Original Survey Analysis
This is a surface level analysis of my original survey.
My research topic: Gaming Habits, Preferences, and Social Gaming Among University Students in Japan
Target: Japanese University Students / International University Students
Number of respondents:
Total: (50) = 100%
Japanese Students: (26) = 52%
International Students (24) = 48%
(Summary) The survey contained (25) questions overall.
The (25) questions were split up into:
1. Consent
(1 required)
- Consent to participate and use anonymous data
2. Demographics
(3 required)
- Student status (Japanese / International)
- Age
- Gender
3. Gaming Frequency
(1 required Screening question)
- Gaming frequency
4. Gamers: Gaming Habits, Preferences, Social Gaming
(8 required, 8 optional)
- Online/offline/watching preference
- Favorite genres
- Gaming motivation
- Familiarity with popular games
- Playing with others
- Perceived impact of gaming on social interaction
6. Non-Gamers: Media, Streaming and Social Interaction
(2 required, 2 optional)
- Watching gaming content
- Opinion on gaming and social interaction
(Analysis)
Demographics:
Age groups (50):
The majority of respondents (26) are 19 to 21 years of age.
The second largest group (19) are respondents aged 22 - 24.
Gender (50):
For further evaluation a second demographics question was asked regarding the gender of the respondents.
The results display two major groups:
Female (27)
Male (23)
Screening (50)
In the screening question two groups of participants were determined.
Those who answered "Never" will be referred to as Non-Gamers (14) the participants choosing one of the other answers belong to the group of Gamers. (36).
Since the Non-Gamers skipped the majority of the questionnaire, due to a focus on the social effects of gaming, the analysis will focus mainly on the Gamers.
Gaming Habits, Preferences, and Social Gaming (36); Target Group: Gamers
Frequency: Out of the 36 Gamers the majority (21) = 58.3% answered that they are playing 0-2 hours per week, indicating most people are casual Gamers. With higher amounts of hours per week the quantity answers decreased gradually. Only (2) = 5.6% chose 20+ hours per week.
Preferences: The majority of Gamers (14) = 38.9% enjoy playing mostly online while analog/board games are the least favorable option with only (4) = 11.1%.
Preferences: The top three reasons for gaming are Relaxation (17) = 47.2%, Passing time (14) = 38.9%, and Socializing with friends (12) = 33.3%.
Preferences: The next preference question asked about supposedly popular games. The game most people played and also is known by most people is "Mario Kart". (35) Participants played while (1) repsondent knows the game but never played it. The least known games are "Monster Strike" and "Mahjong Soul" while the least played game is "Project Sekai".
The last section asked both Gamers and Non-Gamers whether they think gaming is beneficial to social interaction. Scale description: 1 = strongly disagree - 5 = strongly agree
Both groups show tendencies towards a positive influence of gaming on social interaction.
Out of (36) Gamers (22) = 61.1% either agreed or strongly agreed on the positive influence of gaming on social interaction. The Non-Gamer's answers (14) support the statement of positive influence with (10) = 71.4% either agreeing or strongly agreeing with the narrative.
Gamers (36):
(Conclusion)
The results of this survey show that gaming is a common activity among university students in Japan. Most participants who play games do so casually, with the majority spending less than two hours per week gaming. Online gaming was the most popular option, while PC and smartphone were the most commonly used platforms. FPS games were the most popular genre, and relaxation, passing time, and socializing with friends were the main reasons why students play games.
While the amount of social gaming varied between participants, both gamers and non-gamers generally agreed that gaming can have a positive impact on social interaction. This suggests that gaming is not only a source of entertainment but can also help people connect and communicate with others.
Overall, the survey indicates that gaming plays an important role in student leisure activities and is generally viewed positively in terms of its social effects.
Great work!
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