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CYBERCRIME PREVENTION

ACT R.A. 10175 VIOLATION


AMONG VIDEO GAME PLAYERS
IN SELECTED INTERNET HUBS
IN G.M.A. CAVITE
BY
MAEROSE C. TORDECILLA
MAY ANN P. BUSTAMANTE
WHEDMARK C. REBUDAN
HANNA ROSE CANDOLE
JOSE BRYAN S. ONG
CHAPTER 1
THE PROBLEM AND
ITS BACKGROUND
• On September 12, 2012, Republic Act No. 10175, an act defining
cybercrime, providing for the prevention, investigation, suppression
and the imposition of penalties thereof and for other purposes, or
commonly known as the Cybercrime Prevention Act of 2012
(Cybercrime law).

• . Although there are many definitions of Cybercrime, the term


generally refers to the crimes committed through the use of
computers and computer networks in the cyber world, but it also
INTRODUCTION includes crimes that do not rely heavily on computer.

• Cybercrime is a crime which involves the use of digital technologies


in commission of offense, directed to computing and communication
technologies.

• This study aims to know and determine on how video players are
aware about the Cybercrime Prevention Act of 2012 Republic Act
10175.
• This study was anchored to “The Social Learning
Theory” according to Albert Bandura research into
observational learning in children and his development of
the Social Learning Theory has been at the root of several
THEORET arguments of video games causing violent behavior.

ICAL

FRAMEW Bossler and Holt (2010) Cited and assessed the effect of
self-control on the probability of experiencing five forms
ORK of cybercrime victimization: unauthorized access to one’s
computer without the knowledge or permission, data loss
due to malware infection, and online harassment.
• In the study by Navarro et. Al(2011) on 10-12 years old
students, it was observe that the victims of cyberbullying
have social anxiety and especially fear of being
negatively assessed. Female victims of cyberbullying are
more likely to have emotional symptoms than male
victims. However, females tend to ask for help more than
males(Dooley et., Cross and Spiel, 2010).
CONCEPTUAL FRAMEWORK
 

INPUT PROCESS
OUTPUT
 Profile of the   Formulating
Respondents in 5 Questionnaires
selected Internet Hubs  
in GMA, Cavite.  Collecting the Data
- Age
- on the Profile of
Sex
Respondents in 5
- Civil status • Intervention
  selected Internet
 Violation Committed of hubs in GMA, program
video game players Cavite.
based on R.A. 10175
 
 
 Significant relationship  Administering the
between the genre of
Questionnaire,
video games played by
the respondents in the Analyze and
acts of violation Interpret the Data
committed. Gathered
 Intervention scheme.
 

  Feedback
• 1. What is the demographic profile of the respondents
in terms of:

STATEME • 1.1 Age;

NT OF • 1.2 Sex;

THE •
1.3 Civil Status;
1.4 Genre of Video Games;
PROBLEM • 1.5 Time Duration in Playing Video Games;
• 1.6 Amount of Money spend; and
• 1.7 In game Character used by Players;
2. What is the common violation committed by the
video game players-based R.A. 10175 ;
 
2.1 Cyber bullying;
2.2 Cyber Fraud;
2.3 Cyber hacking;
2.4 Cyber Pornography;
2.5 Electronic Libel;
2.6 Identity Theft;
3. Is there significant relationship between the genre of
video game played by the respondents and the acts of
violation committed.

