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Gaming Data Analysis with SPSS & Tableau Case Study by Native Assignment Help
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The SPSS and the Tableau software are the two most effective and important data analysis software which have different capabilities such as making graphical representations of nominal data analysis of huge datasets etc. This specific research contains the proper and well-structured analysis of business datasets which are done with the help of the SPSS and Tableau data visualization tools. Also, the methods which are utilized in the completion of this research are mentioned with proper structure. The importance of this study is to easily analyses and understand huge business data for different types of organisational purposes. The data set that was analyzed in this study contains vast data from a gaming study which is done in a wide variety of counties in the entire world.
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This study contains the analysis of a study of gamers done with the help of the SPSS and Tableau data visualization software (Kovacova et al. 2022). The information regarding the data of gamers is provided and these data are taken from different previous surveys. The data that was given contained different types of data on gamers for example their gaming console types, gaming hours, age, occupation and also the reason for gaming. These variables are first filtered with proper methods. Then these data variables are analyzed in the Tableau data analysis software (Parsons, 2021). The results are taken in the form of different types of graphs. These graphical representations of data values will be discussed with the help of previous journals and articles on the data analysis and visualization process (Zong et al. 2020). Also, these demographical and gaming-related data of different gamers in the entire world are collected following different ethical factors which are used for a proper survey.
Representation of the SPPS data analysis results
Figure 1: Descriptive statistics of Gamer survey
On Each Order!
The analytical data variables which are taken in the analysis are described in a tabular format in this figure. A descriptive analysis of different statistical values such as the mean, median, mode, and variance skewness of the given variables are mentioned in this SPSS result table (Aguado et al. 2019). The variables which are mentioned in this table are the age of the gamers, occupation of the gamers, gender data of the gamers, their earnings and also the three different psychological tests which are the GAD test, SWL test and the SPIN test. These test scores will be used to find different types of mental health-related problems in the worldwide gaming community.
Figure 2: Descriptive statistics of Gaming hours
This tabular result of the SPPS data analysis software shows the descriptive statistics of gaming hours of these gamers. The frequency value of the gaming hours is calculated at 475 and the validity of the gaming hour percentage is calculated at 100% (Lemenkova et al. 2019). It can be identified with this result that the highest number of data frequency in all the responses is 40 and the lowest is 1.
Figure 3: Representation of the gamer gender
This figure is the representation of the analysed data on the basis of the gender of these gamers. The genders of these gamers are differentiated into three classes which are male, female and other (Aziz and Aftab, 2021). Here the most amount of frequency was found for the male gamers at 428 and the lowest frequency was found for the other gender gamers which is 1. The percentage of male gamers was calculated at 90.1%.
Figure 4: Descriptive analysis of Gamer occupation
In figure 4 the analyses of the occupation of these gamers can be visualized. Here the description of occupation is shown in different frequencies. The highest data frequency that is found in this research is the college or university students with a frequency of 234 and the lowest ones are the unemployed people having a frequency of 53.
Figure 5: Graphical representation of Gamer’s age
This result of the gamer’s data contains the graphical representation of the age of these gamers. It may very well be recognized and perceived from this chart that the largest number of individuals who have participated in the review are aged 18 years (McDonald et al. 2020). Likewise, the quantity of gamers who are available here is in the range of 18 to 25 years.
Figure 6: Graphical representation of Gaming hours
This result shows that these gamers who have participated in the survey play different types of games which contain different gaming hours (Ramzan et al. 2023). The highest frequency of gaming hours is 20 hours of gaming having a frequency of more than 60. The lowest amount of gaming hour’s frequency is identified at 0 hours of gaming.
Figure 7: Representation of the T-test values
In Figure 7, the representation of the t-test value of the gamer’s age, test scores, and gender are calculated with the help of SPSS data analysis software (Zhang et al. 2020).
Here it was found that the alternative hypothesis is not followed as the GAD value of 23.625 is higher than the 28.289 SPIN test value.
Figure 8: Representation of correlation table
In this figure the correlation calculation of different variables such as age, gender, earnings and degrees are calculated with the help of SPSS analysis. 2 tailed correlation calculations are done in this analysis. The correlation values regarding the age of the gamers are calculated at 1 and gender is at 0.021.
Figure 9: Graphical representation of Gamer’s earnings
In this figure, the representation of the gamers earning from playing these games is described. It shows that most of the gamers are playing these games just for fun.
Figure 10: Graphical representation of SWL test scores of gamers
This figure shows the graphical representation of the SWL physiological test score which is collected from these gamers (Watkins, 2021). With the help of this SWL analysis result it can be easily concluded that most of the gamers have the SWL score in the range of 14 to 25. The highest number of frequency values is presented at score 17.
