College Room Gaming Experience

College Room Gaming Experience

Authors: Harshal Patil, Vavibhav Vinchu, Vaibhav Bhandare

 

Introduction:

Gaming rooms in colleges provide students a space to relax, socialize, and take a break from their academic workload. These rooms are equipped with various games and refreshment facilities, creating an enjoyable environment for students. Many students find gaming room helpful for reducing stress, improving focus, and fostering friendships through interactive gameplay.

This research aims to understand students’ experiences in the college gaming room, including their level of enjoyment, relaxation, availability of refreshments, interaction with co-players, and overall impact on their well-being after studies. The responses will help assess the importance of gaming rooms in enhancing student life on campus.

 

Objective:

To analyze the impact of college gaming rooms on students’ social interaction, stress levels, and academic performance.

 

Literature Review:

The Influence of Gaming on Social behaviour and Mental Health 

According to Smith et al. (2022), gaming environments significantly affect social behaviour among students. The collaborative nature of multiplayer games encourages teamwork and communication skills, while competitive games can foster rivalry and stress. Studies show that gaming helps students build connections but may also lead to social withdrawal when overused.

 

Gaming and Academic Performance

Johnson & Lee (2023) highlighted that excessive gaming can negatively impact students’ academic performance by reducing study time and causing sleep deprivation. However, moderate gaming is associated with improved problem-solving skills and strategic thinking. Research suggests that structured use of gaming rooms and time limits can help maintain a healthy balance.

   

 

Data Collection:

For the above problem we framed 5 questions on the Likert Scale and we approached 100 students of KBS and KMS (MMS and PG batch) with google form. With the answers strongly agree, agree, neutral, disagree and strongly disagree. They were coded as 5,4,3,2 and 1. So that hypothesised mean is 3. Also, for each question mean, standard deviation, standard error and z – scores were calculated. The questions were as follows:

  1.  I enjoy the gaming room.
  2.  College gaming room experience.
  3. Game room has good refreshments.
  4.  I find good co-players.
  5. Game room refreshes me after study.

 

Data Analysis:

Column1

Question 1

Question 2

Question 3

Question 4

Question 5

Mean

3.99

3.78

3.82

3.86

4.14

Standard Deviation

0.90

0.95

1.10

0.97

1.03

Standard Error

0.09

0.09

0.11

0.10

0.10

Z

10.95

8.22

7.42

8.82

11.02

Result

Positive

Positive

Positive

Positive

Positive

 

Conclusion:

1.     Gaming rooms provide a positive recreational outlet → Most students reported that the gaming room helps them relax and enjoy their free time.

2.     Social interaction and teamwork are enhanced → Finding good co-players fosters teamwork and strengthens social bonds among students.

3.     Refreshments and facilities contribute to a better experience → The availability of good refreshments enhances the overall gaming room experience.

4.     Gaming helps with stress relief after studies → Students find the gaming room refreshing and helpful for unwinding after academic sessions.

5.     Scope for improvement in facilities and management → While the gaming room is well-received, improving the management and availability of resources can further enhance the experience.

 

References:

Smith, J., & Davis, R. (2022). Gaming and Social Behavior among College Students. Journal of Youth Studies.

Johnson, K., & Lee, H. (2023). Impact of Gaming on Academic Performance and Stress Management. The Journal of Educational Psychology.

Leave a comment