4. Based on findings, what intervention scheme can be


proposed.
•This study hypothesizes the following:

HYPOTHE •1. There is no significant relationship between the genre of


video game played by the respondents and the acts of
SIS violation committed.
•The research study will conduct to determine the
SCOPE awareness of video game players on Cybercrime Prevention
AND Act. R.A. 10175. This study will conduct at selected 5
Internet Hubs at General Mariano Alvarez, Cavite. The
LIMITATI result of the study helps the researcher to prevent the issue

ON OF concerning. This study will be limited to those children


below 10 years old because they are not capable to answers
THE question and also to those parents because they are not
aware of video games played by their children.
STUDY
• Barangay official • Students
• Future Researchers

SIGNIFICA •
Gamers
Parents/Guardians
NCE OF • PNP Cybercrime Group
THE Division
• School Administrators
STUDIES
CHAPTER 2

RELATED STUDIES
AND LITERATURE
• On October 4, 2011, CIDG arrested Shin un-sun in Batangas Province by
virtue of an international warrant issued by Interpol and KNP for alleged
hacking into Hyundai Customer database stealing around 420,000 customer
records and extorted money from Hyundai. The suspect Shin un sun was
turned over to the Immigration Bureau for deportation to South Korea.
• On April 30, 2015, the Advisory on Online Shopping Fraud was published
to apprise online buyers of the risks involved in dealing online and, at the

LOCAL same time, to provide guidelines to the general public for a secure online
shopping experience, in the promotion of consumer welfare.

LITERATU • On July 2016, the DOJ-OOC issued the advocacy material entitled
“Securing All Filipino children from Exposure to harmful online contents” or
SAFE, in order to provide the public, the parents in particular, with an easy
RE step by-step procedure on how to keep their mobile phones, be it iOS or
Android, from displaying explicitly unsuitable materials and mobile
applications for the Filipino children.
• On March 27, 2016, COMELEC’s website was defaced and the site was
replaced with contents pertaining to the hacktivist group Anonymous
Philippines. On even date, another group named Lulzsec Pilipinas claimed
that it was able to access and obtain COMELEC's database which contains
personal identifiable information (PII), including passport information and
fingerprints data, of at least seventy (70) million registered Filipino voters.
• According to Kshetr (2010). Theorist of the internet agrees
that cyberspace makes possible near and instant interactions
between individuals who are spatially distant, which creates
possibility for new forms of association which in turn gives

FOREIGN •
rise to cybercrime and cyber deviance.
According to Hani Durzy (2015), an eBay spokesperson in
LITERATU USA cited that another form of cybercrime which has a firm
grip on society is cyber fraud and scams online. But, the
RE problem with this is the lack of systematic and official data.
•  According to Lane (2014) Internet is easily accessed on
computer, pocket PC, wireless, mobile phone, etc. In the
late 1970s and early 1980s, programmers were zealously
developing software enabling images that are transmitted,
recomposed and viewed through Usenet systems.
•  According to Macaraeg et.al (2016) there are many
issues happening about cybercrime in which causes a lot
of loss of data. Usually, business companies and political
networks experience cyberattacks and based on the
LOCAL research , countries that are vulnerable in cyberattack are
the ASEAN countries, especially Philippines which
STUDIES receives continuous threats based on the advanced threat
report of the FireEye Inc. Based on the amount of
percentage of APT attacks in 2013, the most vulnerable
are government sites and business process outsourcing
firms where the percentage is 19.8.
• According to Sun Tianzhu(2015) studied “Research on the
characteristics of Internet crime and the responsibility for
examining legislation” the authors of this online article analyze
the characteristics of Internet crime, recommending changes in
legislation to clarify responsibility for network crimes and to
provide better legal protection of China’s networks.
• Quéméner (2017) studied “Cybercrime: Strategic and legal
aspects” focuses on French and European Union laws targeting

FOREIGN cybercrime and suggests how authorities can make better use of
them. The author explores the new challenges that Internet and

STUDIES local digital networks pose to people who depend on these


networks for their economic livelihoods, explaining the need to
defend the networks against cybercrime.
• According to Apruzzese, Antonio (2015) studied “From
computer crime to computer-related crime” the Digital identity
theft, also known as phishing illegally accessing an individual’s
financial data to capture online banking and financial information
has become one of the most lucrative illegal businesses.
• In the study of Macaraeg et.al (2016) they discussed what happened about
cybercrime which causes a lot of loss of data. And some of those data are
on a business companies and political networks. While on the study of

SYNTHESI Sun Tianzhu (2015) they research is all about the characteristics of
internet crime recommending changes in legislation to clarify

S OF responsibility for network crimes and to provide better legal protection for
China’s network. Then in the study of Quemener (2017) they focused on
French and European Union Laws targeting cybercrime and suggests how
RELATED authorities can make better use of them. And according to Apruzzese,
Antonio (2015) digital identity theft has become one of the most lucrative

LITERATU illegal businesses. In short, all those studies or researches cited above is
all about how cybercrime become notorious on committing illegal

RE AND
activities using computer or mobile phone.

