However, many people especially boys, their dream is to get a job that involves playing computer games. In fact, player would feel satisfy and excitement when playing computer games. (Gloria Arthurs, 2013) The computer games providing …show more content…
Is there any difference or relationship in customer satisfaction among age groups of both genders?
5. Is there gender difference in playing PC games hours and with ages?
Research Limitation:
This research finds out to that there is some limitation in carrying out the research and three stands out.
First of all, we are difficult to understand customer’s emotions change or not when they finished their computer game. For example, we are difficult to count speed of heartbeat of user to define their excitement. We only can ask their psychology feeling such as happy and satisfy etc through the survey, and observation biological reactions like action and natural reaction, to define their emotion.
Second, the time is lacking, we are difficult to find the large volume and different types of people to do the survey. As a result, there are less than hundred interviewees. It may affect the comparison, analysis and evaluation, thereby the accuracy for calculating data about customer satisfaction when customer finished video games. However, we can’t ensure the reliability of survey data, because it depends on respondent’s answer, they may provide inaccurate, dishonest and boredom answers, we difficult to control …show more content…
People would have different customer satisfaction before and after playing the computer games
2. People would have different customer satisfaction before and after playing computer games in each age group of men and no difference in women
3. There is customer satisfaction difference in change of customer behavior
4. There is gender difference in playing PC games hours and with ages
There is a relationship in customer satisfaction difference in change of customer behavior age groups of women and men
The goal of this research is to measure level of customer satisfaction after playing computer games in different customer behaviour. Primary data and secondary data will be used. It is aim to achieve describing or predicting the result of customer satisfaction.
Quantitative:
Aliaga and Gunderson (2000) states that the quantitative is well for investigate; it can help the research using mathematically to explain situation and view.
However, this research wills using primary data that from survey as to design questionnaire to asking our target audience. Ask player to know their opinion, feeling and attitude of the computer games. Generally the target for investigate is youngster, because of these people more representative the product's player