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THE EFFECTS OF VIOLENT COMPUTER GAMES IN THE STUDENTS OF

URDANETA CITY UNIVERSITY

CHAPTER I
INTRODUCTION

A) Background of the Study


Modernization has been a great impact to our way of living, specifically
in the field of technology. It introduces us to the age that we call Computer
Age. Because of its benefits, we can do our tasks easier. But as time goes
by, computer games became popular that leads to formation of more
realistic and violent games.
Computer games became a major problem in our society, since many
teenagers play an excessive amount of hours of computer games a day, this
develop countless problems such as violent behaviours and social isolation.
In the past, not many people really cared about computer games being
violent, it was not a hot topic as it is today. But within the past few years,
with games becoming more realistic and violent, there have been certain
acts of violence committed by individuals who have been known to play such
games. (Martinez et. Al. 2013)

These leads us to the formation of our study THE EFFECTS OF


VIOLENT COMPUTER GAMES IN THE STUDENTS OF UCU. To test the effects
of these games in the students and to determine and prevent these as a
whole.

B) Statement of the Problem


The primary aim of this study is to obtain relevant information in the
involvement of the college freshmen students towards violent computer
games. Specifically, it sought to answer the following questions:
1) What
a.
b.
c.

is the profile of the respondents in terms of the following factors:


Amenability of hanging with computer
Interest in computer gaming
Awareness in the possible effects of too much exposure in these

games
2) How violent is the computer game that the respondents play?
3) What are the possible effect of these games in the students:
a. School Academic Performance
b. In their behaviours?
4) What are the possible solutions to refrain their playing time in these
games?

C) Significance of the Study

The expected result if this research endeavour will benefit the


following:
Students of Urdaneta City University and its students. As vital
information, results of the study will help make the students become aware
of their involvement in violent computer games, and change their study
habits and to concentrate more on their studies.
Future researchers. The results of this study can serve as a baseline
data for developing topics as well as creating ideas about their topics.

D) Scope and Delimitations


This study was conducted during the second semester of the school
year 2014-2015 to identify the factors that affect the students in their
involvement to violent computer games of the Urdaneta City University
Freshmen students and to determine how it would affect their academic
performance and behaviour. Respondents of the study are limited to the
college freshmen students of Urdaneta City University. There are fifteen (15)
randomly selected respondents for the study.

E) Definition of Terms
The following terms are defined to facilitate the comprehension of the
study:
Computers.

Computer game.

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