were addicted towards the online gaming and related activities.Globalization refers to as a system wherein any country can do trade with any other country without any problem or any boundations.In the research study it was outlined that this research was conducted in order to analyse the impact of addiction of gaming on the life of person like lack of sleep, disinterest in other activities and many other different problems. Further the research studied that the increase is because of the increase in the use if internet and advancement in the new technologies. In the end the whole research, it was analysed that the introvert personality and the other types of personality are the factors behind addiction of games over a person in Japan. Recommendation The major recommendation for decreasing the addiction of online gamings among the people of Japan is that the government of Japan must set some limits on the internet data usage. It is because of the reason that if government puts a limit on the data usage then the user cannot exceed the limit of internet. Another suggestion is that the parents and adults of the children must keep a time- to- time check that what their children and other people are playing and to what extent they play. If they play beyond the limit then some corrective measures must be taken. PERSONAL REFLECTIVE STATEMENT Reflection on research methods This present research helped me in learning that qualitative research is a better way of conducting the research. It is because of the reason that the quantitative research help in getting better understanding of the concepts and meaning relating to the research topic. Further I learnt that with qualitative the research approach used is inductive as this complements the results the output of the research. Methods which could have been used But instead of this research type, the research could have used the quantitative research methods. It is because of the reason that this type of research makes use of data and numbers 19
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which simplifies the results and its interpretations. Also, the other reason for using this method is that it uses deductive approach of research which helps in analysing the collected data. Areas for further research If given a chance in future for conducting the research I will use quantitative research as it makes use of different mathematical and statistical tools and this is a good method of interpreting the results. Also in further research I will focus more on secondary data collection as these are more authenticated sources. 20
REFERENCES Books and Journals Balakrishnan, J. and Griffiths, M.D., 2018. Loyalty towards online games, gaming addiction, and purchaseintentiontowardsonlinemobilein-gamefeatures.ComputersinHuman Behavior.87.pp.238-246. Bresler, L. and Stake, R.E., 2017. Qualitative research methodology in music education. InCritical Essays in Music Education(pp. 113-128). Routledge. Chóliz, M., 2016. The challenge of online gambling: the effect of legalization on the increase in online gambling addiction.Journal of Gambling Studies.32(2). pp.749-756. Flick, U., 2015.Introducing research methodology: A beginner's guide to doing a research project. Sage. Hussain, Z., Williams, G.A. and Griffiths, M.D., 2015. An exploratory study of the association betweenonlinegamingaddictionandenjoymentmotivationsforplayingmassively multiplayer online role-playing games.Computers in Human Behavior.50.pp.221-230. Karlsen, F., 2016.A world of excesses: Online games and excessive playing. Routledge. Kawabe, K and et.al., 2016. Internet addiction: prevalence and relation with mental states in adolescents.Psychiatry and clinical neurosciences.70(9).pp.405-412. Kumar, R., 2019.Research methodology: A step-by-step guide for beginners. Sage Publications Limited. Lee, J.Y., Ko, D.W. and Lee, H., 2019. Loneliness, regulatory focus, inter-personal competence, and online game addiction: A moderated mediation model.Internet Research.29(2). pp.381-394. Lemmens, J.S. and Hendriks, S.J., 2016. Addictive online games: Examining the relationship between game genres and Internet gaming disorder.Cyberpsychology, Behavior, and Social Networking.19(4). pp.270-276. Mackey,A.andGass,S.M.,2015.Secondlanguageresearch:Methodologyanddesign. Routledge. Silverman, D. ed., 2016.Qualitative research. Sage. Tateno, M and et.al., 2019. Internet Addiction, Smartphone Addiction, and Hikikomori Trait in Japanese Young Adult: Social Isolation and Social Network.Frontiers in psychiatry.10. You, S., Kim, E. and Lee, D., 2017. Virtually real: exploring avatar identification in game addictionamongmassivelymultiplayeronlinerole-playinggames(MMORPG) players.Games and Culture.12(1). pp.56-71. Online Addiction specialist urges Japan to treat over gaming as a mental disorder.2019. [Online]. Availablethrough:<https://www.japantimes.co.jp/news/2019/03/14/national/social- issues/japanese-doctor-wages-war-internet-addiction-advising-rehab-online-gamers/ #.XYxf4nEzYso> InternetusageinJapan-StatisticsandFacts.2017.[Online].Availablethrough: <https://www.statista.com/topics/2361/internet-usage-in-japan/> 21
APPENDIX Research Proposal Form Student Name: ______________________StudentID: ____________ Centre Name:_____________________ Tutor:________________Date: ___________________ Unit:____________________ Proposed Title:______________________________________________ Section One: Title, objective, responsibilities Title or working title of the research project (intheformofaquestion,objectiveor hypothesis)“To investigate the addiction of online gaming on the people of Japan in the last 5 years.”Research objectives (e.g what is the question you want to answer? What do you want to learn how to do? What do you want to find out?): Research objective To analyse the impact of addiction of online gaming on the life of person. To study whether rise of internet is a majorreasonbehindincreasein addiction of online games. Toidentifyimpactofintrovert personalityonaddictionofonline games. To identify the role of personality factor 22
