Online gaming technology and entertainment expenses of college students in selected colleges and universities of Cavite / by Lea P. Calinisan

By: Contributor(s): Material type: TextTextLanguage: English Publication details: Indang, Cavite : 2006. Cavite State University- Main Campus,Description: xi, 45 pages : illustrations ; 28 cmContent type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
Subject(s): DDC classification:
  • 025.04  C12 2006
Online resources: Production credits:
  • College of Economics, Management, and Development Studies (CEMDS)
Abstract: CALINISAN, LEA P. Online Gaming Technology and Entertainment Expense of College Students in Selected Colleges and Universities of Cavite. Undergraduate Thesis. Bachelor of Science in Business Management major in Marketing. Cavite State University. Indang, Cavite. April 2006. Adviser: Prof. Roderick M. Rupido. A study was conducted to determine the online gaming technology and entertainment expense of college students in selected colleges and universities of Cavite. Specifically, the study aimed to: describe the socio-economic profile of college student sin selected colleges and universities of Cavite, determine the usage habits and practices of college students for online games, determine the factors that motivate college students for playing online games, determine the level of expense incurred by college students in playing online games, ascertain if there is a significant difference between the expenses incurred by college students in online gaming from private and public colleges and universities. A total of 150 college students composed of 75 college students from private. colleges and universities and 75 college students from public universities in Cavite served as the respondents of the study. Frequency count, mean, range and rank were used to analyze the data gathered. Findings of the study revealed that most of the college students started playing. online games in high school. Respondents played online for 1 to 10 hours a week. The place where they frequently play online games was from computer shops. They generally use DSL enabled phone lines to connect to the Internet. The type of wireless device commonly used by the respondents in playing online games was cell phones. The most popular online games among the respondents in Cavite were Ragnarok while the most visited website to access online games was level-up.com. Preferred roleplaying games or adventure games when playing online and preferred excitement in their games. The greatest motivation of the respondents for playing online games was to make new friends as well as improve existing friendships. However, there were respondents who declared that they played online games to keep them away from studying. Hence, it could be concluded that online games had some positive and negative consequences for the respondents. Significant variations in the spending of the respondents from public and private schools for online gaming could be attributed to the differences in the school allowance of students. Generally, students from private schools have large school allowances, which tempt them to play online games.
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Theses / Manuscripts Theses / Manuscripts Ladislao N. Diwa Memorial Library Theses Section 025.04 C12 2006 (Browse shelf(Opens below)) Link to resource Room use only T-3425 00003411

Thesis (BSBM - - Marketing) Cavite State University.

Includes bibliographical references.

College of Economics, Management, and Development Studies (CEMDS)

CALINISAN, LEA P. Online Gaming Technology and Entertainment Expense of College Students in Selected Colleges and Universities of Cavite. Undergraduate Thesis. Bachelor of Science in Business Management major in Marketing. Cavite State University. Indang, Cavite. April 2006. Adviser: Prof. Roderick M. Rupido.
A study was conducted to determine the online gaming technology and entertainment expense of college students in selected colleges and universities of Cavite. Specifically, the study aimed to: describe the socio-economic profile of college student sin selected colleges and universities of Cavite, determine the usage habits and practices of college students for online games, determine the factors that motivate college students for playing online games, determine the level of expense incurred by college students in playing online games, ascertain if there is a significant difference between the expenses incurred by college students in online gaming from private and public colleges and universities.
A total of 150 college students composed of 75 college students from private.
colleges and universities and 75 college students from public universities in Cavite served as the respondents of the study. Frequency count, mean, range and rank were used to analyze the data gathered.
Findings of the study revealed that most of the college students started playing.
online games in high school. Respondents played online for 1 to 10 hours a week. The place where they frequently play online games was from computer shops. They generally use DSL enabled phone lines to connect to the Internet. The type of wireless device commonly used by the respondents in playing online games was cell phones.
The most popular online games among the respondents in Cavite were Ragnarok while the most visited website to access online games was level-up.com. Preferred roleplaying games or adventure games when playing online and preferred excitement in their games.
The greatest motivation of the respondents for playing online games was to make new friends as well as improve existing friendships. However, there were respondents who declared that they played online games to keep them away from studying. Hence, it could be concluded that online games had some positive and negative consequences for the respondents.
Significant variations in the spending of the respondents from public and private schools for online gaming could be attributed to the differences in the school allowance of students. Generally, students from private schools have large school allowances, which tempt them to play online games.

Submitted to the University Library 08/31/2006 T-3425

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