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FREQUENCY OF PLAYING COMPUTER GAMES IN RELATION TO THE

AGGRESSIVENESS OF COMPUTER GAMES

A Research Proposal
Presented to
Faculty of Senior High School
Our Lady of Fatima University

In Partial Fulfillment of the


Requirements for
Frequency of playing computer games in relation to the aggressiveness of computer gamers

Bustamante, Zander
Ciabal, Reynel
Evangelista, Jeym
Loberiano, Rovelyn Castillo
Llorca, Christian
Quiñones, Jay Robet
Sambrona, James
Valeza, James M.

Daniela Samaniego

2018
Introduction

Online gaming is hugely popular with children and young people. Most of the teenager is using
computer to make assignments and projects faster. The Origin Of online games found in Santa Fe
New Mexican earliest 1980’s. Computer games are the second most frequently used application
after social media. In recent years the rating of computer has increased, getting all worldwide.
They said the issues have become a serious problem not only to a teenagers but also even an
adult.

A study in Harvard University, 2009 shows that this problem have becoming worst than ever
imagine, according to it. Those people who are prone into this kind of addiction will lead them to
adapt and apply it to their selves this may change their view and also their mental aspects. Studies
have shown that pathological involvement with computer or video games is related to excessive
gaming binges and aggressive behavior (The Effects of Pathological Gaming on Aggressive
Behavior, J.S Lemmens, et al, 2011).

Researchers from the University of Rochester developed a study to learn more about the
psychological effects of video games, focusing on the user experience rather than the content of
the games. They tested a motivational hypothesis based on self-determination theory: the amount
of aggression associated with gaming would be directly tied to the degree the games impeded the
psychological need for competence. In other words, the more a person failed at mastering a game,
the more aggressive he or she might feel.

The problem also hits the person’s temper which can cause the aggressiveness of the one
who is playing the computer games. Trash talking and other kind of harassments are type of
aggression. It provokes one person’s anger which can lead into aggressiveness, though its not
considered as an psychological disorder. But it’s really a mystery for some researcher on how this
online game triggered the mind of people. If adolescents show signs of pathological involvement
with computer or video games, there is an expected increase in the frequency and duration of
gaming sessions. Although numerous studies have shown strong correlations between excessive
gaming habits and pathological involvement,(e.g., Charlton and Danforth 2007; Gentile 2009).
The purpose of this study is to determine how frequent the computer gamers play
computer games and their aggressiveness while their playing we also need to determine their
behavior while their play. This study aimed to investigate the relationship between the frequency
of playing computer games to the level of aggressiveness of computer gamers.

Objective of the Study

This study aimed to explore the relationship between how frequent online gamers spend
their time in computer games and how it affects their aggressiveness. Also, it aims to provide
useful recommendation for the respondents.

Statement of the problem

This study entitled “Frequency of playing computer games in relation to the


Aggressiveness of computer gamers” among the grade 11 and 12 under the strand of Science,
Technology, Engineer, and Mathematics (STEM) Senior High School Students of Our Lady of
Fatima University Quezon City branch for S.Y. 2018-2019,

Specifically, it seeks to answer the following questions.


1. What is the demographic profile of the responded in terms of:
1.1 Age
1.2 Gender
1.3 Grade Level
2. What is frequency of playing computer games of the respondents?
3. What is the level of aggressiveness of the respondents?
4. Is there a significant relationship between the frequency of playing computer games of the
Respondent when they are growled according to their demographic profile?
5. Is there a significant relationship between the level of aggressiveness of the respondent when
they are growled according to their demographic profile?
6. Is there a significant relationship between the frequency of playing computer games and level
of aggressiveness of the respondents
Hypothesis

Ho: There is no significant relationship between the frequency of playing computer games of the
respondent when they are growled according to their demographic profile?
Ho: There is no significant relationship between the level of significance of the respondent when
they are growled according to their demographic profile?
Ho: There is no significant relationship between the frequency of playing computer games and
level of significance of the respondent

Scopes and delimitation

This study will be done inside the premise of Our Lady of Fatima University. This study
will be done by administering survey questioner to the respondents .This study consist of 50
respondents came from the grade 11 and 12 who officially taking Stem strand enrolled in Our
Lady of Fatima University. The result of the study will help us to analyze the main problem and
to know the best possible solution. Study is will be done within the first semester, SY: 2018-
2019.

