Here's my purpose:
The purpose of this project is to show the significance of how gaming can affect a gamers’ lives to the point of both physical and psychological addiction by analyzing data collected from about 3,054 gamers, data directly relating to the gamer and his/her affected life after starting an MMORPG, otherwise known as a Massively-Multiplayer Online Role-Playing Game. This research will include information about psychological addiction and how psychological addiction can transform into physical addiction, analysis, and how the growth of MMORPGs affect the image and behavior of society.
And here's my hypothesis:
If 3,054 gamers were asked thirty-six questions on their gaming behavior and how it affects their lives, after their responses being analyzed, about fifty percent would be found to have the likelihood of psychological addiction, about fifteen percent having the likelihood of physical addiction, and about thirty five percent having the likelihood of no addiction. Also, after analyzing, it would be found that males of the age thirty to thirty-five would be more prone to addiction of any sort, WoW (World of Warcraft) being the most popular game and more favored amongst gamers and addicts alike.

