Chapter V
FINDINGS, CONCLUSIONS, AND RECOMMENDATIONS
Presentation in this Chapter are the summary of the Findings, Conclusions and
Recommendations.
Summary of findings
The analysis is looked into the Effects of Computer Games to Grade 11 and 12
students of Catholic Central School. Mainly the researchers would likely to answer the
following questions.
1. Which age have you started playing computer games?
2. How may hour/s have you spent on a game for one day?
3. What are the effects of computer games to you?
Findings:
1. Out of 62 percent of the gender that are more active in playing in computer games,
that males are more active than females are in playing computer games that only
receive 38 percent of the females are playing computer games. This show that males
are more active in gaming than females are
2. The most that points out is age are more active in computer gaming that been occur,
18 years olds had the highest stand point on which are more active in computer
gaming out of all ages that been playing that receives 48 percent on how old is the
user is, next to it is 16 years olds that obtained 32 percent on the users ages been, as
for the 18 years olds who gotten the least only receiving 20 percent of the users who
are more efficient on computer games. It is best to know more of the users what or
how old are the users genuinely are and purposive to know the beginning on when did
they started to play computer games.
3. All most all of the participants that cooperated started at the age of 11-13 years old
when they started playing computer games that gotten 52 percent mean that most of
the users started in their early adolescence, following to it is 10 below years old when
they started that got 36 percent of the users started, making the users started playing in
their Gradeschooler years most of their childhood spent in computer games, and last is
others the others is most significant on how really young is the user is familiar with
computers that got 12 percent yet even its very low but starting playing computer
games at early age the user mostly left out having to spend how really a child should
experience in their younger years.
4. Millennials today spent more time in computer games than spending outside their
homes, the user spent their time in a computer game/s spend their time less 2 hours
come by to 46 percent of the users used their time in computer games the users are
more attentive on their time on their computers. 3-5 hours users come by in 44 percent
the users aren’t that attentive than the previous are, the users neglect itself from their
sorroundings and are way more concentrated in their game. As for others the users in
this aren’t that active compare to the less 2 hours users that got 6 percent of the users
used computer games to distract or pass time in a more attentive way and the users are
more likely spent time in a computer games for an hour or less. Lastly are the users
that spent their time half or more in a day in a computer game/s that got 4 percent the
users are failed to provide them self for exchange in spending more of their time in a
day on a digital game that can’t even help you in other than feeling more delighted on
a digital accomplishment in the game.
5. There different influences coming from spending on a computer game/s of the user/s
the most common on this is lack of sleep has 30 percent users that chosen, most of the
users suffer having less time in sleeping due to this can come across to spending more
time on a computer game even its not healthy to do so. Not only having troubles in
sleeping there are some user having poor eyesight gotten 20 percent of the users
having difficulty seeing and it can be affected by spending more of their time in
computers. Not doing household chores and happiness has 15 percent, spending a
computer game can give you happiness however not all users has the motivation to do
their chores they’ve given and it could be hard to control the millennials to do what
they’ve been told. Socialization gotten 9 percent, not all users aren’t that socialize to
others but computer game/s can help you interact to other players in some games
especially to online computer game/s and bring other to socialize with. Lack of
interest in class discussion gotten 6 percent, computer users loses more interest of
their studies due to not being intrigue by the topic itself or not very mindful about
their studies. And lastly listless in participation gotten 5 percent, some users lost their
interest in participating in activities either by not caring anything about their
sorroundings or not use to socializing to other people.
Conclusions:
1.