A Business Research Methodology (Repaired)

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    2013

    By: Amey Kulkarni

    Kedar.Kulkarni

    Jason. Bardeskar

    Jagdish. Kale

    Yogesh. Daingade

    Akshay. Deshmukh.

    BUSINESS RESEARCH

    METHODOLOGY

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    A BUSINESS RESEARCH

    METHODOLOGY

    REPORT ON GAMING CONSOLES

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    ACKNOWLEDGEMENT

    The Business Research Methodology paper, Factors Affecting Consumers Decision

    Making while Purchasing a Gaming consoles is the most important addition to the

    practical application of theoreticalknowledge and experience on real research aspects. This

    is really a delightful experience.

    It is amazing and fascinating finding that so many dependable people around, who have

    given necessary guidelines and advices while formulating this paper. Learning what

    determines a good employer, I remain ever grateful to them, who all have helped to write

    this report. I also extend my acknowledgement to all those, who helped me by answering

    my queries pertinent to the data collection of my report.

    A special debt is due to my instructor Prof. MANISHA PARPIANI, our respected faculty

    for the valuable guidance in the preparation of this report. I have been immensely benefited

    from her valuable guidance in the process of understanding and preparing this report.

    Without her active support, continuous encouragement, and constructive criticism,probably it would not have been possible to write an informative and objective report. Her

    active assistance in working out a framework for the paper has helped to complete the

    assignment within given time.

    I also acknowledge the contributions of the librarian of IBS MUMBAI for allowing me to

    utilize the library facilities.

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    EXECUTIVE SUMMARY

    This study focuses on analysis of the factors that affect a

    consumer while making purchase decision of a gaming

    console. The TEN factors I considered, here are

    INTEREST V1

    COST V2

    PlayStation V3

    Nintendo V4

    innovation V6

    Computer use for gaming V7

    Mobile game play V8

    Virtual reality V9

    Compatibility V10

    Both primary and secondary data has been used. Primary

    data were collected from the direct responses from the

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    sample size of 53 comprised of person of different

    demographics. Because of the conclusive nature of the

    research, primarily I used quantitative questioning (on 5 scaleliker scale) in the surveys. For the secondary data, different

    established theories and articles was reviewed. An

    exploratory research with some respondents were also

    conducted to gain the practical insights of this research and

    to get the prime factors that affect consumers while

    purchasing a gaming console. SPSS 21 was used for

    regression analysis and to measure the significance of

    independent variables on the dependent variable.

    After doing the required statistical operations, I got the

    finding. It was revealed that, only COMPUTER GAMING has

    significant effect on consumers decision making process. The

    other variables are not significant and thus rejected.

    INTRODUCTION

    A video game consoleis an interactive entertainment

    computer or customized computer system that produces

    a video display signal which can be used with a display

    device to display a video game. The issues regarding

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    consumer preference in buying a gaming console involves

    price of the product, quality of the gaming consoles, brand

    image of the gaming consoles, convenience of the store.

    Customer behavior study is based on consumer buying

    behavior, with the customer playing the three distinct roles

    of user, payer and buyer. Consumer behavior is influenced

    by: demographics, psychographics (lifestyle), personality,

    motivation, knowledge, attitudes, beliefs, and feelings.

    Consumer behavior is concerned with consumer need. A

    consumer action in the direction of satisfying his/her needs

    leads to his behavior. Consumer decision making is a process

    that intertwines various stimuli towards the purchase

    decision. Marketers all over the world are trying to find out

    what factors are responsible for the final decision taken by

    an individual.

    This study will find the significance of factors that affect

    consumers to purchase a gaming console.

    Origin of the report;

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    The main purpose of the study is to fulfill the requirements

    of Business Research Methodology (BRM) as the part of our

    PGPM program. As a student of Business ResearchMethodology, we were assigned by our course instructor

    Prof. MANISHA PARPIANI to involve in this study. The course

    BRM as well as this report helps a student to get necessary

    knowledge which is very useful for the students in building

    their future career.

    Objective of the study;

    Broad Objective

    The main objective of this report is to get the practical

    insight of the techniques and strategies of conducting a

    research project.

