Dissertation: Video Games and Women's Behavior in the UK (18-28)

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Dissertation
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This dissertation explores the multifaceted impact of video games on women's lives, focusing on behavioral, emotional, and routine changes. The research investigates how women aged 18-28 in the UK are affected by video games, examining aggression levels, self-esteem, and negative interactions with other players. The study delves into the influence of different game types on women's behavior and analyzes the time spent on gaming. The dissertation includes a literature review covering key themes, a detailed methodology outlining data collection methods, and a discussion of findings. The research aims to identify both the positive and negative effects of video games on women, offering insights into their gaming habits and overall well-being, and concludes with recommendations for future research and alternative methodologies.
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Dissertation & phd
thesis
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Table of contents
dissertation & phd thesis..................................................................................................................1
chapter 1: introduction.....................................................................................................................3
1.1 overview................................................................................................................................3
1.2 research rationale...................................................................................................................4
1.3 research question...................................................................................................................4
1.4 research aims and objectives.................................................................................................4
chapter 2: literature review..............................................................................................................5
2.1 introduction of literature review............................................................................................5
2.2 themes of literature review....................................................................................................5
2.3 conclusion of literature review..............................................................................................8
chapter 3: methodology...................................................................................................................8
methodology and data collection.....................................................................................................8
research philosophy.....................................................................................................................8
research approaches.....................................................................................................................9
research methods.........................................................................................................................9
data collection tools...................................................................................................................10
research instrument....................................................................................................................10
sampling.....................................................................................................................................13
chapter 4: findings and analysis.....................................................................................................13
chapter 5: conclusion and recommendations.................................................................................16
chapter 6: reflection and alternative research methodology..........................................................17
references.......................................................................................................................................19
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Chapter 1: introduction
1.1 overview
Video games are essential part of current time as number of individuals are engaged in it
this also include a high profile industry which include number of jobs.
Most of the time, this industry was demined by males where only males are known for playing
games and using all these resources (Young, 2018.Cohendet and et.al., 2018). But in present
time, women are also started participating in video games which is also changing their mind set.
This research topic is very essential in order to asserting results . This is useful in meeting
objectives and performing the research on this topic. This can be identified about the behaviour
of women in playing video games. They generally show more aggression then means which a.so
acted as a reason to find the behaving and conduct the study. While choosing this topic it is also
analyses that there are number of data sources which have to be uses within UK in order to
collect data. The current topic is associated with women behaviour while performing the report.
This can be analysed that in current time women are playing more video games in comparison to
males in uk. This can be seen form an interview on 4000 people in uk. This study claims that
52% of women are playing video games form total population. The study, which was
commissioned by the internet advertising bureau, also revealed there are now more people over
44 years old playing games. (27% of the audience) than children or teenagers (22%) (uk gamers:
more women play games than men, report finds, 2021). The gamer audience reportedly stands at
33.5 million britons – 69% of the population. The increasing number of women gamers stats that
there is positive development in this field. With increasing number of women participation in
video games, this can also view that there are number of changes in their behaviour. This is
because there are number of changes in daily routine of women. These changes are associated
with the fixed routine structure where women are viewed as a house lady who perform its
function for house maintenance and other. By incising contribution of women in this stats that
there are number of changes in mind set and there routine. As, part of these time now spent over
playing video games which shifted their routine work life home maintenance and other. Some of
the women are also involved in long range tournaments. These are some factor which have to be
evaluated by researcher in order to meet needs and perform task in effective way.
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1.2 research rationale
This research is based on topic of how video games positively and negatively affect women on a
daily routine, emotionally and behavioural changes. This is and effective friendly which is used
by the researcher in order to identify issues related to this. Major rational behind this topic is to
build effective solution in regards to issues faced by women and negative impacts of video
games. In present scenario, there are number of changes in behaviour of women playing games
them rises needs to study about their behaviour and identify effective solution (Pottie‐Sherman
and Lynch, 2019). This researcher will also help me in boosting knowledge about the topic and
using information according to needs. This is also useful in developing number of skills. These
are related to skills are communication, analysis and other. All these will help in gaining
knowledge about the skill a performing task in effective way. This is also use to meet needs and
gain maximum advantages in future when performing form this particular topic, this is also
helpful in understanding the current situation and useful needs of topic in order to perform father
research on this topic of topic related to this. All these will be used by the researcher in future
career in order to achieve better results.
