Beruflich Dokumente
Kultur Dokumente
This chapter focused on the problem and background of the research. This serves
as the foundation of the study, which includes the following: the introduction, statement
of the problem, hypothesis, and significance of the study and the scope and delimitation.
Introduction
Nowadays, computer games have dominated the interest and time of people
especially those students in high school and in college level. The game played by the
students change in time, because of the competition of the game developers, they want to
have a game that the people will enjoy and love for a long term. And as of seven years,
one game remain standing with their consistent popularity to the masses, it is the DotA
All-stars. (www.gossipgamers.com/dota-philippines-most-played-pc-game)
DotA All-star or Defense of the Ancient is a computer game that let you choose
from 80 + different heroes of your choice with different special abilities. The goal is to
beat the other team and destroy their base; you can play this role playing game from one
versus one to five versus five which most Filipinos prefer for more action and excitement
this game. They do not mind the consequences of those actions to their studies. They
almost forget their responsibilities as a student and choose to satisfy their desire to play
the game.
1
Students devoted their time to the game, they almost play it for many hours, as
long as they want, ignoring their time for their studies, thus, making it the disadvantage
of the game. If only the students will know the normal or the enough time they need or
they must consume when playing the game this could help them control their selves in
playing the game and not to be addicted to the game. And for that it can give them a
better study habits, more time for studying and reviewing their lessons. And that is if we
only have a study who investigates if there is a relationship on the amount of time
This study aims to find the relationship of the frequency of playing of computer
game (DotA All-stars) and the grades of the junior nursing students in Our Lady of
Fatima University.
1. How frequent do the students play the computer game (DotA) in a day?
2. What are the grades of the junior nursing students on their subjects on the
preliminary period?
2
Hypothesis
specifically DotA and the academic performance of the students on 1st sem. S.Y. 2008-
09 BSN third year students of Our Lady of Fatima University. In this particular, the
ultimate purpose of this undertaking is to enrich the awareness of students especially the
This study will help the faculty to extend their knowledge about the computer
They can be a change agent for those students who was devoted in this game. For we all
know that nurses must be a change agent in community and not only in community but
also in the university, in case they choose to teach nursing students. The Faculty will be
3
the best medium for the students, who continue to play the game, will know how they can
manage their studies and also to aid the students to use the game as an exercise for their
cognitive skills.
To the Community
The result of this study shall provide some insights and information about the
how it will influences the student’s study habits. It will help them to decide whether they
like themselves adopt this game or not, whether they will play it or not.
To the Students
This study will magnify their knowledge with regards on the influence of DotA
All-stars to the academic performance and from there they can come up with their own
The future readers will be guided accordingly with the different information,
which is carefully combined, on this paper. Researchers may find the findings functional
as a guide in conducting the same research. Future readers will acquire knowledge about
4
Scope and Delimitation
This study compiles the researchers started last July up to October 2009. The BSN
junior students of Our Lady of Fatima University are the respondents of this research.
This research is all about changes on the grades of the nursing students related to the
frequency of playing DotA. The grades to be taken are only their score on their quiz,
assignment, seatwork and their score on their exam during their preliminary period. It
does not cover any other factor that may influence the result of the student’s grades. The
information that the researchers will have are according to the respondent’s perception. It
is stated here in this research paper the relationship of the frequent playing of the game
DotA All-stars and student’s academic performance on their preliminary period 1st sem.
S.Y. 2008-09.
5
Chapter II
At these days, in which computer are known world wide, playing computer game
is one of the people’s choice for spending their past time. Aside from sports and other
activities being in the front of computer and hitting that keyboard to play a game is one of
And from this chapter, it presents the foreign and local literatures which are taken
Foreign Literature
By John Hewitt
describes a behavior that has become increasingly familiar with the rise of computer
game popularity. People with this type of addiction sets aside practically all other
6
Putting the Real World Aside
many of the consequences are similar to alcoholism or drug addiction. Some addicts
allow jobs, relationships and academic careers to languish or collapse in order to spend
more time playing their favorite games. Gamers who become entrenched in excessive
daily gaming routines can find it difficult to make room for much else in life.”
The sheer amount of time many addicts spend playing---100 hours a week or
nights and days spent obsessing over the game make the addict unable to perform as well
as he would be able to otherwise. Some gamers spend real money on virtual products to
make their characters more powerful or distinctive, reducing the money available for
necessities.