This study aimed to explore the relationship between how computer gamers consumed or
spend their time in computer games and what the effects on their behavior and their
aggressiveness and to provide useful recommendation for respondents.

Significance of the study

The computer gamers will know their limitation when their playing, he/she control
themselves.
Parents, will also benefit this to know what so they know what the impact on their child is
so the parents will guide them and give them advice so they can control their child.
Teachers, can also benefit this study so that he can keep up with his students to give
him enough advice and as a teacher they can advise them as a secondary parent at school so that
they will not affect their education and educate them on a proper basis so that they will not be the
cause of their involvement with other players.
School, it also can be used by the school for the students who study the same
information and make their future research and become the basis and information sources.
Definition of terms.

Gamer- This pertains to the respondents who are into computer games.
A person who plays games; especially: a person who regularly plays computer or video
games ( Merriamwebster,2018).
Aggression- Pertains to the behavior of the respondents that can be influenced by computer
Games feelings of anger or antipathy resulting in hostile or violent behavior; readiness to attack
or confront. (Oxford living Dictionary).
Online game- This pertains to the game played by the respondents using computer games.
Online games refer to games that are played over some form of computer network, most often the
Internet. Online games can range from simple text-based games to games incorporating complex
graphics and virtual worlds populated by many players simultaneously.( IGI Global,2009).
Addiction- This pertains to the respondents It is used by respondents who are frequently play
computer games.
Addiction is the repeated involvement with a substance or activity, despite the substantial harm it
now causes, because that involvement was (and may continue to be) pleasurable and/or valuable.(
Mental Help, 2016).
Chapter II: REVIEW AND RELATED LITERATURE
Foreign literature
The researchers reflect on the controversy of the suggested link between video games and
aggressive behavior by highlighting several concerns. The previous studies have addressed
including poor validity of aggression measures, a third variable effect, citation and publication
bias and small effect sizes. Overall it is difficult to study and assess the relationship between
video games and aggressive behavior which reflected in the mixed results of previous studies.
(Ferguson et al.2010)
According to Ferguson the playing of computer games it can be a possible affect the
behavior of player because of your emotions can release to other player that you make aggressive.
Playing too much Computer games can affect your emotion because of other players. Overall it is
difficult to study and asses the relationship between video games and aggressive behavior.
Barnett et al. (2011) Computer games are the second most frequently used application
after social media and negative outcomes, especially with respect to aggression. Although less
than 4% to 5% of the users—adolescents and secondary school students—are addicted to
video/computer games. Some of the authors expressed that computer game addiction is common
in adolescence and this causes a cycle of moral panic.
There's a lot of people became addict because of those many online games. Some of them
that is their past time and they're enjoying it so much to the point that they're already not paying
attention to their health. By playing computer games a players mind is affected because he/she
has the fantasy about what they plays.
Nat Soriano and Raymond Ong (2011) at present, youth prefer to use their free time
playing computer games. According to the study of the Entertainment Software Association, 1.8
billion number of 'players' worldwide. 62 percent are playing with the computer and 56 percent
use the 'game console'. Such a study was approved by Intel. Its play has a lot to offer, it's good,
and it's also bad. Together with millennial and Generation Y in the development of technology,
their mental and lifestyle has also flowed. And unknowingly, they are spoiling their health
Many young people are intensely addicted to playing games. The addict may claim that
she/he has "lots of friends online" yet still experience loneliness, depression and social isolation
due to the lack of in person contact with others.
Richard James Havis (2016), it’s often thought that playing violent video games leads to
aggressive behavior. So those YouTube videos of young men smashing up their game controllers,
punching holes in the wall, or demolishing their monitors after a particularly intense gaming
session are the result of participating in too much on-screen violence. Well, although that seems
like a common-sense conclusion, it may not be true. Players have a need to master the game, and
they experience a loss of self-esteem if they don’t play well. That can lead to aggression. Post-
game frustration with competence has been named as a possible cause for players’ aggressive
behavior. The idea grew out of some earlier research, where we saw that the satisfaction players
get from games comes from the feeling of competence that results from the play. We thought that
