Chapter I
Introduction . . . . . . . . . . . 1
Importance of the Problem . . . . . . . . . . 2
Statement of the problem . . . . . . . . . . 3
Hypothesis . . . . . . . . . . 4
Scope and Delimitation of the study . . . . . . . . . . 5
Definition of terms. . . . . . . . . . 6
Chapter II
Review of Related Literature
Chapter III
Research Mythology Sources of Data
Chapter IV
Introduction, Analysis, Interpretation of Data Tabulation
Chapter V
Conclusion and recommendation Sample Questionnaire
ABSTRACT
This Paper Reviews Aims to introduce computer games and what
This topic is all about. For parents, teachers and specially students who is
Graduating to understand the reality effect of this in our daily life and to our
Studies. There’s a review being conducted based on some sub question
From a certain respondent and observation to determined the amount of
Population being involved on computer games that will give us figure of
60-70 percent of the totally population in specific area of Habay bacoor has
Been into computer games and some of them get engaged or addicted on it
Those person can’t live a day without playing that certain games. In this
Studies show as well the negative and positive side of this topic will
Help us to know. Negative of this love games more than anything else,
Like study forget about family, being so much engaged that end into a not
So much good result. On the other hand of positive is giving more
Information that will be really helpful in hand of knowledge.
CHAPTER I
INTRODUCTION
Computer games in the information systems industry account for over seven billion
dollars in sales in 2003 and are a pivotal component in driving both the software and
hardware portions of the industry.