000 02738nam a22001937a 4500
003 CHED
005 20240425163252.0
008 240119b |||||||| |||| 00| 0 eng d
040 _cCommission on Higher Education
050 _aLG 995 2018 C6 L33
100 _aLacaden, Jaylo Kiblong
245 _aOnline video games
_b : a pathway to deviant behavior
_cJaylo Kiblong Lacaden
260 _aBaguio City
_b : University of the Cordilleras
_c,2018.
300 _a133 pages.
_ewith CD.
500 _aThesis (Master of Science in Criminal Justice with specialization in Criminology) -- University of Cordilleras, April 2018.
520 _aThe 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.
650 _aInternet and teenagers
_xPsychological aspects.
942 _2lcc
_cTD
_n0
999 _c7258
_d7258