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UPV Theses and Dissertations

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    The effect of playing violent video games and gender on aggression among first year students in Iloilo National High School
    Balicanta, Alexander John F.; Cacho, Charlotte J. (Division of Social Sciences, College of Arts and Sciences, University of the Philippines Visayas, 2002-03)
    The study was conducted to determine the effects of playing violent video games and gender on aggression among first-year high school students. The experimental design utilized two treatment groups and two control groups. The four groups consisted of (1) males who played the violent videogame; (2) females who played the violent videogame; (3) males who played the nonviolent videogame; and (4) females who played the nonviolent videogame. In this study, aggression was measured using the Direct and Indirect Aggression Scales (DIAS). The DIAS consists of 24 items that measure physical, verbal, and indirect aggression. Prior to the administration of the DIAS, the participants were first asked to play video games. Two groups were assigned to play a violent video game, and the other two groups played a nonviolent game. The participants’ scores in the DIAS were computed and analyzed using the two-way analysis of variance (ANOVA) with interaction. This is done to show if the variables type of video game played and gender significantly affect aggression among adolescents. The two-way ANOVA with interaction yielded three computed values of F. Results show that there is a significant F-ratio on the variable type of video game played. The obtained F is 5.45, and an F of 4.26 is required at the 0.05 level with 1 and 27 df. Since 5.45 is greater than 4.26, the null hypothesis is rejected. Thus, the conclusion is that the type of video game played has a significant effect on aggression among first-year high school students. However, the F-ratio derived for the variable gender was not significant. The obtained F is 3.59, and an F of 4.26 is required at the 0.05 level with 1 and 27 df. Since the value of F is less than 4.26, the null hypothesis on gender is accepted. Thus, gender has no significant effect on aggression among first-year high school students. The F ratio derived for the interaction of the two variables is also not significant. The computed value of F., which is only 0.297, is less than 4.26. The null hypothesis, thus, is rejected. This leads to the conclusion that the type of videogame played and gender do not interact to affect aggression.
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    Values beyond entertainment: Audience reception on satirical film “Ded na si Lolo”
    Albesa, Adrianne; Dusaban, Edwin, Jr.; Paguntalan, Angela (Division of Humanities, College of Arts and Sciences, University of the Philippines Visayas, 2015-06)
    This study looks into whether or not film enthusiasts recognize socio-cultural verisimilitude in the film Ded na si Lolo. The respondents of this study are film enthusiasts from the University of the Philippines Visayas who are active filmmakers and participate film festivals in Western Visayas. Data collection is done in two sessions of focus group discussion with a total of 12 participants. The film Ded na si Lolo is shown to the participants after which they are asked open-ended questions on their perception. Responses are coded and interpreted through thematic analysis. An observation in this research is that the encoded message in the film is easily decoded if the viewers are familiar with the film elements (i.e. characters, setting, plot., etc.) and also with real life issues and scenarios. However, being too familiar with film elements puts the viewer at risk of misinterpreting the message content or assigning meanings that were not intended by the filmmaker. All are able to recognize the socio-cultural verisimilitude of the film Ded na si Lolo and most of the audience, still, are able to decode the encoded message of the filmmaker. The results imply that Ded na si Lolo, being satirical in nature, has not been very successfull in delivering its message to criticize the funeral customs and beliefs of the Philippine culture. The study concludes that if the satirical purpose of the film is not fully grasped by film enthusiasts who have the ability to analyze and decode messages from the film, this might be even more challenging for the general population.