    Specific Objectives

    To identify the underlying factors that affect consumers to

    choose a gaming consoles.

    Research Question

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    This research gave the opportunity to dig into the specific

    issues that a consumer assesses while purchasing a gaming

    consoles. This topic will provide the insight to learn the

    influences of behavioral variables of the consumers which in

    turn lead to the purchasing decision. Perspective like the

    effect of brand image will be brought into the topic. Finally,

    the findings of the result will be used to make theories and

    shared to the different retailers and wholesalers of gamingconsoles.

    The principle objective of this report was to identify when,

    why, how, and where people do or do not buy a gaming

    consoles or some gadgets with gaming as an facility. This

    study also dealt with the variables that affect the consumer

    purchasing decision. The weight and significance of the

    variables were measured as well.

    RESEARCH METHODOLOGY

    The research is basically both exploratory and conclusive in

    nature

    EXPLORATORY RESEARCH

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    The Universe defines as comprising of people who had avail,

    purchase for gaming consoles. Exploratory Research aimed at

    finding out the drivers of consumer behavior.

    CONCLUSIVE RESEARCH

    Conclusive Research consisted of Administer Survey through

    questionnaire. The questionnaire mainly had closed end

    questions. The Final Questionnaire consisted of questions

    based on factors affecting the consumer behavior.

    DESCRIPTIVE RESEARCH: Descriptive design is also followed

    in this report. It has following characteristics:

    Aware of the problem: Customers taste and preferencesare changing and sales are declining in many

    companies.

    Describe characteristics of sample units: Survey was

    conducted among 53 respondents. Demographic

    characteristics i.e. age and gender of respondents was

    taken into account.

    1.SAMPLE;

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    The researcher in this section defines the target population

    and sampling method put to use. This section contain other

    necessary information such as, probability, non-probability,

    cluster sampling etc.

    The sample was heterogeneous. We had ten independent

    variables in my study. Hence, a total of 53 responses were

    collected from students, and different youth groups. Most of

    the responses were collected from students as it was

    convenient to us and also because we did not assume that it

    will have an adverse affect on data collected.

    Moreover, most of the respondents were male because we

    thought that as majority of the buyers of gaming consoles in

    our country are males; it will help me identify the answers in

    an efficient manner.

    In our survey, we found that majority of the respondents lie

    within a certain age range and most of them have a certainincome range because the survey was heavily dominated by

    people doing their Postgraduates program.

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    2. REASEARCH DESIGN;

    The research design has to be custom made to the research

    purpose and should contain information on:

    Nature of the research design;

    Design of questionnaires;

    Questionnaire development and pre-testing;

    Data that was gathered;

    Definition of interview and type of interview;

    Source from which data was collected;

    Scales and instruments used;

    Design of sampling, coding and method of data input;

    Strengths and weakness;

    Copies of materials used and the technical details;

    3. Data collection;

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    The contents of this section depends on the research design

    as the name implies, data collection pertain to the

    information about:

    Time of data collection;

    Field condition during data collection;

    In case of any secondary data was used, and then the

    relevance of that data should be given. Details of field

    instruction and any other necessary.

    4. Limitation;

    Time constraints were one of the most important factors

    that imposed restrictions on conducting the study

    extensively.

    Scarcity of Secondary Data

    Our sample size was small

    Cost constraints.

    Lack of experience.

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    5. Findings

    Most of the space in the report is devoted to this section.

    This research presents all the relevant data but makes no

    attempt to draw any inferences.

    Charts, graphs, and tables are generally used to present

    quantitative data like here is scree plot.

    RESULTS

    INTERPRETATION:

    1. KMOS AND BARTLETTS TEST

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    - KAISER MEYER OLKIN TEST is done to describe whether the

    size of respondent is appropriate or not.

    If KMOs significance is more than or nearer to .5 than the

    no. of respondent will be appropriate.

    So in our report analysis from SPSS we found that KMOs

    significance = .616

    Here KMOs sig is greater than .5 so we conclude that

    respondent size is appropriate to take survey.

    -BARTLETTS TEST signifies correlation between the variables,

    also it states that matrix is unit or not.

