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Academic Research Report

Location:

Sarawak, Malaysia

Date:

2021

This report explored the effects of PC gaming on young adults' mental health. In pursuit of this goal, my group develop a problem statement and a corresponding research question. Our research question focused on identifying potential benefits and drawbacks of PC gaming for mental well-being in this age group.


To gather data, we utilized questionnaires distributed among students at Swinburne University Kuching Campus. After collecting responses, we analyzed the data and convert it into insightful graphs and charts that visualized the distribution of perceived positive and negative impacts on mental health. From this, we developed relevant recommendations from the data for parents and young adults. 


Personally, this project enriched my academic skillset in several ways. It enhanced my ability to search for, evaluate, and extract information from credible sources while fostering critical thinking skills. I learned to analyze data from various perspectives, assess arguments, and draw well-supported conclusions. 


Furthermore, this has increased my skills in constructing persuasive arguments, anticipating counterpoints, and presenting findings effectively. Notably, it allowed me to practice presenting research to peers and faculty, thereby improving my public speaking and communication abilities.



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