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NATIONAL ECONOMICS UNIVERSITY INTERNATIONAL SCHOOL OF MANAGEMENT AND ECONOMICS - - PROJECT THE IMPACT OF VIDEO GAMES ON CT UNIVERSITY STUDENTS IN HANOI Hanoi, 2023 ACKNOWLEDGEMENT I appreciate all the support from people who gave me the opportunity to finish the thesis “The Impact of Video Games on University Students in Hanoi.” In addition, this research would not have come true without the enthusiastic support of my professor, Ms Le Thu Huong We also want to express my sincere thanks to the university students in Hanoi who spent time responding to my survey Table of Contents ACKNOWLEDGEMENT CHAPTER 1: INTRODUCTION .5 1.1 Background 1.2 Rationale 1.3 Research Questions 1.4 Methods CHAPTER 2: LITERATURE REVIEW 2.1 Definition of video games 2.2 The state of video games 2.3 Benefits of video games 2.4 Drawbacks of video games 10 CHAPTER 3: FINDINGS AND ANALYSIS 12 3.1 The situation of playing video games among university students in Hanoi 12 3.1.1 The frequency of playing video games: 12 3.1.2 Time spent on video games per day 13 3.1.3 Balance time playing video games with other things: 14 3.2 Aspects that determine the choice of video games of university students in Hanoi 15 3.2.1 The reasons for playing video games instead of other activities 16 3.2.2 The types of video games that attract university students in Hanoi 16 3.2.3 The factor influence choice of video games 17 3.3 The impact of video games on university students in Hanoi 18 3.3.1 The benefits of video game 18 3.3.2 Drawbacks of video games 19 3.3.3 The percentage of people who witnessed violent action while playing games 20 CHAPTER 4: CONCLUSION 22 REFERENCE LIST 23 QUESTIONNAIRE 26 Table of charts Chart The frequency of playing video games .12 Chart Time spent on video games per day 13 Chart Balance time playing video games with other things .14 Chart The feeling when nit playing video games .15 Chart The reason for playing video games 16 Chart Types of video games .17 Chart The factors influence choice of video games 18 Chart The benefits of video games .19 Chart Drawbacks of video games 20 Chart 10 The percentage of people who witnessed violent action while playing games 21 CHAPTER 1: INTRODUCTION 1.1 Background Nowadays, the outstanding progress of the Internet has created a new era of technology and innovation It helps people interact with everything in a multidimensional, vivid, and more convenient way than ever before Furthermore, the Internet has also become a virtual space where people can devote their creativity, interaction, learning, entertainment without being limited by space or time According to the youth, the Internet plays an even more essential role in all activities of life as an effective tool for work, study Moreover, the Internet is a great entertainment medium, such as watching movies, chatting, Each stage will have different entertainment trends For a while, people have been immersed in the world of movies, social media, AI, But no genre can be as attractive as video games The explosion of a new platform completely changed the entertainment habits of that era Almost everyone who wants to find something to relax with always chooses to play video games because of their convenience Video games help people connect with people around the world and create a lot of memories Besides being used for entertainment, video games are also a perfect environment to develop yourself, improve skills, etc In Hanoi, video games have become important and necessary for university students 1.2 Rationale Video games are known as a type of electronic game that interacts with players through electronic devices such as computers, phones, televisions, etc It has become one of the most popular ways to relieve stress and the most widely used in the world, including Vietnam Because of its virality, it has had a lot of influence on young people, especially university students in Hanoi It has both advantages and disadvantages Thus, I decided to carry out this research titled “The Impact of Video Games on Hanoi University Students” to find out the current situation of video games and the impact on university students in Hanoi through the survey 1.3 Research Questions RQ1: What is the current situation of video games among university students in Hanoi? RQ2: What aspects university students in Hanoi consider when choosing video games? RQ3: What are the effects of video games on university students in Hanoi? 1.4 Methods  Data collection method/questionnaire: Surveying Hanoi University students about the topic “The Impact of Video Games on Hanoi University Students” was already done by answering and filling out questionnaires to finish this survey  Method of document research: Searching all information from research work, books, newspapers, magazines, and the Internet related to the topic and providing total source citations Document continues below Discover more from: P_LV4 Project Đại học Kinh tế… 265 documents Go to course W05B - 123123 18 Project 100% (5) ĐỀ CƯƠNG ÔN TẬP PHÁP LUẬT ĐẠI… Project 100% (4) Đề thi gồm câu 29 hỏi : 1.Lựa chọn đún… Project 100% (4) PR innisfree - Nhóm 20 - nhóm mơn pr Project 100% (3) Phân tích thơ Viếng lăng Bác Project 100% (2) W05 - 123 Project CHAPTER 2: LITERATURE REVIEW 2.1 Definition of video games According to Lim Yong, Quan Cheong Hui Qi and Saw Shi Qi (2015), video games mean interactive games between humans and electronic devices to control graphics and images and is a utility vehicle was born Entrance as the solution of people Currently, video games are divided into categories, namely arcade games, computer video games and console games (Phạm Nguyễn Huy Cường, 2023)  Arcade games, also known as Coin Operated, are a type of game on a dedicated coin-operated machine that allows players to use and control in one play Some arcade games will come with accessories such as steering wheel controls and gun-shaped handles Arcade games emerged as a phenomenon of electronic gameshows from the early 1970s and became an integral part of the game indispensable in the history of the video game industry However, in the 4.0 period, it