    BARTLETTs sig < .05, we will reject H0 (means matrix is not

    unit and there is correlation between variables)

    H0 : matrix is Unit(correlation is not exist between variables)

    H1 : matrix is not unit(correlation between variable exist)

    In our report analysis BARTLETTs test significance level =

    .000

    So here correlation between variables exist, hence matrix is

    not unit.

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    2. How many factors to be extracted?

    Factors are extracted on the basis of four methods:

    A. EIGEN VALUE

    Variables, whose EIGEN value is more than 1, will be

    extracted.

    B. Cumulative % of variance

    variables, whose cumulative % of variance is more than 60%

    that will be extracted.

    C. Scree plot

    scree plot is a graph with y-axis as EIGEN value and x-axis as

    no. of variables.

    After a sudden bend in the line of a graph respective to that

    variable we will extract the variables.

    D. A priority determination

    we will decide extractable variables beforehand only.

    So as per our report analysis from SPSS we will extract

    variables on the basis of EIGEN value

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    From the total variance table of SPSS, variables whose EIGEN

    value is more than 1 will be extracted

    So in that table 4 variables are having EIGEN value more

    than 1, hence factor extraction = 4.

    3. Interpretation of scree plot?

    In the scree plot, at the variable 5, there is a sudden bend

    and so there are 5 variables which are to be extracted.

    4. Name the factors that are extracted (factor rotation)?

    There are four factors which are extracted and from each

    component we will choose the variables which are above = 0

    .7 variance.

    FACTOR 1 = PRIORITY FACTOR

    First factor consists of three variables which are having more

    than .7 variance. They are interest,cost,ps having variance

    0.701,0.858,0.782 respectively.

    FACTOR 2 = INNOVATION FACTOR

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    In 2ndfactor, innovation and mobile devices are the two

    variables which are having variance more than 0.7 so they

    will be extracted from it. There variance are .744&.772

    respectively.

    FACTOR 3 = NEED FACTOR

    In 3rdfactor , reality and compatibility are the variables which

    are having there variances nearer to 0.7 and so they are

    extracted from this factor. Their variance is .755&.811

    respectively.

    FACTOR 4 = GADGET FACTOR

    In 4thfactor, computer is the variables which is having

    variance nearer to 0.7 and so they are extracted. Its variance

    is 0.860 respectively.

    5. Find the surrogate variable?

    Surrogate variable is the one which has highest correlation

    among the variables in each factor.

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    After considering each factor the surrogate variable is

    COMPUTERbecause it has the highest variance correlation

    i.e. 0.860.

    6. Find multiple regressions of three variables i.e. age,

    gender, surrogate variable and interpret it?

    In our research of multiple regression we had taken

    COMPUTER variable as a surrogate variable as it has highest

    variance within all factors of the product gaming consoles.

    So through SPSS software we interpret the correlation

    between the variables as follow:

    Annova table is used to identify whether the overall model is

    significant or not. If the sig level is less than 0.05 than we

    will reject null hypothesis and overall regression model is

    consider as significant. But in our research sig level of

    annova table is 0.804 which is more than 0.05 hence we will

    accept null hypothesis and overall model is not significant.

    Talking about each variable as its sig level both variables are

    having their sig value more than 0.05 and so they are not

    significant to calculate correlation between them.

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    7. Predict Y for X1 = 27, X2 = 1(male)?

    Y = b0 + bX1 + bX2

    Y = 2.561 + (.006) (27) + (-0.188) (1)

    Y = 2.561 + 0.162 -0.188

    Y = 2.535

    As we got Y = 2.535, we can say that computer as a

    surrogate variable had received a scaling of 3 which is

    AGREABLE discount from the age group of 27 males.

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    FACTOR ANALYSIS

    KMO and Bartlett's Test

    Kaiser-Meyer-Olkin Measure of

    Sampling Adequacy..616

    Bartlett's Test of

    Sphericity

    Approx. Chi-

    Square

    119.05

    5

    Df 45

    Sig. .000

    Communalities

    Initial Extracti

    on

    Interest 1.000 .564

    Cost 1.000 .783

    Ps 1.000 .619Nintendo 1.000 .777

    Xbox 1.000 .557

    Innovation 1.000 .647

    Computer 1.000 .796

    mobile

    devices1.000 .637

    Reality 1.000 .801

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    Compatibili

    ty1.000 .772

    Extraction Method: Principal

    Component Analysis.

