Online video games : a pathway to deviant behavior Jaylo Kiblong Lacaden
Material type:
- LG 995 2018 C6 L33
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Commission on Higher Education Digital Thesis and Dissertation | Digital Thesis and Dissertation | LG 995 2018 C6 L33 (Browse shelf(Opens below)) | Storage Area (Restricted Access) | DCHEDTD-000021 | |||
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Commission on Higher Education Thesis | Thesis and Dissertation | LG 995 2018 C6 L33 (Browse shelf(Opens below)) | 1 | Available (Room Use Only) | CHEDTD-000080 |
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Thesis (Master of Science in Criminal Justice with specialization in Criminology) -- University of Cordilleras, April 2018.
The impact of online videogames among kids is observable nowadays. It is now their most preferred games among others wherein days are gone when they loved to indulge in outdoor activities like running and playing outside. Online videogame enables a player to interact with a
virtual games environment for entertainment and fun. It requires players to pay constant attention to the game. However, its content changed dramatically from non-violent to violent and non-sexual to sexual. This research is intended to determine the extent of exposure of online video gamers in their general videogame play as well as in playing online videogames with violent contents. Further, it aims to determine the contribution of exposure to videogames on aggression, violence, and profanity or verbal abuse.
The study aims to determine the relationship of playing online games, especially violent ones, on attitudes and behaviors of gamers playing such. Specifically, it answers the extent of exposure of gamers in playing online games with regard to (a) the time spent in general online game playing and (b) Time spent in playing violent online video games. It also answers the effects of online games played by gamers to deviancy in terms of (a) aggression, (b) Violence and (c) profanity or verbal abuse. The study used the Sequential Explanatory design of the mixed-method research approach specifically utilizing the descriptive survey and case study method. A survey questionnaire was used for the first phase of the study then followed by interviews for the second phase of the study. The purposive sampling design was used in determining the seventy five (75) online gamers who answers the survey and five who participated in the interviews. The study is conducted in various computer gaming shops in the central business district of La Trinidad. Frequency counts, percentage, and general weighted mean were used in the treatment of the quantitative data of the study while thematic analysis was used in the qualitative data.
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