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TheinfluenceofmobilegamesonteenagersGroupmembers:YaoChi,GuXiang,ZhuZepeng,MaZhicheng,WangChuanKeywords:mobilegamesteenagersaddictioneffectsAbstract:Withsmartphonescomingintowidespreaduse,numerouspeoplebegintospendtimeplayingmobilegames.Someteenagersevengetaddictedtomobilegames.Inthisreport,wewillelaboratebothpositiveandnegativeeffectsofmobilegames.Throughquestionnaire,wefindthatdisadvantagesofmobilegamesoutweighitsadvantages.Addictiontomobilegamesexistsinsometeenagers,butitisnotaverycommonphenomenoninlife.Mostofthemplaymobilegamesmoderatelyforfunortokilltime.Introduction:Withthedevelopmentofsocialsoftwareandthewidespreaduseofsmartphones,numerouspeoplespendmuchtimeplayingmobilegames.Itevenbecomesanintegralpartofpeople’slife.Mobilegamehasturnedtobeanewentertainmentactivityforus.Whatismore,itisveryeasyandenjoyableforustoplaymobilegameswheneverandwhereverbecausemobilephoneiseasytocarry.Andmobilegamesbecomeanewestate,manypeoplebenefitfromitandalotofmoneyisthrownintothisnew-bornestate.Therearemanyadvertisementsaboutmobilegameswhichattractmanyyoungpeople.Itishardforteenagerstocontrolthemselves.Tomakemattersworse,somepeopleevenbecomeaddictedtomobilegames.Althoughtherehasbeenincreasingpublicationsoverthepastyearsonmobilegamesrecently,thepreviousresearchdidnotinvestigatethereasonforaddictiontomobilegamesclearly.Itstillremainsunknownaboutthecommonideaofyoungpeopleaboutmobilegames.So,itisessentialtodiscoverbothpositiveandnegativeeffectsofmobilegames.Someresearchwasconductedandwecandrawsomespecificconclusionsthroughthisresearch.Mostteenagerswillplaymobilegamesandareabletocontrolthemselves.Theythinkmobilegameshavebothbenefitsandharm.Reasonsforthepopularityofmobilegamesarefoundoutaswell.Methodology:Thissurveywasconductedbymeansofquestionnaireandtherespondentsofthequestionnairemainlyarecollegestudents.Thequestionnairecontainsninequestionswhichhavefoursinglechoicequestionsandfivemultiplechoicequestions.Thisquestionnairemainlyfocusesontheagecompositionofmobilegameplayerandwhicheffectwillmobilegameshaveonus.Thequestionnairewasdistributedthroughinternetandfinallywegetsixtyrespondsfrominternet.Alltherespondentsarecollegestudents.Twenty-sixofrespondentsaremaleandtherestofrespondentsarefemale.Besidesthequestionnaire,wehaveotherwaytocollectinformation.Wefoundsomebooksinthelibrarytocollectprofessionalinformationaboutthereasonswhypeopleplaymobilegames.Wealsocollecttheresultsofpreviousresearchfrominternettoelevateouroriginalthoughtsaboutmobilegames.Theliteraturereviewhelpdeveloptheprogressofdrawingresults.Finally,weconductseveralinterviewsaboutpeople’sopiniononmobilegames.Wehavefiveintervieweeswhoareourclassmates.Allofourintervieweesaremen,weaskedthemseveralquestionsabouttheiropiniononmobilegames.Afterrecyclingquestionnaires,weanalyzethedataandcombinetheconclusionwithourresultsgotfrominterview.Thenweusethesedatatomakebarchartswhichshowthefrequencyofplayingmobilegamesandthepurposesofplayingmobilegames.Results:Weinvestigated65people.Fromthebarchartabove,wecanseethatthehorizontalaxisisthefrequencyofplayinggamesandtheverticalaxisrepresentsthenumberofpeople.Besides,wecanseethat22percentofpeopleneverplaymobilegames;48percentsometimesplaymobilegames;18percentoftenplaymobilegames;and12percentofpeoplearealwaysplayingmobilegameswhentheyarefree.So,wecanfindthatmostpeoplewillplaymobilegames.Fromthisbarchart,wecanseethatthehorizontalaxisisthepurposeofplayinggamesandtheverticalaxisrepresentsthenumberofpeople.Itisobvioustofindmostofpeopleplaymobilegamestokilltimeandalotofpeopleplaymobilegamesjustbecauseitisportable.However,wecanstillfindthatsomepeoplehave“mobilephonedependence”.Theyarejustunwillingtoputmobilephonedown.However,therearealotofpeoplewhoareaddictedtothemobilegamesandcannotcontrolthemselves.Let’sseethebarchartabove.Wecanseemostpeoplecancontrolthetimetheyspendonplayingmobilegames,buttherearestillalargenumberofpeoplewhocannotcontrolthemselves,thusbringingbadeffectstotheirlives.Discussion:Firstofall,hereareanswerstosomepreviousproblems.1.Wewanttofindoutwhethermobilegamesarecompletelybadforusornot.Accordingtothequestionnaire,mostpeoplebelievethatthebiggestbenefitistoenjoythemselves.Comparedwithmanyseriousbadeffects,wecandrawtheconclusionthatthedisadvantagesofmobilegamesoutweightheadvantages.2.Itisirreversibleformobilegamestobecomeanewentertainmentwayformodernpeople,wewanttofindoutwhetherthereisabalancebetweenourdailylifeandvirtuallife.Mostparticipantshavenoproblemincontrollingthemselves.Weadvisethatteenagerswhoareaddictedtomobilegamesshouldasktheirroommatestosupervisethemandplayoutdoorstoshifttheirattention.3.Aremobilegamesreallybadforpeople?Whataremobilegames’adverseeffectsonhealth?Asthequestionnaireshows,badeffectsareinfluencingdailylife,doingharmtooureyesightandstudy,etc.4.Besidesmobilegames’adverseeffects,mobilegamesdogoodtoussomewhat.Wetrytofindoutmobilegames’positiveeffectsonman.Everyoneneedstorest,soitisnotreasonabletohavingfun.Playinggamesisagoodwaytorelaxforsometeenagers,thusmakingthempreparedwellfortheworktocome.Also,therearesomeot
本文标题:research-report-(英文调查报告)
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