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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B. No
C. Maybe
D. Sometimes.
E. Preferred not to say
Q10) how long to you spend daily on video games?
A. Less than 1 hour
B. 1 to 3 hours
C. 3 to 5 hours
D. More than 6 hours.
E. Preferred not to say
Q11) do you skip doing some of your day-to-day activities to play video games?
A. Yes
B. No
C. Sometimes.
D. Prefer not to say
If chose yes or sometimes what day-to-day activities, you skip to play video games?
Sampling
It refers to a process in which samples are selected from a vast population. It can also be
described as a collection of individuals, artefacts, and items that are used to measure a large
population. The survey should be people's responses in order for the investigator to simplify the
conclusions and results from the study of the whole population. The number of individuals
chosen for this research project to gather knowledge is 60. Individuals can often use a basic
random sample approach to consider their thoughts in the light of the study document's
completion.
Chapter 4: Findings and analysis
Data sheet
Theme: type of video games
Q1) What type of video games do you mostly play? Frequency
A)shooting 12
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B)sports 06
C)action 05
D) Strategy 04
E) fighting 03
F) racing 10
G) fantasy 15
H) other 05
Theme: experience when playing a video game
Q2) what feelings do you experience when playing a video game? Frequency
A) I don’t get annoyed 15
b) a little bit annoyed 12
C) annoyed 08
D) angry 05
E) out of control 10
F) preferred not to say 10
Theme: Negative or violent comments when playing video games
Q3) how likely is it that you experience negative or violent comments when
playing video games?
Frequency
A) very likely 12
B) likely 13
C) not sure 10
D) slightly likely 05
E) not likely at all 08
F) preferred not to say 12
Theme: Personal experience
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”)
Frequency
Responded by 60
Theme: experiencing negative or violent comments impact your mood
Q5) Does experiencing negative or violent comments impact your mood? Frequency
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A. Yes. 10
B. No 10
C. Sometimes 10
D. I don’t know 15
E. Preferred not to say 15
Theme: Negative or violent comments feel
Q6) how do negative or violent comments make you feel? Frequency
A. Get you angry. 08
B. Makes you feel bad. 12
C. Depression 07
D. Other. 13
E. No impact 05
F. Preferred not to say 15
Theme: experience
Q7)since playing video games have you experienced any of below? (if not please
move to question 9)
Frequency
A. Increase in aggressiveness. 6
B. Swear more often. 8
C. Depression/anxiety. 7
D. Take more risks. 5
E. Increase in cognitive skills (e.g problem solving skills, better attention
allocation)
12
F. Increase in confidence when talking with new people 3
G. Motivational benefits e.g., better in dealing with failure 5
H. Other 10
I. Preferred not to say 3
Theme: compare appearances with characters
Q8) how likely are you to compare appearances with characters from video
games?
Frequency
A. Very likely 15
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B. Likely 05
C. Not sure 14
D. Slightly likely 06
E. Not likely at all 12
F. Preferred not to say 08
Theme: Effect of compare appearances with characters
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”)
Frequency
A. Yes 13
B. No 12
C. Maybe 15
D. Sometimes. 10
E. Preferred not to say 10
Theme: Daily on video games
Q10) How long to you spend daily on video games? Frequency
A. Less than 1 hour 12
B. 1 to 3 hours 13
C. 3 to 5 hours 5
D. More than 6 hours. 15
E. Preferred not to say 15
Theme: Day-to-day activities
Q11) Do you skip doing some of your day-to-day activities to play video games? Frequency
A. Yes 10
B. No 12
C. Sometimes. 18
D. Prefer not to say 08
E. Maybe 10
F. Sometimes. 02
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THEMATIC ANALYSIS
Theme: type of video games
Q1) What type of video games do you mostly play? Frequency
A)shooting 12
B)sports 06
C)action 05
D) Strategy 04
E) fighting 03
F) racing 10
G) fantasy 15
H) other 05
Interpretation: It can be interpreted form the above stated graph that when it is asked form the
respondents about the type of video game they play the most. There is and mixed response. This
can be seen that fantasy games got most of the popularity in being the favourite game for the
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players. Second spot is retained by shooting games and third by racing games. This show that
fantasy games are the first choice of female players playing these games.