• According to other studies cited cybercrime is not only done by private


STUDIES persons or groups. Even the government is also an actor in committing
cybercrimes. Cross-border crime is usually called cyberwarfare. The
international system mandated to act on these types of crimes is the
International Criminal Court.
CHAPTER 3

METHODOLOGY
• The descriptive method of research was used in this study.
Descriptive method of research is the fact-finding study with
adequate and accurate interpretation of the findings. It describes
what it is. It describes with emphasis what actually exist such as
current conditions, practices, situations, or any phenomena.
(Ardales, 2008)

RESEARC • Purposive sampling, also known as judgmental, selective, or


subjective sampling, is a form of non-probability sampling in

H DESIGN which researchers rely on their own judgment when choosing


members of the population to participate in their study. This
sampling method requires researcher to have prior knowledge
about the purpose of their studies so that they can properly
choose and approach eligible participants. Researcher use
purposive sampling when they want to access a particular subset
of people, as all participants of a study are selected because they
fit a particular profile.
POPULATION AND SAMPLING
THE RESEARCHER USED
CONVENIENCE SAMPLING AS
SAMPLING TECHNIQUES. THIS IS
THE PROCESS OF PICKING OUT
PEOPLE IN THE MOST CONVENIENT
AND FASTEST WAY TO IMMEDIATELY
GET THEIR REACTIONS TO A
CERTAIN ISSUE. THIS TYPE OF
SAMPLING IS CERTAINLY BASED
AND NOT REPRESENTATIVE SINCE
THE VIEWS OF A GROUP OF
RESPONDENT MAY DIFFER FROM
THE VIEWS OF ANOTHER GROUP OR
SET OF RESPONDENTS.
 
RESPOND
•The respondents of this study are the students whose
ENTS OF playing video games in EARIST Cavite Campus and to

THE those players in 5 internet cafés at General Mariano Alvarez,


Cavite.
STUDY
RESEARC
H • Survey Questionnaire
INSTRUM
ENT
DATA
GATHERI
NG • Preliminary gathering data for this Study.

PROCEDU • Conduct Survey Questionnaire.

RE
• Analyzed and Interpret the Data Gathered.
STATISTIC • Frequency Distribution
• Percentage
AL • Ranking
TREATME • Weighted mean

NT OF •

Likert Scale
Chi-square test
DATA
CHAPTER 4
PRESENTATION, ANALYSIS
AND INTERPRETATION OF
DATA
1.1 AGE
Criteria Frequency Percent Rank
TABLE 2
10-20 24 48.0 1.5

21-30 24 48.0 1.5

31 above 2 4.0 3

Total 50 100.0  
Criteria Frequency Percent Rank 1.2 SEX
Male 41 82.0 1 TABLE 3
Female 9 18.0 2

Total 50 100.0  
1.3. CIVIL
Criteria Frequency Percent Rank STATUS
Single 48 96.0 1 TABLE 4
Married 2 4.0 2

Total 50 100.0  
Criteria Frequency Percent Rank 1.4. GENRE
Strategies (ML, DOTA II, HON) 39 78.0 1
OF VIDEO
GAMES
Simulation (Sims, Sims City) 1 2.0 5

Adventure (Minecraft, Walking 2 4.0 4

dead) TABLE 5
FPS (Counter Strike, Mortal 5 10.0 2

Combat)

Logic (Candy Crush, 4 Picks 1 3 6.0 3

Word)