Social Isolation
human contact. Some of the most addictive games are found online, where the player
competes and cooperates with others around the world. These online relationships online
7
Impact on Family
Aside from academic obligations, children and young people have relatively few
addicted to computer games, however, the addiction can shatter a family. Game
obsession takes away from time spent with family, which can lead to neglect of children
Habits
Computer games addiction describes an ingrained set of habits rather than a true
medication for the underlying disorder can be helpful. The earlier treatment is sought, the
By Tracy McVeigh
Hi-tech maps of the mind show that computer games are damaging brain
development and could lead to children being unable to control violent behaviour
involved in the computer game itself, as previous researchers have suggested, but rather
Using the most sophisticated technology available, the level of brain activity was
measured in hundreds of teenagers playing a Nintendo game and compared to the brain
scans of other students doing a simple, repetitive arithmetical exercise. To the surprise of
brain-mapping expert Professor Ryuta Kawashima and his team at Tohoku University in
Japan, it was found that the computer game only stimulated activity in the parts of the
In contrast, arithmetic stimulated brain activity in both the left and right
hemispheres of the frontal lobe - the area of the brain most associated with learning,
Most worrying of all was that the frontal lobe, which continues to develop in
humans until the age of about 20, also has an important role to play in keeping an
Whenever you use self-control to refrain from lashing out or doing something you
Children often do things they shouldn't because their frontal lobes are
underdeveloped. The more work done to thicken the fibres connecting the neurons in this
part of the brain, the better the child's ability will be to control their behaviour. The more
9
The students who played computer games were halting the process of brain
development and affecting their ability to control potentially anti-social elements of their
behaviour.
Observer .
'There is a problem we will have with a new generation of children - who play
'The implications are very serious for an increasingly violent society and these
students will be doing more and more bad things if they are playing games and not doing
the levels of brain activity in children playing video games expecting to find that his
He expected it to reassure parents that there are hidden benefits to the increasing
number of hours their children were devoting to computer games and was startled by
what he discovered.
He compared brain activity in children playing Nintendo games with those doing
an exercise called the Kraepelin test, which involves adding single-digit numbers
10
The students were given minute doses of a radioactive pharmaceutical through an
intravenous drip which allowed a computer to map a complex picture of their brains at
Both studies confirmed the high level of brain activity involved in carrying out
simple addition and subtraction and that this activity was particularly pronounced in the
Though it is often thought that only the left hemisphere is active for mathematical
work and that the right hemi sphere is stimulated by more creative thinking, the professor
stimulate more brain activity than listening to music or listening to reading. Reading out
loud was also found to be a very effective activity for activating the frontal lobe.
private learning programme Kumon Educational UK, said the message to parents was
clear.
said. 'But the other thing is to ask them to play outside with other children and interact
and to communicate with others as much as possible. This is how they will develop,
11
Gender Stereotyping
As with all forms of popular media, video games have the potential to influence how
children perceive themselves and others. Most video games are designed by males, for
males. The result, according to the advocacy organization Children Now, is that almost
half of the top-selling console video games contain negative messages about females.
In its 2000 study Girls and Gaming: Gender and Video Game Marketing, Children Now
examined 27 popular games and found that many promoted "unrealistic body images and
and fainting." These kinds of portrayals send unhealthy messages to both boys and girls.
Often female characters are there only to provide sexual titillation. Dead or Alive:
tropical setting.
strippers. The developers of the extreme biking game BMX XXX, were forced to add
clothing to their topless female riders when major retailers refused to carry the product,
but the game still offers video clips of real women stripping.
Of serious concern is the way many games combine violence with sexual content. In the
12
ultra-violent Duke Nukem 3D game, for example, the male "shooter" uses X-rated
pornography posters for target practice and is awarded bonus points for shooting naked,
In Grand Theft Auto 3, one of the world's top-selling games, players are street thugs who
can beat prostitutes to death with baseball bats after having sex with them.
Some games on the market feature strong female characters such as Lara Croft from
Tomb Raider. But they don't offer a healthy alternative because they are simply highly
sexualized females who engage in the kind of violent, aggressive actions usually
Children who spend too long playing with Christmas computer game presents this year
could end up with "Nintendo thumb" or other injuries, a charity has said.
