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3.1 Qualtitative Variables - E-Sports
3.1 Qualtitative Variables - E-Sports
0 FINDINGS
3.1.1 Gender
Male 29
Female 71
Total 100
29%
Male
Female
71%
Based on the pie chart, representing percentage gender among students, the majority of
students are female, amounting for 71% (71 students). Male students, on the other hand, had a
smaller percentage. Their percentage is 29% (29 students).
3.1.2 Faculty
Table 3.1.2: Frequency Table of Faculties
Faculty of Accountancy 11
Total 100
0
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ty lty an s& is m &
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F ac Fa y o s in T o ati
Bu & ic
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A c lty H m
c u of f Co
Fa l ty o
cu ty
Fa cul
FACULTY F a
Based on the vertical graph, the Faculty of Business & Management has the most students with
27 percent (27 students). The Academy of Languages Studies has the second largest
percentage 20% (20 students). Faculty of Communication & Media Studies has the third
greatest number of students 17% (17 students). Faculty of Hotel & Tourism Management comes
in fourth with 16 % (16 students), which is less than one percent from the third faculty. Faculty of
Accountancy holds 11% of the students, followed by Faculty of Art & Design, which has just 9
percent (9 students).
Television 4
Friends 53
Newspaper 0
Article 0
Social media 43
Total 100
43%
53%
Based on the pie chart, the highest percentage of how student know E-Sports are from their
friends 53% ( 53 students). Next, 43% (43 students) begin to know E-Sports from social media.
Meanwhile, there are only 4% (4 students) know E-sports from television. Lastly, there are none
of students know E-sports game from article and newspaper.
3.1.4 type of games that students have played before
Table 3.1.4 Frequency Table of type of games that students have played before
PUBG 36
FREEFIRE 10
MINECRAFT 15
DOTA 2 0
TOTAL 100
20
15
10
5
0
FIFA PUBG FREEFIRE Mobile MINECRAFT DOTA 2
Legend:
Bang Bang
Type of Games
Table 3.1.5 Frequency Table of Kind Of Device Used By Students To Play E-Sports
PC / Computer 9
Smart Phone 79
Smart TV 2
Total 100
Smart TV
Device use to play E-sport
Smart phone
PC / Computer
Laptop
0 10 20 30 40 50 60 70 80 90
Number of students
Based on the Horizontal Bar Chart, most of students use Smart phone as device they used to
play E-Sports (79 students). The second highest of device that students used are Laptop (10
students). The third position are PC / Computer (9 students). Lastly, the device that students
used to play E-sport are Smart TV (2 students).
Table 3.1.6 Frequency table of Students ' preferred to watch E-Sports live streaming
yes no maybe
Figure 3.1.6: The Percentage of Students ' preferred to watch E-Sports live streaming
According to the pie chart, most students prefer to watch live streaming of E-Sports with a
percentage of 44% (44 students). Next, some of the students did not like to watch live streaming
of E-Sports with a percentage of 24% (24 students). In addition, there are students who maybe
prefer to watch E-Sports live streaming with a percentage of 32% (32 students).
Release stress 72
Get money 5
Total 100
Get money
Release stress
0 10 20 30 40 50 60 70 80
Number Of Students
Based on the Horizontal Bar Chart, most of student agreed that the advantages gain from
participating E-Sports are to release stress (72 students). The second highest of student’s
advantages from E- Sports are get new online friends (15 students). Next, there are (8 students)
agreed that E- sports give them opportunity to make games as their career. Lastly, the student’s
advantages gain from E- Sports are to get money (5 students).
Faculty
Male 3 7 8 6 2 3 29
Female 8 20 9 3 14 17 71
Total 11 27 17 9 16 20 100
Female
15
10
Faculty
Table 3.1.9 How students begin to know about E-sports games based on faculty
cross tabulation
Faculty of 1 7 0 0 3 11
Accountancy
Faculty of
2 12 0 0 13 27
Business &
Management
Faculty of
Communication 1 8 0 0 8 17
& Media
Studies
Faculty of
Hotel & 0 6 0 0 10 16
Tourism
Management
Academy of
0 15 0 0 5 20
Languages
Studies
TOTAL 4 53 0 0 43 100
Stacked Bar Chart Shows How Studens Begin
To Know E-sport
30
20
10
Begin to know E-sport
0
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Faculty
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Television Friends Newspaper Article Social media
Figure 3.1.9: How students begin to know about E-sports games based on faculty
Based on the stacked bar chart, most student from all faculty combine begin to know about
E-sports from friends (53 students). Next, only 4 students know about E-sports from television
which are 1 student from Faculty of Accountancy, 2 students from Faculty of Business &
Management and 1 student from Faculty of Communication & Media studies. In addition, social
media got the second highest number of students to know about E-sports based on all faculties
combined (43 students). But, there’s zero student begin know about E-Sports from newspaper
and article.
