{"title":"马尼拉网吧用户的个人资料、游戏使用和游戏目的:一项探索性研究","authors":"Ana Clariza Natanauan, Jenmart Bonifacio, Mikael Manuel, R. Bringula, John Benedic R. Enriquez","doi":"10.4018/ijvcsn.2013100103","DOIUrl":null,"url":null,"abstract":"This descriptive-exploratory study attempted to give the readers a portrait of cyber cafA© gamers in Manila. It determined the profile of gamers, their gaming usage, and their purposes of cyber cafA© gaming. Descriptive statistics revealed that most of the respondents were Manila settlers, students, pursuing or had obtained college degrees, male, young, Roman Catholic, single, belonged to middle-income class, and played games in cyber cafA©s in the afternoon once to twice a week. One-way chi-square showed that frequency of gaming was not equally distributed in a week and gamers showed tendency to play games in a cyber in a particular time of the day. Real-time strategy games were the most frequently played games in cyber cafA©s. To recreate, to relieve boredom, and to have fun were the top three reasons in playing games in cyber cafA©s. Conclusions and directions for future research were also presented.","PeriodicalId":90871,"journal":{"name":"International journal of virtual communities and social networking","volume":"5 1","pages":"43-58"},"PeriodicalIF":0.0000,"publicationDate":"2013-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":"{\"title\":\"Profile, Gaming Usage and Purposes of Gaming of Internet Café Users in Manila: An Exploratory Study\",\"authors\":\"Ana Clariza Natanauan, Jenmart Bonifacio, Mikael Manuel, R. Bringula, John Benedic R. Enriquez\",\"doi\":\"10.4018/ijvcsn.2013100103\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This descriptive-exploratory study attempted to give the readers a portrait of cyber cafA© gamers in Manila. It determined the profile of gamers, their gaming usage, and their purposes of cyber cafA© gaming. Descriptive statistics revealed that most of the respondents were Manila settlers, students, pursuing or had obtained college degrees, male, young, Roman Catholic, single, belonged to middle-income class, and played games in cyber cafA©s in the afternoon once to twice a week. One-way chi-square showed that frequency of gaming was not equally distributed in a week and gamers showed tendency to play games in a cyber in a particular time of the day. Real-time strategy games were the most frequently played games in cyber cafA©s. To recreate, to relieve boredom, and to have fun were the top three reasons in playing games in cyber cafA©s. Conclusions and directions for future research were also presented.\",\"PeriodicalId\":90871,\"journal\":{\"name\":\"International journal of virtual communities and social networking\",\"volume\":\"5 1\",\"pages\":\"43-58\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2013-10-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"5\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International journal of virtual communities and social networking\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.4018/ijvcsn.2013100103\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International journal of virtual communities and social networking","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4018/ijvcsn.2013100103","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 5
Profile, Gaming Usage and Purposes of Gaming of Internet Café Users in Manila: An Exploratory Study
This descriptive-exploratory study attempted to give the readers a portrait of cyber cafA© gamers in Manila. It determined the profile of gamers, their gaming usage, and their purposes of cyber cafA© gaming. Descriptive statistics revealed that most of the respondents were Manila settlers, students, pursuing or had obtained college degrees, male, young, Roman Catholic, single, belonged to middle-income class, and played games in cyber cafA©s in the afternoon once to twice a week. One-way chi-square showed that frequency of gaming was not equally distributed in a week and gamers showed tendency to play games in a cyber in a particular time of the day. Real-time strategy games were the most frequently played games in cyber cafA©s. To recreate, to relieve boredom, and to have fun were the top three reasons in playing games in cyber cafA©s. Conclusions and directions for future research were also presented.