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on online gaming addiction. SectionTwo:Reasonsforchoosingthis research project Reasons for choosing the project (e.g links to othersubjectsyouarestudying,personal interest, future plans, knowledge/skills you want to improve, why the topic is important): Another reason for the choosing the topic is that the researcher has his personal interest in the topic of research. The major reason for choosing this project is that addiction is the current issue in the present world. Another reason is that increase in the addiction may lead to mental disorders. Section Three: Literature sources searched Use of key literature sources to support your research question, objective or hypothesis: Addiction specialist urges Japan to treat over gaming as a mental disorder.2019. [Online].Availablethrough: <https://www.japantimes.co.jp/news/20 19/03/14/national/social-issues/ japanese-doctor-wages-war-internet- addiction-advising-rehab-online- gamers/#.XYxf4nEzYso> Kumar,R.,2019.Researchmethodology:A step-by-stepguideforbeginners.Sage Publications Limited. Mackey,A.andGass,S.M.,2015.Second languageresearch:Methodologyand design. Routledge. Section Four: Activities and timescales 23
Activitiestobecarriedoutduringtheresearchproject(e.g research,developmentandanalysisofideas,writing,data collection, numerical analysis, tutor meetings, production of final outcome, evaluation, writing the report): Formulating research aim and objectives Analysing the literature relating to the research topic research methodology Formulation of questionnaire Collection of data and data analysis Conclusion and recommendation Reflection Closure and submission of project How long this will take: 10 weeks Milestone one: __ _______________ Targetdate(setbytutor): ____________________ Milestone two: _______________________ Targetdate(setbytutor): ______________________ Research Ethics approval form All students conducting research activity that involves human participants or the use of data collected form human participants are required to gain ethical approval before commencing their research. Please answer all relevant questions and note that your form may be returned if incomplete. For further support and guidance please see your respective Unit Tutor: Before completing this form, we advise that you discuss your proposed research fully with your unit tutor. Please complete this form in good time before your research project is due to commence. Section 1: Basic details: 24
Project title: Student name: Student ID number: Programme: College Name: Intended research start date: Intended research end date: Section 2 Project summary Please select all research methods that you plan to use as a part of your project: InterviewsYesNo QuestionnairesYesNo ObservationsYesNo Use of personal recordsYesNo Data AnalysisYesNo Action ResearchYesNo Focus GroupsYesNo Others (Please specify) : Section 3: Participants Please answer the following questions, giving full details where necessary. Will your research involve human participants? Yes Who are the participants? Tick all that apply: Ages 12-16:Young people aged: 17-18Adults: How will participants be recruited (identified an approached)? On the basis of samples taken from the whole population of Japan on the basis of random sampling. 25
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Describe the processes you will use to inform participants about what you are doing: This information will be informed to the participants by way of E- mails and personal meetings and text messages. How will you obtain consent from participants? Will this be written? How will it be made clear to participants that they may withdraw consent to participate at any time? The consent of the participants will be gathered with the help of Consent forms signed from the participants. Studies involving questionnaires: will participants be given the option of omitting questions that do not wish to answer? YesNo If no please explain why below and ensure that you cover any ethical issues arising from this It is because of the reason that the option provided in questionnaire are set after conducting fill research. Studies involving observation: Confirm whether participants will be asked for their informed consent to be observed. YesNo Will you debrief participants at the end of their participation (i.e give them a brief explanation of the study)? YesNo Will participants be given information about the findings of your study?(This could be a brief summary of your findings in general) 26
YesNo Section 4: Data Storage and Security Confirm that all personal data will be stored and processed in compliance with the Data Protection Act (1998) YesNo Who will have access to the data and personal information? It will be accessed by help of questionnaire During the research: Where will the data be stored? Will mobile devices such as USB storage and laptops be used YesNo If Yes, please provide further details: After the research: Where will the data be stored? It will be stored in written way in form of data interpretation. How long will the data and records be kept for and in what format? Will data be kept for use by other researchers?YesNo Section 5 : Ethical Issues Are there any particular features of your proposed work, which may raise ethical concerns? If so, please outline how you will deal with these: It is important that you demonstrate your awareness of potential risks that may arise because of your research.Please consider/address all issues that may apply. Ethical concerns may include, but are not limited to the following : Informed consent. Potentially vulnerable participants. Sensitive topics Risk to participants and /or researchers 27
Confidentiality/anonymity Disclosures/ limits to confidentiality Data storage and security, both during and after the research (including transfer, sharing, encryption, protection). Reporting Dissemination and use of your findings. Section 6: Declaration I have read, understood and will abide by the institution’s Research and Ethics Policy: YesNo I have discussed the ethical issues relating to my research with my Unit Tutor: YesNo I confirm that to the best of my knowledge: The above information is correct, and this is a full description of the ethical issues that may arise in the course of my research Name:Date: Please submit your completed form to your tutor and also attach to the Research Proposal when submitting to Turnitin. 28
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