was gradually forgotten by everyone and only appeared in commercial centers, entertainment areas (AndrewD, 2023)  Computer video games are known as games played on personal computer devices connected to the Internet and players can easily play with friends around the world Regarding the advent of the personal computer, it has brought a great change in the game industry, making computer video games the most popular game today and welcomed by many young people (Phạm Nguyễn Huy Cường, 2023)  Console games is a kind of interactive software that allows one or more players to share a screen, usually a TV or computer screen like PlayStation, Xbox, etc to provide comfort during the experience With graphics and complexity make this game realistic and attractive The first version of Console Games was made by Magnavox Odyssey in the US in 1972 (Jasmine, 2022) 83% (6) 2.2 The state of video games With the advance of the technology industry in recent years, video games have become better with high-quality graphics, increased resolution, and a variety of video games According to Ash Turner (2022), the rate of people who play video games will increase by 7.54% from last year and there is a prediction of around 3.26 billion video gamers worldwide in 2023 Besides, 221.4 billion USD will also be reached by global video game revenue in the same year This strong growth stems from the impact of the Covid-19 pandemic That period brought more opportunities for the already thriving video game industry to explode When the whole world is facing the problem of lockdown, video game indicators such as downloads, number of game releases or entertainment demand for video games increase dramatically It creates a whole new playground that makes maintaining relationships, chatting, and having fun with friends easy Understanding changes in living habits has motivated many issuers to invest in this aspect in order to meet user expectations (Ngọc Phạm, 2021) However, a question arises “Given the widespread popularity of video games, how much time young people today spend on average playing video games?" A survey with a group of gamers between the ages of 16 and 24 who use any device that allows them to play games over the internet has been carried out, the countries with the largest number of video game users are Southeast Asia including Vietnam First is the Philippines with 96.7% ranked highest, and the second is Indonesia with 65.4% Vietnam and Thailand rank third and fourth, with 93.6% and 93% respectively The least of users who play video games is Japan ranking at 44 with 66.5% (Hoàng Hà, 2022) Therefore, the average game revenue rate in Southeast Asia increased by approximately 8.2% per year and 9% for Vietnam It is noteworthy that there is a significant difference in the meantime to video games between men and women (Brian, 2023) The average teenage boy spends 7.5 hours per week on video games, compared to just only 4.5 hours per week in girl teenagers Although video games are loved and played more by male players, female players still pay attention to video games The cause may be due to gender differences, so playing video games does not match the needs and preferences of women (Lucas and Sherry, 2004) Simply put, female players have a bad experience playing video games because the stereotypes of video games are male, so most game developers often choose genres, content, graphics to attract the most male audience If video games were no longer a problem, the percentage of female players spending time on video games would dramatically increase 2.3 Benefits of video games Video games have become a crucial part of the rising debate all over the world It is a kind of entertainment that greatly affects the gaming community not only negatively but also brings positivity in many aspects of life from emotions, study, or work Considering the opinion of Michelle Newbold (2022), video games bring many benefits to mental health to help users in general and young people, in particular, learn to manage their moods, create positive emotions, and reduce stress For example, during the recent Covid 19 pandemics, noticing the negative morale happening in some people, the movement to use #PlayApartTogether has emerged to call on everyone to join hands to fight the epidemic or simply to immerse themselves in the world of virtual reality (Kenny Johnston, Sarah Ross and Dana Whitney, 2020) That event was like an exploding bomb during a stressful epidemic, helping people forget the anxiety of the epidemic and become happier and more positive Just sitting at home playing video games, users can chat with friends from all over the world and forget the feeling of loneliness and boredom It is noticeable that the majority of people who play video games are in a better mood than those who don't play video games According to Christian M Jones et al (2014), video games and mental health have an inextricably linked relationship Gamers can easily discuss and talk about problems in life or love through relationships, and the impact of video games Besides, some positive emotions will be expressed through the video game scene When players complete the tasks in that game, they will give gamers a sense of satisfaction, helping to improve psychophysiology That becomes the Looking at the pie chart, 40% of students choose “Daily” to talk about the frequency of playing video games and rank in the first place, while the rate of “Weekly” and “Monthly” are similar with 30% In conclusion, most university students in Hanoi tend to play video games every day for entertainment after a busy day or other matters 3.1.2 Time spent on video games per day Each person will arrange a different schedule to suit their activities, and university students in Hanoi are no exception Therefore, the survey will show enough detail to know the choice between them Time spent on video games per day 3.35% 3.35% 43.30% 50.00% Under hour From to hours From to hours More than hours Chart Time spent on video games per day According to the pie chart, 50% of Hanoi University Students reckon that they find it suitable to for the answer “From to hours” The