Reseacrh Paper on E-Gaming

762 Words May 20th, 2013 4 Pages
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
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(Numbers)

The frequency of device used Platform preference for "e-gaming"

Preferred platform for e-gaming (Numbers) Motive for indulging into e-gaming

Motive for indulging into e-gaming (Numbers) Conditions mostly experienced due to e-gaming

Conditions experienced due to e-gaming (Numbers)

Most played games
1) COUNTER STRIKE SERIES
2) TEMPLE RUN
3) ANGRY BIRDS
4) WWE SERIES
5) CALL OF DUTY
6) BATTLEFIELD 3
7) FARCRY 3 CRYSIS

Most favourite e-gaming companies
• EA Games
• THQ Games
• Crytek
• Ubisoft Rovio

Reasons for not playing e-games

Findings: Based on the data collected
 Most people, who indulge into e-gaming, prefer the genre of “Action” games
 Major motive for e-gamers for gaming is deriving “Pleasure”
 Majority of Non e-gamers don’t indulge into gaming, as they don’t find it worth.
 Majority of the gamers begin gaming between the age group of 13-18 years.
 The most favorite game among gamers is COUNTER STRIKE SERIES The most favorite game developing company is EA Games

SUGGESTIONS
 As a marketer of e-games, my triumph would lie in the conversion of non-gamers into gamers.
 Non gamers should still be viewed among potential gamers. This thought would keep up the competency level.
 Now

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