the frustration that results from not playing the game well might be a cause of aggression. One
reason people play games is to have an experience of competence. So they don’t like it when their
competence is frustrated in the gaming environment. It’s a lot like sports. When we’re playing
sports, we’re trying to do our best, and achieve what we can.“Post-game aggression also occurs in
sports, when people feel frustrated, particularly by things that they weren’t able to control like a
bad call, for instance. Games can give people positive experiences that they may not be getting
elsewhere, .Aggressive feelings are more intense if you’re playing a game that you consider
yourself good at, the professor says: “If you think you should be good at something that can make
you feel worse if you do badly. If competence is denied, rage quitting can occur.
That when we play violent video games may lead to the aggressiveness of our behavior.
It’s not new to us seeing those young men demolishing their monitors or punching the wall after a
particular intense session. These are the result after participating too much on-screen violence.
Players may lose their self-esteem if they don’t play the game very well. Also, playing video
games is more likely playing sports because when we play sports, of course we’re trying to give
the best that we can for us to win. Aggressive feelings or Aggressive behavior makes us more
intense if we’re playing a game that. Richard James Havis (2016)
Derek Scott (2010), fueled by the media, the controversy over whether playing popular
arcade/computer games increases aggressiveness has only been compounded by inconsistencies
within empirical research. This experiment, conducted with university students in Scotland, was
designed to explore some of these inconsistencies. Aggressiveness was manipulated as the
independent variable. As dependent variables, the Buss-Durkee Hostility Inventory (Buss &
Durkee, 1957) and the Eysenck Personality Questionnaire (EPQ; Eysenck & Eysenck, 1975) were
used. There was no linear pattern in aggressive affect change across three games that contained
varying levels of violence. Results are discussed in terms of the general lack of support for the
commonly held view that playing aggressive computer games causes an individual to feel more
aggressive.
Local Literature
According to Dr. Jose George Los Baños (2009), this is a kind of addiction that is
harmful to a person. It is online game and it really hits you to be part of something especially the
human instinct. The addiction, it fulfills the needs of any person so on a child's part, it is the
involvement to the game, they really live in the world of the game and online games has a big
impact to a person's value. It also trigger you to become a violent person, even in your parents.
Online addiction really hits a child's mind. They can be easily fall to the graphics and the
challenge of the game, therefore the first person games especially RPG games trigger their
aggression.
Computer gaming is one of the fast-developing sectors of this generation of computer
technology. Computer games offer their patrons with a new dimension of virtual entertainment.
Computer games receive a generally negative reception from people especially parents, because
for them, there are wastes of time. Additionally, critics and researches have linked computer
gaming to video game addiction, violence, anti-social behavior, and attention problems, among
others. These researches are supported by their analyses on the usually violent content and the
addictive implications of these games on the brain. Furthermore, many multiplayer games such as
DOTA (Defense of the Ancients) and LOL or League of Legends involve cooperation with other
online players in order to win. In the Philippines, the population of gamers is very huge.
Beginning from the simple cartoon games played by the toddlers up until the riot playing games
played by the college students and the older ones too. Gamers can utilize the advantages of
computer games provided they play in moderation. The effects of computer games on gamers are
influenced not only by the game content, but most especially, by the manner on which the gamers
play them.
Playing computer games has exposed to the students and made them experienced its
positive and negative effects. Computer games receive a generally negative effects for those
people who think that these are just a wastes of time. They say it can lead to a video game
addiction and violence. However it also has positive effects. Players involve cooperation with
other online players in order to win. It encourage the players to make the most of their individual
skills to contribute to the team. It enhances the social kills of every individuals. It is really up to
us on how we will use technology.
According to Jeric Soriano (2012), there are cases in other countries about the negative
effects of playing computer games, players copy the actions and apply it, because of the extreme
gaming computer games they are applying and impact by giving a lesson that is beautiful and
makes the imagination of a player more widely .These are the ones they use for learning or
talented people who are seeing their creativity and social behaviors of the game.
Not all players of computer games make them happy it also cause of their distraction,
there are some negative effects their lives. It also cause of their addiction and cause of their
applying the real games in the real life.
Conceptual Framework

