Profile, Gaming Usage and Purposes of Gaming of Internet Café Users in Manila: An Exploratory Study

Profile, Gaming Usage and Purposes of Gaming of Internet Café Users in Manila: An Exploratory Study

Ana Clariza Natanauan, Jenmart Bonifacio, Mikael Manuel, Rex Bringula, John Benedic Enriquez
Copyright: © 2013 |Volume: 5 |Issue: 4 |Pages: 16
ISSN: 1942-9010|EISSN: 1942-9029|EISBN13: 9781466634794|DOI: 10.4018/ijvcsn.2013100103
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MLA

Natanauan, Ana Clariza, et al. "Profile, Gaming Usage and Purposes of Gaming of Internet Café Users in Manila: An Exploratory Study." IJVCSN vol.5, no.4 2013: pp.43-58. http://doi.org/10.4018/ijvcsn.2013100103

APA

Natanauan, A. C., Bonifacio, J., Manuel, M., Bringula, R., & Enriquez, J. B. (2013). Profile, Gaming Usage and Purposes of Gaming of Internet Café Users in Manila: An Exploratory Study. International Journal of Virtual Communities and Social Networking (IJVCSN), 5(4), 43-58. http://doi.org/10.4018/ijvcsn.2013100103

Chicago

Natanauan, Ana Clariza, et al. "Profile, Gaming Usage and Purposes of Gaming of Internet Café Users in Manila: An Exploratory Study," International Journal of Virtual Communities and Social Networking (IJVCSN) 5, no.4: 43-58. http://doi.org/10.4018/ijvcsn.2013100103

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Abstract

This descriptive-exploratory study attempted to give the readers a portrait of cyber café gamers in Manila. It determined the profile of gamers, their gaming usage, and their purposes of cyber café 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 cafés 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 cafés. To recreate, to relieve boredom, and to have fun were the top three reasons in playing games in cyber cafés. Conclusions and directions for future research were also presented.

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