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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 Behavioural 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

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.
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 like doing trash talk to 87 1.74 Low
my friends.
8. I can’t help curse the 120 2.4 Average
people I urge with.
9. I can be physically 86 1.72 Low
aggressive especially if
people disagree with me.
10. I become be physically 85 1.7 Low
aggressive when I don’t
get what I want.

11. I throw things when 70 1.4 Low


I’m not in the mood.
12. I have this tendency of 82 1.64 Low
hitting people when they
irritate me.
13. I have this tendency of 81 1.62 Low
hitting people when they
irritate me.
14. I give sarcastic remark 88 1.76 Low
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 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

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.
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.
Table 6.1

Relationship between the frequency of playing computer games and level of significance 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
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.

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