The Social and Economic Impact of Multiplayer PC Games on Students
By
CONTENTS
CHAPTER 1: INTRODUCTION3
Background of the Research3
Problem Statement5
Aim of the Research5
Objectives of the Research6
Research Questions6
Significance of the Study7
Scope of the Study7
Structure of the Dissertation8
Chapter I: Introduction8
Chapter II: Literature Review8
Chapter: III Methodology9
Chapter IV: Data Discussion & Analysis9
Chapter V: Conclusion10
CHAPTER 2: LITERATURE REVIEW11
History of Multiplayer PC Games11
Massively Multiplayer Game12
Multiplayer PC Game Addiction and Students13
Characteristics of Multiplayer PC Game Addiction Among students14
Intense Pleasure14
Obsession14
Depression and Anger15
Lying15
Debt & Dependency15
Neglecting16
Uncontainable and uncontrollable16
Impact of Multiplayer PC Games on Students16
Social Impact of Multiplayer PC Games on Students17
Digital Native -Today's Youth17
Emergence of New Priorities18
Relationship and Gaming among Students19
Economic Impact of Multiplayer PC Games on Students19
Students in Debt19
Instability of Expenses20
Cyber Victimization20
Chapter Summary20
CHAPTER 3: METHODOLOGY22
Research Philosophy22
Research Approach23
Research Choice23
Data Collection24
Time Horizon24
Confidentiality24
References26
Appendix34
Survey Questionnaire34
CHAPTER 1: INTRODUCTION
Background of the Research
In the world, regular and online games are promptly becoming the largest entertainment sector. Of the gaming sector one, of the fastest growing and most intriguing sector is the multiplayer Online games also known as MMO. The virtual world created by these games creates the interaction of thousands of people when playing online(Hachman, 2011, p.1). The growth of the gaming sector is amassing as on a general level it is estimated that it has gained more than 100 million new subscribers averaging more than 20 hours of gaming per week which is an incredible drawing of the target customers towards the rendezvous towards regular and online gaming(Carey, 2013, p.1). The immense growth of the MMO (multiplayer online gaming) is through the expansion of the industry operation and service across languages and borders which have enabled the industry penetrate its service to a more proliferated target market(Hjorth, 2011, p.9).
Regular and online video games are not just for kids. The addiction of gaming is so intense these days that people of all age group have developed their addiction towards gaming. Gaming has become an integral part of people entertainment life as much as partying and celebration (Weaver, 2013, p.1). Internet has played a major role in the expansion of the entertainment industry as of those who fail to afford the expensive game devices can now easily access the available PC games and entertain themselves in their spare timings. However, this facility was so effective that not only during their spare times, playing of regular and online games have been found at some instance for more than 20 hours(Wolf, 2012, p.7).
The advance skills of the 21st century have made it possible for the global citizen live in a flat world where the opportunity scope is open for everyone. In the past new and advance opportunities were limited to industrialized National and upper class citizens of the Nation, but the easy accesses to the internet facilities to everyone everywhere has enabled the global citizens use internet as a medium and access the innovative and entertaining games. With the advancement in the technology games are now played on the computers, game devices, gaming consoles and even are made accessible on the smart cell phones with the internet accessibility and connectivity (Smed, Kaukoranta and ...