Research Group

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Chapter 1

Introduction

Background of the Study

Recreation is the means of partaking in tasks that one feels enjoyment or satisfaction in

doing. It includes a range of many activities, from physical ones such as playing sports, to

sedentary activities, such as reading books, made by children and adults alike.

As time passed, modes of recreation evolved with the emergence of modern technology;

we can now watch television, and use our cellular phones for different purposes, such as reading

books or playing music, and of course, the creation of video games.

From simple pixel graphics to defined 3-dimensional detailing, video games as a whole

evolved from time immemorial. Developers have also made different genres of video games.

Since its creation, it has been a significant part of the lives of youths and pop-culture.

Almost together with the creation of video games came the internet; a way to better

connect ourselves across the world and aid us in the ease of our workloads. In connection to the

significant use of the internet, there are now also games that feature the mechanic of being able

to connect to others who also play video games; the so-called “online gaming”.

As more of these games come out of the market, and more players are added, is the

community notified of what is more to lie in these games? What if there are positive, as well as

negative effects of online games to its players? What if they are more than just plain recreation?

This study wishes to find out.


Objectives

The researchers, with the aid of this study, aim to:

 Discover possible negative effects of online gaming to its constituents,

 Inform the common community of further knowledge regarding online gaming,

 Involve other citizens (i.e. parents) on the know-hows about online gaming, and

 Determine positive effects of online gaming to youths.

Statement of the Problem

Main Problem:

How can online gaming affect its constituents?

Sub-Problems:

 Are there violent / negative effects to online gamers from online gaming?

 What positive effects can online gaming give to online games in terms of:

o Social Health

o Neurological Benefit

 What are suitable environments for online gaming?

Hypotheses

 There are negative effects from online gaming to its users.

 There are positive effects from online gaming to its users.


Scope and Limitations

The study focuses on the possible positive and negative effects of online gaming to its

user. The researchers will only utilize one questionnaire.

The researchers will conduct their survey inside the premises of Sto. Domingo National

High School. Their respondents will be five students from Grade 7, Grade 8, Grade 9, and Grade

10, respectively from the Basic Education Curriculum, five students from Grade 7, Grade 8,

Grade 9, and Grade 10, respectively, from the curriculum of Science, Technology and

Engineering Program, and fifteen students from the curriculum of Special Program in the Arts; a

total of 50 respondents.

Significance of the Study

This study is relevant to the following people:

Minors. With this study, they can be notified for both the positive and negative effects that

online gaming may give to them.

Parents. With this study, they would know what benefits online gaming may give to their

children, the youths.

Future and Fellow Researchers. They may use this study as an inspiration in many ways. They

may utilize the same purpose of this study, which is online gaming, or create a similar survey

method used by this study.


Chapter II

Review of Related Literature and Related Studies

This chapter restates the literatures and studies that provide facts and information about

this research study. This, the citations in this chapter were taken from various sources, such as

websites, researches, articles and journals.

Related Literature

COMPUTERS IN EVERYDAY LIFE

Since the invention of computers, they have helped in producing new jobs for people,

such as electrical engineering, computer technicians, and computer programmers. Not only that,

computes also made relevance in the fields of various livelihoods as supposed to not utilizing

computer systems.

COMPUTER DEPENDENCE

A 2004 survey once concluded that an estimated 204.3 million people in the United

States, a total of 74.9 percent of their population have access to the Internet, thus owning a

computer set. Most agencies also depend on the use of computer systems; most of which is

because of Internet-based services, such as electronic mailing.

INTERNET

The internet is a vast worldwide system of interlinked computer networks. Since its

utilization, it has helped in improving communication, using leisure time, and information
collection. The internet has also industrial significance, such as online services and hypertext

links.

VIDEO GAMES

Video games are programs that are usually aimed for recreation, but can also be used in

different purposes. Unlike normal videos, video games are an interactive means of viewing. It

has made its way as a staple in pop-culture as well as scientific utilization.

VIDEO GAME IMPACT

Video games as a means of recreation has influenced contemporary living in many

factors.

The mass media has used video games as a viewing medium, so far as to create events

dedicated to video game enthusiasts, such as eSports. Various large companies, such as

Nintendo, Playstation and the like has thrived in the videogame genre.

Video games had also given impact to social influences and persuasion. They have been

used as a greater perceived source of messages as to attract many people; children and adults

alike.

Video games had a large impact on neuroscience and psychology, as well. These

particular media was and still is used as a means of latent learning (learning is enacted but is not

demonstrated), as well as a core part of observational learning.


