000 01772nam a22003137a 4500
003 OSt
005 20190706190455.0
008 141031b xxu||||| |||| 00| 0 eng d
040 _cUniversity of Cebu- Banilad
_aUniversity of Cebu- Banilad
100 _aSuplig, Nace.
245 _aPlaying violent software games as perceived by freshman commerce students /
_cNace Suplig [and four others].
260 _aCebu City :
_c2005.
_bUniversity of Cebu,
300 _aii, 37 leaves :
_billustrations ;
336 _2rdacontent
_atext
337 _2rdamedia
_aunmediated
338 _2rdacarrier
_avolume
504 _aIncludes bibliographical references (leaves 22-23).
520 _aSummary: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.
541 _xDarlyne Brigoli
_yComputer Studies, Information Technology, Information Systems and Animation
_zComputer Studies : Animation
546 _aEnglish
700 _aManugo, Ritchie.
700 _aMejares, Rose Merilyn.
700 _aGomez, Josephus.
700 _aAmit, Jundel.
942 _2ddc
_cTHE
998 _cclua[new]
_d10/31/2014
998 _cKristine[edited]
_d03/30/2019
999 _c2122
_d2122