Frequency of playing Aggressivenessofof


Aggressiveness
computer games computergamers
computer gamers

Grade 11 and 12 under


strands of STEM
Senior High School
Students

Figure 1.
In this illustration, it shows the concept of our chosen topic which is the "FREQUENCY
OF PLAYING COMPUTER GAMES IN RELATION TO THE AGGRESSIVENESS OF
COMPUTER GAMERS". It described the Independent Variable and Dependent Variable and the
respondents of this research.
Research Paradigm

Input Process Output

Demographic Profile of
the respondents
Age Frequency of Playing Level of Aggressiveness
Computer Games of computer gamers
Gender
Grade Level

 Frequency of playing Computer games and


aggressiveness of Computer gamers

 Formulate, Conclusions and Provide useful


Recommendation towards How Frequent and
Aggressiveness of the Respondents.
Figure 2
Research Paradigm based on The Input-Process-Output (IPO)model. It shows the Inputs
from the research subject. Process of conducting research, and the expected, Output of this study.
This diagram shows the process of this study in order to determine the frequency of
playing computer games in relation of aggressiveness of computer gamers in selected students in
Our Lady of Fatima University that play computer games, specially their demographic profile:
age, gender, and their grade level. The independent variable in this study is the frequency of
playing computer games of the respondents that measured through answering a question. The
response of the respondents which is geared towards knowing the aggressiveness of the computer
gamers that will serve as the dependent variable. And based on the result that made by the
researchers in order to find out the relationship of frequency of playing computer games and the
aggressiveness of computer games in addition, the researcher will also provide a useful
recommendation for the respondents.
CHAPTER III
RESEARCH METHODOLOGY
These sections describe and discuss how the research will gather the necessary data and
information that will be used in the entire study. It described who will be the respondents and
focus of the research. This also shows the procedure of data collection and instrument used.
Research Design
This research study used a quantitative research correlational design. Correlational
research is a type of non-experimental research method ,in which researcher measure two
variables ,understands and asses the statistical relationship between them with no influence from
any extraneous variable (A.Bhat,2011).Which emphasizes the Frequency of playing computer
games in relation to the aggressiveness of computer gamers. The researchers will conduct a
research about the frequency and aggressiveness of computer gamers and have a survey regarding
to this topic. The independent variable of the researchers is frequency of playing computer games
and the dependent variable is aggressiveness of playing computer games.

Research Settings
The researcher will conduct the study inside the premise of Our Lady of Fatima
University that located in #1 Esperanza Street Hilltop Mansion Heights, Greater Lagro, Quezon
City. Our Lady of Fatima University (formerly known as Our Lady of Fatima and Fatima Medical
Science Foundation, Inc.)This University were the chosen locations of the researcher because
there are so many computer shop in Our Lady of Fatima University and this is not hassle for the
researchers to get a respondents since there are lots of students who are into computer gaming.

Research Subject
This study include the demographic profile of the respondents including their, age gender
and grade level. This study will be done inside the premise of Our Lady of Fatima University.
This study will be done by administering survey questioner to the respondents .This study consist
of 50 respondents came from the grade 11 and 12 who officially taking Stem strand enrolled in
Our Lady of Fatima University. Study is will be done within the first semester, SY: 2018-2019.

A Non-Probability Sampling Technique was selected in this study particularly the


Purposive Type of Sampling. (Patton, 2002) indicated that Purposeful sampling is a technique
widely used in qualitative research for the identification and selection of information-rich cases
for the most effective use of limited resources. This involves identifying and selecting individuals
or groups of individuals that are especially knowledgeable about or experienced with a
phenomenon of interest (Creswell l& Clark, 2011). The researcher will need fifty (50)
respondents to be able to gather the different information which could help them answer some
questions in this study. The Participants needs to meet the following criteria to become selected
as a sample: a.) must be a senior high school student, b.) it should be in the branch of Stem c.) It
should be playing computer games.

