Maths report

33
SCHOOL OF ARCHITECTURE, BUILDING & DESIGN FOUNDATION IN NATURAL AND BUILT ENVIRONMENT MATHEMATICS [MATH0103] PROJECT- STATISTICS MS. ANN SEE PENG NAME ID Chong Yee Ching 0316102 Fedrick Chua Wei Jie 0316323 Kelvin Fong Jia Zheng 0317166 Lim Jern Jack 0317139 Ng Yuheng 0315476 Tan Ling Rong 0315645

description

 

Transcript of Maths report

SCHOOL OF ARCHITECTURE, BUILDING & DESIGNFOUNDATION IN NATURAL AND BUILT ENVIRONMENTMATHEMATICS [MATH0103]PROJECT- STATISTICSMS. ANN SEE PENG

NAME ID

Chong Yee Ching 0316102

Fedrick Chua Wei Jie 0316323

Kelvin Fong Jia Zheng 0317166

Lim Jern Jack 0317139

Ng Yuheng 0315476

Tan Ling Rong 0315645

TABLE OF CONTENT

TITLE PAGE

Introduction

Objectives

Methodology

Survey Forms

Analysis

Conclusion

INTRODUCTION

Online gaming can refer to any type of game that someone can play through the Internet

or over a computer network that has the similar technology. Most of the time, it refers to video

games that are played over the Internet where multiple players are in different location across

the world. Online gaming actually started since the 1982 but because of the lack in modern

technologies, projects and products were turned down one by one. As the 80’s gained

momentum of its technological era, online gaming became a more stable platform but still

experience some difficulties in perfecting it until the 90’s where Sega made a big impact on the

sector by improving the technologies and architecture of the games, this is when it all started to

bloom and grow.

Online gaming has now recently occupied large amount of time in one’s teenage life

because of the craze and addiction one has for gaming. Some might even stay up late at night

just to play online games with friends overseas so that they could match each other’s playing

time which could affect their health and studies as well. But online gaming is not all about

negative effects, sometimes it could allow gamers to expand their social circle by knowing

acquaintances online and get to know various people from around the world.

Our group recently did a survey regarding the commitment of students between two

different age group, which are 18 to 20 years old, and 21 to 23 years old respectively. Our

questionnaire includes individual preference questions such as genre they play the most, how

much time they spent in gaming and such.

OBJECTIVES

1. To collect data based on online gaming from teens aged 18 to 20 and young adults

aged 21 to 23.

2. To analyse the statistical data based on the survey forms collected.

3. To solve problems that involves various mathematical principles.

4. To understand and apply mathematical principles involved.

5.

METHODOLOGY

SURVEY FORMS

ONLINE GAMINGName: _________________________________

1. Select your gender. A. Male B. Female

2. Select your range of age.A. 18-20 B. 21-23

AdventureArcade

Driving/RacingFighting

First Person Shooter

PlatformStrategy

Quest

Figure 1: Our member was explaining about the questions of the survey form.

Figure 2: Students are filling up survey forms in front of student central.

Figure 3: Members discussing about the previous forms while waiting for others.

Figure 4: Member listing out the data for further analyzing.

Choose the answer(s) from the above choices for Questions 3 and 4.3. What genres of online games do you play? You can select more than one.

4. Which genres of online games you play the most? Select one only.___________________________________________________________________________

5. How long have you been playing online games?A. 0-2 years B. 3-5 years C. 6-8 years D. 9-11 years

6. How often do you spend playing online games per week?A. 1-2 days B. 3-4 days C. 5-6 days D. Daily

7. How long will you play online games in a day?A. 0-6 hours B. 7-12 hours C. 13-18 hours D. 18-24 hours

8. Which devices do you usually play on? A. Computer B. Playstation C. Xbox D. NDS

9. Would you buy or upgrade a console or computer just to play a new game?A. Yes. B. No.

10. Do you play any online games that require a paying subscription? A. Yes. B. No.

11. Do you purchase any in game credits?A. Yes. B. No.

12. If yes, how much do you purchase once?A. RM0-250 B. RM251-500 C. RM501-750 D. RM751-1000

13. Are you currently or have you been a member of a clan/ guild? A. Yes. B. No.14. Have you ever taken part in a Local Area Network (LAN) party?A. Yes. B. No.

