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Visual attention of adolescents as a consequence of playing video agmes John Paul SD. Catangay... [et. al].

Contributor(s): Material type: TextTextLanguage: English Publication details: 2016Description: 39 leaves : illustrations ; 28 cmSubject(s): LOC classification:
  • LJ 121 .V829 2016
Dissertation note: Thesis (Bachelor of Science in Psychology) -- University of Rizal System-Morong. Summary: EXECUTIVE SUMMARY: The main objective of the study is to find out the respondents visual attention in playing video games and if there is a significant difference in their visual attention in terms of their profile. The study was conducted in Morong, Rizal and in Teresa, Rizal. The study utilized the descriptive quantitative research design specifically the survey method using the adapted visual attention abstract test as the instrument in gathering data. The study found out most of respondents were male, majority were 16 years old, has a family income of Pho 15,000 to 19,999, most of them play League of Legends (LOL) and War Craft, and plat one to four hours a day per week. On the level of visual attention of the respondents most of them have moderate visual attention. Moreover, the study found that only age is significantly different and other profile is not significant. Based on the summary of findings and conclusion, it is recommended that intervention programs like lecture forums on on-line game addiction and its negative effect to adolescents can be done to inform the public on the pros and cons of on-line games.
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Theses and dissertations Theses and dissertations Morong College Library Reference LJ 121 .V829 2016 (Browse shelf(Opens below)) 1 Not for loan URSMOR-CL-004680

Thesis (Bachelor of Science in Psychology) -- University of Rizal System-Morong.

EXECUTIVE SUMMARY: The main objective of the study is to find out the respondents visual attention in playing video games and if there is a significant difference in their visual attention in terms of their profile. The study was conducted in Morong, Rizal and in Teresa, Rizal. The study utilized the descriptive quantitative research design specifically the survey method using the adapted visual attention abstract test as the instrument in gathering data. The study found out most of respondents were male, majority were 16 years old, has a family income of Pho 15,000 to 19,999, most of them play League of Legends (LOL) and War Craft, and plat one to four hours a day per week. On the level of visual attention of the respondents most of them have moderate visual attention. Moreover, the study found that only age is significantly different and other profile is not significant. Based on the summary of findings and conclusion, it is recommended that intervention programs like lecture forums on on-line game addiction and its negative effect to adolescents can be done to inform the public on the pros and cons of on-line games.

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