VIDEO GAME BAN OF 1981

During the reign of former president Ferdinand Marcos, video games and several arcade

machines were banned as a response to complaints from parents and educators who allege that

games such as Space Invaders and Asteroids were detrimental to the youth's morals, viewing

them as a "destructive social enemy" and "to the detriment of the public interest". Filipinos were

given two weeks to either destroy their video games and devices or to surrender the materials to

the police and army. Violators had to pay a fine amounting about $600 and face 6 months to 1

year of prison. Playing video games in the country went underground. The ban was effectively

lifted following the 1986 People Power Revolution.

Related Studies

A study created by Anderson, C.A. and Dill, K.E. entitled “Video Games and Aggressive

Thoughts, Feelings, and Behavior in Laboratory and in Life (2000)”, wherein they correlated

aggressiveness of children with video game violence using observational methods, states that

playing violent games is positively correlated with aggressive behavior and delinquency in

children, and has a direct impact on aggressive thoughts and behavior.

Similar to the study stated beforehand, Anderson C.A. and Bushman B.J., performed

“Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive

Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analysis view of Scientific

Literature (2001)”, which also utilized the same approach on video game violence, concluded

that exposure to violent video games pose public health threat to children and youth including

college-aged individuals, and that violent video game exposure is negatively correlated with

positive prosocial behavior.


A journal published called “The Fallacy of Personal Validation: A Classroom

Demonstration of Gullibility” made by Forer, B.R., linked the use of Computer-Generated

Analysis to human traits or better yet behavior. After conducting a Personality Analysis with the

use of computer programming, he coined the term “Barnum Effect”, which is a perceived

exclusivity but not more than a generalization. Like Forer’s case, online games are also used to

gauge the personal preferences of its users and how it affects its users, similar to the objective of

Forer.

A Research Study by Rebetez C. and Betrancourt N. entitled “Video Game Research in

Cognitive and Educational Sciences (2007)”, wherein they study the evolution of video game

media in the educational field discussed. Three different fields interested in the cognitive impact

playing of video games are reviewed: abilities and skills, attitudes and motivation, knowledge

and content learning. However, most studies used video games as new experimental materials

and tasks to contribute to their specific field (i.e. attention and perception), and not as a scientific

object of interest, claim that the research on video games is in need of a conceptual and

methodological framework in which results and effects could be compared, interpreted and

generalized. They also conclude that video games have multiple effects on its players and can be

used as an educational potential.

A study made by Granic, Isabela, et. al. entitled “The Benefits of Playing Video Games”,

that aimed to proofread literature of the effects of video games in its cognitive, motivational,

emotional, and social sense, with the use of social psychology, states that although video games

have their negative impact on their users, there are also given positive effects on them as well,

and is a catalyst for other scientific studies about video game usage.
Definition of Terms

Barnum Effect – perceived exclusivity of a constituent but is instead not more than a general

finding.

Constituent – online user/gamer

Exposure – online game interaction

Latent Learning – a method of dissemination wherein learning is done yet is not demonstrated.

Neuroscience – a form of psychological field of behavior.

Observational Learning – learning with the sense of sight as a core object.

Online Games – video games requiring the use of internet connections.

Online services – other applications requiring the use of internet connections that is not

recreational interaction.

Personality – a constituent’s selective behavior prior and after online game interaction

Violence – video game content that is not suitable for specific audiences.
Chapter III

METHODOLOGY AND RESEARCH DESIGN

Contained in this chapter are the materials, equipment, general procedure, treatment,

research design and statistical treatment to be relevantly used by the researcher in his study,

which is to determine the positive and negative effects of video games to its constituents.

METHODOLOGY

Materials and Equipment

In order to formally begin the survey, the researchers first garnered a permit to allow us

to utilize the students of Sto. Domingo National High School as respondents, after which the

researchers start their survey. To facilitate the gathering of data for the research, the researchers

utilized one questionnaire to uniformly gather data from each respondent surveyed. The

researchers used coupon bonds as the medium for the questionnaire. One copy of the

questionnaire was printed, and then it was further reproduced as necessary.

General Procedure

When respondents are chosen, they are given the questionnaire to be answered. The

respondents are instructed to jot down their information on the spaces provided (name, age,

grade level). Then, they check the boxes appropriate for their choice. One question is entitled to

be an open-ended question, and so for that question the respondents need to ask specifically.
General Treatment

The analysis of data will start by tallying the result for each question, specifically for

each answer. Then, the tallied data is interpreted in a table and a graph in order to be further

examined so the conclusion is clearly stated.