Research Ethics
The Researchers major concern in conducting such study is treating the subjects nicely.
In line with this, the respondents have the full right to decline in participating for this study. The
researchers a sure that there would be anonymity and some personal information will keep its
confidentiality all the information gathered from the-researchers is strictly for the progress of this
study. The researchers are obliged to follow research ethics in order to study/construct and ethical
research study. Consent was secured from the participants and they are informed about all the
mechanics of the study. Participants who refused to answer on some questions are allowed
without penalty and their personal information and any information taken from the participants
are discarded from this study because it's confidential. All the information entrusted to the
researchers is strictly observed and was only used for studies purpose only. at work or invention
that is the result of creativity to which one has rights and for which one may apply for a patent,
copyright, trademark, etc. The researchers made sure to have an agreement to the participant’s
priority to the data gathering procedures. The researchers and the respondents must both agree
with the informed consent as well as with the order ethical things to be considered in this study.
The researchers use citation to avoid plagiarism.

Research Instruments
The research instrument that researchers used is the Likert Scale technique, this will help
us to eradicate all the inappropriate answers it will serve us an instrument that will lead us to
reach the goal of the researcher. The researchers also includes here the 15 item question under the
level of aggressiveness which is the dependent variable of this research and 1 item question under
the frequency of computer games , the research questioner is composed of the topic of the
researcher, which is frequency of computer games in relation to the aggressiveness of computer
gamers.
Validation of Instrument
The instrument used by the researchers is valid and approved by a registered
psychometrician before it laid on the study.

Data Gathering Procedure


This study will be done inside the premise of Our Lady of Fatima University. This study
will be done by administering survey questioner to the respondents .This study consist of fifty
(50) respondents came from the grade 11 and 12 who officially taking Stem strand enrolled in
Our Lady of Fatima University. The previous indicate age, gender and grade level since selected
student based on the criteria and some student agreed to take a part of this study, they have been
included in the research.

Researchers asked for a permit letter and made an appointment for the approval permit
from the Our Lady of Fatima University School Head or Principal. After the researchers received
the approval permit, they start to collect questions that will be answered by using questioner.
After that the researcher will continue to tally the answer of the respondents, the researchers will
use excel to tally the overall outcome. The researchers will analyze the data using statistical, and
provide useful conclusion and recommendations for the respondents.
Statistical Treatment
Pearson product-moment correlation (Pearson’ r)
Statistical treatment is to measure the degree of relationship between variables.

Pearson’s r:
N ∑ XY − (∑ X)(∑ Y)
r=
√[N(∑ X 2 ) − (∑ X)2 ][N(∑ Y 2 ) − (∑ Y)2 ]

Where: r = Pearson r,
X and Y = paired raw scores, and
N = number of pairs of X and Y scores

r√N − 2
t=
√1 − r 2

Where: t = t test for correlation coefficient


r = correlation coefficient
N = number of paired samples

This pertains to the statistical formula used in the study in order to analyze the data being
gathered.
Statistical treatment used for particular variables and the purpose of this statistical measures
should also be discussed.

Percentage formula:
f
Percentage (P) = n
x 100%

Where: f = frequency
n = sample size

Mean Formula:
∑x
Mean (Ẋ) = n
Where: Ẋ = sample mean (read as “X bar”)
x = the value of any particular observation
∑x = sum of all Xs
n = total number of values in the sample
CHAPTER IV:
PRESENTATION, ANALYSIS, AND INTERPRITATION OF DATA
This chapter provides the presentation, analysis, and interpretation of data
which were gathered by the researchers. The data are presented in tables and were analyzed and
interpreted to effectively answer the problems presented in this study through the statistical
treatments used by the researchers.

Table 1.1
Demographic profile of the responded in terms of age

AGE F %

15 3 6

16 18 36

17 17 34

18 12 24

TOTAL 50 100

Table 1.1 shows the distribution of the respondents according to their age.
The respondents within the age of sixteen (16) years old got the highest percentage
taking of thirty-six percent (36%) of the subject populations, followed by age seventeen (17)
years old, with thirty-four percent (34%), and whose age is eighteen (18) years old, with twenty-
four percent (24%) . Those who age fifteen (15) subjects that is equivalent to six percent
(6%).According to Roberts (2013) study in America revealed that, on average, the age groups of
8-10, 10-14 and 15-18 years old spent 65 min, 52 min and 33 min on computer games per day,
respectively.
Table 1.2
Demographic profile of the responded in terms of gender

GENDER F %

MALE 31 62

FEMALE 19 38

TOTAL 50 100

Table 1.2 shows the distribution of the respondents according to their gender.

