Team Members:Fahmi HamdaniHoward LimHamizan MustapaHazwan BahaKhairul AnuarLecturers: Dr. Zahari Hamidon & Ms. Nor Azura
Recently, concerns have risen regarding the negative effects cybercafés may have on students. We decided to look into this problem by using questionnaires to draw answers without making our motive seem apparent to the respondents.
A cybercafé is a café that has a number of personal computers available for use by customers. iPro and NBK are two of the most popular cybercafés in Gadong. Open from 10 am to 12 am everyday. Illegally extend business hours past 12 am occasionally. PCs are designed for gaming purposes, complete with gaming peripherals.
To investigate: how much timeacademic students are spending in cybercafés nowadays whether they’re spending extra money on food and beverages the amount ofrest they are getting what they and the customers think of cybercafés if cybercafés have any true negative influences
Usual Purposes of Visits (56 students) 4%7% To play games To do research; no Internet access at home To get work done; no 89% computer at home
Usual Period of Stay (56 students)More than 4 hours 27 3 - 4 hours 23 1 - 2 hours 6 0 5 10 15 20 25 30
Do these students prefer to go out before or after lunch/dinner hour? (56 students) After (Eat At Home First) Before (Eat Out 39% Later) 61%
Do they prefer to eat out or just settle for Instant Noodles during playtime? (56 students) 13% Eats Out Instant Noodles! 87%
Do these students play on school nights? (56 students) No Yes 48% 52%
What time do they play until when theres no school tomorrow? (56 students) 2730 20252015 910 50 8 - 10 pm 11 - 1 am Past 1 am
When you lose a game, do you...? (56 students) 22% scold teammates47% scream out profanities 17% 14% impulse to bang tables and throw stuff "Just a game. Its cool; Ill get them next time."
A lot of students visit cybercafés very frequently. They visit mainly to play video games. Their average period of stay is 3 hours & above. Most of them prefer to eat outside, incurring more expenses in addition to cybercafé fees. They do not prefer eating instant noodles for lunch/dinner. Regardless of school nights, a slight majority of students still visit cybercafés. They take video games seriously.
Yes, for those who don’t have internet access or a computer at home. [29/71 respondents; 28%] Yes, it’s a great place to chill for gamers. [54/71 respondents; 51%] Yes, because it makes up for the absence of night clubs. [22/71 respondents; 21%] No. [0/71 respondents; 0%]
Yes, kids are prone to learning bad languages.[34/71 respondents; 30%] Yes, people tend to unconsciously adopt bad manners and mannerisms here.[29/71 respondents; 26%] Yes, some people easily become addicted to video games and this can be dangerous.[22/71 respondents; 20%] No, this place is perfect and I’ll defend it against anyone who tries to slander it.[27/71 respondents;24%]
A respectable amount of students frequent these cybercafés irresponsibly. This can affect their productivity at school and at home to a certain extent. Cybercafés are a hang-out place for a majority of them and act as substitutes for night clubs which are absent in Brunei. They also agreed that bad language and manners can be adopted from overexposure to a cybercafé.