1.3 research question
How does behaviour to females between 18 to 28 years old change when losing in a
video game?
How are females between 18 to 28 years old affected by video games on a daily routine?
How likely is it that female between 18 to 28 years old lose self-esteem from playing
video games?
How likely is it that female between 18 to 28 years old experience negative behaviour
from other players?
How long does female between 18 to 28 years old spend on average on games daily?
How does different game types impact and benefit behaviour differently?
1.4 research aims and objectives
Aim:
“to find how video games positively and negatively affect women on a daily routine, emotionally
and behavioural change”. A case study of uk.
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Objectives:
To evaluate behaviour to females between 18 to 28 years old change when losing in a
video game
To identify females between 18 to 28 years old affected by video games on a daily
routine
To evaluate that female between 18 to 28 years old lose self-esteem from playing video
games
To analyse that female between 18 to 28 years old experience negative behaviour from
other players
To analyse about female between 18 to 28 years old spend on average on games daily.
To understand about different game types impact and benefit behaviour differently.
CHAPTER 2: LITERATURE REVIEW
2.1 introduction of literature review
A literature review can be defied as the function which is associated with use of literature
sources in order to achieve results and perform function in effective way. This is useful in
providing views of different authors on the particular topic in order to draw a valid conclusion.
2.2 themes of literature review
Themes 1: to evaluate behaviour to females between 18 to 28 years old change when losing
in a video game
According to view point of (Šisler, Švelch, and Šlerka, 2017) Females are more aggressive in
comparison to males in some aspects. This can be seen form the behaviour changes which can be
noted at the time of playing video games. Most of the adult between 18-28 show aggressive
behaviour. This can be seen in recent studies that most of the women show aggression after
losing the game. It is also studied that there are number of negative impacts which are related to
their mind set. Spatially on their relationship. They start fighting with the boyfriends and family
members as well as also show dominating behaviour. This also leads frustration for long period.
This will also lead in disturbing their daily routine as well as lifestyle. Most of the women get
aggressive as start doing rubbish thinks such as crying and shouting on other and many more.
Themes 2: to identify females between 18 to 28 years old affected by video games on a daily
routine
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According to view point (Jankowski, 2020), there are number of changes which can be seen that
there are number of changes in behaviour of women. These are impacting on perforce on
business and leads to changes in current situation. This is because all video games include large
sectiono0f time for each and every stage. This makes it difficult for women to manage their busy
schedule and perform task in effective way. Video game includes a large part of a daily routine.
This is because a normal video game includes consumption of more than 2 hours from a 24-hour
routine. This impact negatively on the daily routine of women's. This is because in the beginning
of female used to start practicing more and more to improve their self and reduce the chances of
defeat within the videogame. This will consume their large amount of time as well as also reduce
the time for daily routine activities. This also leads to lack of sleep improper nutrition and
various other which impact on their diet and health.
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Themes 3: to evaluate that female between 18 to 28 years old lose self-esteem from playing
video games
According to view point of (Ek, 2019), It can be said that females tend to lose their self-
confidence after getting defeated in the video games. Defeat can be teamed as a natural stimulus
that can lead to decrease in the self-esteem of individuals as they feel agitated and helpless after
losing at a game. Hence, it can be stated that female’s confidence gets shattered when they lose
in a video game and the respective situation has the potential to cause various implication on
their mental health as well. This also affect the negatively on their behaviour as most of the time
when female lose the game they start shouting on their family members and other relatives with
whom they are leaving. This leads to barriers in communication between family members as well
as spoils their relations and lead to changes in relationship conditions. This is evaluated with the
UK that most of the women respond aggressively as well as lose their self-esteem while playing
video games due to defeat in a particular video game.
