Playing violent software games as perceived by freshman commerce students / Nace Suplig [and four others].
Material type: TextPublisher: Cebu City : University of Cebu, 2005Description: ii, 37 leaves : illustrationsContent type: text Media type: unmediated Carrier type: volumeSummary: Summary:The purpose of this study is to investigate the issues of playing violent software games as perceived by freshman Commerce students of University of Cebu- Banilad campus in the school year 2005-2006, during its first semester. Distinctively, the study endeavors to answer the following questions: 1. How do respondents' profile be described in terms of 1.1 age 1.2 gender 1.3 kinds of violent software games played 1.4 how much time is consumed playing with violent Software Games? 2. What are the effects of playing violent software games as perceived by the respondents? 3. What recommendation may be proposed based on the findings of the study.Item type | Current location | Call number | Status | Date due | Barcode |
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Thesis | Periodicals | T Su76pl 2005 (Browse shelf) | Not for loan |
Includes bibliographical references (leaves 22-23).
Summary:The purpose of this study is to investigate the issues of playing violent software games as perceived by freshman Commerce students of University of Cebu- Banilad campus in the school year 2005-2006, during its first semester. Distinctively, the study endeavors to answer the following questions: 1. How do respondents' profile be described in terms of 1.1 age 1.2 gender 1.3 kinds of violent software games played 1.4 how much time is consumed playing with violent Software Games? 2. What are the effects of playing violent software games as perceived by the respondents? 3. What recommendation may be proposed based on the findings of the study.
Computer Studies : Animation
English
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