Tuesday, 9 September 2014

HA7 - Task 3 - Presentation of Research Results

Task 3 – Presentation of Research Results



My research gave me results I was fairly expectant of;.



I found that more people had not played the game than ones who had. Correlating this to the genders, there were more females who took my survey and this means that there are less females that play the game than males. In the industry, the survey answers can and are individually compared for example if a male answered no to playing gta, this will be added to the final result of finding out which gender played the game more. 




50% of the answers said the age was under 18. This depends on how and where you focus your interest. I.e the age group, I gave most of my surveys to people who looked the young adults therefore it is no surprise if most of them are under 18. One of the answers was from a 31+ and this helps widen your results. 

From my results there were more females who took my survey, there were less people who had played gta than ones who had and the age groups went in favour of under 18s. Now this can relate to all the previous questions and in the industry it isn't odd for companies and researchers to look for patterns. The pattern I see here is that under 18 young females do not consider themselves gamers and mostly do not play games.



These questions help categorise what area geographically, the game is played the most in so the companies know where to focus their energy more than other areas. 

It appears that most of the surveyed people are single, one is married and one widowed. It is not uncommon for 'gamers' to be seem as or represented as single/lonely  because that's what the society's perception is of this type of people. The stereotype is that gamers do not leave their rooms and hobbit holes for hours and hours on end and they are socially awkward thus being in a relationship is out of the question, so the stereotype says at least. Even if I was to disagree with that, I'd still be proven wrong because there is proof of primary research here showing that the highest chosen option was single.

Again, depending on where the survey is given questions like this will have reasonably predictable answers. For example its no surprise 99% of my answers said they're of the Caucasian background because my survey was given to people I knew from or outside college. In the industry a game can really take advantage of knowing their customer base' ethnicity because they can then think about how to expand within this certain race and how to reach out to other ethnicities of humans. 


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