Themes 4: to analyse that female between 18 to 28 years old experience negative behaviour
from other players
According to view point of (Mejia, and LeSavoy, 2018), The biggest stereotype in video game
industry is that is male dominated industry. Society believes that males are more attracted
towards playing video game in comparison to females. Due to the prevailing gender
discrimination, females are not treated equally thus, it can be termed that females usually do not
get the acceptance that they deserve in the respective industry and has to face negative
behaviours as well as implication by the other participants involved in the respective filed. It is
identified by the author that there are a number of negative impacts from the other player on the
behaviour of females between 18 to 28-year-old. As some time other players use abusive
language which impact on the mind-set of women while playing games. Under this, female get
influenced from the behaviour of other players and the news the abusive language in their day-
to-day life. This make it impactful on their working environment as well as their surrounding in
which they survive. This also impact on the mental ability of a woman while dealing with other
players win the game.
Themes 5: to analyse about female between 18 to 28 years old spend on average on games
daily.
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According to the viewpoint of (Xiao, and Henderson, 2019), it is identified that the time spent
playing the games by uk women is average of 1.51 hour per day. This clearly states that women
spend a large amount of time on playing video games. This is continuously increasing after the
pandemics where 63% of the population within uk start playing video games. The states that
average women games pant equal to 39 days playing video games in last year.
Themes 6: to understand about different game types impact and benefit behaviour
differently.
According to the viewpoint of (Mejia, and LeSavoy, 2018), It is identified that there are different
game types which are impacting on the behaviour of women's especially the females of 18 to 28.
This is clear that the most famous game in recent time is PUBG where there is large contribution
of females in it. It is identified that females are playing this game in more interesting way in
comparison to males. This also shape their skills related to strategic thinking as well as
formulation of strategies in effective way. This also help in developing skills related to focusing
on a particular thing as it includes number of strategic thinking to focus on particular faces of the
game. These are beneficial in increasing the focus within the local life as well as also helpful in
developing a strategic mind-set for women.
2.3 conclusion of literature review
It can be concluded from the above stated literature review that there are various literatures
and primary sources which have to be covered in order to conduct this literature review and
identify different factors related to women giving. This literature review shows the impact of the
women and female giving from the age of 18 to 28 on the behaviour of women. This help in
identifying different aspects which are essential to meet the needs and perform functions in
effective way.
Chapter 3: methodology
Methodology and data collection
Research philosophy
It is the key and first layer of the study onion, and it provides the confidence in how
evidence is gathered and used by the investigator according to the determination. Positivism and
interpretivism are two types of science theory. Individuals may gather empirical evidence with
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the help of positivism, while interpretivism allows for the collection of subjective data. The new
thesis initiative will take into account positivism as a research theory.
Research approaches
This method offers a dependable framework that takes into account a variety of
assumptions related to data collection. Inductive and deductive analysis techniques are two types
of research methods. Deductive reasoning is applied to hypotheses which provide comprehensive
data collection conclusions. Inductive analysis tools provide logical processes that allow for the
creation of new concepts based on existing material. In order to assemble data in this analysis,
the researcher may use a deductive method.
Research methods
There are a variety of approaches that can be used to promote analysis in the light of
gathering evidence. There are two major types of testing methodology that a surveyor may use in
order to gather data for the purpose of completing this analysis. The following is an explanation
of them:
Qualitative research- it is a research tool for collecting evidence, but it is in an analytical
context that develops and improves the interpretation of various members' observations and
points of view. Data is compiled using this approach with the aid of participant's opinions and
viewpoints. This approach uses a variety of methods, including group discussions, insights, and
interviews, among others. In comparison, issues in qualitative analysis are open-ended. This
method is also known as exploratory analysis because it assists investigators in gathering brief
and in-depth data on a specific subject and in developing an appropriate sample in an appropriate
format.
