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Age
Table 1 illustrates respondents evaluation of the
common age of DOTA players. TABLE 1 Age Distribution of DOTA Players Age 16-17 18-19 20-21 22-23 24 above Total Frequency 0 6 18 6 0 30 Percentage 0 20 60 20 0 100% Rank 2 1 2
As indicated in table 1, the data shows that age 16-17 has 0 or 0%, age 18-19 has 6 or 20%, age 2021 has 18 or 60%, and age 22-23 has 0 or 0%
respondents. It means that Age 20-21 is the average age of students that are playing DOTA games.
2.
Table
illustrates
the
evaluation
on
gender
Frequency 30 0 30
Rank 1
Table
showed
the
gender
distribution
of
DOTA
players. Ranked 1 was male with frequency of 30 or 100% and female had 0 or 0%, indicating that most of the DOTA players are males and it is rarely played by female computer science students.
3. Frequency of playing Table 3 illustrates the frequency of playing of playing schedules of the respondent students.
TABLE 3 Frequency of playing
Playing schedules Once a day Every other day Thrice a week Once a week Total
Frequency 12 8 5 5 30
Rank 1 2
Table 3 showed the distribution of playing schedules of the students. Ranked 1 was Once a day with frequency of 12 or 40%; ranked 2 was Every other day had a frequency of 8 or 26.66%, ranked 3 was Thrice a week and Once a week which has both 16.67% or 5 respondents. This indicates that majority of the students are playing DOTA games every day or once a day which implied that they have lesser time spent for their studies since they are occupied by playing DOTA games.
21 6 3 0 30
70 20 10 0 100%
1 2 3
As you look in Table 2, the data represents the hours of playing per day. Hours 1-3 has 70% or 21 respondents, hours 3-6 has 20% or 6 respondents, hours 6-9 has 10% or 3 respondents and hours 10 and above has 0% or 0 respondents. Which means that the average hours of playing dota is 1-3 hours,
5.Game Experience
Table 5 illustrates the respondents evaluation of their months of experience in playing DOTA games. TABLE 5 Game Experience (Months) Months 1-3 3-6 6-12 Frequency 13 6 3 Percentage 43.33 20 10 Rank 1 3 4
8 30
26.67 100%
Table 3 shows the students experience in playing DOTA games (months). Months 1-3 has 43.33% or 13 respondents, months 3-6 has 20% or 6 respondents months 6-12 and
10% or 3 respondents and months 12 and above has 26.67% or 8 respondents. Table 3 means those months 1-3 has the greatest percentage, which means that they have just
started playing DOTA games. While there are some who played in 12 months and above which means minimal of them are playing DOTA games for more than a year.
6. Advantages of Playing DOTA Table 6 illustrates the distribution of responses on the advantages of playing DOTA games. Table 6 Advantages of Playing DOTA
teamwork
V 5 4 3 2 1
F 15 14 1 0 0 30
5 4 3 2 1 5 4 3 2 1 5 4 3 2 1 5 4 3 2 1
Promotes literacy in computer technology Provides an outlet for the players Teaches firm decision making
11 12 0 1 1 30 12 16 0 1 1 30 13 14 2 1 0 30 17 10 0 2 1 30
53.34 40 0 3.33 3.33 100% 40 53.34 0 3.33 3.33 100% 43.33 46.67 6.67 3.33 0 100% 56.67 33.33 0 6.67 3.33 100% the
3.5
Agree
4.2
Agree
4.3
Agree
4.3
Agree
Table
presents
distribution
of
responses
given by the BSCS students about the advantages of DOTA games. Ranked 1 was Develops
Teamworkwith
weighted
mean of 4.4 and interpreted as Agree. Responses are distributed as follows: 15 or 50% Strongly Agree, 14
an
outlet
for
the
has both weighted mean of 4.3 and interpreted as agree. Responses are distributed as follows: 13 or 43.33% Strongly Agree, 14 or 46.67% Agree, 2 or 6.67% Moderately and 1 or 3.33% Disagree also 17 or 56.67% Strongly Agree, 10 or 33.33% Agree, 2 or 6.67
literacy
mean
in
of
computer
4.2 and
technology
with
interpreted as agree. Responses are distributed as follows: 12 or 40% Strongly Agree, 16 or 53.44%
Agree, 1 or 3.33% Disagree and 1 or 3.33% Strongly Disagree. Ranked 4 was Increases skills in strategy with weighted mean of 3.5 and interpreted as agree.
Responses are distributed as follows: 11 or 53.34% Strongly Agree, 12 or 40% Agree, 1 or 3.33% Disagree 1 or 33% Strongly Disagree. The presented data showed the that the of student playing
respondents
appreciated
advantages
DOTA. They said it develops the spirit of team work, they got familiar with the computer technology,
learned firmness in making decision and that their skills in making strategies are enhanced.
3 11 2 6 1 2 30 Addiction to 5 4 on-line games 4 9 3 8 2 8 1 1 30 Additional 5 4 expenses 4 7 3 12 2 7 1 0 30 Psychological 5 4 effect to 4 7 players 3 8 behavior 2 6 1 5 30 Ranked 1 was
36.67 20 6.67 100 13.33 3.2 30 26.67 26.67 3.33 100 13.33 3.3 23.33 40 23.33 0 100 13.33 2.9 23.33 26.67 20 16.67 100
Moderately
Moderately
Moderately
Reduced
time
to
study
with
weighted mean of 3.5 and interpreted as Moderately. Responses Strongly are distributed 5 or 13.33% as follows: Agree, and 8 or 26.67% or or 40% 3.33%
Agree, 4 or
16.67%
12 1
Moderately,
Disagree
Strongly Disagree. Ranked 2 was Additional expenses with weighted mean of 3.3 and interpreted as Moderately. Responses are distributed as follows: 4 or 13.33% Strongly Agree,
7 or 23.33% Agree, 12 or 40% Moderately and 7 or 23.33% Disagree. Ranked 3 was Addiction to on-line games with
weighted mean of 3.2 and interpreted as Moderately. Responses are distributed as follows: 4 or 13.33%
Strongly Agree, 9 or 30% Agree, 8 or 26.67 Moderately, 8 or 26.67 Disagree and 1 or 3.33% Strongly Disagree. Ranked 4 was Players lack of discipline with weighted mean of 3.1 and interpreted as Moderately. Responses Strongly are distributed 7 or as follows: Agree, 4 11 or or 13.33% 36.67%
Agree,
23.33%
Moderately, 6 or 20% Disagree and 2 or 6.67% Strongly Disagree. Ranked 5 was Psychological effect to players
behavior with weighted mean of 2.9 and interpreted as Moderately. Responses are distributed as follows: 4 or 13.33% Strongly Agree, 7 or 23.33% Agree, 8 or 26.67% Moderately, 6 or 20% Disagree and 5 or 16.67% Strongly Disagree.
The respondent students are aware that playing DOTA has disadvantages to them. They knew that it reduced their time to study and that there are some
psychological impact to their personality such as being aggressive, addiction and lack of discipline.