Theme: experience when playing a video game
Q2) what feelings do you experience when playing a video game? Frequency
A) I don’t get annoyed 15
b) a little bit annoyed 12
C) annoyed 08
D) angry 05
E) out of control 10
F) preferred not to say 10
Interpretation: It can be interpreted form the above stated information that there is mixed
responses when it is asked about the experience when playing a video game frequency. Majority
of responses is given to I don’t get annoyed which means that most the female players are not
annoyed. There is also tie between preferred not to say and out of controlled.
Theme: Negative or violent comments when playing video games
Q3) how likely is it that you experience negative or violent comments when
playing video games?
Frequency
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A) very likely 12
B) likely 13
C) not sure 10
D) slightly likely 05
E) not likely at all 08
F) preferred not to say 12
Interpretation: It can be analysed form the above stated pia chart that most of the responded
think that there is existence of violent and negative comments when they are playing video
games. As this get most of the respondent in likely way. other majority lies with the not to say,
where most of the responded for not saying anything.
Q4) If your answer for question 3 varied between a little bit annoyed and out of control,
what would the reason for it be?
Form the responses of responded in relation this this question. This can be viewed that most pf
the responded are unclear with their reason for being answerable. This make it more difficult to
identify the reason behind anger. But some of these says that use of abusive language is most
prominent t factor that leads in decision among female players.
Theme: Experiencing negative or violent comments impact your mood
Q5) Does experiencing negative or violent comments impact your mood? Frequency
F. Yes. 10
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G. No 10
H. Sometimes 10
I. I don’t know 15
J. Preferred not to say 15
Interpretation: It can be interpreted form the above stated information that there is mixed
responses when it is asked Experiencing negative or violent comments impact on mood of
female worker. This can be seen that there 50% of the responses are given to I don’t know or
preferred not to say. This simply mean that most of the responded are in confused situation to
discussed about this. Rest of the responses are shared in yes, no and sometime with equal
division.
Theme: Negative or violent comments feel
Q6) how do negative or violent comments make you feel? Frequency
A. Get you angry. 08
B. Makes you feel bad. 12
C. Depression 07
D. Other. 13
E. No impact 05
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F. Preferred not to say 15
Interpretation: It can be seen form the above stated figure that there are number of changes in
behaviour of individual while working in business firm. this can be seen that there is different
feeling of female players while playing video games. Most of the responded preferred not to say
anting about this. Other than this, 13 out of 60 responded form other factors which are not
mentioned in questionnaire. 12 out of 60 responded for bad feeling which are developed by
negative behaviour.
Theme: Experience
Q7) Since playing video games have you experienced any of below? (if not
please move to question 9)
Frequency
J. Increase in aggressiveness. 6
K. Swear more often. 8
L. Depression/anxiety. 7
M. Take more risks. 5
N. Increase in cognitive skills (e.g problem solving skills, better attention
allocation)
12
O. Increase in confidence when talking with new people 3
P. Motivational benefits e.g., better in dealing with failure 5
Q. Other 10
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R. Preferred not to say 3
Interpretation: It can be interpreted form the above stated information that when it is
asked about the experience of female gamers then 12 out of total number responded for
Increase in cognitive skills. This is useful in meeting needs and performing task in more
effective way. this also act as positive of women who are involved in video gaming activities.
Theme: compare appearances with characters
Q8) how likely are you to compare appearances with characters from video
games?
Frequency
a) Very likely 15
b) Likely 05
c) Not sure 14
d) Slightly likely 06
e) Not likely at all 12
f) Preferred not to say 08
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Interpretation: When it is asked about comparison of appearance with the characters of game.
Most of the female gamer responded in mixed behaviour. This can be seen for the stated chart
that very likely and not sure are the most responded response form the side of female gamers.
The second most attractive response is seen in not likely to say anting about the content.
Theme: Effect of compare appearances with characters
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”)
Frequency
A. Yes 3
B. No 2
C. Maybe 5
D. Sometimes. 5
E. Preferred not to say 3
Interpretation: It can be interpreted form the above stated information that when it is asked
about impact of compare appearances with characters of female player. This can be seen form
the responses of respondents that most of them doesn’t care about this as they responded in may
be. Where 5 out of 18 respondent responded for some time.
