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Chapter I
THE PROBLEM Internet usage is a growing element as virtually everyone uses the internet at some point in the day. The computer and video game industry has grown also considerably over the past decade. There is also big on-line gaming community which some people just can’t get enough off. Its usage is increasing rapidly as people try to explore the cyberspace. Based on the statistics taken by Online Gaming Industry Stats, there are 217 million online gamers worldwide in 2007 and 62% of all gamers report playing games online. The highest-ranking genres of games played online were card, puzzle, arcade and word games (44%), family-oriented games (25%) and RPG/MMOGs (19%), casual, family oriented and gambling games (17%) were generally favored by PC online gamers while console/portable online gamers were more inclined to prefer non-casual game genres such as shooting and racing games. According to them, PC/Mac users spent 5.8 hours a week on online gaming. The number of online gamers in the Philippines will reach 6.3 million by 2008, said a research released by the International Data Corporation (IDC). The increase is driven by the availability of new online game titles and more broadband connections. The communities of friends or families forming "clans" when playing online also perform as a driving sector in social aspect, it said. The research also estimated that the online gaming subscriptions in the country would grow 58.4 percent annually from 2002 to 2007. Cotabato City is a sub-urban place. It has a population of 259,153 in 2007 census. Most of the people in this place are not very particular into gaming, only most of the teenagers particularly highschool and college students engage into playing Internet interactive games. Notre Dame University is a school located at Cotabato City. It has an estimated population of 4,259 students, 1,100 of these students composes the population of College of Health Sciences.



Bibliography: Mendoza, I.L. (2001) Computer gaming gets organized and how. Manila bulletin, vol. 342. #19 Research Sherry et al. (May 7, 2003) Relationship between Developmental Stages and Video Game Uses and Gratifications, Game Preference and Amount of Time spent in Play. http://www.allacademic.com/meta/p111930_index.html Jansz et al Peng, W. (May 27, 2004) Is Playing Games All Bad?Positive Effects of Computer and Video Games in Learning. http://www.allacademic.com/meta/p113328_index.html Chen et al Limperos, A.( Nov.15,2007) Violent Video Games, Users, and Aggression: A Uses and Gratifications Explanation.  http://www.allacademic.com/meta/p192045_index.html Lachlan, et al Jones, et al. (May 27, 2003) College Students, Gaming and the Internet. http://www.allacademic.com/meta/p112027_index.html Internet

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