You are on page 1of 13

ii

CERTIFICATION
This thesis entitled “Cybercrime Prevention Act R.A.
10175 Violation Among Video Game Players in Selected
Internet Hubs in G.M.A Cavite”, prepared and submitted by
Maerose C. Tordecilla, May Ann P. Bustamante, Whed Mark C.
Rebudan, Hanna Rose Candole and Jose Bryan S. Ong in
partial fulfillment of the requirements for the degree of
Bachelor of Science in Criminology has been examined and
recommended for ORAL EXAMINATION.

EDZEL G. PEÑA, MBA


Thesis Adviser

APPROVAL SHEET
Approved by the Oral Defense Panel on February 10, 2020
With a rating of ___________________.

AGNES N. COO, Ed.D.


Chairman

SHIRLEY P. DE LEON, Ed.D. NICO M. BALLEBER, RCrim


Member Member

Accepted in partial fulfilment of the requirements for


the degree of Bachelor of Science in Criminology.

AGNES N. COO, Ed.D.


Campus Administrator
iii

ABSTRACT
: Cybercrime Prevention Act R.A 10175 Violation Among Video
Game Players in Selected Internet Hubs in G.M.A Cavite

Researchers: Maerose C. Tordecilla


May Ann P. Bustamante
Whedmark C. Rebudan
Hanna Rose Candole
Jose Bryan S. Ong

Course: BACHELOR OF SCIENCE IN CRIMINOLOGY

Institution: EULOGIO “AMANG” RODRIGUEZ INSTITUTE OF


SCIENCE AND TECHNOLOGY

Date of Defense: February 10, 2020

Adviser: EDZEL G. PEÑA, MBA

The Cybercrime Prevention Act of 2012 or the Republic Act


No. 10175, is an official law in the Philippines, it is an
act defining cybercrime, providing for the prevention,
investigation, suppression and the imposition of penalties
thereof and for other purposes, or commonly known as the
cybercrime prevention act of 2012 (Cybercrime law) has been
approved, after more than two years of deliberation.
iv

Statement of the Problem

The study aims to determine the awareness of video

game players on Cybercrime Prevention Act R.A. 10175 in 5

selected Internet Hubs in General Mariano Alvarez, Cavite.

This study seeks to answer the following questions:

1. What is the demographic profile of video game players in

selected Internet Hubs in terms of;

1.1 Age;

1.2 Sex;

1.3 Civil Status;

1.4 Genre of Video Games;

1.5 Time Duration in Playing Video Games;

1.6 Amount of Money spend; and

1.7 In game Character used by Players?

2. What are the common violation committed by the video

game players based on R.A. 10175;

2.1 Cyber bullying;

2.2 Cyber Fraud;

2.3 Cyber hacking;

2.4 Cyber Pornography;

2.5 Electronic Libel;


v

2.6 Identity Theft?

3. Is there significant relationship between the genre of

video game played by the respondents and the acts of

violation committed?

4. Based on findings, what intervention scheme can be

proposed.

Respondents of the Study

The respondents of this study will be the video game

players of selected Internet Hubs at General Mariano

Alvarez.

Sampling Procedure

The researcher used convenience sampling as sampling

techniques. This is the process of picking out people in

the most convenient and fastest way to immediately get

their reactions to a certain issue. This type of sampling

is certainly based and not representative since the views

of a group of respondent may differ from the views of

another group or set of respondents.


vi

Instrumentation

In order to meet the objective of this study, the

researchers used the Survey Questionnaire in order to obtain

information from the respondents we formulated questions

wherein each of the respondents were given a survey

questionnaire and to know the opinion about the Research, the

first part of the questionnaire includes the demographic

profile of the respondents, the second part of the

questionnaire includes the common problems encountered by the

gamers if they always play and the last part of the

questionnaire is the behavioral assessment of the gamers.

Data analysis

The researchers use frequency and percentage, ranking,

weighted mean, likert scale, and Chi-square. Pearson's chi-

squared test is used to determine whether there is

a statistically significant difference between the

expected frequencies and the observed frequencies in one or

more categories of a contingency table. We use Chi-square

test to determine if there is a significant relationship

between the Genre of video games vs Violation they

committed.
vii

Conclusions

Based on the findings derived from this study, the

following conclusions were drawn.