Others who spend time bent over personal computers surfing the Internet for hours could
face years of agony from bad posture and repetitive strain injury (RSI), according to
specialists.
It is estimated that three million Nintendo and Sony games systems were given as
13
But some children are developing signs of RSI, particularly in their thumbs, as they play
These sorts of injuries occur from repeated physical movements and can result in damage
The charity Body Action Campaign, which was launched to combat the problem, wants
It has been visiting schools to highlight the problem over the last year.
Physiotherapist Wendy Emberson examined children who played the games regularly and
is said to have found thumb injuries in 15% of them, and bad posture in almost all of
them.
Bunny Martin, founder of the Body Action Campaign, said: "The Government wants
every child at school to have a computer by 2001 - but it has not put money aside to help
"I have seen everything from Nintendo thumb to pains in the shoulders and swollen
joints.
"Children will be using computers all their lives and must be thought how to use them
14
safely and avoid problems."
British trades union officials estimate that 5.5 million working days are lost every year to
upper limb disorders such as RSI and more than 100,000 new medical cases are being
The Trades Union Congress is to publish the results of a survey on back strains and RSI
Foreign Study
By Graham Harding
Birmingham.
Many parents worry about the mind bending influence computer games might
have on their children. But one researcher in the United Kingdom has been investigating
a much more tangible side effect: computer games can occasionally induce epileptic fits.
Graham Harding and his colleagues at the University of Aston in Birmingham have
studied a group of such children and adolescents who had convulsions while playing at
15
the computer. Photosensitive epilepsy is best defined as a tendency to recurrent
Epileptic fits is relatively rare in the population. It occurs at one in three and a
half thousand. It's more common in girls than boys, about sixty to forty - which is
different from epilepsy, which is slightly more males than females. And it most
commonly occurs around puberty. And so most photosensitives are between seven and 19
years of age when they have their first attack. Which means that in that population, if
someone comes into the surgery and they've had a convulsion, there is a one in ten
The television, monitor of your computer has that flickering light, commonly they
have 50 hertz flicker, and, of course, the 25 hertz that you can get if you get close to the
screen where you can see the two lines that are making up the picture. Having directly
with you that 75 hertz in which we do not wish to. So therefore close viewing has always
been a problem especially in children, that is why our parents told us that we shouldn’t be
close to the television or in the computer screen, but I don’t know if their reason is that of
Since in our days, children were often see in front of the computer, playing their
favorite game. But Graham said, “But not all computer games can cause these epileptic
fit. Some children are sensitive only to specific computer games - and very often, only
specific sequences. We had one child who was sensitive to a game called Ghost Busters.
And on this game you either went off in a car looking for ghosts, or you found the ghost
in a house and got rid of it. And then you had to go back to the map of the town, to find
16
another ghost. Now the child was not sensitive to the car sequence or the house sequence,
but every time he went back to the map, because it had a low special frequency grid on it,
he was sensitive to this, and so each time he went back it produced discharges in the
You can stop the occurrence of the convulsion just by ceasing them or if you get
them to play with an eyepatch on. Otherwise the only drug that can be effectively used is
An Experimental Study
An Experimental Study
instruction (CAI), this study explored the impact of the varied types of instructional
achievement when they receive two different instructional treatments: (1) traditional CAI;
and (2) a computer-based video game. One hundred and eight third-graders from a
Results indicate that computer-based video game playing not only improves participants’
17
fact/recall processes (F = 5.288, p < .05), but also promotes problem-solving skills by
Different from previous studies that examined computer-based video games, this
study was developed to investigate the effects of computer-based video games on the
results from this study provided experimental evidence to support that the use of
computer-based video games can facilitate students’ cognitive learning process. Few
prior research studies dealing with computer-based video games explored the idea of
learning. In fact, computer-based video games have often been criticized for reproducing
violent action or behavioral aberration in most previous research reports. As this new
form of technology has been treated as an entertainment device with negative influences
on children, this study was attempted to restore computer-based video games to its
learning could benefit from play. Even without the emphatic educational intention such
as CAI programs, children can still improve their cognition through playing computer
18
and video games. Kids’ play with computer games exemplifies forms of knowing and
being in the world that are irreducibly and simultaneously social, technical, material, and
investigate the impact of computer-based video games along with different instructional
children’s learning, particular attention must be given to guidelines derived from game
efficiency of facilitating specifically designated learning objectives will the true potential
19
Theoretical Framework
According to John Keller’s ARCS Model of motivational Design, there are four
steps for promoting and sustaining of motivation in the learning process of the students:
For Keller ARCS is a process, therefore, in order to move to the next stage we
must accomplished and dominate the 1st stage, then move on to the 2nd stage, third stage
and so on.
