The primary purpose of this study is to investigate how investment choice gets affected by the demographics and perceptions of the investor. Investorâ€™s behavior is influenced by many factors at the time of investment decision making. Demographic profile and perceptions play an important role to select a particular choice of investment. This paper helps to enhance the knowledge on difference investment avenues like bank deposits, life insurance policies, mutual funds and equity which in turn will be highly useful to the financial advisors as it will help them advise their clients regarding these avenues with respect to their demographic profiles. The study also highlights the evidences that the investment choice depends on and is affected by the demographic variables and perceptions.However, the results of this research shows that most investors have little knowledge on the investment avenuesfor their investments.Mann Whiteny â€˜Uâ€™ test, Kruskal- Wallis has been conducted to test the hypotheses with the help of SPSS. Wealth Managements professionals emphasize that customer behavior and psychology play a vital role in successfully building and sustaining a Wealth Management relationship. Behavioral finance is new emerging science which focuses on understanding how psychology affects investment decision.
Creativity is about being sensitive to dilemmas, losses, problems, and existing errors, making propositions about and examining such issues, which finally leads to innovative findings. On the other hand, it seems that games are important in this process; since they can improve creativity of the individuals. Thus, this research pays attention to the question that whether computer games affect creativity of students at primary level in schools or not? Moreover, in this study, students of 3 main districts of Tehran municipality were studied. Based on the available data of the ministry, there were 51740 students studying in these three districts. Thus, 381 students were randomly selected as the research sample. Findings revealed that all computer games, i.e. puzzle, intellectual, and enigma, affect creativity of students at primary level in schools to different extents.