Figure 11: Graphical representation of GAD test scores of gamers
This figure of the SPSS data analysis results contains a well-structured graphical representation of the GAD Test scores of these gamers (Zhang et al. 2020). It can be found from this graph that most of these gamers have the GAD or generalized anxiety disorder test score in the range of 0 to 8 as these value ranges have the highest number of frequencies.
Figure 12: Graphical representation of SPIN test scores of gamers
In Figure 12 the values which are associated with the SPIN test results are represented in a graphical format (Zhang et al. 2020). Here the result shows that most of the gamers have a spin test score in the range of 0 to 24.
Representation of the Tableau software analysis results
Figure 13: Graphical representation of GAD test scores on the basis of gender
This figure contains the graph of the GAD test score on the basis of the genders of these gamers (Batt et al. 2020). It shows that the highest number of gamers are from the male gender category.
Figure 14: Graphical representation of SWL test scores on the basis of gender
This Tableau analysis shows the results of the SWL test result on the basis of the grades of these gamers (Akhtar et al. 2020). Here it can be found that the males have a higher number of SWL scores than others.
Figure 15: Graphical representation of GAD test scores on the basis of earnings
This result contains a graph which shows that the GAD test scores of these gamers are very different if it is classified on the basis of gaming earnings of these gamers.
Figure 16: Graphical representation of SWL test scores on the basis of earnings
In this result, the SWL test scores of the gamers are classified on the gaming earning factors (Akhtar et al. 2020). It shows that the results of this test are the highest when the players are playing those games for fun.
Figure 17: Graphical representation of GAD test scores on the basis of gamer’s degree
Figure 17 contains a well-structured graphical representation of the GAD test results on the basis of the gamer’s degree.
Figure 18: Graphical representation of SWL test scores on the basis of gamer’s degree
This graphical representation of the SWL result contains the classification factor of the gamer’s degree (Akhtar et al. 2020). It shows that the result is based on the high scholars and college students.
Figure 19: Graphical representation of GAD test scores on the basis of gamer’s console
The data that are presented in this graph contains the representation of the GAD score on the basis of the gaming console that the players play.
Figure 20: Graphical representation of SWL test scores on the basis of gamer’s console
It contains the results of SWL tests which are developed on the basis of the Gamer’s system types.
Key findings and understudying of these results
This section of this entire result section contains a detailed description of the relationship between these variables such as demographic information like gender, age, education with their GAD, SPIN and SWL test scores (Teymoori et al. 2020). It was found from the results of the SPSS analysis that the SWL test scores are reduced in the gamers who have higher age then 25 years. The graphical representation of the GAD or the generalized anxiety disorder test helps in the understanding that there are a large groups of gamers present in this survey who have severe GAD issues. After that the SPSS analysis results of the SPIN test gives conclusive evidence that the se gamers are playing these games as they are having difficulties to talk in large group of people or they have social anxiety disorder problems (Grace et al. 2023). The main variable which can be very effective to found out an effective recommendations on these problems of the gamers is the GAD, SPIN, SWL test variables. Analysis of these variables are mainly associated to found out the plans for the development of an effective issue management strategies.
Identification of the GAD problems due to heavy gaming
GAD contains mental health-related problems which can happen in a normal human being in any part of their lifetime. The symptoms which are associated with this specific mental health-related disease can be very similar to other types of mental health-related disorders. Although this mental disorder can be produced in kids too (Bischoff et al. 2020). Various sorts of elements are available which are fundamental for the improvement of these particular sicknesses. The main explanation which causes this problem is the presence of extreme responsibility that can occur in the work environment or in the family. In any case, this emotional wellness-related confusion can be distinguished on the off chance that an individual faces a colossal measure of anxiety pressure issues for over 5 months in a persistent manner.
Although counsellors utilize different types of identification processes. In this survey, the GAD cognitive test is used for the identification of this disease in different gamers in the entire world. The results show that excessive amounts of gaming can also be very crucial for producing generalized anxiety disorder diseases (Bischoff et al. 2020). The results that were gathered with the help of SPSS and the Tableau data analysis software provide conclusive evidence that gamers who have a high amount of gaming time have faced the GAD disease. The range of the GAD test score is used for the identification of this disease. If a gamer has a GAD test score in the range of 0 to 4, it means they have fewer anxiety issues. If any specific gamer has a GAD test result in the range of 5 to 9 that means they have medium anxiety-related issues and if that gamer has a score of more than 15 that means they are in a very deep stage of this specific disorder and need proper treatment.
