A Cross-sectional Study on the Association of Duration of Playing Violent Games on the Emotional Quotient of the Grade Five Students of Aurora Quezon Elementary School / Researchers:Abrazaldo, Lea Aina; Acelajado, Roselle; Antolin, Ruth Camille; Alvez, Almira, Aves, Aurora Francesca; Baaco, Margaret; Bactol, Israel; Bispo, Karen Anne. 6

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Language: Unknown language code Summary language: Unknown language code Original language: Unknown language code Series: ; March, 2011.46Edition: Description: Content type: other Media type: unspecified Carrier type: unspecifiedISBN: ISSN: 2Other title: 6 []Uniform titles: | | Related works: 1 40 6 []Subject(s): -- 2 -- 0 -- -- | -- 2 -- 0 -- 6 -- | 2 0 -- | -- -- 20 -- | | -- -- -- -- 20 -- | -- -- -- 20 -- --Genre/Form: -- 2 -- Additional physical formats: DDC classification: | LOC classification: | | 2Other classification:
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Action note: In: Summary: A cross-sectional study was conducted to determine the association of duration of playing violent computer games on the emotional quotient (EQ) of the grade five students of Aurora Quezon Elementary School. This study included 348 grade five students of Aurora Quezon Elementary School. They were given questionnaires which would describe their sociodemographic profile, use and duration of violent computer games. An EQ Test, validated by a psychologist, was also given to evaluate their EQ. The data were tabulated and evaluated using Epi Info. The Odds of playing violent computer games more than 6 hours are 0.3196, 0.2593, 0.8458 times more likely to occur among those who need improvement on emotional awareness, managing one's emotions, and coaching other's emotions, respectively, compared to those who play violent computer games less than 6 hours. However, the odds of playing violent computer games more than 6 hours are 1.0144 and 4.95 times more likely to occur among those who need improvement on self-motivation, and empathy, respectively, compared to those who play violent computer games less than 6 hours. Playing more than six hours of violent computer games is a protective factor to emotional awareness, managing one's emotion, and although not statistically significant, coaching others' emotion, but it is a risk factor to empathy and self-motivation, the latter not statistically significant. Other editions:
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A cross-sectional study was conducted to determine the association of duration of playing violent computer games on the emotional quotient (EQ) of the grade five students of Aurora Quezon Elementary School. This study included 348 grade five students of Aurora Quezon Elementary School. They were given questionnaires which would describe their sociodemographic profile, use and duration of violent computer games. An EQ Test, validated by a psychologist, was also given to evaluate their EQ. The data were tabulated and evaluated using Epi Info. The Odds of playing violent computer games more than 6 hours are 0.3196, 0.2593, 0.8458 times more likely to occur among those who need improvement on emotional awareness, managing one's emotions, and coaching other's emotions, respectively, compared to those who play violent computer games less than 6 hours. However, the odds of playing violent computer games more than 6 hours are 1.0144 and 4.95 times more likely to occur among those who need improvement on self-motivation, and empathy, respectively, compared to those who play violent computer games less than 6 hours. Playing more than six hours of violent computer games is a protective factor to emotional awareness, managing one's emotion, and although not statistically significant, coaching others' emotion, but it is a risk factor to empathy and self-motivation, the latter not statistically significant.

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