Quantitative research- it is a type of data collection used in analysis that is organised in a
mathematical way that is similar to numerical data. When there is a large population, this testing
approach is used. A variety of strategies are considered in this process, including internet
surveys, cross-sectional analysis, correlation, online polling, screening methods, and so on. It
also has a number of closed-ended questions that are well-structured in a way that aids in the
processing of knowledge in a structured manner. This method of inquiry is linked to the idea that
evidence is available in a variety of formats, including numerical, map, and graph, among others.
Furthermore, in order to qualitatively methods. Furthermore, in order to use a qualitative
approach, it selects a diverse group of individuals to sample, giving them a wide variety of
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options. It also considers various types of data gathering, such as probability analysis, paper
examination, and more, in order to complete the research project and perform within the given
time frame.
The author will use the quantitative analysis approach in this study because it allows them
to gather appropriate and structured knowledge as well as develop conclusions that are based on
the feedback and opinions of the participants. The key reason for using a quantitative approach is
that it aids the researcher in carrying out an in-depth analysis of data using a theoretical form. It
is critical and significant to provide a summary that can be demonstrated in a more modified
way.
Data collection tools
Primary data collection method: data collection tool is included as an effective mode of
assembling data as the primary data collection process. With the aid of this data collection
method, investigators may obtain pure and new knowledge from a variety of sources such as
surveys, interviews, observations, and studies, among others. This method of data collection is
significant because it provides individuals with first-hand and accurate statistics. However, it
incurs higher costs and takes longer, which is the primary drawback.
Secondary data collection method– it is another source of data collection which is
significant in context of data in less time frame. This method will direct to assemble needed and
reliable data in context of research topic. In order to collect information with the utilisation of
this tool, the researcher can consider different sources like online sites, newspaper, journals,
magazines, articles, books and company websites etc. The information which is gleaned by the
surveyor is already available in the market.
In order to collection information regarding this current project, the researcher will use
primary source of data collection, as with the help of it the individual can collect pure and first-
hand information. This will assist in making the reliability of the research project.
Research instrument
Questionnaire- it refers to a text that contains a collection of questions that are organised
in a formal manner that are relevant to the research subject. The surveyor creates the questions
based on the research topic in order to collect the necessary data with the aim of achieving the set
market priorities and objectives in a well-developed manner. In this study, the individual is using
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a questionnaire as a data collection instrument since it is critical for the key review of various
objectives that must be decided by the surveyor.
Q1) what type of video games do you mostly play?
A)shooting
B)sports
C)action
D)strategy
E) fighting
F) racing
G) fantasy
H) other
Q2) what feelings do you experience when playing a video game?
A)i don’t get annoyed
b) a little bit annoyed
C) annoyed
D) angry
E) out of control
F) preferred not to say
Q3) how likely is it that you experience negative or violent comments when playing video
games?
A)very likely
B)likely
C) not sure
D) slightly likely
E) not likely at all
F) preferred not to say
Q4) if your answer for question 3 varied between a little bit annoyed and out of control, what
would the reason for it be? (please state your answer below or circle the “prefer not to say”)
Q5)does experiencing negative or violent comments impact your mood?
A. Yes.
B. No
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C. Sometimes
D. I don’t know
E. Preferred not to say
Q6) how do negative or violent comments make you feel?
A. Get you angry.
B. Makes you feel bad.
C. Depression
D. Other.
E. No impact
F. Preferred not to say
Q7)since playing video games have you experienced any of below? (if not please move to
question 9)
A. Increase in aggressiveness.
B. Swear more often.
C. Depression/anxiety.
D. Take more risks.
E. Increase in cognitive skills (e.g problem solving skills, better attention allocation)
F. Increase in confidence when talking with new people
G. Motivational benefits e.g., better in dealing with failure
H. Other
I. Preferred not to say
Q8) how likely are you to compare appearances with characters from video games?
A. Very likely
B. Likely
C. Not sure
D. Slightly likely
E. Not likely at all
F. Preferred not to say
Q9) does comparing appearances with characters from video games affect your self-esteem? (this
question only applies to you if you didn’t choose “not likely at all” or “prefer not to say”)
A. Yes
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