Online Gaming Addiction in Japan: A Comprehensive Research Project

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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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Theme 3: Action is the most liked game all over Japan
Particulars Respondents Percentage of respondents
Action 12 40%
Strategy 8 26.67%
Horror 2 6.67%
Role playing games 8 26.67%
Total 30 100%
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
Particulars Respondents Percentage of respondents
Yes 16 53.33%
13
Action Strategy Horror Role 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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No 14 46.67%
Total 30 100%
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
Particulars Respondents Percentage of respondents
Strongly Agree 10 33.33%
Agree 5 16.67%
14
Yes
No
42 44 46 48 50 52 54
53.3333333333333
46.6666666666667
Percentage of respondents
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Neutral 6 20%
Disagree 4 13.33%
Strongly Disagree 5 16.67%
Total 30 100%
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
Particulars Respondents Percentage of respondents
Yes 24 80%
15
33.3333333333333
16.6666666666667
20
13.3333333333333
16.6666666666667
Strongly Agree
Agree
Neutral
Disagree
Strongly Disagree
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No 6 20%
Total 30 100%
Interpretation: with the help of the above data analysis it is interpreted that maximum of the
respondent agrees that personality impact the addiction towards the online gaming. 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
Particulars Respondents Percentage of respondents
Yes 18 60%
No 12 40%
Total 30 100%
16
Yes No
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
Particulars Respondents Percentage of respondents
Disinterest in other work 14 46.67%
Lack of sleep 5 16.67%
Gaming replacing other
hobbies
4 13.33%
Less social interaction 7 23.33%
Total 30 100%
17
Yes
No
0 10 20 30 40 50 60
60
40
Percentage of respondents
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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
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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
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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.
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REFERENCES
Books and Journals
Balakrishnan, J. and Griffiths, M.D., 2018. Loyalty towards online games, gaming addiction, and
purchase intention towards online mobile in-game features. Computers in Human
Behavior. 87. pp.238-246.
Bresler, L. and Stake, R.E., 2017. Qualitative research methodology in music education.
In Critical 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
between online gaming addiction and enjoyment motivations for playing massively
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. and Gass, S.M., 2015. Second language research: Methodology and design.
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
addiction among massively multiplayer online role-playing games (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].
Available through: <https://www.japantimes.co.jp/news/2019/03/14/national/social-
issues/japanese-doctor-wages-war-internet-addiction-advising-rehab-online-gamers/
#.XYxf4nEzYso>
Internet usage in Japan- Statistics and Facts. 2017. [Online]. Available through:
<https://www.statista.com/topics/2361/internet-usage-in-japan/>
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APPENDIX
Research Proposal Form
Student Name: ______________________ Student ID:
____________
Centre Name: _____________________
Tutor: ________________ Date:
___________________
Unit: ____________________
Proposed Title: ______________________________________________
Section One: Title, objective, responsibilities
Title or working title of the research project
(in the form of a question, objective or
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
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
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on online gaming addiction.
Section Two: Reasons for choosing this
research project
Reasons for choosing the project (e.g links to
other subjects you are studying, 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]. Available through:
<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. Research methodology: A
step-by-step guide for beginners. Sage
Publications Limited.
Mackey, A. and Gass, S.M., 2015. Second
language research: Methodology and
design. Routledge.
Section Four: Activities and timescales
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Activities to be carried out during the research project (e.g
research, development and analysis of ideas, 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: __ _______________
Target date (set by tutor):
____________________
Milestone two: _______________________
Target date (set by tutor):
______________________
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:
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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:
Interviews Yes No
Questionnaires Yes No
Observations Yes No
Use of personal records Yes No
Data Analysis Yes No
Action Research Yes No
Focus Groups Yes No
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: 17-18 Adults:
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.
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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?
Yes No
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.
Yes No
Will you debrief participants at the end of their participation (i.e give them a brief explanation
of the study)?
Yes No
Will participants be given information about the findings of your study?(This could be a brief
summary of your findings in general)
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Yes No
Section 4: Data Storage and Security
Confirm that all personal data will be stored and processed in compliance with the Data
Protection Act (1998)
Yes No
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
Yes No
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? Yes No
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
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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:
Yes No
I have discussed the ethical issues relating to my research with my Unit Tutor:
Yes No
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.
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