Keller said that the first stage in promoting and sustaining motivation in the
learning process of the students was having that attention. He stated, we can gain
attention in two ways: first, perception arousal and second, inquiry arousal. Perception
arousal uses a surprise or certainly to gain interest and the inquiry arousal which
this stage an individual may encounter many factors that may hinder the motivation in
learning especially those materials, subjects that may come to an individual more
After you have your attention on a certain field next is the stage of relevance.
Relevance is the ability to retrieve material that satisfies the needs of the user. Once the
individual have his attention on a specific subject he will now determine what will be the
worth of that matter for him on that day and for tomorrow. On that way he will now
figure what is the relevance of that subject thus making his motivation in learning
increased and sustained, however, if the attention stage was delayed or interrupted the
20
determining of the relevance maybe focus on that hindrance. For example, on the
attention stage you find DotA was more interesting and challenging than studying.
Therefore instead of figuring out the relevance of studying for you, you rather determine
Next stage is the Confidence. Students must understand their likelihood for
success. If they feel they cannot meet the objectives or that the cost (time or effort) is too
high, their motivation will decrease and if they find that they can meet those objectives
without having too high effort, their motivation will increase. Between studying and
playing DotA, most of the students find studying more difficult. And the students who
knew that they do better in playing DotA, rather than studying, they also might have less
motivation in studying.
some way whether it is from a sense of achievement, praise from a higher-up, or mere
entertainment. More satisfaction they have, more motivation they will put on that subject.
If they find their selves happy in having good grades, receiving compliments from their
classmates, professor and parents. They will find studying is more satisfying. In the other
hand, if they knew they will do better in playing DotA, after the game hearing some
positive comments to the viewers makes them more favorable in playing DotA.
21
Conceptual Framework
The third year nursing students of Our Lady of Fatima University together with
the computer game DotA the frequency of playing this game are the variables that the
researchers will be observing. A student who plays DotA frequently will have an
unpleasant grade due to insufficient preparation on their quiz, seatwork and exam and
assignments maybe forgotten or ignored. And the students who plays DotA infrequently
or we can say in a right amount of time, they may have good grades, they can finish and
do their assignments well, and will have a manageable time for preparing any
22
Research Paradigm
BSN Junior
Students of OLFU
Computer Game:
DotA All-star
Frequent Infrequent
Playing of playing of DotA
DotA
Good grades
Unpleasant Assignments are
grades in class done in time
No assignments Have enough
Do not have enough preparation for the
preparation for the exam
exam
23
Definition of Terms
5. Gamester -a person who paid by the group to play online games. A gambler
in all of games.
24
6. LAN - Local Area Network; a computer network covering a small
as a school, or an airport.
modification.
objects.
25
Chapter III
Research Methodology
This chapter presents the research design, locale and population, data gathering
Research Design
The research design used in this study was descriptive research and correlation
and NRES); and, correlation research, for investigating the significant relationship
26
between the frequency of playing the computer game (DotA) and the score of the
thesis and others. In gathering the appropriate data we considered using a questionnaire.
In this study the researchers conducted an interview with the respondents who
play DotA. BSN 3rd year regular students, male or female, and must be a student of Our
Research Locale
The researchers have 47 respondents who were junior nursing students of Our
Lady of Fatima University. Regardless of age, gender and socio-economic status the
researchers will conduct their study at Our Lady of Fatima University Quezon City
Campus.
27
Data Gathering and Instrumentation
The information needed to obtain on this study is the number of hours the students
play DotA and the student’s grades on their different subjects at their preliminary period.
grades of the students and the number of hours they consumed in playing DotA are the
necessary information that are needed for the research. They distributed the questionnaire
to the third year Our Lady Fatima University nursing students whom they know plays the
game. The researchers also considered the help of some professor’s class record on whom
Statistical Treatment
The researchers did a series of computation on the data that was gathered in order
to have the conclusions for this study, these computations are as follows: percentile
Percentage
28
The percentage was used by the researchers for the computation of the
P = f / n (100)
Where:
P = percentage
f = raw score
Weighted Mean
The arithmetic mean is the “standard” average, often simply called the
“mean”. The mean is the sum of the observations divided by the number of
observations this will give you the average of the number of observations.
