Violent tendency of DOTA player.

Dueno, Francine Jan. (2010) Violent tendency of DOTA player. Undergraduate thesis, De La Salle University-Dasmariñas.

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Abstract

Objective of the Study The objective of the study was to be able to find out if there were certain violent tendencies towards an individual who were into playing DOTA (Defense of the Ancients). This study was intended to know if playing DOTA could manifest an individual to exhibit grounds of having violent tendencies. Statement of the Problem This research was conducted to know about the violent tendencies of Dota Players. The purpose of the study was to establish an understanding of the extent of effect of playing Dota towards an individual’s violent behavior or tendencies. It aimed to answer the following questions: 1. What was the demographic characteristics of a Dota Player? 1.1. gender 1. 2age 1.3 educational attainment 1.4 frequency of playing (in a week) 2. What were the violent tendencies of Dota Players in terms of: 2.1 Uncontrolled anger 2.2. Bullying and bossy behaviors 2.3 Serious physical fighting with peers or family members. 2.4 Severe destruction of property. Scope and Limitation This study focused on violent tendencies of Dota Player. The respondents were composed of 60 participants within the vicinity of Cavite. The researchers made questionnaires that were validated by professionals from De La Salle UniversityDasmarinas. Methodology Research Participants The participants of this study were 60 participants within the vicinity of Cavite whom were in their teenage years specifically ages 16 to 20. They are known to be game players of an online amusement typically known as DOTA (Defense of the Ancient). They are the chosen participant in order to know if playing Dota would create an impact to them in inhibiting violent tendencies. Research Instrument This research intended to use questionnaire survey method for it could be reliable enough for meeting the objectives of this study and was appropriate for responding to the research questions that was established. The instrument was a selfmade questionnaire by the researchers which contains relevant questions based from the U.S. Department of Education and National Center for Education Statistics and information that are found in website and books. The survey form contained questions that supplied answers for the study’s statement of the problem. The result was indeed showing that the respondents of this study knew the fine line between the real world and the world of war towards online gaming. Conclusions The researchers concluded the following based on the findings of the study: 1. As the data gathered were summarized, the researchers derived the conclusion that the highest category of violent tendency that the researchers had extracted from the data gathered was the “uncontrolled anger� which came across the borderline of “moderate� in the verbal interpretation of the study with a total mean of 2.58. 2. Based on the survey conducted by researchers the lowest score taken from the total mean was from the category under serious physical fighting with peers and family members. Its total mean was 2.44 that came across the borderline of “low� in the verbal interpretation provided in the study. 3. All in all the total conclusion of the researchers towards the study that has been conducted based from the four categories chosen by the researchers showed that there was no certain violent tendency manifested by the dota players for it had taken the borderline between “moderate� and “low� in the verbal interpretation of the study. Some of the violent actions are done by the Dota players but not all the time. They are not used to exhibit and do violent behavior. It shows that playing Dota doesn't affect one's behavior or their violent tendency. Recommendations 1. Parents were recommended to supervise their child in order to prevent them from manifesting violent tendencies that would be acquired from playing different forms of online games. This was to lessen their child from engaging into needless acts/behavior that they might acquire from it. 2. Future researchers could also base related studies that they would be having according to what the researchers had conducted. This could also be used for further referral from the relative study undertaken by the researchers. 3. Student Wellness Center was recommended to design programs like different seminars/ workshops that would help the students in managing their issues. The researchers also recommend SWC to require a rout nary interview to monitor each of the students’ status. 4. To those who were into playing Dota or any other suggesting violence game, it was unavoidable to undergo a stage of exploration. Through the game, influencing factors like violent tendency was met as enumerated in the study, researchers suggested to assess before engaging in a certain activity because it may bring harm unto them. 5. On the other hand, the researchers recommended peers to encourage their friends to engage in recreational activities instead of spending their time playing Dota.

Item Type: Thesis (Undergraduate)
Additional Information: PSY 1011 2010
Keywords: Subjects: Violence in video games -- Psychological aspects; Violence in video games -- Social aspects.
Subjects: B Philosophy. Psychology. Religion > BF Psychology
Depositing User: Users 4 not found.
Date Deposited: 12 Aug 2015 07:04
Last Modified: 11 Oct 2024 04:43
URI: https://thesis.dlsud.edu.ph/id/eprint/1318

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