Tuesday, November 6, 2018

Average Time Estimation Of Youth On Playing Games

The average estimated online play time of youths and adolescents varies from 12 to 20 hours per week depending on the studies (eg Kirriemuir 2005, Wang, Chen, Lin and Wang 2008). Also, youth who play online more than 20 hours a week are often characterized by their concern about gambling, while youth who play more than 24 hours a week fall into the category of "excessive gambling" (Waite, 2007). ). Boys who responded to the Kids Help Phone survey report spending more time playing than girls, with 62% of female respondents saying they play less than 5 hours a week (compared to 44%). boys), while 15% of male respondents play more than 20 hours a week (compared to 8% of girls).

In light of the results mentioned above, we can see that boys spend about twice as much time playing online as girls. As the time spent playing on the Internet has been shown to be a good corollary of the seriousness of the situation (Kirriemuir, 2005; Wang, Chen, Lin and Wang, 2008), the results of the survey conducted by Kids Help Phone suggest that boys are more likely to engage in problem gambling behavior online.

Girls generally prefer games that interact with others and do not portray violent actions. 90% of poll respondents who chose social networking games as their favorite type of game are girls. 69% of those who have chosen adventure-action role-playing games are girls. Research on the subject shows that girls prefer collaborative and social games that offer interesting graphics.
On the contrary, boys prefer violent action games. 72% of survey respondents who chose first-person shooter as their preferred type of game are boys. Massively multiplayer online games are also popular with boys and have been chosen by 48% of them.

Player behaviors

Friendship or popularity is the most common reason for playing online: it's fun to play with friends; this activity makes me popular; it's a good way to meet new people; that's what my friends do (98%). These answers clearly show that the social aspect of online games is fun for a significant number of young people. This activity has the potential to increase self-esteem and offer young people a sense of trust and success (Shieh and Cheng, 2007). It can also improve socialization and allow players to develop social and cooperative skills (Squire, 2002).
The second most popular reason for online gambling is gambling as an escape from personal problems (40%). This proportion increases to 50% among those who say they are worried about spending too much time online.

In terms of gender distribution, both girls and boys who responded to the survey say that the main reason for playing online is fun with friends (53%). However, a significant percentage of boys say that competition is their main reason for playing (39%), while more girls play to forget their problems (42%).

Who do young people play with?

Just over 50% of the youth surveyed said they play on the Internet alone. This large group of young people also play online for other reasons than to have fun with friends (like relaxing, having fun, putting their knowledge to the test, forgetting their problems or because they have nothing else to do).
31% of young people say they play online with the people they meet in the game. When questioned, a majority of young people say they are just playing online on site like http://snailbob.online/snail-bob-3/ with these people and they know how to stay safe However, we may be concerned that these young people encounter, through these games, new people who do not belong to their circle of real friends.

Consequences in offline life

Overall, 59% of respondents say that play is detrimental to their school work, while 56% of respondents say that gambling is a barrier to regular physical exercise (eg skating, playing sports or riding a bicycle with friends). In addition, among players who play more hours during the week (ie those who play between 11 and 20 hours per week), 61% of them say the game interferes with both their school work and regular exercise. These results suggest that the negative impact on work or sport increases with the number of hours playing on the Internet. Other negative health effects reported by the research include neck, elbow, tenosynovitis ("nintendovitis"), obesity and poor cardiovascular fitness (Subrahmanyam, Kraut, Greenfield and Gross, 2000). Another important consequence is the reduction of time spent offline with friends. Research supports the hypothesis that youth turn to online gambling when they experience social anxiety or low self-esteem (Wu and Liu 2007, Young 1998).

Surveys and Their Results About Online Games

The results of the survey conducted.

Kids Help Phone conducted a voluntary and anonymous survey, both English and French, about online gaming. The survey asked 22 questions to young people about their online gaming habit, to find out why they practice such an activity, what are their favorite games, their concerns, their different stories, thoughts and emotions related to this activity.
In all, 2,793 surveys were completed (including 384 in French). Of this total, 64% of respondents are female. Although responses are from all provinces and territories, a majority of English-language responses come from Ontario (50%), while almost all French-language responses come from Quebec (92%).

Age trends

The age of respondents varies from under 12 to over 20 years. The youngest group accounts for 30% of the responses, the 13- and 14-year-olds account for 33%, and the 15-year-old group for more than 20 years represents the last group at 37%. A proportion of respondents is slightly older in French-language surveys than in English-language surveys.
In general, younger respondents, aged 12 and under, showed an interest in a wider variety of games but preferred more interactive games and first-person shooter games, and a good 50% of older youth 12 and under claim to have played online games for five hours or less per week, which seems to imply a healthy balance between the online world and the real world.
In our sample, younger groups also seem to be more aware, or at least more concerned about the dependence that video games can generate. Concerns about time spent online are brighter for younger people and decrease with age. Tweens younger than 12 years old who participated in this survey, 20% say they completely or partly agree when asked if they are worried about playing too long online (compared to 3% of older respondents). 18 years and over), and 11% say they can not stop playing by themselves (another 26% say they are not sure if they could stop by themselves).
These results suggest that many of the young people who responded to the Kids Help Phone survey questioned their ability to stop playing online and reduce the number of hours they play online.

Trends by sex

Research reports on gender trends suggest that gaming is more of a problem for boys than for girls. Lo, Wang and Fang (2005) found that about 80% of boys versus 20% of girls participate in online games. A recent Dutch study also confirms that boys are more likely to take part in video games than girls, and spend more time there (Lemmens, Valkenburg and Peter, 2009). Research indicates that boys who play online are more at risk of becoming addicted than girls.

In this survey of Kids Help Phone, girls answered more than boys (64% of girls vs. 36% of boys). This gender distribution is representative of the user profile of the service offered by Kids Help Phone, but it also suggests that online gaming of interest to both genders.
Overall, female survey respondents tend to express more concern than boys about online gaming times, suggesting that they are more aware of the negative effects of online gaming.