29
The data obtain through the questionnaire were specific, the respondents
were asked how many hours do they usually play the game DotA, and for that the
researchers do have an ungrouped data. In solving for the Mean of a data or the
data. Therefore, the formula written above was used in determining the mean of
the data.
30
Pearson R is the sum of the products of the standard scores of the two
measures divided by the degree of freedom. Based on a sample of paired data (Xi,
researchers to conclude whether the frequency of playing the game Dota and the
A t-test is any statistical hypothesis test in which the test statistic follows a
there is a significant relationship between the frequency of playing DotA and the
31
Where:
r = Pearson r value
Chapter IV
This chapter deals with the presentation, analysis and interpretation of data gathered out
of the instruments used in the study presented according to the specific problems.
Table 1
32
Time f %
1-2 hrs 14 30
3-4 hrs 20 43
5-6 hrs 8 17
7-8 hrs 3 6
9-10 hrs 0 0
11-12 hrs 2 4
n = 47 100
Table 1 shows the amount of time spent by the student in playing the computer
game DotA All-stars, 43% of the respondents answered they play the game for almost 3-
4 hours in a day. In which is quite long for a third year nursing students to get busy with,
and 30% of the respondent play the game in 1-2 hours in a day. The 4% of the
respondents plays the game for about 11-12 hours. The 6% of them plays the game for 7-
8 hours in a day, and 17% of them plays the game for about 5-6 hours. Students tend to
find something that will entertain them, and there are a lot of computer rentals that
surround the vicinity of the university. And thus, students find their selves satisfied on
playing computer games. And DotA were one of the favorite computer games that they
play. And sadly in time the students tend to be addicted playing this game DotA.
On John Keller’s ARCS Model of motivational Design, we have four steps for
promoting and sustaining of motivation in the learning process of the students: Attention,
The attention, the confidence and the satisfaction are the factors that we could
include why students play this game for a time. First, it catches the attention of the
students, in a way that this game is very interesting for them; second, they find
themselves good playing this game thus giving them that confidence that they are a good
33
DotA player; and third, the satisfying feeling when the students play DotA as they
dominate the game and win over their opponents. These are what the students look for,
that is why students unconsciously find their selves spending plenty of hours in playing
DotA.
Table 2
Subject X Interpretation
Human
56.25 Failed
Development
Community Care
64.72 Failed
Management
34
Nutrition and
48.87 Failed
Dietetics
56.99 Failed
Table 2 presents the average grade of the third year nursing students according to
their different subjects during their preliminary period. The computed average grades of
the students were interpreted as failed. The respondents got an average grade of 62.01 in
their subject Human Behavior, a grade of 56.25 on their Human Development, 64.72 on
their Community Care Management, 58.66 on their Care Management, for their Nutrition
and Dietetics an average grade of 48.87 and 51.4 on their Nursing Research subject,
For John Hewitt, he stated that the consequences on computer games addiction
are the same with the consequences on alcoholism or drug addiction. Some addicts allow
jobs, relationships and academic careers to languish or collapse in order to spend more
time playing their favorite games. Gamers who become entrenched in excessive daily
gaming routines can find it difficult to make room for much else in life. Thus for the
students, it could make them think that their studies a little boring and ignoring compare
And relating it on John Keller theory of motivation, the student’s world while he
is studying and the world of playing DotA are competing. In terms of having the attention
and the satisfaction, the students who get low grades and knows that they can do more in
35
playing DotA, their tendency is they will now be focusing on playing DotA that is where
they get their satisfaction. And that is why they continue to lose their study. Making no
Table 3
Level of
Critical
Variance Pearson r T-test Significanc Decision Interpretation
Value
e
Frequenc - 0.74 -7.38 5% or 0.05 ± 1.96 Reject There is a
y of "Moderately Ho significant
V.S. the
grades of
36
the
student
Table 3 shows the relationship of the frequency of playing DotA and the grades of the
third year nursing students in Our Lady of Fatima University. It appears that there is a
significant relationship between the two variables. And the computed Pearson r is -0.74,
increased the other variable will change and react oppositely on that variable. Therefore,
third year nursing students as they increase their frequency of playing DotA, their grades
John Hewitt reported that computer games was addictive just like a cigarette, it creates an
collapse in order to spend more time playing their favorite game. Those gamers who
become entrenched in excessive daily gaming routines can find it difficult to make room
Therefore for a nursing student with a lot of obligations to do, like, their duty in hospitals,
doing a further study on their lessons, working on their nursing research, preparing for
examinations, will make their time shorter to do those obligations as they become
37
Chapter V
conclusions are presented and the solutions of the problems is offered in the form of
recommendations.