15. Do you believe that online gaming is beneficial for a person to play?A. Yes. B. No.

16. Bad effects of online gaming that have happened to you. You can select more than one.A. Not enough sleep, always feeling tired

B. Blurred visionC. Having aggressive thoughts, feelings or behavioursD. Hump back/ bad postureE. Socially isolatedF. None of above

17. Good effects of online gaming that have happened to you. You can select more than one.A. Improve your hand-eye coordinationB. Improve your responsivenessC. Improve your perseveranceD. Bring you happiness and satisfaction

18. The likelihood of meeting up with the online players in real life.A. Not likely at all. B. I will go with my friends.C. Certainly, if there is a chance or time.D. Of course! Extremely likely!

19. How many acquaintances you have made within and as a result of this game?A. 0-5 B. 6-10 C. 11-15 D. 16-20

20. How important is keeping a promise or an agreement with an online player?A. Not important at all.B. Quite important.C. Important.D. Very important.

21. Does the online gaming affect your daily life? You can select more than one.A. NoB. Neglecting homework or assignments C. Relationship or Friendship problemsD. Family problemsE. Financial problems

22. Do you think you will still continue online gaming even after you graduate?A. Yes. B. No.

ANALYSIS

1) GendersTotal respondents = 100

Male Female

67 33

2) Ages

18 - 20 21 - 23

Male Female Male Female

42 8 25 25

3) The most popular game genre

Adventure Racing FPS Strategy Quest0

5

10

15

20

25

30

GAME GENRES

18 - 23 21 - 23

Age Range(Years)Game Genres

18 - 20 21 - 23

Adventure 5 18

Racing 4 6

First Person Shooting 10 10

Strategy 25 11

Quest 4 2

Mode ( 18 – 20 ) : StrategyMode ( 21 – 23 ) : Adventure

4) Number of years playing game

0 to 2 3 to 5 5 to 8 9 to 110

2

4

6

8

10

12

14

16

18

20

NUMBER OF YEARS PLAYING GAME

18 - 20 years old 21 - 23 years old

Age Range(Years)Number of years

18 - 20 21 - 23

0 – 2 9 113 – 5 10 116 – 8 18 139 - 11 13 15

Mode (18 – 20) : 6 to 8 years Mode (21 – 23) : 9 to 11 years

5) Frequency of online gaming in a week

1 - 2 Days

3 - 4 Days

5 - 6 Days

Daily

0 5 10 15 20 25 30

FREQUENCY OF ONLINE GAMING IN A WEEK

21 - 23 years old 18 - 20 years old

Age Range (Years)Frequency (Days)

18 – 20 21 - 23

1 - 2 21 253 - 4 11 145 - 6 7 2Daily 11 9

Mode (18 – 20) : 1 to 2 daysMode (21 – 23) : 1 to 2 days

6) Amount of time spent for online gaming per day

0 to 6 7 to 12 13 to 18 18 to 240

5

10

15

20

25

30

35

40

45

50

AMOUNT OF TIME SPENT PER DAY

18 - 20 years old 21 - 23 years old

Age Range(Years)

Time Spent (Hours)