In terms of gender, the male respondents show dominance who constitute sixty-two
percent (62%) of the subjects over female subject who constitute thirty-eight percent (38%).
According to Jones (2003), slightly more women than men reported playing computer and online
games (approximately 60% women compared to 40% men) while about the same number of men
and women reported playing video games.
Table 1.3
Demographic profile of the responded in terms of grade level

Grade Level F %

G11 25 50

G12 25 50

TOTAL 50 100

Table 1.3 shows the distribution of the respondents according to their grade level
In terms of grade level, the respondent’s grade 11 and grade 12 stem students have fifty
percent (50%). Computer games have changed to one of the leading forms of global media
productions which promote war and violence. Children and adolescents fill their time with
playing these games, and are affected by and learn from them.( A Study of the Correlation
between Computer Games and Adolescent Behavioral Problems, 2013).
Table 2.1
Frequency of playing computer games

Item TWS WM Verbal Interpretation

1. How frequent do 132 2.64


you play computer
games? Average

Total 132 2.64 Average

Table 2.1 Frequency of playing computer games

In frequency of playing computer games researchers found out that the computer gamers
are in the average score in terms of verbal interpretations and the total weight score have a total
score of 132 total weight score and weighted mean of 2.64.Online gamers spend 6.5 hours a week
on average playing with others. (Frank A. 2016)
Table 3.1
Level of Aggressiveness of Computer gamers

Items for aggressiveness TWM WM Verbal Interpretation


1. I hide or lie about my 87 1.74 Low
gaming.
2. I get into fight most of 83 1.66 Low
the time.
3. I am easily get 98 1.96 Low
triggered when things
don’t go my way
4. I can be violent when 84 1.68 Low
I’m mad
5. When I’m stress think 72 1.44 Low
to destroy things.
6. It’s hard for me to 83 1.66 Low
control my behaviour
when I’m angry.
7. I tend to curse a lot 87 1.74 Low

8. I like doing trash 120 2.4 Average


talking with my peers
9. I can’t help but curse 86 1.72 Low
the people I argue with

10. I can be physically 85 1.7 Low


aggressive especially if
people disagree with me.

11. I become be 70 1.4 Low


physically aggressive
when I don’t get what I
want.
12. I throw things when 82 1.64 Low
I’m not in the mood.

13. I have this tendency 81 1.62 Low


of hitting people when
they irritate me.
14. I give sarcastic 88 1.76 Low
remark to those that I
don’t like.
15. I easily vent my 93 1.86 Low
emotion when I’m mad.
TOTAL 1299 1.732 Low
Table 3.1 shows the level of aggressiveness of computer gamers based on their test result.
Like what the above table present, it can be seen the majority of subject have a low
level of aggressiveness. Meaning, they have low capacity when it come to their behavior.
However, in item number 8, it shows that subject scored average in this item. The researchers
found that when playing games that boosted players’ confidence, they enjoyed the games more
and exhibited lower levels of aggression. These behavior patterns were independent of the violent
or nonviolent content of the game. (Maldonado M, 2018)
Table 4.1

Relationship between the frequency of playing computer games of the respondent when
they are growled according to their demographic profile.
IV R VALUE DECISION

AGE 0.361099 REJECT HO

GENDER -0.0602 ACCEPT HO

GRADE LEVEL 0.503793 REJECT HO

LEVEL OF SIGNIFICANCE: 0.05


N=50; DF=48

CRITICAL VALUE= 0.288

Table 4.1 Relationship between the frequency of playing computer games of the respondent when
they are growled according to their demographic profile.