proportion of university students in Hanoi chose “Under hour” for the question above stood at 43% In third place is the answer “From to hours” and “More than hours” was the lowest, with 4% and 3% respectively In summary, despite having to balance time between studying and working, University students in Hanoi still spend a lot of time entertaining with video games around to hours per day 14 3.1.3 Balance time playing video games with other things: Balance time playing video games with other things No; 30.00% Yes; 70.00% Yes No Chart Balance time playing video games with other things From the survey conducted, 70% of university students in Hanoi think that they can easily balance the time for playing video games with other activities, whereas only 30% are not really sure about these problems or meet some trouble when focusing on video games All thing cosidered, balancing the time spent on video games with other activities is difficult, and students at Hanoi University reckon that if they know how to arrange a reasonable schedule, the time spent on video games can be completely balanced with other activities without affecting each other However, a few students admit that they struggle with balancing this 15 3.1.4 The feeling when not playing video games Although video games play a big role in entertainment after a tiring day, everyone has different emotions when they not playing video games The bar chart below will show the result of the emotional problem of not playing video games of university students in Hanoi The feeling when not playing video games Happy Exhausted Annoyed Normal 10 20 30 40 50 60 70 Chart The feeling when nit playing video games As you can see that, most university students in Hanoi feel “Annoyed” when they need to stop playing video games, with 73.7%, while the answer “Exhausted” ranked second place at 41.9% Following are the ratios of the answer “Happy” accounting for over a third of the answer “Exhausted” The rate of the answer “Normal” choose by university students in Hanoi stood at 11.3% In the end, most students tend to feel annoyed and exhausted whenever they can't play video games It is not a good feeling for them, however, there are still some people who not feel uncomfortable about this 16 80 3.2 Aspects that determine the choice of video games of university students in Hanoi The second purpose of this essay is to find out the aspects that influence both directly and indirectly the choice of a game that is right for you For that reason, the answers of university students in Hanoi will bring useful things to this situation 3.2.1 The reasons for playing video games instead of other activities With the development of the Internet, students have easy access to video games There are many reasons why they decide to choose video games over other activities Here are a few reasons chosen by university students in Hanoi The reasons for playing video games 90 80 70 60 50 40 30 20 10 x la Re o W rk as re on Ex n pa d r tio ela p hi ns a Ch y em ng lle m d in Im pr e ov nd ec ey at in rd oo n io Chart The reason for playing video games It can be seen answer “Relax” is the choice that university students in Hanoi choose the most, with 81% That of answer “Work reason”, “Challenges my mind,” and “improve hand-eye coordination” are similar, with around from almost 19% to 28.6% The percentage of “Expand relationship” registered approximately 58.7% Finally depending on each person's reason, most university students in Hanoi play video games to relax after school or a tiring day 17 3.2.2 The types of video games that attract university students in Hanoi Video games are increasingly developing along with many types of games to suit everyone's preferences Even someone who doesn't spend much time on video games, they can still choose a genre of video games So what kind of video games will university students in Hanoi tend to choose? Types of video games Explore Education Puzzle/Strategy Sports Role-playing Action 10 20 30 40 50 60 70 Series Chart Types of video games According to the above survey, 63.3% of respondents said that the type of video games they play most often is puzzle/strategy In second place is the “Action” genre accounting for 43.6% Next are the “role-playing” and “sports” categories, with 31.7% and 28.6% respectively “Education” stood at 11.3% And the last place is the explorer with only 3.2% from the choice of university students in Hanoi In the end, students tend to play puzzle/strategy games because of their interests and this video game genre also helps players improve a lot of skills 3.2.3 The factor that influences the choice of video games To find a favorite video game genre, people in general and university students in Hanoi in particular also have to ponder over external influences to make the best choice 18 The factors influence choice of video games Recommendations by other people 47.6 Kind of video games 19.3 Graphic quality 53.3 Social media 74.5 10 20 30 40 50 60 70 80 Chart The factors influence choice of video games The given chart illustrates the factors influencing students' choice of video games The percentage of “Social media” witnessed the highest at 74.5% The rate of respondents who were influenced by “graphic quality” was greater than the “recommendations by other people” The figures were 53.3% and 47.6%, respectively The number of participants who found games through categoríe was the lowest out of the four sections, at 19.3% In conclusion, social media helps university students in Hanoi with a convenient and easy ways to select video games Additionally, there are many methods available besides social media to this 3.3 The impact of video games on university students in Hanoi Finally, the following tables were created by the answer of university students in Hanoi to know about the impact of video games including positives and negatives 3.3.1 The benefits of video games Although there are many negative comments about playing video games, it also brings many benefits for players in many aspects of their lives, helping them to be motivated for a new day 19

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