3. “The effects of computer games to the social life of BOA 1st Year Students
4. Conceptual framework Input Process Output Play computer games. Spend time at the computer shop. Rent at a local computer shop to play computer games. Play with friends, Boyfriend, and Girlfriend. Attend events associated with the game. Computer Computer Games Students Friends Time Money Girlfriend/Boyfriend Social Interaction. Time Management Techniques. Save money to play computer games. Lack of Communication with the family. Feedback
5. Statement of the problem What was the personal profile of the BOA 1st year students in terms of: 1.1 Age 1.2 Gender What are the most popular computer games to the respondents? How often do the respondents engage in playing computer games Where do the respondents usually play computer games? 4.1 Who the respondents usually play with? Who influence the respondents to play computer games? What are the respondent’s reasons to play computer games? What are the social effects to you of playing computer games? 7.1 Family 7.2 Friends 7.3 Groups, and Organization
6. Presentation, analysis and interpretation of data gathered Table 1 Sample size computation of the population
9. Table 4 Frequency and percentage based on the computer game/s the respondents usually played.
10. Table 5 Frequency and Percentage based on the respondent’s whereabouts of the game.
11. Table 6 Frequency and Percentage based on how many hour/s the respondents usually play computer game.
12. Table 7 Frequency and Percentage based on the respondent’s expenditure per hour.
13. Table 8 Frequency and Percentage based on where the respondents are playing computer games.
14. Table 9 Frequency and Percentage based on the person’s who the respondents are playing with.
15. Table 10 Frequency and Percentage based on the prioritization of the respondent’s to choose between family time and computer games.
16. Table 11 Frequency and Percentage based on the gaming attitudes of the respondents.
17. Table 12 Frequency and Percentage based on the respondents actions towards rude players who tend to start a fight.
18. Table 13 Frequency and Percentage of the respondents whether if they have acquired some friends because of computer games or not.
19. Table 14 Frequency and Percentage based on the respondent’s cooperativeness while playing computer games.
20. Table 15 Frequency and Percentage whether if the respondents are joining events associated with the game that they play.
21. Table 16 Frequency and Percentage whether if the respondents have fallen in love to someone they are playing with.
22. Table 17Frequency of Percentage based on the prioritization of the respondents to choose between to go bar hopping or to play computer games with friends.
23. Table 18 Frequency and Percentage based on the respondent’s ability to apply their leadership skills in playing computer games.
24. Table 19 Frequency and Percentage based on the respondents who feels socially inactive because of computer games.
25. Figure 2 Percentage based on the respondent’s reason for playing computer games.
27. Summart of Findings Problem 1. What was the personal profile of the BOA 1st year students? The respondent’s ages are ranging from 16-20 years old. The study shows that those who are 16 years. Old are 34%; 17 years. Old are 55%, 18 years. Old 9%, 19 years. Old 1%, and 20 years. Old with 1%.Therespondents are also comprised of 35% male and 65% female students. Problem 2. What is the most popular computer game to the respondents? Based on the study conducted, some of the respondents or 31% of the total population are fond of playing the computer game Defense of the Ancients (DotA).
28. Problem 3. How often do the respondents engage in playing computer games? Most of the respondents are spending an hour playing computer games with a total of 42% while some of them spend 2 hours playing a game averaging 24% of the population while those with 3-4 hours of gaming time averaged with a combined total of 16%. Problem 4. Where does the respondent usually play computer games? 55% or almost half of the respondents claimed that they are playing at their local computer shops while, 31% of the population claimed that they are playing computer games at their houses, some of them are also playing at their school with 10%, while 4% of the population are playing at their friends house.
29. Problem 4.1 who the respondents usually play with? Most of the respondents or 68% of the total population are playing computer games with their friends, 16% of them are playing with their relatives and 3% of them are playing with their Boyfriend and Girlfriend while a total of 16% of the population are playing with strangers and E- Buddies. Problem 5. Who influenced the respondents to play computer games? 58% of the respondents were influenced by their peers to play computer games, 20% of them claimed that they are invited to play by their relatives, while 22% of the respondents were influenced by the mass media.
30. Problem 6 what are the respondent’s reasons to play computer games? 38% of the respondents are playing computer games because they liked it as a hobby and 30% of them are playing computer games because it satisfies them while, 16% play computer games to improve their social life and 14% believes that if they keep playing they would be a top gamer and lastly 8% of the respondents is playing computer games as their source of income. Problem 7 what are the social effects to you of playing computer games? 68% of the respondents claim that computer games doesn’t affect their social life at all, while 32% of the total population said that there are some effects that computer games can cause in their social life.
31. Problem 7.1 Family 49% of the respondents claimed that during sometimes they would have to choose whether to play computer games or to have fun with the family while 42% devotedly said that they would never trade family time for computer games and 9% of the respondents answered that they will always choose computer games rather than to have fun with the family. Problem 7.2 Friends 51% of the respondents are going to play computer games with their friends, while 49% of them would like to go out do other activities with their friends like bar hopping rather that to play computer games.
32. Problem 7.3 Group, Organization, Church, and Special activities. 35% of the respondents will choose to play computer games rather than to attend social activities, 27% said that they will attend church instead of playing computer games, 18% said that they would rather go out in a date rather that to play computer games and 13% of the respondents claimed that they would attend organizational meeting than to spend time playing computer games.
33. conclusions 1. Majority of the respondents are inclined to play the computer game Defense of the Ancients. 2. Most of our respondents are influenced by their friends to play computer games. 3. Majority of our respondents are playing computer games for an hour. 4. Majority of the respondents claimed that they often spend their time playing computer games at their local computer shop. 6. Most of the respondents are playing computer games with their friends.
34. 7. Majority of the respondents are playing computer game because it is their hobby. 8. The respondents claimed that they aren’t sure whether to play computer games or to hangout with their family so they come up with the answer sometimes. 9. Almost half of the total respondents claim that through computer games they meet new friends. 10. Most of the respondents claimed that they would prefer to play computer games rather than to do other activities in the church, groups, organizations and with friends. 11. Playing computer game and bar hopping are two social activities which is most likely to be indulged by the respondents that is why this part almost got an even result from the group. 12. Most of the respondents claim that they never felt socially inactive because of playing computer game.
35. recommendation 1. The students should realize the most important things in their lives and should prioritize things not based on their intuition instead it should be based on the order of importance because the researchers found out that most of the respondents are prioritizing computer games over other matters this isn’t that bad but they must learn how to value their time such as time with their family, friend, and love ones. 2. The students who felt socially inactive should learn how to extend their feelings because these individuals have separated themselves from the social world by the means of playing computer games they should learn how to get out of the box and express their selves more to improve their social being.
36. 3. Those respondents who are playing for more than 4 hours a day should learn to decrease their playing time. In doing this they will minimize their expenses and will enable themselves to do other activities that can improve their social life. 4. To have computer gaming as a hobby isn’t that bad as long as it doesn’t affect your social interaction with others. A player who founds himself addicted to the game must engage in other recreational activities to suppress their addiction. 5. The time that they give in playing computer game should be divided amongst other matters like going to the church, and attending organizational meeting