FLOWCHART FOR THE PREPARATION OF WRITTEN MATERIAL

Reproducing
Creating
Creating survey
survey
permit questionnaire
questionnaire
copies

FLOWCHART OF QUESTIONNAIRE DISTRIBUTION

Instructing
Giving each
respondents
Selecting respondent a
on answering
Respondents copy of the
the
questionnaire
questionnaire
FLOW OF QUESTIONNAIRE

Fill out information Answering question I:


(Name, Age, Sex, Grade How often do you play
Level) online games?

Answering question 3: Answering question 2:


How many hours do What online games do
you play online games? you play?

Answering question 4:
Answering question 5:
How much do you
What do you feel while
spend playing online
playing online games?
games?

Answering question 6:
Answering question 7:
What negative things
What are online games
have you done because
for you?
of online games?
RESEARCH DESIGN

The researchers utilized Single Group Design for tallying the survey results for each

question on identifying the positive and negative effects of online gaming to its users as

identified by the garnered respondents.

Possible Answers Tallied Amount

CA1 Rx

CB1 Rx

CC1 Rx

CD1 Rx

The choices for answers in each question are identified as CD, with each specific answer

written as CA, CB, CC, and CD, respectively. Their tallied numbers is represented by Rx.

STATISTICAL TREATMENT

For the statistical tool that is used, Mean and Percentile were utilized in this study.

∑𝑟
𝑀𝑒𝑎𝑛(𝑥̅ ) =
𝑅

Wherein: 𝑥̅ = Mean/Average ∑ 𝑥 = Tallied Results for each specific Choice

n = Total number of Tallied Results

∑𝑟
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100
𝑅

Wherein: ∑ 𝑟 = Tallied Result for each specific choice R = Total Number of Tallied Results
Chapter IV

RESULTS AND DISCUSSION

This chapter contains the results, interpretations and other relevant information garnered

from the survey used in this study, in order to determine the positive and negative effects of

online games to its users.

TALLY RESULT ANALYSIS PER QUESTION

Possible Answers Tallied Amount Percentile

Seldom (CA1) 11 22%

During vacant times (CB1) 19 38%

Once to Twice a week (CC1) 6 12%

Every day (CD1) 14 28%

Table 1: Tallied Results of Question 1 Tabulated

Question 1: How Often do you Play Online Games?


22%
28%
CA1
CB1
CC1
12% CD1
38%

Figure 1: Tallied Results of Question 1 in Percentile

As shown in the interpretations, the second choice gains most favorable, which is

“During vacant times”.


Possible Answers Tallied Amount Percentile

DOTA (CA2) 21 30%

LOL (CB2) 21 30%

MOBA (CC2) 12 17%

FB games (CD2) 16 23%

Table 2: Tallied Results of Question 2 Tabulated

Question 2: What kind of Online Games do you Play?

23%
30%
CA2
CB2

17% CC3
CD4
30%

Figure 2: Tallied Results of Question 2 in Percentile

Both choices A and B have garnered the highest tallies, which are “Defense of the

Ancients (DOTA)”, and “League of Legends (LOL)”.

Possible Answers Tallied Amount Percentile

Not more than 1 hour (CA3) 8 17%

1 to 2 hours (CB3) 22 45%

3 to 5 hours (CC3) 10 21%

More than 5 hours (CD3) 8 17%

Table 3: Tallied Results of Question 3 Tabulated


Question 3: How many Hours do you Play Online Games?

17% 17%
CA3
CB3
21% CC3
CD3
45%

Figure 3: Tallied Results of Question 3 in Percentile

Many of the respondents play from one to two hours.

Possible Answers Tallied Amount Percentile

Not exceeding Php 10.00 (CA4) 9 20%

Php 15.00 to Php 30.00 (CB4) 19 41%

Php 30.00 to Php 50.00 (CC4) 10 22%

More than Php 50.00 (CD4) 8 17%

Table 4: Tallied Results of Question 4 Tabulated

Question 4: How much do you Spend Playing Online Games ?

17% 20%
CA4
CB4

22% CC4
CD4

41%

Figure 4: Tallied Results of Question 4 in Percentile


Most of the respondents spend Php 15.00 to Php 30.00 for online games.

Possible Answers Tallied Amount Percentile

Enjoyment (CA5) 47 57%

Relaxed (CB5) 25 31%

Aggressive (CC5) 10 12%

Table 5: Tallied Results of Question 5 Tabulated

Question 5: What do you Feel While Playing


Online Games ?
12%

CA5
CB5
31%
57% CC5

Figure 5: Tallied Results of Question 5 in Percentile

Most respondents answered that they feel enjoyment when playing online games.