18 – 20 21 – 23

0 – 6 39 447 – 12 10 413 – 18 0 118 – 24 1 1

Mode (18 – 20) : 0 to 6 hours per dayMode (21 – 23) : 0 to 6 hours per day

7) Devices preferred for online gaming

Computer Playstation Xbox NDS0

5

10

15

20

25

30

35

40

45

DEVICES PREFERRED

18 - 20 years old 21 - 23 years old

Age Range(Years)Devices

18 – 20 21 – 23

Computer 42 38Playstation 2 11

Xbox 2 3NDS 4 0

Mode (18 – 20) : ComputerMode (21 – 23) : Computer

8) Buy or upgrade a console or computer

Yes No0

5

10

15

20

25

30

35

40

BUY OR UPGRADE A CONSOLE OR COMPUTER

18 - 20 years old 21 - 23 years old

Age Range(Years)Respond

18 – 20 21 - 23

Yes 15 22No 35 23

Mode (18 – 20) : Not willing to buy or upgrade console or computerMode (21 – 23) : Not willing to buy or upgrade console or computer

9) Paying subscription

Yes No0

5

10

15

20

25

30

35

40

45

PAYING SUBSCRIPTION

18 - 20 years old 21 - 23 years old

Age Range(Years)Respond

18 – 20 21 - 23

Yes 12 11

No 38 39

Mode (18 – 20) : Not paying subscriptionMode (21 – 23) : Not paying subscription

10) Purchasing in-game credits

Yes No0

5

10

15

20

25

30

35

WILLINGNESS TO PURCHASE IN-GAME CREDITS

18 - 20 years old 21 - 23 years old

Age Range(Years)Respond

18 – 20 21 - 23

Yes 21 20

No 29 30

Mode (18 – 20) : Not willing to buy in-game creditsMode (21 – 23) : Not willing to buy in-game credits

11) Amount of purchasing in-game credit per time

0 - 250 251 - 500 501 - 750 751 - 10000

5

10

15

20

25

30

35

40

45

50

AMOUNT OF PURCHASING IN-GAME CREDIT PER TIME

18 - 20 years old 21 - 23 years old

Age RangeMoney (RM)

18 - 20 21 - 23

0 – 250 47 43

251 – 500 2 4

501 – 750 0 2

751 - 1000 1 1

Mode (18 – 20) : RM 0 to 250 per timeMode (21 – 23) : RM 0 to 250 per time

12) Member of a clan or a guild

Yes No0

5

10

15

20

25

30

MEMBER OF A CLAN OR A GUILD

18 - 20 years old 21 - 23 years old

Age Range(Years)Respond

18 - 20 21 - 23

Yes 27 28

No 23 22

Mode (18 – 20) : Yes, a member of a clan or a guild.Mode (21 – 23) : Yes, a member of a clan or a guild.

13) Joining a Local Area Network (LAN) Party

Yes No0

5

10

15

20

25

30

35

JOINING A LOCAL AREA NETWORK PARTY

18 - 20 years old 21 - 23 years old

Age Range(Years)Respond

18 - 20 21 - 23

Yes 31 27

No 19 23

Mode (18 – 20) : Is a LAN party memberMode (21 – 23) : Is a LAN party member

14) Online game is beneficial for a person

Yes No0

5

10

15

20

25

30

35

40

45

50

ONLINE GAME IS BENEFICIAL FOR A PERSON

18 - 20 years old 21 - 23 years old

Age Range(Years)Respond

18 – 20 21 - 23

Yes 43 37

No 7 13

Mode (18 – 20) : Yes, it is beneficial for a person.Mode (21 – 23) : Yes, it is beneficial for a person.

15) Bad effects of online gaming

Not enough sleep Blurred Vision Aggressive action Hump Back Socially Isolated None of above0

5

10

15

20

25

30

BAD EFFECTS OF ONLINE GAMING

18 - 20 years old 21 - 23 years old

Age Range(Years)Bad Effects

18 - 20 21 - 23

Not enough sleep 27 27

Blurred Vision 15 20

Aggressive action 10 6

Hump Back 15 19

Socially Isolated 13 12

None of above 11 3

Mode (18 – 20) : Not enough sleepMode (21 – 23) : Not enough sleep

16) Good effects of online gaming

Hand eye coordination Responsiveness Perseverance Happiness and satisfaction0

5

10

15

20

25

30

35

40

GOOD EFFECTS OF ONLINE GAMING

18 - 20 years old 21 - 23 years old

Age Range(Years)Good Effects

18 - 20 21 - 23

Hand eye coordination 23 15

Responsiveness 30 25

Perseverance 16 20

Happiness and satisfaction 35 27

Mode (18 – 20) : Happiness and satisfactionMode (21 – 23) : Happiness and satisfaction