Total 50 100.0  
Criteria Frequency Percent Rank 1.5. TIME
DURATION IN
1-3 hours 24 48.0 1
PLAYING VIDEO
4-6 hours 20 48.0 2 GAMES
TABLE 6
7-9 hours 4 40.0 3

16-20 hours 1 8.0 4.5

25 hours 1 2.0 4.5

Total 50 100.0  
1.6. AMOUNT
Criteria Frequent Percentage Rank OF MONEY
1-30 pesos 20 40.0 1 SPEND
31-60 pesos 19 38.0 2 TABLE 7
61-90 pesos 2 4.0 4

100 pesos or more 9 18.0 3

Total 50 100.0  
Criteria Frequency Percent Rank
1.7. IN GAME
Long range (Archer, Gunner, 35 70.0 1
CHARACTER
USED BY
marksman)

Melee (Fighter,

Swordsman, Spearman
Boxer, 7 14.0 2
PLAYERS
Soldier (Army, Mercenary, 6 12.0 3
TABLE 8
Sniper)

Magician (Wizard, Witch, 1 2.0 4.5

Chanter)

Animal Figure (animal avatar) 1 2.0 4.5

Total 50 100.0  
Indicator Mean Interpretation Rank
TABLE 9 COMMON
Cyber bullying 3.15 Sometimes committed 1 VIOLATION
COMMITTED BY THE
Identity Theft 2.74 Sometimes 2
VIDEO PLAYERS-
committed
BASED RA 10175.
Electronic Libel 2.68 Sometimes 3
committed

Cyber Hacking 2.46 Rarely committed 4

Cyber Pornography 2.41 Rarely committed 5

Cyber Fraud 2.38 Rarely committed 6


Criteria X2 Df p- Decision Interpretation THE GENRE OF VIDEO
value GAME PLAYED BY THE
RESPONDENTS AND THE
Genre of Video Games vs Cyber bullying 27.650 16 0.035 Reject Significant
ACTS OF VIOLATION
COMMITTED
Genre of Video Games vs Cyber Fraud 10.082 16 0.862 Accept Not Significant TABLE 15

Genre of Video Games vs Cyber Hacking 13.763 16 0.616 Accept Not Significant

Genre of Video Games vs Cyber 32.047 28 0.273 Accept Not Significant

Pornography

Genre of Video Games vs Electronic 34.096 16 0.005 Reject Significant

Libel

Genre of Video Games vs Identify Theft 14.543 16 0.558 Accept Not Significant
CHAPTER 5
SUMMARY,
CONCLUSION, AND
RECOMMENDATION
SUMMARY

1.1 AGE
THE FREQUENCY AND PERCENTAGE
DISTRIBUTION OF THE RESPONDENTS IN
TERMS OF AGE, WHERE 2 OF THE
RESPONDENTS WHICH IS 4.0% BELONGED TO
THE AGE BRACKET OF 31 ABOVE, 24 OF THE
RESPONDENTS WHICH IS 48.0% BELONGED TO
THE AGE BRACKET OF 21-30, 24 OF THE
RESPONDENTS WHICH IS 48.0% BELONGED TO
THE AGE BRACKET OF 10-20.

1.2 SEX
THE FREQUENCY AND PERCENTAGE
DISTRIBUTION OF THE RESPONDENTS IN
TERMS OF GENDER, WHERE 9 OF THE
RESPONDENTS WHICH IS 18.0% BELONG TO THE
SEX BRACKET OF FEMALE, AND 41 OF THE
RESPONDENTS WHICH IS 82.0% BELONG TO THE
SEX BRACKET OF MALE.
1.3 CIVIL STATUS
THE FREQUENCY AND PERCENTAGE DISTRIBUTION OF THE
RESPONDENTS IN TERMS OF CIVIL STATUS, WHERE 2 OF THE
RESPONDENTS WHICH IS 4.0% BELONG TO THE CIVIL STATUS
BRACKET OF MARRIED, AND 48 OF THE RESPONDENTS WHICH IS
96.0% BELONG TO THE CIVIL STATUS BRACKET OF SINGLE.