38
This study is conducted to investigate the relationship of the frequency of playing
of computer game (DotA All-stars) and the grades of the junior nursing students in Our
Lady of Fatima University. This ought to find the amount of time spent by the third year
nursing students in a day on playing DotA; The grades of the student on their quizzes,
assignments and examinations; the connection existing between the frequency of playing
DotA and the grades of the third year nursing students. In which the researchers derived
their hypothesis stating that the frequency of playing DotA is not significantly related to
the grades of the third year nursing students. In order for the researchers to answer the
research problem they used two methods the descriptive and the correlation method.
There were 47 respondents who participated in this study. They are all third year
nursing students in Our Lady of Fatima University. Using the purposive sampling and
with the permission to the dean to conduct a survey and distribute the questionnaire in the
As the necessary data were collected the researchers used the frequency and
correlation, and t-test for them to come up with their conclusions and recommendations.
In this portion, it elucidates and shows the finding from the graph that revealed
39
1. The 43% of the respondents play the game almost 3-4 hours in a day. In which is
quite long for a third year nursing students to get busy with, and 30% of the
respondent play the game in 1-2 hours in a day. The 4% of the respondents plays
the game for about 11-12 hours. Students tend to find something that will
entertain them, and there are a lot of computer rentals that surround the vicinity of
the university. And thus, students find their selves satisfy on playing computer
games. And DotA were one of the favorite computer games that they play. And
2. The computed average grades of the students were interpreted as failed. The
Management, 58.66 on their Care Management, for their Nutrition and Dietetics
an average grade of 48.87 and 51.4 on their Nursing Research subject, having an
3. The computed t-test is -7.38 greater than the critical value of ±1.96 therefore there
is a significant relationship between the frequency of playing DotA and the grades
of the third year nursing students in Our Lady of Fatima. And the computed
if one variable was increased the other variable will change and react oppositely
on that variable. Therefore, third year nursing students as they increase their
Conclusions
40
The findings of this study answered the following questions that the researchers
were investigating.
1. How frequent do the students play the computer game (DotA) in a day?
• Most of the students spend their time playing DotA for about two to
three hours.
2. What are the grades of the junior nursing students on their subjects on the
preliminary period?
• The students got an average grade of 56.99 in their all subjects during
Recommendations:
1. The students should be aware of the time they consume as they play DotA. As the
study shows that as they spend more time playing the game a lesser grade they
will have.
2. The students can play DotA, as long as it must not interfere your obligations as a
student.
41
3. Being third year is one of the toxic phases of being a nursing student. Student
faces a quite busy schedule, in their duties in hospitals and community, doing
further study on their lessons, working on their nursing research and preparing for
their time in playing DotA. They may play it but on a limited time of 1 to 2 hours,
just enough for the students to entertain and satisfy their selves.
4. The faculty should motivate the student regarding on their studies especially those
students who were playing DotA. Educating them to manage their time, and play
only this game for a limited time. And encourage the student to prioritized and
think always of their studies before and after they play DotA.
5. The parents should make their children’s time in a more productive way by
providing a schedule for their playing time. They must limit their children’s
playing time for one hour everyday that is when they finished their responsibility
as a student.
42
Bibliography
Websites:
http://www.abc.net.au/rn/talks/8.30/helthrpt/hstories/hr161004.htm
http://news.bbc.co.uk/hi/english/education/newsid_1879000/1879019.stm
http://news.bbc.co.uk/hi/english/health/newsid_243000/243589.stm
http://www.observer.co.uk/international/story/0,6903,539166,00.html
Gender Stereotyping
43
http://www.media-
awareness.ca/english/parents/video_games/concerns/gender_videogames.com
http://www.gossipgamers.com/dota-philippines-most-played-pc-game.htm
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