17) The likelihood of meeting up with online players in real life

Not likely Maybe Certainly Extremely likely0

5

10

15

20

25

LIKELIHOOD OF MEETING UP WITH ONLINE PLAYERS

18 - 20 years old 21 - 23 years old

Age Range(Years)Likelihood

18 - 20 21 - 23

Not likely 20 20

Maybe 12 15

Certainly 16 13

Extremely likely 2 2

Mode (18 – 20) : Not likely to meet up with online playersMode (21 – 23) : Not likely to meet up with online players

18) Number of acquaintances made in the game

0 to 5 6 to 10 11 to 15 16 to 200

5

10

15

20

25

30

NUMBER OF ACQUAINTANCES MADE

18 - 20 years old 21 - 23 years old

Age Range(Years)Number of Acquaintances

18 - 20 21 - 23

1 – 5 23 26

6 – 10 15 13

11 – 15 3 6

16 - 20 9 5

Mode (18 – 20) : 1 to 5 acquaintances made Mode (21 – 23) : 1 to 5 acquaintances made

19) Importance to keep promise with online players

Not important at all Quite important Important Very important0

5

10

15

20

25

30

IMPORTANCE TO KEEP PROMISE WITH ONLINE PLAYERS

18 - 20 years old 21 - 23 years old

Age Range(Years)Importance

18 - 20 21 - 23

Not important at all 14 14

Quite important 17 24

Important 13 10

Very Important 6 2

Mode (18 – 20) : Quite important Mode (21 – 23) : Quite Important

20) Effects of online gaming in daily life

No

Negle

cting

hom

ewor

k

Relat

ions

hip

or fr

iend

ship

pro

blem

s

Fam

ily p

robl

ems

Fina

ncia

l pro

blem

s0

10

20

30

EFFECTS OF ONLINE GAMING IN DAILY LIFE

18 - 20 years old 21 - 23 years old

Age Range(Years)Effects in daily life

18 – 20 21 – 23

No 30 26

Neglecting homework 19 19

Relationship or friendship problems

4 7

Family problems 2 4

Financial problems 3 3

Mode (18 – 20) : No effectsMode (21 – 23) : No effects

21) Response about continue online gaming after graduate

Yes No0

5

10

15

20

25

30

35

40

CONTINUE GAMING AFTER GRADUATE

18 - 20 years old 21 - 23 years old

Age Range(Years)Respond

18 – 20 21 – 23

Yes 37 34

No 13 16

Mode (18 – 20) : YesMode (21 – 23) : Yes

CONCLUSION

Based on our findings from our questionnaire, we’ve concluded that young adults who

are aged 21 to 23 years old had spent more money on games compared to teens aged 18 to 20

years old. Besides, our questionnaire has also indicated that strategy type games are the most

preferred genre amongst teens aged 18 to 20 years old whereas first person shooter types of

games and strategy games has the same amount of favourites amongst young adults who are

aged 21 to 23 years old. Our survey has also indicated that most of the teens and young adults

play 2 days in a week which means that they are not too addicted to online gaming compared to

the small amount of teens and young adults who plays 7 days a week. People nowadays often

know friends or acquaintances through social media but online gaming has also become one

way of knowing various people online besides using social media, our survey has shown that

most of the teens and young adults knew 0 to 5 acquaintances through online gaming. Last but

not least, there was a question from our questionnaire, which we asked whether they would

continue playing games after they graduate, 37 out of 50 teens chose yes and 34 out of 50

young adults answered yes as well. These are the summary of our research about the

commitment of online gaming between two age group, which are aged 18 to 20 years old, and

21 to 23 years old respectively.