Identification of mental health issues with the help of SPIN and SWL test
The SPSS and Tableau analysis results have shown proper evidence that these gamers are facing severe mental health problems in their life. The SPIN and SWL test score was analyzed for the identification of their mental health problem. The SPIN test is utilized by different counsellors and therapists to identify any types of social phobias in these gamers (Kovacova et al. 2022). The SWL test is used for the identification of gamer’s satisfaction levels with life. A SPIN test score which is more than 19 can be identified as a severe level of social phobia. On the other hand, the range of 5 to 9 means the gamer has severe amount of dissatisfaction with their life.
Conclusion
The information examination and representation with the assistance of various kinds of apparatuses and programming can be extremely helpful for the investigation and comprehension of enormous datasets. The information that was broken down in this study contains review information which is finished based on a wide assortment of factors, for example, the age of the gamer, gaming hour, occupation and furthermore the orientation and residency of the gamer. The primary information that was dissected in the SPSS information perception and examination programming was the information in regards to different types of tests such as the GAD, SWL and the SPIN test scores of the gamers. Also in this study, the analysis of data with the help of Tableau software is done with proper references. This study becomes very beneficial as it contains information regarding different types of large data visualization and graphical representation techniques.
References
Journals
Aguado, D.S., Ahumada, R., Almeida, A., Anderson, S.F., Andrews, B.H., Anguiano, B., Ortíz, E.A., Aragón-Salamanca, A., Argudo-Fernández, M., Aubert, M. and Avila-Reese, V., 2019. The fifteenth data release of the Sloan Digital Sky Surveys: first release of MaNGA-derived quantities, data visualization tools, and stellar library. The Astrophysical Journal Supplement Series, 240(2), p.23.
Akhtar, N., Tabassum, N., Perwej, A. and Perwej, Y., 2020. Data analytics and visualization using Tableau utilitarian for COVID-19 (Coronavirus). Global Journal of Engineering and Technology Advances.
Aziz, N. and Aftab, S., 2021. Data mining framework for nutrition ranking: Methodology: SPSS modeller. International Journal of Technology, Innovation and Management (IJTIM), 1(1), pp.85-95.
Batt, S., Grealis, T., Harmon, O. and Tomolonis, P., 2020. Learning Tableau: A data visualization tool. The Journal of Economic Education, 51(3-4), pp.317-328.
Bischoff, T., Anderson, S.R., Heafner, J. and Tambling, R., 2020. Establishment of a reliable change index for the GAD-7.
Grace, S.L., Gillespie, K.M., Williams, C.L., Lampasona, V., Achenbach, P., Pearson, E.Z., Williams, A.J., Long, A.E., McDonald, T.J. and Jones, A.G., 2023. Autoantibodies to truncated GAD (96-585) antigen stratify risk of early insulin requirement in adult-onset diabetes. medRxiv, pp.2023-11.
Kovacova, M., Machova, V. and Bennett, D., 2022. Immersive extended reality technologies, data visualization tools, and customer behavior analytics in the metaverse commerce. Journal of Self-Governance and Management Economics, 10(2), pp.7-21.
Lemenkova, P., 2019. Numerical data modelling and classification in marine geology by the SPSS statistics. International Journal of Engineering Technologies IJET, 5(2), pp.90-99.
McDonald, S., Vieira, R. and Johnston, D.W., 2020. Analysing N-of-1 observational data in health psychology and behavioural medicine: a 10-step SPSS tutorial for beginners. Health psychology and behavioral medicine, 8(1), pp.32-54.
Parsons, P., 2021. Understanding data visualization design practice. IEEE Transactions on Visualization and Computer Graphics, 28(1), pp.665-675.
Ramzan, M.J., Khan, S.U.R., Ur-Rehman, I., Rehman, M.H.U. and Al-khannaq, E.N., 2023. Facilitating transmuters' acquisition of data scientist knowledge based on their educational backgrounds: state-of-the-practice and challenges. Library Hi Tech, 41(4), pp.1119-1144.
Teymoori, A., Real, R., Gorbunova, A., Haghish, E.F., Andelic, N., Wilson, L., Asendorf, T., Menon, D. and von Steinbüchel, N., 2020. Measurement invariance of assessments of depression (PHQ-9) and anxiety (GAD-7) across sex, strata and linguistic backgrounds in a European-wide sample of patients after Traumatic Brain Injury. Journal of affective disorders, 262, pp.278-285.
Watkins, M.W., 2021. A step-by-step guide to exploratory factor analysis with SPSS. Routledge.
Zhang, A.X., Muller, M. and Wang, D., 2020. How do data science workers collaborate? roles, workflows, and tools. Proceedings of the ACM on Human-Computer Interaction, 4(CSCW1), pp.1-23.
Zong, J., Lee, C., Lundgard, A., Jang, J., Hajas, D. and Satyanarayan, A., 2022, June. Rich screen reader experiences for accessible data visualization. In Computer Graphics Forum (Vol. 41, No. 3, pp. 15-27).
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