Questions
With my primary data compiled it was time to construct the questions I would need for my survey. I decided to ask them with the data found in my research.
The first:
- In your experience are computer gamers more or less social than non-computer gamers?
Was designed to find an answer to the problem outlined by Gadgets Now.
The second:
2. Compared to non-computer gamers are the computer gamers you know more or less aggressive?
was designed to address the concerning problem highlighted by J.Wells (photo of a female domestic violence victim) and the research compiled by Dr M.Applebaum (from 300 video game studies). I needed to find if there is a violent trend linked to gaming and, if so, if the local populace had noticed it?
Question three:
3. Are the computer gamers you know more or less aware of everyday life in the real world than the non-computer gamers you know?
was constructed to search for any truth in the Telegraph article, reported by J.Wells. The article shed no real light on this problem. Giving two scientific studies results that opposed each other in their findings, namely the affected area of the gamers brain’s. In order to find if gaming affected the gamers in a positive or negative way.
Question four:
4. Do the computer gamers you know solve everyday problems quicker or slower than the non computer gamers you know?
A continuation of question three. Building a clearer picture of the reported effect. A positive outcome to this question, supported by the results of question three, will shed more light onto which way the affect of gaming has upon the human mind and it’s growth, or lack of.
Results of Survey
Question 1
In your experience are computer gamers more or less social than non-computer gamers?

Gadgets Now (2013) argue that gamers are becoming less social in everyday situations. As seen in the chart above 52% of those who know them regard their interaction as normal. Of the remaining 48%, 73% indicated that gamers are less social than their non-gaming counterparts. So some weight can be added to Gadgets Now claims. To clarify this division I consulted the comments, left by 39%, and found that opinion is split into two factions. The first depended upon the individual’s personality, the second pointed to the social structure of the online gaming community as an actual social platform. Though this is not a full social interaction (Little), it is a form of social inter action. As much as a phone call is or shouting
Question 2
Compared to non-computer gamers are the computer gamers you know more or less aggressive generally?

Violence in computer games is argued widely in society, with a study by Dr Appelbaum (2015) lending weight to the argument. The chart above depicts the view of those asked. With 57% viewing gamers as violent as non-gamers. The remaining 43% is prone to less or more violence. 60% of which is less likely again. This could be linked to the findings of question 1 and could imply that because of the lower level of full social interaction gamers lack the ability to see or understand the full implications of violent behaviour in a social setting. It could also be said that 17% of more violent gamers is a reflection of the violent members of society but seeing how many people commit themselves to a war, historically, this probably is not the case (Sircus 2011).
Question 3
Are the computer gamers you know more or less aware of everyday life in the real world than the non-computer gamers you know?

The study at the Max Plancke-Gesellschaft (2013) found a significant growth in the subject’s prefrontal cortex (regulation of complex cognitive, emotional, and behavioural functioning), hippocampus (memory), and cerebellum (sensory input with muscular responses). In the graph 74% of gamers showed the same level of awareness as non-gamers. Of the remaining 26%, 65% showed they were more aware than their non-gaming counterparts. This seems to reinforce the previous research. Showing that gaming, and the level of concentration involved, heightens the awareness of participants. Though it could be that that the people in question are naturally this way the evidence makes this improbable.
Question 4
Do the computer gamers you know solve everyday problems quicker or slower than the non computer gamers you know?

An extension of question 3, the answers to this question re-enforced the eligibility of the answer to that one, as well as this one. It appears to point that computer gamers are more advanced with cognitive reasoning and spatial awareness, than non-gamers. Possibly an effect of the raised concentration involved in playing an immersive game, where you are encouraged to notice as much as possible on screen always, over a television program or film, where the participant is required to notice much less detail in order to complete. Ultimately a person must acquire the knowledge and skill to complete a game, where a tv, or film, watcher only has to keep up with the story as it unfolds.
Another apparent correlation is that all the fields, in questions 3 &4, were scored high to low in the same order, with a shift occuring from the same and less categories, both adding to the more selection. This could be due to the similarity of the questions (Psychology World).The first leading to a more defined answer in the second. It could be that gamers are twice as cognitively efficient with problem solving than they are socially aware; the two might not be connected. More research is required to define an answer.
Overall Findings
To make sense of the four graphs a fifth must be created. Taking the three aspects of the findings and presenting them in a graph of their own. Relabelling the answers would make more sense, measuring them against societies basis of normal behaviour. In this case the same category would be the normal behaviour in society. Good would be a positive effect (more social, less aggressive, more aware of everyday life, and quicker at problem solving), the bad would be the opposite of these. The results are shown below:

Confirming the accumulated data, the graph shows that more gamers are socially ahead, quicker mentally, and have a better understanding of the world around them, than those that are not.