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Table 1.1
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
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
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 Behavioural Problems, 2013).
Table 2.1
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
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 behaviour.
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 behaviour 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
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.
Relationship between the level of aggressiveness significance of the respondent when they
are growled according to their demographic profile.
DV R VALUE DECISION
Table 5.1 Relationship between the level of aggressiveness significance of the respondent when
they are growled according to their demographic profile.
Relationship between the frequency of playing computer games and level of significance of
the respondents.
DV DECISION
IV 0.203006 ACCEPT HO
Table 6.1 Relationship between the frequency of playing computer games and level of
significance of the respondents.
Relationship between the frequency of playing computer games and level of significance 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.