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Thesis Group 2 New PRESENTATION
Thesis Group 2 New PRESENTATION
Thesis Group 2 New PRESENTATION
• 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.
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
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.
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)
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
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
dead) TABLE 5
FPS (Counter Strike, Mortal 5 10.0 2
Combat)
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
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
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)
Chanter)
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
Genre of Video Games vs Cyber Hacking 13.763 16 0.616 Accept Not Significant
Pornography
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.
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
• Parents should monitor their children so that they can minimize playing video
games.
THANK YOU
AND
GOD BLESS