The relationship between frequencies of playing computer games to the demographic


profile in terms of age has a critical value of 0.361099 and the researchers rejected the HO, which
means there is significant relationship between the frequency of playing computer to the age of
the respondents. In terms of gender has a critical value of -0.0602 and the researchers Accept the
HO which means there is no significant in terms of gender. In terms of Grade level has a critical
value of 0.503793 and researchers reject the HO, so there is significant relationship in terms of
grade level. According to Griffiths , Davies et al in terms of Gender. Of the 540 players who
filled out the questionnaire, 431 were male (81%) and 99 were fe-male (19%). Ten participants
did not specify their gender. Age. Two-thirds of players (67%) were under 31 years of age (8% of
the sample were aged 12–17 years, with 59% of the sample aged 18–30 years). The remainder
were aged 31–40 years (22%), 41–50 years (8%), and over 50 years (3%). The mean age of the
sample was 27.9 years of age (SD = 8.7 years).
Table 5.1

Relationship between the level of aggressiveness significance of the respondent when they
are growled according to their demographic profile.

DV R VALUE DECISION

AGE 0.014072 ACCEPT HO

GENDER 0.09363 ACCEPT HO

GRADE LEVEL 0.253644 ACCEPT HO

LEVEL OF SIGNIFICANCE: 0.05


N=50; DF=48
CRITICAL VALUE= 0.288

Table 5.1 Relationship between the level of aggressiveness significance of the respondent when
they are growled according to their demographic profile.

The relationship between the level of aggressiveness in terms to the demographic


profile of the respondents. In terms of age the critical value is 0.014072 and the researchers
accept the HO .There is no significant between the aggressiveness of playing computer games in
terms of age. In terms of Gender the critical value is 0.09363 and the researchers also accept the
HO, that’s why there is no significant relationship between level of aggressiveness to their gender
.In terms of grade level have a critical value of 0.253644 and researchers also accept the HO ,and
there is no significant relationship in terms of grade level. Based on the General Aggression
Model, a study conducted by Anderson and Bushman (2002) tested the hypothesis that brief
exposure to media violence can temporarily create a hostile expectation bias (Anderson &
Bushman, 2002). The study consisted of 224 participants, 112 men and 112 women, which were
randomly assigned to two groups to play either a violent or non-violent video game for twenty
minutes then tasked with completing three ambiguous story stems by answering the question
“what happens next?” for the character in each story (Anderson & Bushman, 2002).
Table 6.1

Relationship between the frequency of playing computer games and level of aggressiveness
of the respondents.
DV DECISION

IV 0.203006 ACCEPT HO

LEVEL OF SIGNIFICANCE: 0.05


N=50; DF=48
CRITICAL VALUE= 0.288

Table 6.1 Relationship between the frequency of playing computer games and level of
aggressiveness of the respondents.

Relationship between the frequency of playing computer games and level of aggressiveness of
the respondents have a score of 0.203006 , the researchers accept the HO which means that there
are no significant relationship between how frequent the computer gamers play computer to their
aggressiveness of the computer gamers. If adolescents show signs of pathological involvement
with computer or video games, there is an expected increase in the frequency and duration of
gaming sessions. Although numerous studies have shown strong correlations between excessive
gaming habits and pathological involvement (e.g., Charlton and Danforth 2007; Gentile 2009), to
date, no study has examined whether pathological gaming causes gaming binges to exacerbate
over time
CHAPTER V:
CONCLUSION AND RECOMMENDATIONS
CONCLUSIONS
1. The respondents with the age of 16 are the most frequently playing of computer games with
equivalent percentage of 36% and the least of frequently playing of computer games are with the
age of 15 with the equivalent percentage of 6%, Also, there is unequal distribution of male and
female respondents with 31 males and 19 females in total of 50 respondents. In terms of grade
level, there is equal frequency of playing computer games.

2. It was also observed that the frequency of computer games with the total weight score of 132
and weighted mean of 2.64 which means average, therefore , the researchers conclude that the
respondents are into computer games although not that frequent.

3. The level of aggressiveness of computer gamers with the total weighted mean of 1299 and
weighted mean of 1.732, which means low, therefore the researchers conclude not all computer
gamers are not aggressive when they play computer games.

4. It was examine that frequency of computer games in terms of age of the subject that there is
significant relationship between the frequency of playing computer games and age of the subjects,
therefore, the researchers conclude that the age of the computer gamers is related to how frequent
they play computer games. In terms of gender there is no significant relationship between the
frequency of playing computer games, therefore, the gender of players is not that frequent when
they play computer games. In grade level researchers also examine that there is a significant
relationship between the grade level and the frequency of playing computer games.

