Games are very popular and growing in our lives, game makers oftencreate interesting themes that appeal to players.Understanding the student''''s gaming needs, our group did a survey on the
Trang 1FPT UNIVERSITY- CAMPUS CAN THO
GROUP ASSIGNMENT: Applied Statistics for Business (MAS202)
Group 2
Table of Contents
I Introduction 1
II Analysis 1
Model Summary 1
ANOVAa 2
SURVEY RESULTS 31 STUDENTS 2
COFFICIENT 3
III CONCLUSION 13
Trang 2I Introduction
Game is not too strange to us now Games play the role of bringing creativity and entertainment Games are very popular and growing in our lives, game makers often create interesting themes that appeal to players
Understanding the student's gaming needs, our group did a survey on the factors that affect students' preferences for gaming habits
II Analysis
Model Summary
Model R R Square Adjusted R
Square
Std Error of the Estimate
a Predictors: (Constant), tuongtac, Gioi Tinh, giamstress,
choigamebuoinao, quaquangcao, timkiemngaunhien,
quabanbe, giaoluuketban, Quastreamer, hinhanhdohoa,
caycuoc, thietbichoi, giaitri, noidung, amthanh,
thietkenhanvat, gietthoigian
ANOVA a
Squares
1
a Dependent Variable: thoigianchoi
b Predictors: (Constant), tuongtac, Gioi Tinh, giamstress, choigamebuoinao, quaquangcao, timkiemngaunhien, quabanbe, giaoluuketban, Quastreamer, hinhanhdohoa, caycuoc, thietbichoi, giaitri, noidung, amthanh, thietkenhanvat, gietthoigian
Trang 3Model summary
R square 90.7%, which means that the variables we surveyed that affect students' preferences for gaming habits are 90.7%, the remaining percentage is from other factors
ANOVA
Show
Sum of squares: sum of squares
Mean square: Mean squared
Regression: regression
Redidual: residual
Coefficients a
Coefficients
Standardized Coefficients
Trang 4noidung -.756 232 -.479 -3.256 006
COFFICIENT
SET assumption
H0: ARE Survey variables that do not affect students' preferences for gaming habits H1: are survey variables that affect students' preferences for gaming habits
Using Oneway ANOVA test
• Sig < 0.05: Reject the hypothesis H0, that is, there is a statistically significant mean difference between the groups of values
• Sig > = 0.05: Accept the hypothesis H0, that is, there is no statistically significant mean difference between the groups of values
Regression results here have 5 significant variables affecting students' gaming habits 5%
1 Gaming device 0%
2 Stress reduction 0.9%
3 Through advertising 0.5%
4 Via Streamer 2.7%
5 Content 0.6%
According to the hypothesis, the group will accept h1 and reject h0
Based on the magnitude of the beta-normalized regression coefficient in this version, we can see that the variable gaming device, knowing the game through advertising and content has the most influence on students' preferences and gaming habits Knowing the game through streamer has the least influence on students' gaming habits preferences 1: no effect
2: little influence
3: Average
4: much influence
5: extremely influential
Trang 5
giaitri
Frequency Percent Valid Percent Cumulative
Percent Valid
The factor of entertainment affecting students' preferences for gaming habits is 77.4%
giamstress
Frequency Percent Valid Percent Cumulative
Percent Valid
The stress reduction factor affecting students' gaming habits is 64.5%
giaoluuketban
Frequency Percent Valid Percent Cumulative
Percent Valid
The factor of making friends that affects students' preferences for gaming habits is 25.8%
caycuoc
Frequency Percent Valid Percent Cumulative
Percent Valid
Trang 6The factor of plowing and hoes affects students' preferences for gaming habits 12.9%
hinhanhdohoa
Frequency Percent Valid Percent Cumulative
Percent
Valid
Graphic images have a great influence on students' gaming habits 45.2%
amthanh
Frequency Percent Valid Percent Cumulative
Percent
Valid
Sound has a moderate influence on students' preferences for gaming habits
noidung
Frequency Percent Valid Percent Cumulative
Percent
Valid
Trang 7Content has a great influence on students' gaming habits and preferences 54.8%
thietkenhanvat
Frequency Percent Valid Percent Cumulative
Percent
Valid
Character design has a great influence on students' gaming habits 38.7%
tuongtac
Frequency Percent Valid Percent Cumulative
Percent
Valid
Interaction has a great influence on students' gaming habits and preferences 35.5%
Trang 8The number of people who play games for entertainment purposes accounts for the majority of the number of people who play games without entertainment purposes
Trang 9The number of people playing games with the purpose of reducing stress also accounts for more
The number of people who play games for the purpose of making friends is very small, most of them play games not for the purpose of making friends
Trang 10More people play games without the purpose of ploughing than with the purpose of plowing Thereby, we found that people choose to play games for entertainment and stress relief purposes more than in the total of 31 people in our group Currently there are many games on the platforms google, Appstore, chplay entertainment is an important factor for game makers Through the group survey, we also found the importance in it
Nam:1
Nữ:0
Through the pie chart we can see that out of a total of 31 people, because of the random survey, the number of Females surveyed is more than that of males, so the results show that females play games more than males
Trang 11Graphics have a big impact on game play time This is also an important factor because almost everyone likes to play games with beautiful graphics Games with beautiful graphics will attract more players
Take for example league of legends, game makers always update and change graphics constantly to make players get the best experience
Trang 12The sound is in medium influence and high influence The game with good sound will make the player more comfortable and increase the feeling of enjoyment
Content at a high level of influence Game content is also very important to help players stick with that game for a long time If the game content is not good, the player may get bored and they will stop playing
III CONCLUSION
Conclusion of the study
The topic has met the stated research objectives, based on the current situation and factors affecting the students' preferences for gaming habits in general
Limitations of the topic
Because of the limited time, the study has many shortcomings and the analysis is limited in some aspects The data are also not certain to represent 100% of the results obtained, because of the limited accuracy of the student's selected responses as well as the limited number of survey samples and sample sizes
Trang 13If time allows, the topic will be expanded to sample size (200-300 students), and other subjects of different ages to develop more information and research methods, as well as from That will make the accuracy and reliability will be higher