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Theme: Daily on video games
Q10) How long to you spend daily on video games? Frequency
F. Less than 1 hour 12
G. 1 to 3 hours 13
H. 3 to 5 hours 05
I. More than 6 hours. 15
J. Preferred not to say 15
Interpretation: It can be interpreted form the above stated information that most the female
player give more than 6 hours in this file. One more think which is analysed in this question is
that most of the female players are preferring not to say anting about this. 1 to 3 hour is also a
factor that is impacting on daily routine of female players. This can be seen that it acting as
major part after above two factors. 12 out of 60 players are spending less than 1 hour in day.
Theme: Day-to-day activities
Q11) Do you skip doing some of your day-to-day activities to play video games? Frequency
a) Yes 10
b) No 12
c) Sometimes 18
d) Prefer not to say 08
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e) Maybe 10
f) Sometimes. 02
Interpretation: This can be concluded from the above stated information that there are
majority of individual responded for some time when it is asked about leaving daily activity due
to playing video games. This statstha5t most of the women are playing games where they have to
skip their daily activities which they are performing on daily basis. This is also impacting their
mind set as it leads to including the pressure of work and change mind set to aggressive
approach. This is evaluated that there are number of individual who also responded in negative
way that this is not impacting on daily routine and work.
CHAPTER 5: CONCLUSION AND RECOMMENDATIONS
It can be concluded from the above mentioned the search that there are different aspects in
relation to the female gaming within UK. It is identified from the different literature sources that
female gaming within UK has different impact on the behaviour of females from the age group
of 18 to 28. It can be concluded that there are different impacts on the behaviour of women when
they are losing within the video game. This behaviour is in negative nature which are also being
the part of developing aggressiveness within the women. On the other hand, it is also concluded
that females between the ages 18 to 28 year has also impact of playing video game on the daily
routine. This is because this directly harms the daily routine of the women playing video game. It
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is identified that video game include a large section of daily working hour which impact on
different habits of women and generate negative impact on their health. It is also identified that
there are various factors which has to be considered in order to promote the video gaming of
female for staff as it also lower the self-esteem of women while playing video game. There is
some other player on the behaviour of women while playing video game as sometime the other
player uses abusive languages which also leads to changes in the behaviour and being habitable
for the women to use this unethical language practices. This will impact on their relationship as
well as spoil their personal relations.
From the above mentioned conclusion it can be analysed that there are some recommendations
which has to be followed in order to improve the participation of women within video game and
bringing its positive impact on their behaviour.
Firstly, it is recommended that government must participate in the function of women's
video gaming where it must act as a watchdog for stock under this government can set up
playing limit for certain hours in order to reduce the negative impact of video gaming by
females on their daily routine. This will also barrier the negative impacts of video gaming
on the health of women's and help in scheduling their routine in effective way.
Secondly, it is also recommended that the video gaming companies must be lined up in
accordance with the needs of women as well as they must include some special
guidelines for playing video games by the female players. These guidelines will be based
on the negative consequences or can act as a disclaimer which will help in reducing the
negative consequences of video gaming by female. This will help in promoting the video
gaming and the positive impacts of videos game on women so that they can analyse its
impact and can take decision accordingly.
Chapter 6: reflection and alternative research methodology
I am grateful that I have been given opportunity to conduct this research. This research has
enhanced my skills and helped me a lot. There is requirement of hard work to do a research. It is
not an easy task as there should be proper knowledge about the concept. I was not having good
knowledge about the research work so I first of all studied about the topic so as to enhance my
knowledge. It is prominent that the research is conducted in proper way. There are various steps
that are required to be followed so that the research is conducted in a proper way. By conducting
this research my knowledge related to research.
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First of all it was difficult to decide the topic of research as it needs clarity and full
understanding. The topic of research is related to impact of video games on the daily routine of
women. The topic is interesting and is relatable. So, I was happy with the topic and it helped me
a lot to conduct the study smoothly. I developed various skills while doing this research as first
of all my research skills have improved as I have completed the research work successfully. It is
seen that there always reason behind choosing a research topic and that I have mentioned in the
report. The objectives are clearly formulated and stated in the report. This has enhanced my
critical thinking skills. It is not easy to conduct a research there is requirement of good critical
thinking skills. There is use of primary data to grab information related to topic. The use of first
hand data enhances the effectiveness of research. As the point of view of the individuals is
directly taken and then it is analysed than the results are more authenticated. It is helps to gain
clarity of ideas and there point of view helps to analyse the data. The use of quantitative method
is used to collect the data ns graphs and statistics helps to understand the topics effectively. It is
seen that the information and feedback directly collected from the participants is more useful.