3.1.10 Type of Games and Devices
Table 3.1.10 Type of Games and Devices Using Cross Tabulation
Devices
Types Of
Games Smart
Laptop PC/ Computer Smart TV TOTAL
Phone
FIFA 1 4 7 2 14
PUBG 2 3 31 0 36
FREE FIRE 1 1 8 0 10
Mobile Legend 1 1 23 0 25
MINECRAFT 5 0 10 0 15
DOTA 2 0 0 0 0 0
TOTAL 10 9 79 2 100
70
60
Number Of Students
50 TOTAL
Smart TV
40
Smart Phone
30 PC/ Computer
20
10
0
FIFA PUBG FREE FIRE Mobile MINECRAFT DOTA 2
Legend
Types Of Games
Figure 3.1.10: Type Of Games And Devices Students Used To Play Games
According to the stacked bar chart, smart phones are the most commonly used devices among
students based on faculty combined (79 students). Apart from that, PUBG (36 students) is the
most popular game played by students with the most devices used is smart phone compare to
other devices since like laptop, computer and smart TV in total only 2 students for laptop and 3
students for computer. Mobile Legend is the second highest most played games with the total of
25 students with the most used devices is smartphone (23 students) since the game purposes
is created for mobile phone users. Meanwhile, DOTA 2 is the least popular game with none of
the students playing it, since it’s a game we need to pay compare to other games that are free
from apps store and as we can see. Smart TV is the least used device (0 students) since it
might could be because of the size that hard to bring for outside. FIFA, MINECRAFT, and
FREEFIRE have the almost same range amount of students which are 14 students, 15
students, and 10 students, respectively.
3.1.11 Gender And Students’ Preferred Watching E-Sports Live Streaming
Table 3.1.11 Gender And Students’ Preferred Watching E-Sports Live Streaming
Female 26 25 20 71
Male 18 7 4 29
Total 44 32 24 100
25
Number of students
20
15
10
0
yes no maybe
Gender
female male
Figure 3.1.11 Students’ Preferred watching E-Sports live streaming based on gender
Based on the multiple bar chart, most of the female (28 students) and male (18 students)
students are saying yes and they both preferred watching E-sports online streaming. Next, both
students, female (25 students) and male (7 students) said that they didn’t prefer watching E-
sport live streaming. Lastly, there are female (24 students) and male ( 4 students) who didn’t
sure whether they preferred or not.
3.1.12 Faculty and advantages from participating in E-Sports
Table 3.1.12 Faculty and Advantages from participating in E-Sports cross tabulation
Advantages
Faculty Opportunity to
make games as
Release Get new Get money Total
career
stress online friend
Faculty Of
Accountancy
9 0 0 2 11
Faculty Of Business
& Management
22 5 0 0 27
Faculty Of
Communication &
9 4 0 4 17
Media Studies
Academy Of
Languages Studies
14 4 2 0 20
Total 72 15 5 8 100
Multiple Bar Chart Shows Advantages From Participating In
E-Sports Based on Faculty
Academy of Language Studies
Faculty of Accountancy
0 5 10 15 20 25
Number Of Students
opportunity to make games as career get money get new online friend
release stress
According to the multiple bar charts, release stress is an advantage that most students choose
from all faculties combined for a total of 72 students. In addition, most students from the Faculty
of Communication & Media Studies as many as 4 students chose that through the participation
of E-Sports it can give them the opportunity to make games as career. Next, only 1 student from
the Faculty of Hotel & Tourism Management chose that get money is an advantage of
participating in E-Sports. Get new online friends is the second highest advantage that students
choose based on all faculties combined of 15 students.