Possible Answers Tallied Amount Percentile

Cutting-Classes (CA6) 1 3%

Gambling (CB6) 9 29%

Fighting (CC6) 3 14%

Provocation (CD6) 18 58%

Table 6: Tallied Results of Question 6 Tabulated


Question 6: What Negative Things Have You Done Because of Online
Gaming?
3%

28%
CA6
CB6
CC6
56%
CD6

13%

Figure 6: Tallied Results of Question 6 in Percentile

Most respondents have experienced provoking others because of online games.

Possible Answers Tallied Amount Percentile

Stress-reliever (CA7) 26 29%

Social Activity (CB7) 11 12%

Competition (CC7) 12 14%

Pastime (CD7) 40 45%

Table 7: Tallied Results of Question 7 Tabulated

Question 7: What is Online Gaming to you?

29%
CA7
45%
CB7
CC7

12% CD7

14%

Figure 7: Tallied Results of Question 7 in Percentile


Most of the respondents see online gaming as a pastime.

Sex Demographic

10%

Female

Male

90%

Figure 9: Sex Demographic of Respondents

The respondents were chosen based on random sampling. Shown in the graph is the ratio

of male-to-female respondents of the survey.

Age Demographic
2% 6%
14%

20%
12 y/o
13 y/o
14 y/o
15 y/o
16 y/o
30%
17 y/o

28%

Figure 10: Age Demographic of Respondents


The figure shows the age demographic of all the respondents involved in the survey

conducted. It shows that most online users in the sampling size are aged 15.

Question Question Question Question Question Question Question


1 2 3 4 5 6 7
Choice A 0.22 0.3 0.167 0.195 0.573 0.032 0.29

Choice B 0.38 0.3 0.45 0.41 0.305 0.29 0.12

Choice C 0.12 0.17 0.21 0.22 0.122 0.096 0.135

Choice D 0.28 0.23 0.167 0.17 0.58 0.45


Table 8: Overall Tallied Result for each Question Averaged Tabulated

1
0.9
0.8
0.7
0.6 Choice A

0.5 Choice B

0.4 Choice C

0.3 Choice D

0.2
0.1
0
Q1 Q2 Q3 Q4 Q5 Q6 Q7

Figure 8: Overall Tallied Result for each Question Averaged Graphed

The table and figure beforehand shows the averaged result of each specific question, with

Choice B as the most favorable for questions 1, 2, 3 and 4. Choice A was chosen for questions 2,

5 and 6. Choice D was favored in question 7.

There is no averaged result for Choice D in question 5 because there are only 3 choices in

the said question.


CHAPTER V

FINDINGS, CONCLUSIONS AND RECOMMENDATIONS

This chapter contains the insights that the researchers had found out through survey

analyses regarding the positive and negative effects of online games to highschool students.

FINDINGS

1. Though lengthy, the survey method of gathering data has been proven effective to gather

data in an anonymous basis.

2. Respondents do not subjectively answer honestly when given a question situated

negatively towards them.

3. Questions situated as positive or neutral are those most comfortably answered by the

respondents (highschool students).

4. A majority of highschool students play online games during their free time.

5. High school students prefer online games such as “Defense of the Ancients (DOTA)” and

“League of Legends (LOL)”, which are both categorized “Massive Multiplayer Online”

games.

6. A majority of highschool students occupy one to two hours playing online games.

7. Most highschool students spend fifteen to thirty pesos playing online games.

8. High schoolstudents incur positive attitude when exposed to online games.

9. Most highschool students have done provocation because of online games.

10. Online games are considered as pastime according to highschool students.


CONCLUSIONS

As the data gathered by the researchers were interpreted and analyzed, the researchers

concluded that:

1. Based on the random selection of respondents, the highest age demographic of

highschool students playing online games are fifteen years old.

2. Based on random selection, there are only few females who play online games, compared

to the dominating ratio of males.

3. Online games give both positive and negative effects to its constituents, depending on

both the response of the user itself and the quality and type of online game.

4. Due to a restriction in sample size, there is a trend within different factors (i.e., money

spent, hour spent, occasion of partaking online games) observed in respondents.

RECOMMENDATIONS

The researchers thought of the following recommendations in order to improve the

research study for its future use:

1. There can be respondents that would come from other schools.

2. Respondents can also have not only highschool students, but also college students, and

even adults.

