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group assignment applied statistics for business mas202

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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

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FPT 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

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I 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

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Model 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

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noidung -.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

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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

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The 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

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Content 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%

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The number of people who play games for entertainment purposes accounts for the majority of the number of people who play games without entertainment purposes

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The 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

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More 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

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Graphics 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

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The 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

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If 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

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