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teenage-game-behavior

team cuRiosity's presentation | Best in Visualization | Best Overall

team cuRiosity members:

Sujal Chadha | Christopher Rudolph | Beth Curran | Cassandra Johns | Carina Gebilaguin Carino

Our group did a investigated adolescents' progression throughout a videogame using:

  1. demographic data,
  2. happiness ratings,
  3. final skill levels,
  4. risk metrics and
  5. percentage complete game progression

by classifying their categories into 3:

Prioritisation

  • The team checked their overall final skills and skill progression by gender, ethnicity, risk metric and found subtle differences in their final skill levels.
  • We also attempted to see if there was any difference on the skill progression by checking different schools.

Perseverance

  • Our group compared the maximum attempts made by teenagers - examined by gender, ethnicity, and school.

Perception

  • We explored their satisfaction when they have completed the game.

Programs used

For analysis and presentation, R was used.

Conclusion

  1. The effect of demographics was consistent across prioritisation and perseverance.
  2. There is a strong potential for using the characteristics of perception as significant predictor of identifying individuals who are more inclined towards risk taking behaviours.

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