Friday, 26 May 2017

Questionnaire analysis


 My first question asked the ages of people to see who would answer the questionnaire. My next question was simple asking the gender of the person who was answering the survey. My third question asked what type of genre of games an individual liked playing.
 My next question was to see what console or device people liked playing on. It was asked to see the variation in what people play the games on. They question after was regarding the time spent playing games. Many problems with games comes from how addictive the games are. Many people play for than 6 hours in one day. According to ‘Time’ “the average U.S. gamer age 13 or older spent 6.3 hours a week playing video games during 2013”(May 27, 2014, Doug Aamoth).

 I wanted to see people’s responses on effects on video games. So I asked if the individual felt frustrated when playing a video game. For my 8th question I asked more on people’s attitude when playing video games and if they released their frustration with violence. Violence and video games have been put together and related every time when incidents happen for example sandy hook massacre. Where video games were blamed for influencing the killer to murder children. This linked to my next question if people thought that violence in games and violence in real life was linked. My next question asked when people were younger if video games impacted them and what it did.

 My 11th question asked if video game adverts like trailers had made people want to but the game. This linked to effect of advertisements which can cause people to buy a game after being exposed to it after a long time if someone kept watching it repeatedly. My next question was regarding Audience theory and if there was hidden messages in games that audiences pick up. The next question asked if people who play video games if they relate personal feelings to video games when playing. This question was asked in relation to passive and active consumption.
                                                                             
 My 3rd last question is relating to the Uses and gratifications theory, which is about audiences researching and looking into media that matches their needs. The question after asked about how the continent of shooting games effects people and if it puts them off from playing. My last question asked if various shooting games encourage violence.





Form the data received from my questionnaire I found that 75% of my responses where aged between 16-18. My target audience was the majority of the responses. 58% of responses were male and only 42 were female.
When the audience was asked, what type of genre of games do you enjoy? 27% said shooting games was a genre they enjoyed. The next 3 popular genres that were contested were Action, Adventure and strategy. After that at 9% was two other genres that were sports and simulation.  My next question was about what console my audience uses. 75% of people said PS3/4 second came X-box 360/1 and at 8% was P.C.
My next question asked how long the individual played video games had in one day. 33% of responses said 1-3 hours and another set of responses that were 33% said that they played for 4-7 hours. 25% of people said that they played for 8-15 hours. Only a small minority of people around 8% said they played more than 16 hours.
 My next set of responses were not sure if they were really frustrated when playing video games.  33% of people replied that they were not sure while only 58% of people said they did feel frustrated.  I then asked if people if they released their frustration when playing video games. 75% of people said that they did. While only 25% of people said that they didn’t.
 My next question asked if there was link between shooting games and real life violence. Majority of people by 68% said yes while the remaining responses said no.
I asked if video games had an impact on peoples childhoods 5 responses responded no while 4 people said it did. 
 My next question was related to effects of advertisements. 67% of people said yes they felt they wanted to buy a game after seeing the advertisements. The question I asked after was if the story of the video game influenced someone purchasing the game. 92% of people said they were influenced by the story of a game into buying one.
 I asked the question which related to the Audience theory and if there was hidden messages in games that audiences pick up. 50% of people said yes while only 33% said maybe and only 17% said No.
I then asked if people if they research into games they play. 50% said yes, 42% said no and 8% said in some cases.
I asked if blood and gore in shooting games had put people off when playing. 67% said yes while 25% said no and a small minority of people said in some cases.

My last question I asked if shooting games encourage violence. 3 people responded no. While 5 people said yes and two people were not sure.

From the results gathered I found out that video games effect people differently. There were responses that varied. 



Conclusion: 
From my analysis I looked for what was demographics of age, gender, social class etc, to find what was the target audience was and how the website was meeting the needs of the target audience. My questionnaire found that all participants were the target audience for the website from the results of the demographic charts shown. I asked questions to see if the website was meeting the selection of contents for example the websites, words, images, colours, fonts etc. I found out from my findings that the website met with this point.

A website has been constructed to show its content. From my results a lot of the feedback was positive on the layout, captions, etc. This show that the website creators met with their target audience’s standard when creating this website.

Looking at the results not many people talked about the linguistic, visual or symbolic features of the website. From this we see that the website creators did not reach out to their target audience from those aspects of the codes and conventions of websites.


Results in the analysis show that the modes of address in the adverts and pictures show us that the audience found them standing out compared to other features. This shows us that in conclusion that most features of the design of the website met with the audiences specific needs. 



Bibliography:
(May 27, 2014, Doug Aamoth)


















1 comment:

  1. Distinction – you have comprehensively explained how media producers create products for audiences with elucidated examples and consistently using subject terminology correctly.

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