We heavily rely on internet and technology for our daily activities, which has a great potential for being overused. And over usage thus leads to heavy addiction.

management

Description

Effects of online games on behavior of Generation X


(MIN 5000 words)

Deadline 21 Feb 2020



Table of Contents


1. Introduction


1.1 Problem statement

1.2 Purpose of the Study

1.3 Research Question


2 Literature review


2.1 Review of existing research

2.2 Review / Examination of secondary sources


3 Research Methodology


3.1 Description of population selection

3.2 Data collection & Data Source


4 Conclusion and Recommendations

5 References



*Effects of online games on behavior of Generation X*


*Abstract:*



*1. Introduction*

We heavily rely on internet and technology for our daily activities, which has a great

potential for being overused. And over usage thus leads to heavy addiction. Online games

has been one of the fastest growing industry on the internet over the past decade. Such

addictions have risen up and have adverse consequences of poor academic records,

depression, and relationship issues.


*1.1 Problem Statement:*

The drastic change in the behavior, attitudes and beliefs of the younger generation. There is a negative impact of online games on the behavior of these young generation. Since a few online games these days have a very violent approach towards them. Games like PUBG, Counterstrike and Mindcraft have a very violent strategy used in developing them. 

TALK ABOUT 6 pocket model....


*1.2 Purpose of the Study:*

The objective of this study is to understand the changes in the behavioural

development in the younger generation.


*1.3 Research Question:*

? What are the common behavioural makeups of the global gen X community?

? How are online games shaping the behavioural make-ups of the Gen X?

? Is there an emotional appeal for using online games?

? How do violent / Strong games affect brain development in the gen X?

? Are there significant changes in attitudes and beliefs for gen X individuals playing online games?

? Online games and creativity (relationship)……….


Change in their lifestyle?




*2. Literature Review:*


Conclusion or Introduction / Literature review also the main audience targeted and affected belongs to Chinese origin. This is mainly due to 6 pocket model in China.


Government policy…

Creative or introvert behavior

Top selling games

Top using games

Ill effects of online gaming – Violent behavior,


*2.1 Review of existing research*


*2.2 Review / Examination of secondary sources*




*3. Research Methodology*


*3.1 Description of population selection*

We will use the data collection technique from the students of various university.


*3.2 Data collection & Data Source*


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