3. A bigger sample size may be applied to this research study.

4. The questionnaire’s contents can still be improved.


Appendices

Statistical Computations

∑𝑟
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100
𝑅

Wherein: ∑ 𝑟 = Tallied Result for each specific choice R = Total Number of Tallied Results

Possible Answers Tallied Amount Percentile

Seldom (CA1) 11 22%

During vacant times (CB1) 19 38%

Once to Twice a week (CC1) 6 12%

Every day (CD1) 14 28%

Table 1: Tallied Results of Question 1 Tabulated

CA1 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 0.38 𝑥 100

11 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 38%
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100
50

% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 0.22 𝑥 100


CC1
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 22%
6
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100
50

CB1 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 0.12 𝑥 100

19 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 12%
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100
50
CD1 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 0.28 𝑥 100

14 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 28%
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100
50

Possible Answers Tallied Amount Percentile

DOTA (CA2) 21 30%

LOL (CB2) 21 30%

MOBA (CC2) 12 17%

FB games (CD2) 16 23%

Table 2: Tallied Results of Question 2 Tabulated

CA2 CC2

21 12
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100
70 70

% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 0.3 𝑥 100 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 0.17142857 𝑥 100

% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 30% % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 17%

CB2 CD2

21 16
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100
70 70

% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 0.3 𝑥 100 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 0.22857143 𝑥 100

% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 30% % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 23%


Possible Answers Tallied Amount Percentile

Not more than 1 hour (CA3) 8 17%

1 to 2 hours (CB3) 22 45%

3 to 5 hours (CC3) 10 21%

More than 5 hours (CD3) 8 17%

Table 3: Tallied Results of Question 3 Tabulated

CA3 CC3

8 10
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100
48 48

% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 0.167 𝑥 100 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 0.2083 𝑥 100

% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 17% % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 21%

CB3 CD3

22 8
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100
48 48

% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 0.45 𝑥 100 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 0.167 𝑥 100

% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 45% % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 17%

Possible Answers Tallied Amount Percentile

Not exceeding Php 10.00 (CA4) 9 20%

Php 15.00 to Php 30.00 (CB4) 19 41%

Php 30.00 to Php 50.00 (CC4) 10 22%

More than Php 50.00 (CD4) 8 17%


Table 4: Tallied Results of Question 4 Tabulated

CA4 CC4

9 10
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100
46 46

% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 0.19565217 𝑥 100 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 0.2173913 𝑥 100

% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 20% % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 22%

CB4 CD4

19 8
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100
46 46

% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 0.41304348 𝑥 100 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 0.17391304 𝑥 100

% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 41% % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 17%

Possible Answers Tallied Amount Percentile

Enjoyment (CA5) 47 57%

Relaxed (CB5) 25 31%

Aggressive (CC5) 10 12%

Table 5: Tallied Results of Question 5 Tabulated

CA5 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 57% % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛

% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 CB5 = 0.30487805 𝑥 100

47 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 31%


= 𝑥 100
82
25 CC5
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100
82

= 0.57317073 𝑥 100
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛

10 = 0.12195122 𝑥 100
= 𝑥 100
82
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 12%

Possible Answers Tallied Amount Percentile

Cutting-Classes (CA6) 1 3%

Gambling (CB6) 9 29%

Fighting (CC6) 3 10%

Provocation (CD6) 18 58%

Table 6: Tallied Results of Question 6 Tabulated

CA6 CC6

1 3
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100
31 31

% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 0.03225806 𝑥 100 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 0.09677419 𝑥 100

% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 3% % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 10%

CB6 CD6

9 18
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100
31 31

% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 0.29032258 𝑥 100 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 0.58064516 𝑥 100

% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 29% % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 58%


Possible Answers Tallied Amount Percentile

Stress-reliever (CA7) 26 29%

Social Activity (CB7) 11 12%

Competition (CC7) 12 14%

Pastime (CD7) 40 45%

Table 7: Tallied Results of Question 7 Tabulated

CA7 CC7

26 12
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100
89 89

% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 0.29213483 𝑥 100 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 0.13483146 𝑥 100

% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 29% % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 14%

CB7 CD7

11 40
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100
89 89

% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 0.12359551 𝑥 100 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 0.4494382 𝑥 100

% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 12% % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 45%


Documentation

*The survey proper.


Bibliography

Internet Articles:

 https://www.apa.org/pubs/journals/releases/amp-a0034857.pdf

 http://tecfa.unige.ch/perso/mireille/papers/Rebetez_Betrancourt_CognBra.pdf

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