5. The researchers also examine that age, gender, and grade level has no significant relationship
between the aggressiveness of computer gamers, therefore the age, gender and grade level of the
respondents is not affecting their aggressiveness when they play computer games.

6. The researchers examine that there is no significant relationship between the aggressiveness of
computer and the frequency of playing computer games, therefore the aggressiveness of the
players has no relationship between the frequency of playing computer games of the respondents.
Recommendations
INDEPENDENT VARIABLE

1. Some of the gamers frequently play computer games therefore, researchers recommend that the
players need to lesser their time playing computer games to avoid addiction to the computer
games and manage their own time, also researchers recommend to the computer shop owner to
have a curfew and early closing to avoid the computer gamers consuming their whole time
playing computer games.

DEPENDENT VARIABLE
1. The subject age 15-18 years old, this age the subject need the guidance of their parents so the
researchers recommend that the players don’t need to lie about their gaming that’s why parents
supposed to talk to their children and to understand what the children want to do so that the
children will not hide and lie about their gaming.

2. Some of the gamers get triggered and they lose tempered so most of them get into fight with
the other players. The researchers recommend that the players need to avoid the others players
and be friendly also to the computer shop owner need to have the rules and regulations inside the
shop and inform that there is have rules inside computer shops.

3. Some gamers loss their temper while playing and easily get triggers, in that situations the
researchers recommend that the players must have more patient while playing computer games
and the players who have short temper need to maintain their temper to not the be the source of
fight or misunderstanding of other players.

4. Some players can be violet when they are mad, therefore, the researchers recommended that
players need to be calm when they playing computer games and avoid trash talking to the others
gamers to avoid fight with other players.

5. Players can destroy things when they stress while playing computer games, therefore,
researchers recommended to the respondents that the players need to visit a psychiatrist to avoid
their behavior like destroying things. The parents also need to talk to their children and give some
advice to avoid their children destroying things

6. Some players can’t control their behavior when they are angry, therefore, the researchers
recommended to the respondents need also to visit and consult to a psychiatrist to control that
behavior.
7. Most of the student tends to curse a lot, therefore the researchers recommended to that person
she/he must relax and be calm while playing, parents also need to discipline their children to
lessen and not to curse with the other player.

8. Most of the players do trash talk with other players while playing computer games. The
researchers recommended that the players need to lessen or avoid trash talking with other players.
Parents also need to advice their children to lessen trash talking to other players.

9. Some players and gamers they can’t control their emotion so they need a guidance also need to
learn how can calm their selves ,computer shop owner need to make a policy to lessen the fight in
computer shop .

10. Gamers can be physically aggressive especially if people disagree with them, therefore,
researchers recommend that they must learn how to maintain their temper and need to hear other
people reactions so they can’t hide feelings about other players also need to talk if you are
disagree what other players says.

11. Some players can be physically aggressive when they don’t get what they want, researchers
that the recommend to respondents that can be aggressive when they are mad, they must consult
and visit a psychiatrist because he/she might have a mental problem.

12. Gamers can throw things when they are not in the mood, therefore, researchers recommend
that person must learn how to control their selves by inhaling or exhaling and cooling down their
selves and gamers need to avoid that behavior so they can’t be so aggressive so they can’t throw
things to other players. Also some computer gamers can’t control his emotion when its bad mood
so researchers recommend controlling the emotion of computer gamers and stay calm even it has
a bad mood to avoid hurting other or to avoid throw things.

13. Some computer gamers become aggressive because of some player who makes them irritated,
therefore, the researcher recommended to stay chill to avoid other people get hurt when you are
irritated because of the aggression on playing computer games.

14. Some gamers and players do sarcastic remarks to the other players ,therefore researchers
recommend that they don’t need to be sarcastic to other people to prevent and lessen the fight
inside the computer shop.

15. Other players and computer gamers easily vent their emotion when they are mad ,therefore
the researcher recommend that they need to extend their pride to avoid fight with other teams and
other players.

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