Data Collection

Results:

After data was collected there were various statistical analyses to check the possibility, a sample of 40 was randomly selected from the student list and questionnaires were given, of the 40 volunteers 32 were male and the rest were female. 20 participants were aged between the age 18-25 years, 10 were aged between 26 – 30 years and the rest were aged 31 years and above.

From the data it was found out that more males purchased violent games as compared to their female counterparts, this is as a result of data collected on the first question which stated that the presence of violence influence buying behavior, this is also evident from the question number five which stated that I find games with no violence in them boring, more males agreed while no women agreed to this statement.

Data was classified into six categories which included whether violence in a video game influence purchase of a video game, the reason why people play this games, what the person experiences when playing game, the effects experienced after playing the game, the general effects that the respondent feel the games have influenced behavior in the society and the actions that should be undertaken to the violent video games on the younger population. This categorization can be summarized as follows:

Category

question number

Data Collection

whether violence  in a video game influence purchase of a video game

1,2,5

the reason why  people play this games

3,6,10

what the person  experiences when playing game

7,8

the effects  experienced after playing the game

4,9,12,13,14,17

the general  effects that the respondent feel the games have influenced behavior in the  society

11,15,16,19,20

Data Collection

the actions that  should be undertaken to the violent video games on the younger population

18,21

From the data it was found out that people consider purchasing games with violence in them and that they found video games without violence were boring, more preferred violent video games than those with no violence in them. From the data where n = 40, the t statistics that was performed with regard to the preference of violent games was to check whether the existence of violence influenced purchase, those who agreed amounted to 32 and those who disagreed amounted to 8.

Given the scale of the questions to rage from -2 to 2, we analyzed the question that violent video games influence behavior in the society (question 20), (n=40, mean = 0.75, sd = 0.75) ist was clear that the violent video games have a high possibility of influencing individual behavior in the society. The observations are summarized by the graph below;

Therefore the probability that playing video games influence personal behavior is equal to 0.61.

Regarding the actions that should be undertaken on sale of violent games to youngster there was a high level of people agreeing to the restriction of purchase of video games to youngsters, the question was that youngsters aged below should not be allowed to purchase video games (question 18) according to the data (n=40, mean= 1.1, sd = 1.08), the data is summarized by the following graph

Data Collection