1.4 GENRE OF VIDEO GAMES


THE FREQUENCY AND PERCENTAGE DISTRIBUTION OF THE
RESPONDENTS IN TERMS OF GENDER, WHERE 9 OF THE
RESPONDENTS WHICH IS 18.0% BELONG TO THE SEX BRACKET
OF FEMALE, AND 41 OF THE RESPONDENTS WHICH IS 82.0%
BELONG TO THE SEX BRACKET OF MALE. THE FREQUENCY AND
PERCENTAGE DISTRIBUTION OF THE RESPONDENTS IN TERMS OF
GENRE OF VIDEO GAMES, WHERE 3 OF THE RESPONDENTS IS
6.0% BELONG TO GENRE BRACKET OF LOGIC (CANDY CRUSH, 4
PICKS 1 WORD), 5 OF THE RESPONDENTS IS 10.0% BELONG TO
GENRE BRACKET OF FPS (COUNTER STRIKE, MORTAL COMBAT), 2
OF THE RESPONDENTS IS 4.0% BELONG TO GENRE BRACKET OF
ADVENTURE (MINECRAFT, WALKING DEAD), 1 OF THE
RESPONDENT IS 2.0% BELONG TO GENRE BRACKET OF
SIMULATION (SIMS, SIMS CITY), 39 OF THE RESPONDENTS IS
78.0% BELONG TO GENRE BRACKET OF STRATEGIES (ML, DOTA II,
HON).
1.5 TIME DURATION
THE FREQUENCY AND PERCENTAGE DISTRIBUTION
OF THE RESPONDENTS IN TERMS OF TIME
DURATION OF PLAYING VIDEO GAMES, WHERE 1 OF
THE RESPONDENT WHICH IS 2.0% BELONG TO THE
TIME DURATION BRACKET OF 25 HOURS ABOVE, 4
OF THE RESPONDENT WHICH IS 40.0% BELONG TO
THE TIME DURATION BRACKET OF 7 TO 9 HOURS, 20
OF THE RESPONDENTS WHICH IS 48.0% PERCENT
BELONG TO TIME DURATION BRACKET OF 4 TO 6
HOURS,24 RESPONDENTS WHICH IS 48.0% BELONG
TO THE TIME DURATION BRACKET OF 1 TO 3 HOURS.

1.6 AMOUNT OF MONEY SPEND


THE FREQUENCY AND PERCENTAGE DISTRIBUTION
OF THE RESPONDENTS IN TERMS OF AMOUNT OF
MONEY SPEND, WHERE 9 OF THE RESPONDENTS
WHICH IS 18.0% BELONG TO THE AMOUNT OF
MONEY SPEND BRACKET OF 100 PESOS OR MORE, 2
OF THE RESPONDENTS WHICH IS 4.0% BELONG TO
THE AMOUNT OF MONEY SPEND BRACKET OF 61-90
PESOS, 19 OF THE RESPONDENTS WHICH IS 38.0%
BELONG TO THE AMOUNT OF MONEY SPEND
BRACKET OF 31-60 PESOS, 20 OF THE RESPONDENTS
WHICH IS 40.0% BELONG TO THE AMOUNT OF
MONEY SPEND BRACKET OF 1-30 PESOS.
1.7 IN GAME CHARACTER USED BY
PLAYERS
THE FREQUENCY AND PERCENTAGE
DISTRIBUTION OF THE
RESPONDENTS IN TERMS OF GAME
CHARACTER USED BY PLAYERS,
WHERE 1 OF THE RESPONDENT
WHICH IS 2.0% BELONG TO THE
GAME CHARACTER USED BRACKET
OF ANIMAL FIGURE, 1 OF THE
RESPONDENT WHICH IS 2.0%
BELONG TO THE GAME CHARACTER
USED BRACKET OF MAGICIAN, 6 OF
THE RESPONDENTS WHICH IS 12.0%
BELONG TO THE GAME CHARACTER
USED BRACKET OF SOLDIER, 7 OF
THE RESPONDENTS WHICH IS 14.0%
BELONG TO THE GAME CHARACTER
USED BRACKET OF MELEE, 35 OF
THE RESPONDENTS WHICH 70.0%
BELONG TO THE GAME CHARACTER
USED BRACKET OF LONG RANGE.
2. WHAT ARE THE COMMON VIOLATION
COMMITTED BY THE VIDEO LAYERS BASED
RA 10175:
 
