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3.

0 FINDINGS

3.1 Qualitative Variable

3.1.1 Gender

Table 3.1.1: Frequency Table of Gender

Gender Number of students

Male 29

Female 71

Total 100

Pie Chart Shows Gender Among Students

29%

Male
Female

71%

Figure 3.1.1: The Percentage Of 100 Students’ Gender

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 Number of students

Faculty of Art & Design 9

Faculty of Accountancy 11

Academy of Languages Studies 20

Faculty of Business & Management 27

Faculty of Hotel & Tourism Management 16

Faculty of Communication & Media Studies 17

Total 100

Vertical Bar Shows 100 Students From


Different Faculties
30
20 Figure
10 3.1.2 :
100
NO OF STUDENTS

0
n cy es t t s
s ig an di en en di
e
De nt
St
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em of el un
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A c lty H m
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Fa l ty o
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Fa cul
FACULTY F a

Students from Different Faculties

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).

3.1.3 Students begin to know about this E-sports games


Table 3.1.3 Frequency Table of How student begin to know about this E-Sport games

Begin to know about this E-Sports games Number of students

Television 4

Friends 53

Newspaper 0

Article 0

Social media 43

Total 100

Pie Chart Shows Number On How Students Begin


To Know E-sports
4%

43%

53%

television friends newspaper article social media

Figure 3.1.3: The Percentage of how students begin to know E-Sports

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

Type of games that students have Number of students


played before
FIFA 14

PUBG 36

FREEFIRE 10

Mobile Legends: Bang Bang 25

MINECRAFT 15

DOTA 2 0

TOTAL 100

Vertical Bar Chart Shows Type Of Games


That Students Have Played Before
40
35
30
25
No of students

20
15
10
5
0
FIFA PUBG FREEFIRE Mobile MINECRAFT DOTA 2
Legend:
Bang Bang

Type of Games

Figure 3.1.4: Type of Games That Students Have Played Before


Based on vertical bar chart, 14 students were played FIFA games. But, the most frequently
games that student played are PUBG games that as 36 students. Next, 10 student played
FREEFIRE games. Also, 25 students are played Mobile Legend: Bang Bang. For MINECRAFT
games there are 15 students played this type of games. Lastly, there no student are played
DOTA 2 games.
3.1.5 Kind Of Device Used By Students To Play E-Sports

Table 3.1.5 Frequency Table of Kind Of Device Used By Students To Play E-Sports

Kind Of Device Use To Play E-Sports Number Of Students


Laptop 10

PC / Computer 9

Smart Phone 79

Smart TV 2
Total 100

Horizontal Bar Chart Shows Kind Of Device


Used By Students To Play E-Sports

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

Figure 3.1.5: Kind of Device Used By Students To Play E-Sports

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).

3.1.6 Students ' preferred to watch E-Sports live streaming

Table 3.1.6 Frequency table of Students ' preferred to watch E-Sports live streaming

Watching E-Sports live streaming Number of students


Yes 44
No 24
Maybe 32
Total 100

Pie Chart Shows 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).

3.1.7 Advantages gain from participating E-Sports games

Table 3.1.7 Frequency Table of advantages gain from participating E-Sports

Advantages gain from participating E-Sports Number of students

Release stress 72

Get new online friends 15

Get money 5

Opportunity to make the games as career 8

Total 100

Horizontal bar chart shows number of students and advan-


tages gain from participating E-Sports

Oppurtunity to make game as a career


Advantages gain from
participating E-sports

Get money

Get new online friends

Release stress

0 10 20 30 40 50 60 70 80
Number Of Students

Figure 3.1.7: The Advantages Gain By Students From Participating E-Sports

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).

3.1.8 Gender and Faculty


Table 3.1.8 Gender and Faculty cross tabulation

Faculty

Faculty Of Faculty Of Faculty Of Faculty Faculty Of Academy


Accountanc Business & Communication Of Art & Hotel & Of
Gender
y Management & Media Design Tourism Language
Studies Management Studies Total

Male 3 7 8 6 2 3 29

Female 8 20 9 3 14 17 71

Total 11 27 17 9 16 20 100

Multiple Bar Chart Shows Number of Students in Different Gender


25 Based on Faculty
Male
20
Number of Students

Female
15

10

Faculty

Figure 3.1.8: Number of Students in Different Gender Based On Faculty


According to the multiple bar chart, the Faculty of Business & Management has the most female
students ( 20 students ). Furthermore, there are only 8 male students in the Faculty of
Communication & Media Studies. Next, there are male and female students in the Faculty of
Hotel and Tourism Management, with 2 and 14 students, respectively. We can see that male
students ( 6 students ) are more than female students ( 3 students ) in Faculty of Art &
Design. The Academy of Languages Studies has the second highest number of female
students, with a total of 17 students. Ultimately, the Faculty of Accountancy has 3 male students
and 8 female students.
3.1.9 How students begin to know about E-sports games based on faculty

Table 3.1.9 How students begin to know about E-sports games based on faculty
cross tabulation

How Students Begin To Know About E-Sports


FACULTY
Social
Television Friends Newspaper Article TOTAL
Media

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 Art & 0 5 0 0 4 9


Design

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
t t
cy en ie
s
ig
n
en ie
s
an em ud es em ud
nt g St D St
o u a & ag
cc an i a
rt an es
A ed fA
g
of &
M M o m
M
g ua
& ty
l ty ss n l ris an
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Fa
i a Fa To of
us ic & y
of
B un el e m
m ot ad
lty om H
cu C of Ac
Fa of ul
ty
ty c
c ul Fa
Faculty
Fa
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

Stacked Bar Chart Shows Type Of Games and Devices


80

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

Preferred watching E-sports live streaming


Gender
Total
Yes No Maybe

Female 26 25 20 71

Male 18 7 4 29

Total 44 32 24 100

Multiple Bar Chart Shows Students Preferred Watching E-sports Live


Streaming And Number Of Students Based On Gender
30

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

Faculty Of Art &


Design
6 1 2 0 9

Faculty Of Hotel &


Tourism
12 1 1 2 16
Management

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 Hotel & Tourism Management

Faculty of Art & Design


Faculty

Faculty of Communication & media studies

Faculty of Business & Management

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

Figure 3.1.12: Advantages From Participating E-Sports Based on Faculty

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.

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