The questionnaire is filled by the women that are eager to play video games and their point of
view is taken to gain findings of this research. The experience of these women matter and help to
draw the conclusion. The random sampling is used in the research as I found it good fit for the
research. As the population is big and the information can not be collected from each and every
person so the sample size is selected on random basis.
I have interacted with people and it was difficult to grab information from them. As the
people are conscious that there information is the leaked. I have assured that confidentiality is
maintained through out the research as then only the people shared the information. This
research has enhanced my ability to communicate with others. It has helped me to enhance my
communication skills. Effective communication skills are important in each phase of life.
Interaction with the people is helpful and this the reason of conducting the research successfully.
There is requirement of effective decision making skills. As there is requirement of
various decision taken to conduct this research effectively. As various decisions regarding
choosing the method of research. The collection and analysis of data also plays a vital role in
success of report. Each question is analysed and various graphs and pie charts are formulated so
that it can be understood by experts as well as by a normal person. This research has helped me
to enhance my analysing skills. As the analysing skills are also important. I am able to gain good
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knowledge about the data and interpretation is important for a person. It has enhanced my
understanding related to video games and what are the impact of these games on the behaviour
and emotions of the women.
It is important for a person to understand the topic of research and then conduct the
research related to the topic. There is was lack of money and time to conduct this research. This
was a challenge that is faced by me. So for the next time I will always use ample of time to do
the research. There are various challenges such as people were not ready to share the
information. I have taken care of all the ethics and moral values to conduct the research and that
is the reason I am able complete the research successfully. It is also seen that it is important to set
timelines and work according to them. As by following the timelines the work is completed on
time and effectively. Some of the people declined to share the views. I have maintained
confidentiality through out the research. It is important to complete the research effectively as
there are various advantages and problems faced to complete the research. There is conclusion
and recommendation is the end of research so as to support it.
By successfully analysis the data and getting to a reliable conclusion I have developed
my knowledge and skills related top research. By conducting this research I am able to develop
my communication, analytical, listening understanding skills. All these skills will help me in my
personal as well as professional life. Also I have understood the the way of conducting the
research so it will help me in future while conducting the research. In the end I am thankful that I
am given opportunity to conduct this research.
Alternative research methodology
There are a variety of methods that can be used to gather knowledge for a research project. The
researcher developed a standardised questionnaire of closed-ended questions that were asked of
chosen respondents. Another efficient approach for collecting information from respondents is to
hold an interview. It offers comprehensive information that aids in the retrieval of relevant
results.
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REFERENCES
Books and journals
Johnson, M. R. and Woodcock, J., 2019. The impacts of live streaming and Twitch. tv on the
video game industry. Media, Culture & Society, 41(5), pp.670-688.
Young, C. J., 2018. Game changers: Everyday gamemakers and the development of the video
game industry (Doctoral dissertation, University of Toronto (Canada)).
Cohendet and et.al., 2018. The local, the global and the industry common: the case of the video
game industry. Journal of Economic Geography, 18(5), pp.1045-1068.
Pottie‐Sherman, Y. and Lynch, N., 2019. Gaming on the edge: Mobile labour and global talent in
Atlantic Canada's video game industry. The Canadian Geographer/Le Géographe
canadien, 63(3), pp.425-439.
Šisler, V., Švelch, J. and Šlerka, J., 2017. Video Games and the Asymmetry of Global Cultural
Flows: The Game Industry and Game Culture in Iran and the Czech Republic.
International Journal of Communication (19328036), 11.
Jankowski, F., 2020. The Presence of Female Designers in French Video Game Industry, 1985–
1993. Games and Culture, 15(6), pp.670-684.
Ek, P., 2019. Community sensing capabilities in the video game industry: Utilizing information
in user communities to impact product performance.
Mejia, R. and LeSavoy, B., 2018. The sexual politics of video game graphics. In Feminism in
play (pp. 83-101). Palgrave Macmillan, Cham.
Xiao, L. Y. and Henderson, L. L., 2019. Towards an ethical game design solution to loot boxes:
a commentary on King and Delfabbro. International Journal of Mental Health and
Addiction, pp.1-16.
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Online
Uk gamers: more women play games than men, report finds, 2021. [online]. Available through <
https://www.theguardian.com/technology/2014/sep/17/women-video-games-iab >
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