2.1 CYBER BULLYING
THE MEAN AND INTERPRETATION OF THE
RESPONDENTS IN TERMS OF COMMON
VIOLATION COMMITTED BY THE VIDEO
GAMES PLAYERS BASED ON R.A. 10175 IN
CYBER BULLYING WHERE 3.30 WEIGHTED
MEAN USED TRASH TALK WORDS AND
INTERPRET SOMETIMES, 2.96 WEIGHTED
MEAN OF DEFAMING OF CO-PLAYERS AND
HAVE INTERPRETATION OF SOMETIMES,2.98
WEIGHTED MEAN USED DEGRADING
WORDS AND HAVE A INTERPRETATION OF
SOMETIMES, 3.36 WEIGHTED MEAN OF
CHATTING MY COPLAYERS WAN AN UGLY,
WEAK, IDIOT(BOBO),NOOBS AND HAVE
INTERPRETATION OF SOMETIMES.
2.2 CYBER FRAUD
THE MEAN AND INTERPRETATION OF THE COMMON
VIOLATION COMMITTED BY THE VIDEO PLAYER
BASED ON R.A. 10175 IN CYBER FRAUD. WHERE IN
“I BORROWED MONEY TO MY COPLAYERS
WITHOUT PAYING IT” HAVE A WEIGHTED MEAN OF
2.0 AND INTERPRET AS “RARELY” WHILE “I USED
FAKE INFORMATION TO MY CO-PLAYERS” HAVE A
WEIGHTED MEAN OF 2.60 AND INTERPRET AS
“SOMETIMES” AND IN “I STOLE MONEY OR LOOT OF
MY CO-PLAYERS IN THE GAME WORLD” HAVE A
WEIGHTED MEAN OF 2.44 AND INTERPRET AS
“RARELY”.
 
