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The document presents data on gender, age, cellphone brand preferences, RAM, ROM, and hours spent playing mobile games among student gamers. It shows that male students are more engaged in mobile gaming, with a significant portion of players aged 20 to 21, and a preference for devices with higher RAM and storage capacities. The findings highlight trends in mobile gaming habits, including short gaming sessions and diverse brand usage among students.

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0% found this document useful (0 votes)
40 views9 pages

Problem 1

The document presents data on gender, age, cellphone brand preferences, RAM, ROM, and hours spent playing mobile games among student gamers. It shows that male students are more engaged in mobile gaming, with a significant portion of players aged 20 to 21, and a preference for devices with higher RAM and storage capacities. The findings highlight trends in mobile gaming habits, including short gaming sessions and diverse brand usage among students.

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ellengandilan6
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Frequencies of SEX

SEX Counts % of Total Cumulative %

1 17 56.7 % 56.7 %
2 13 43.3 % 100.0 %

Table 1: Gender Distribution in Mobile Gaming

SEX FREQUENCY PERCENTAGE

Male 17 56.7%

Female 13 43.3%

Total 30 100%

Table 1 demonstrates male students comprise 56.7% of total students whereas females
make up only 43.3% of the student population. The data demonstrates that male
students exhibit stronger interest in mobile gaming activities. The study conducted by
Gisbert-Pérez, J., et al.,(2024) reveals male players initiate game activities at a younger
stage and dedicate more weekly gaming hours than female participants. The Male
gamers tend to play games intensely which leads to their increased presence in gaming
communities. The research conducted by Yen, Jung-Chuan & Wang, Jeng-Yu & Chen, I-
Jung. (2011) demonstrates that mobile game-based learning results in higher male
motivation levels that directly impact academic outcomes.
Frequencies of AGE
AGE Counts % of Total Cumulative %

17 1 3.3 % 3.3 %
19 2 6.7 % 10.0 %
20 8 26.7 % 36.7 %
21 8 26.7 % 63.3 %
22 4 13.3 % 76.7 %
23 4 13.3 % 90.0 %
24 2 6.7 % 96.7 %
28 1 3.3 % 100.0 %

Table 2: Age Distribution Among Student Gamers

AGE Frequency Percentage

17 1 3.3%

19 2 6.7%

20 8 26.7%

21 8 26.7%

22 4 13.3%

23 4 13.3%

24 2 6.7%

28 1 3.3%

Total 30 100%

Table 2 shows that participants between 20 and 21 years old are prominent, individuals
at the age of 17 and 28 years are fewer. This shows that mobile gaming is particularly
common among young adults in their early twenties. A study by López-Fernández,
Honrubia-Serrano, and Freixa-Blanxart (2019) found that university students are more
likely to engage in mobile gaming due to stress relief, entertainment, and social
interaction, which can either positively and negatively impact academic performance
depending on the time spent and the type of games played.

Frequencies of Cellphone Brand


Cpbrand Counts % of Total Cumulative %

1 5 16.7 % 16.7 %
2 3 10.0 % 26.7 %
3 5 16.7 % 43.3 %
4 3 10.0 % 53.3 %
5 14 46.7% 100.0 %

Table 3: Mobile Gaming Cellphone Brand Preferences Among Student Gamers

Cellphone brand Frequency Percentage

Realme 5 16.7%

Vivo 2 10.0%

iPhone 5 16.7%

Infinix 4 10.0%

Others 14 46.7%

Total 30 100%

Table 3 shows that Realme alongside iPhone ranks as two primary smartphone brand
choices alongside Vivo and Infinix according to the survey data. Among the survey
respondents 46.7% utilize different mobile phone brands that include Samsung, Oppo,
Huawei, Itel, and Redmi. The data reveals that brands compete in this market structure
because no single company has achieved dominance. The study conducted by Dr. S.V.
Murugesan, & M. Ananthi. (2023) revealed the key factors which affect brand loyalty
consisting of product elements together with promotional programs combined with
pricing approaches and customer involvement and word-of-mouth endorsements.
According to Mainardes, E.W., et al., (2023) the connection between product price and
quality affects both consumer buying decisions and recognition of quality by fellow
gamers and group identity strength.

The high percentage of "Others" (46.7%) shows that users are not entirely loyal to one
brand but instead choose phones based on features that suit their personal or financial
need.

Frequencies of RAM

RAM Counts % of Total Cumulative %

1 14 46.7% 46.7%

2 16 53.3% 100.0%

Table 4: RAM Specifications

RAM Frequency Percentage

4GB RAM 14 46.7%

8GB RAM 16 53.3%

16GB RAM 0 00.0%

32GB RAM 0 00.0%

Others 0 00.0%

Total 30 100%

Table 4 shows that 53.3% student gamers are using 8GB RAM devices and Table 4
shows that 53.3% student gamers are using 8GB RAM devices and 4GB RAM devices
at 46.7% 4GB RAM devices . The student gamers tend to pick devices that fall under the
higher and medium RAM capacity categories for gaming needs.

