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Special Features
| Published: November 01, 2020
PUBG ban in India – is a happy or a sad news?
Ph.D. Scholar, Department of Education, University of Madras, India. Google Scholar More about the auther
Assistant Professor & Head-in-Charge, Department of Education, University of Madras, India. Google Scholar More about the auther
DIP: 18.01.014/20200804
DOI: 10.25215/0804.014
ABSTRACT
Player Unknown’s Battlegrounds (PUBG), a “winner-takes-all” team game inspired by the Japanese film, Battle Royale. More specifically, in each game, PUBG parachutes 100 players on to a virtual island where teams of 4 fight each other to death until only one team is left alive. For the past few months, we have come across several incidents regarding PUBG. By keeping all those incidents in mind, I have planned to conduct a research on this PUBG game. The Aim of this study is to find out the percentage of PUBG players with respect to their demographic variables and their game addiction. Online Survey Method was used in this research. The data were collected through a Google Form questionnaire from 450 PUBG Players. Virtual Snowball Sampling was adopted for collecting the data. Frequency Analysis was the Statistical Technique used for the present study.
This is an Open Access Research distributed under the terms of the Creative Commons Attribution License (www.creativecommons.org/licenses/by/2.0), which permits unrestricted use, distribution, and reproduction in any Medium, provided the original work is properly cited.
© 2020, Nandhini M. & Subramanian A.
Received: September 22, 2020; Revision Received: October 08, 2020; Accepted: November 01, 2020
Article Overview
ISSN 2348-5396
ISSN 2349-3429
18.01.014/20200804
10.25215/0804.014
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Published in Volume 08, Issue 4, October-December, 2020