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Reseacrh Paper on E-Gaming

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Reseacrh Paper on E-Gaming
A study on Youths’ Attitude towards “e-gaming

INTRODUCTION

 Technology now days have brought man to an era of digital and advanced world of computers.
 Not only are computers used in studies, research and work, it is now being used as part of leisure and entertainment.
 Most of the youth today know how computers work and even an 8 year old child who is still yet to learn how to read and write knows how to operate a simple computer.
This is because the interactive element of a lot of software that computers use excites and attract children and this makes them learn to use and play with the computers.

OBJECTIVES
 The aim of this study is to shed light on the Youths’ Attitude towards “E-Gaming”
 More specifically, the objectives of the study are:
 To understand the reasons that influence a person for indulging into e-gaming
 To find the genres/categories of e-games those attract contemporary e-gamers.
 To study the impact of e-gaming over e-gamers.

SAMPLING DESIGN
 A sample design is a definite plan for obtaining a sample from given population.
 Universe: Ambernath City
 Sampling method: Purposive quota
 Sampling Size: 100
 Sampling unit: Youth Age bracket (18 – 25 yrs) (gamers & non-gamers)
 Sampling Frame: Youth Of Ambernath City. SOURCE & METHOD OF DATA COLLECTION
Primary Data:
 Data collected from questionnaires distributed to respondents
Secondary Data:
 All relevant secondary data is collected from various sources like – Internet, National and International referred Journals and Websites.

DATA ANALYSIS Crucial Findings
• Sample Size: 100 respondents
• E – gamers : 63
• Non e-gamers : 27.
• Balance 10 samples were not considered, as they didn’t fill the form adequately.

Sources for Knowledge of e-gaming Percentage

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