The RAM quantity of mobile devices strongly affects how well these systems perform
games and handle multiple tasks at once. Student gamers select devices with 8GB RAM
because they place higher importance on gaming performance. According to a study by
Y. Liu, H. Dar and R. Sharp, (2020), gamers use high-performance devices for gaming
tend this includes visual smoothness, image quality, battery life, temperature, loading
time and touch latency.

Frequencies of ROM
ROM Counts % of Total Cumulative %

2 7 23.3% 23.3%
3 6 20.0% 43.3%
4 17 56.7% 100.0%

Table 5: ROM (Storage) Capacity

ROM Frequency Percentage

16GB ROM 0 00.0%

32GB ROM 7 23.3%

64GB ROM 6 20.0%

128GB ROM 17 56.7%

256GB ROM 0 00.0%

Total 30 100%

Table 5 reveals a total of 56.7% among student gamers who selected devices with 128GB
ROM storage. Devices with 32GB show 23.3% use and the 64GB option claims 20.0% of
students. Students prefer devices with 128GB storage capacity as substantially higher
than any other option because they need room for multiple games and applications.
A study by Limniou, M.(2021) found that between 2016 and 2020, the average file size
of top-grossing iOS games increased by 76%, highlighting the growing storage
demands of mobile games. The current trends show that gamers value devices which
offer increased storage capabilities since they need it for accessing larger and complex
game files. Gamers are expected to choose devices with bigger storage capabilities to
handle an expanded selection of games without causing any deterioration in system
performance.
Frequencies of HsP

HsP Counts % of Total Cumulative %

1 6 20.0% 20.0%

2 12 40.0% 60.0%

3 5 16.7% 76.7%

4 2 6.7% 83.3%

5 5 16.7% 100.0%

Table 6: Hours Spent Playing Mobile Games

Hours Spent on Playing Frequency Percentage

1 hour 6 20.0%

2 hour 12 40.0%

3 hour 5 16.7%

4 hour 2 6.7%

5 hour and above 5 16.7%

Total 30 100%

Table 6 shows 40% spend 2 hours playing mobile games, while 20% play for just 1 hour,
6.7% spending 3 hours, 6.7% spending 4 hours, and another 16.7% spending 5 hours or
more. Therefore, this shows that the majority of players engage with mobile games on a
daily basis, but in relatively short sessions.
The study from the Entertainment Software Association (2023) shows that smartphone
gamers participate in brief yet numerous gaming sessions for about seven hours during
a typical gaming week. Mobile gaming has gained increasing student popularity
because these games offer quick accessible entertainment which students use as brief
breaks from their busy schedules. Mobile games deliver an excellent entertainment
option for students because they provide quick play sessions through accessible
platforms.

References

Dr. S.V. Murugesan, & M. Ananthi. (2023). Influencing Factors of Brand Preference for
Laptop Computers and Smartphones Among Government and Private College
Students. Journal for ReAttach Therapy and Developmental Diversities, 6(10s(2), 2242–2248.
https://doi.org/10.53555/jrtdd.v6i10s(2).2888

Gisbert-Pérez, J., et al.,(2024). Gender differences in internet gaming among university


students: A discriminant analysis. Frontiers in Psychology, 15, Article 1412739.
https://doi.org/10.3389/fpsyg.2024.1412739

Limniou, M. The Effect of Digital Device Usage on Student Academic Performance: A


Case Study. Educ. Sci. 2021, 11, 121. https://doi.org/10.3390/educsci11030121

Lopez-Fernandez, O., Freixa-Blanxart, M., & Honrubia-Serrano, M. L. (2013). The


problematic internet entertainment use scale for adolescents: prevalence of problem
internet use in Spanish high school students. Cyberpsychology, behavior and social
networking, 16(2), 108–118. https://doi.org/10.1089/cyber.2012.0250

Mainardes, E.W., Paixão Júnior, S.d.J.C. and Rodrigues, R.G. (2023), "Antecedents of
mobile device purchase intention by mobile gamers", Young Consumers, Vol. 24 No. 5,
pp. 596-614. https://doi.org/10.1108/YC-10-2022-1613

The Entertainment Software Association (ESA) released the 2022 Essential Facts About
the Video Game Industry in June 2022. The NPD Group.

Y. Liu, H. Dar and R. Sharp, "Mobile Gamer Modelling and Game Performance
Preference Measurement," 2020 IEEE Conference on Games (CoG), Osaka, Japan, 2020,
pp. 632-635. https://doi: 10.1109/CoG47356.2020.9231860

Yen, Jung-Chuan & Wang, Jeng-Yu & Chen, I-Jung. (2011). Gender differences in mobile
game-based learning to promote intrinsic motivation. 279-284.
https://www.researchgate.net/publication/262357927_Gender_differences_in_mobile_
game-based_learning_to_promote_intrinsic_motivation

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