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Online Games Played Frequency Percentage

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Table 9.

Frequency and Percentage Distribution of Respondents according to their


Online Games Played

Online Games Played Frequency Percentage

Among Us 222 14.80 %

Call of Duty 296 19.73 %

Clash of Clans 12 0.80 %

Dota 76 5.07 %

Genshin Impact 20 1.33 %

League of Legends 35 2.33 %

Mobile Legends 283 18.87 %

PUBG 190 12.67 %

Roblox 12 0.80 %

Stumble Guys 9 0.60 %

Valorant 326 21.73 %

Wild Rift 19 1.27 %

Grand Total 1,500 100 %

As shown in table 9, among the 1,500 respondents (n=1500), Valorant got the
highest percentage of most played online games which has 21.73% (n=326)
respondents. Followed by Call of Duty with 19.73% (n=296),Mobile Legends with
18.87% (n=283),Among us with 14.80% (n=222), PUBG with 12.67% (n=190).And the
online game that got a lowest percentage of respondents is Stumble with 0.60%
(n=9) respondents.

Table 10. Frequency and Percentage Distribution of Respondents according to their


Happiness Level

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Happiness Level Frequency Percentage

Quite Happy 697 46%

Unhappy 113 8%

Very Happy 690 46%

Total 1500 100%

As shown in Table 10, among 1500 respondents (n=1500), 46 percent of


respondents (n=697, 46%) are quite happy while playing online games, while 8
percent of respondents (n=113, 8%) are unhappy while playing online games. Lastly,
46 percent of respondents are very happy while playing online games (n=690, 46%)
among one thousand five hundred respondents (N=1500).

Table 11. Frequency and Percentage Distribution of Respondents according to their


Hours Consumed Playing Online Games

HOURS CONSUMED
PLAYING ONLINE GAMES FREQUENCY PERCENTAGE
1 240 16%

2 150 10%

3 315 21%

4 225 15%

5 255 17%

6 150 10%

7 165 11%

Grand Total 1500 100%

As shown in Table 11,among the 1500 respondents (n=1500), The 3 Hours Consumed
Playing Online Games got a highest percentage of 21% (n=315), followed by hours 5

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and 1 with 17% (n=255) and 16% (n=240) consumed by respondents.The low
percentage among the others,are the hours 2 and 6 with 10% (n=150).

Table 12. Mean, standard deviation, and variance of the respondents’ Hours
Consumed Playing Online Games

Mean Standard Deviation Variance


3.81 1.89 3.58

Table 12 reveals that the average hours the respondents consumed while playing
online games is 3.81, with a standard deviation of 1.89 and a variance of 3.58. This
result indicates that the typical hours the respondents consumed playing online
games ranges from 2 to 6 (n=1020, 68%). Furthermore, 95% of the respondents’
(n=1425) hours consumed playing online games ranges from 0 to 8. The distribution
shows normality with a small amount of variation. This outcome means that only
roughly 0.3 percent of respondents differ from the average (Mean=3.18) by less
than  5 respondents with hours consumed playing online games, with 0.15 percent
differing by less than an hour or neither playing online games  to more than 7 hours
of playing.

Group No. 3

Last Name First Name Middle Student Email Address


Initial No.
1. Dela Pena Sunshine A. 20-0057 sunshine.delapena018@gmail.com

3 | Page of 4
2. Delos Santos Ave China N/A 20-0058 avechina.delossantos257@gmail.com

3. Demos Andrea B. 20-0059 demos.andrea10@gmail.com

4. Develles John Renzo G. 20-0060 johnrenzo.develles25@gmail.com

5. Dura Aedrian G. 20-0061 aedriandura91@gmail.com

6. Edjao Maryle E. 20-0062 marylekate.edjao07@gmail.com


Kate
7. Emboltorio Cypress S. 20-0063 cypress.emboltorio9@gmail.com

8. Espayos Aryanne N/A 20-0064 aryanne.espayos12@gmail.com

9. Esperanza Diane N/A 20-0065 diane.esperanza9@gmail.com

10. Espinosa Cherrie C. 20-0066 cherrie.espinosa19@gmail.com

11. Recato Angela B. 20-2880 angelacatherinerecato@gmail.com

Catherine

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