    Total Variance Explained

    Compon

    ent

    Initial Eigenvalues Extraction Sums of

    Squared Loadings

    Rotation Sums of

    Squared Loadings

    Total

    % ofVarian

    ce

    Cumulative %

    Total

    % ofVarian

    ce

    Cumulative %

    Total

    % ofVarian

    ce

    Cumulative %

    12.77

    327.730 27.730

    2.77

    327.730 27.730

    2.31

    423.136 23.136

    21.64

    816.478 44.207

    1.64

    816.478 44.207

    1.81

    518.152 41.288

    3 1.502

    15.025 59.232 1.502

    15.025 59.232 1.595

    15.948 57.237

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    41.03

    110.306 69.537

    1.03

    110.306 69.537

    1.23

    012.301 69.537

    5 .707 7.075 76.612

    6 .631 6.310 82.922

    7 .558 5.585 88.507

    8 .529 5.287 93.795

    9 .396 3.956 97.750

    10 .225 2.250 100.000

    Extraction Method: Principal Component Analysis.

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    Component Matrixa

    Component

    1 2 3 4

    Interest .659 .125 -.228 -.251

    Cost .811 -.002 -.332 -.121

    Ps .661 -.173 -.329 -.208

    Nintendo .593 -.514 -.314 .252

    Xbox .348 -.222 .618 .064

    Innovation .551 .203 .537 .118

    Computer .433 -.011 .134 .768

    mobile

    devices.451 .411 .472 -.205

    Reality .240 .855 -.096 -.060

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    Compatibili

    ty-.139 .589 -.462 .438

    Extraction Method: Principal Component

    Analysis.

    a. 4 components extracted.

    Rotated Component Matrixa

    Component

    1 2 3 4

    Interest .701 .227 .130 -.061

    Cost .858 .153 .085 .127

    Ps .782 .024 -.082 .031

    Nintendo .637 -.195 -.287 .501

    Xbox -.007 .541 -.450 .247

    Innovation .126 .744 -.035 .277

    Computer .076 .208 .087 .860

    mobile

    devices.138 .772 .109 -.098

    Reality .144 .399 .775 -.147

    Compatibili

    ty -.087 -.236 .811 .225

    Extraction Method: Principal Component

    Analysis.

    Rotation Method: Varimax with Kaiser

    Normalization.

    a. Rotation converged in 7 iterations.

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    REGRESSION ANALYSIS

    Variables Entered/Removeda

    Mod

    el

    Variables

    Entered

    Variables

    Removed

    Metho

    d

    1gender,

    ageb. Enter

    a. Dependent Variable: computer

    b. All requested variables entered.

    Model Summary

    Mod

    el

    R R

    Square

    Adjusted

    R Square

    Std. Error

    of the

    Estimate

    1 .093a .009 -.031 1.18377

    a. Predictors: (Constant), gender, age

    ANOVAa

    Model Sum of

    Squares

    df Mean

    Square

    F Sig.

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    1

    Regressi

    on.614 2 .307 .219 .804b

    Residual 70.065 50 1.401

    Total 70.679 52

    a. Dependent Variable: computer

    b. Predictors: (Constant), gender, age

    Coefficientsa

    Model Unstandardized

    Coefficients

    Standardi

    zed

    Coefficien

    ts

    t Sig.

    B Std. Error Beta

    1

    (Constant)

    2.561 .502 5.099 .000

    Age .006 .015 .061 .433 .667

    Gender -.188 .361 -.073 -.521 .605

    a. Dependent Variable: computer

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    The results of the study show that COMPUTER GAMING has

    a positive and significant Influence on consumer decision

    making. Perhaps, consumers prefer a better branded thanA non branded gaming consoles. They dont mind paying

    more money for a gaming console that has a good brand

    name.

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    Bibliography

    1) Research Methodology Concepts and Cases- Deepak

    Chawla, Neena Sondhi

    2) Internet.

    3) SPSS Software

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