1.The highest percentage of video game players is from the

age of 10-20 and 21-30, from male and single. The genre of

games they played is strategic and they play a duration

time of 1-3 hours a day. The amount of money they spend is

1-30 pesos.

2. The violation they commit are, Sometimes chatting ugly,

weak, noob, and idiot. Sometimes they using trash talks,

using degrading words and defaming their co- player.

Sometimes they used fake information, used account of

others, used shout-out box to announce something bad about

my co players, and used fake account.

3. There is no significant relationship between the genre

of video game played by the respondents and the acts of

violation committed. There are some violations they commit

but not connected to the type of game they played for

example the player commits a Cyber hacking but the game

he/she played was dota.


viii

4. The computer hubs owner must be aware about R.A. 10175

or the Cyber-crime Prevention Act of 2012 and they must

have a CCTV cameras inside and outside their hubs to

monitor the gamers. And also computer hubs owner must have

a rule saying that there is no trash talk inside their

hubs.
ix

ACKNOWLEDGEMENTS

The researchers would like to express their

gratitude and heartfelt appreciation for our Lord Almighty,

to the families and friends for their support, to our

parents and instructors.

To Mr. Edzel G. Pena, for guiding us throughout this

journey, for his support and his help.

To Ms. Yvonne C. Orozco, for helping us with our

statistical data.

To Dr. Agnes N. Coo, for giving us a chance to

participate in this study.

-The Researcher
x

DEDICATION

The researchers would like to thank their family for

helping and supporting them with this research, I know it’s

hard also for them to cope up especially with the expenses

but I really appreciate your support, to my co-researchers,

for the bonding and for the effort. God Bless us All.

Our sincere thanks to our Lord and for guiding me and my

groupmates to this journey, to my parents for understanding

and for my girlfriend who supports me. I love you all, this

is all for you.

And also thank you to our Instructors and Advisers for

guiding us every day and helped us with this study.

-The Researcher
xi

TABLE OF CONTENTS

Page
Title Page i
Certification and Approval sheet ii
Abstract ix
Acknowledgements x
Dedication xi
Table of Contents xiii
List of Tables xii
CHAPTER
1 The Problem and Its Background 1
Introduction 1
Theoretical Framework 4
Conceptual Framework 6
Statement of the Problem 7
Hypothesis 8
Scope and Limitation of the Study 8
Significance of the Study 9
Definition of Terms 1
2 Review of Related Literature
and Studies 13
Local Literature 13
Foreign Literature 17
Local Studies 20
Foreign Studies 21
Synthesis 23
xii

3 Methodology 26
Research Design 26
Population and Sampling 26
Respondents of the Study 27
Research Instrument 28
Data Gathering Procedures 28
Statistical Treatment of Data 29
4 Presentation, Analysis and Interpretation of Data 32
Sub-Problem No. 1 32
Sub-Problem No. 2 39
Sub-Problem No. 3 45
5 Summary, Conclusions and Recommendations 48
Summary 48
Conclusions 54
Recommendations 56
REFERENCES
APPENDICES
xiii

LIST OF TABLES

Table Page
1 Population of the Video Game Players 27

2 The demographic profile of video

game players in selected Internet Hubs

in terms of Age 32

3 The demographic profile of video

game players in selected Internet Hubs

in terms of Sex 33
4 The demographic profile of video

game players in selected Internet Hubs

in terms of Civil Status 34


5 The demographic profile of video

game players in selected Internet Hubs

in terms of Genre of Video Games 35


6 The demographic profile of video

game players in selected Internet Hubs

in terms of Time Duration in Playing Video Games 36


7 The demographic profile of video

game players in selected Internet Hubs

in terms of Amount of Money spent per day 37


xiv

8 The demographic profile of video

game players in selected Internet Hubs

in terms of In game Characters used 38


9 The common violation committed by the

video players-based RA 10175 in Cyber bullying 40

10 The common violation committed by the video

Players-based RA 10175 in Cyber Fraud. 41

11 The common violation committed by the video

players-based RA 10175 in Cyber Hacking 42

12 The common violation committed by the video

players-based R.A. 10175 in Cyber Pornography. 43

13 The common violation committed by the

Electronic Libel 44

14 The common violation committed by the

Identity Theft 45

15 The genre of video game played by the

respondents and the acts of violation committed 46

You might also like