2.3 CYBER HACKING
THE MEAN AND INTERPRETATION OF THE COMMON
VIOLATION COMMITTED BY THE VIDEO PLAYERS
BASED ON R.A. 10175 IN CYBER HACKING. WHEREIN
“I USED ANOTHER ACCOUNT THAT BELONG TO
ANOTHER” HAVE A WEIGHTED MEAN OF 2.86 AND
INTERPRET AS “SOMETIMES”, AND IN THE CRITERIA
“I HAVE ALREADY EXPERIENCE TO HACK SOMEONE
ACCOUNT” HAVE A WEIGHTED MEAN OF 2.06 AND
INTERPRET AS “RARELY”.
2.4 CYBER PORNOGRAPHY
THE MEAN AND INTERPRETATION OF THE
COMMON VIOLATION COMMITTED BY THE
VIDEO PLAYERS BASED ON R.A. 10175 IN CYBER
PORNOGRAPHY. WHEREIN THE CRITERIA “I
WATCHED NUDE AND OBSCENE VIDEO GAME IN
THE INTERNET” HAVE A WEIGHTED MEAN OF
2.44 AND INTERPRET AS “RARELY”, AND IN THE
CRITERIA “I PLAYED SEXY GAMES SUCH AS
(SUMMERTIME SAGA, SOUTH PARK: THE
STRICK OF TRUTH, MASS EFFECT:
ANDROMEDA, THE WITCHER 3: WILD HUNT)
HAVE A WEIGHTED OF 2.38 AND INTERPRET AS
“RARELY”.
2.5 ELECTRIC LIBEL
THE MEAN AND INTERPRETATION OF THE
COMMON VIOLATION COMMITTED BY THE
VIDEO PLAYERS BASED ON R.A. 10175 IN
ELECTRONIC LIBEL. WHEREIN THE CRITERIA “I
USED SHOUT-OUT BOX TO ANNOUNCE
SOMETHING BAD ABOUT MY CO-PLAYERS TO
THE SERVER OR PUBLIC” HAVE A WEIGHTED
MEAN OF 2.68 AND INTERPRET AS
“SOMETIMES”.
2.6 IDENTITY THEFT
THE MEAN AND
INTERPRETATION OF THE
COMMON VIOLATION
COMMITTED BY THE VIDEO
PLAYERS BASED ON R.A.
10175 IN IDENTITY THEFT.
WHEREIN THE CRITERIA “I
USED ANOTHER PICTURES
ON MY ACCOUNT THAT
BELONG TO SOMEONE” HAVE
A WEIGHTED MEAN OF 2.44
AND INTERPRET AS
“RARELY” AND IN THE
CRITERIA “I USED FAKE OR
DUMMY ACCOUNT” HAVE A
WEIGHTED MEAN OF 2.76
AND INTERPRET AS
“SOMETIMES”.
BASED ON THE FINDINGS DERIVED FROM THIS STUDY, THE
FOLLOWING CONCLUSIONS WERE DRAWN.
1.THE HIGHEST PERCENTAGE IN TERMS AGE IS IN THE AGE OF 10-
30, IN SEX IS THE MALE, CIVIL STATUS IS SINGLE, GENRE OF
VIDEO GAMES IS THE STRATEGIC, AMOUNT OF MONEY SPEND IS
1-30 PESOS
2. THE COMMON VIOLATION OF THE VIDEO GAME PLAYERS IS
THE CYBER BULLYING BECAUSE OF CHATTING THE CO-PLAYER
AN UGLY, WEAK, IDIOT(BOBO) NOOBS, USING DEGRADING

CONCLUSIO WORDS AND USING DEFAMING WORDS.

N
3. THERE IS NO SIGNIFICANT RELATIONSHIP BETWEEN THE
GENRE OF VIDEO GAME PLAYED BY THE RESPONDENTS AND THE
ACTS OF VIOLATION COMMITTED. THERE ARE SOME VIOLATIONS
THEY COMMIT BUT NOT CONNECTED TO THE TYPE OF GAME
THEY PLAYED FOR EXAMPLE THE PLAYER COMMIT A CYBER
HACKING BUT THE GAME HE/SHE PLAYED WAS DOTA.
4. THE COMPUTER HUBS OWNER MUST BE AWARE ABOUT R.A.
10175 OR THE CYBER CRIME PREVENTION ACT OF 2012 AND THEY
MUST HAVE A CCTV CAMERAS INSIDE AND OUTSIDE THEIR HUBS.
COMPUTER HUBS OWNER MUST HAVE A RULE SAYING THAT
THERE IS NO TRASH TALK INSIDE THEIR HUBS.
• Based on the conclusion drawn from the findings of the study, the following
recommendation are suggested:
1. To the gamers of the Internet Hubs

• gamer should be updated about the Cybercrime laws and regulations so that they
can adjust easily and accept it. Like R.A. 10175 or Cybercrime Prevention Act
and know if the laws run and penalties of violating such law and the gamer
should avoid saying bad words and committed crime.
2. To the PNP Anti-Cybercrime Group

RECOMMENDATION • The PNP ACG may conduct seminar and distribute fliers for every owners of the
Internet hubs about laws and regulations exist for the safety and be aware of it. 
S
3. To the Local Government

• It is recommended that the local government should monitor well the


Cybercrime laws and regulations that exist for the good of the municipality.
4. To the parents

• Parents should monitor their children so that they can minimize playing video
games.
THANK YOU
AND
GOD BLESS

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