Park internet gambling Essay

Published: 2020-01-11 03:20:32
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Chapter IV
Sub problem 1: What is the main reason of IT students to enter gambling through the use of computer games? Reasons| Male(n= 58)| %| Female(n=42)| %| Totaln=100| %| Rank| Lack of Money| 15| 26%| 13| 31%| 28| 28%| 8|

To forget love problems| 14| 24%| 10| 24%| 24| 24%| 10| For Enjoyment| 43| 74%| 33| 79%| 76| 76%| 2|
To earn extra income| 14| 24%| 9| 21%| 23| 23%| 11| Addiction in Playing| 33| 57%| 25| 60%| 58| 58%| 3| Lack of love from family| 1| .98%| 7| 17%| 8| 8%| 12| Peer Pressure| 23| 40%| 14| 33%| 37| 37%| 7|

Past Time| 49| 85%| 38| 90%| 87| 87%| 1|
To avoid boredom| 29| 50%| 14| 33%| 43| 43%| 5|
To Socialize & meet new friends| 16| 28%| 11| 26%| 27| 27%| 9| Hobby| 28| 48%| 23| 55%| 51| 51%| 4|
Stress Reliever| 23| 40%| 16| 38%| 39| 39%| 6|

Out of 42 female respondents, majority of them says that they are playing computer games and entering gambling for past time and the least reason that they have chosen is also the same as the male respondents answered, lack of love from family maybe because its not a big deal for them to handle family issues.

POLYTECHNIC UNIVERSITY OF THE PHILIPPINES

Rank 1= Past Time Rank 10= To Forget Love Problems
Rank 2= Enjoyment Rank 11= to earn extra income
Rank 3= Addiction in Playing Rank 12= Lack of love from Family
Rank 4= Hobby
Rank 5= to avoid Boredom
Rank 6= Stress Reliever
Rank 7= Peer Pressure
Rank 8= Lack of Money
Rank 9= To Socialize

SUMMARY OF FINDINGS

The purpose of this study is to know the reasons of the I.T Students why their used to gamble using computer games. We conducted a survey to know their reasons. We gathered some information to our classmates who used to gamble using computer games. The questionnaire was spread in all I.T Students of Institute Technology. We made 100 copies of questionnaire for us to evaluate their own reasons. We also gave them 15 questions to choose 5 main of their reasons to enter this kind of gamble.

BIBLIOGRAPHY

http://www.thedti.gov.za/news2011/Appendix.pdf
http://en.wikipedia.org/wiki/National_Gambling_Impact_Study_Commission_Act

POLYTECHNIC UNIVERSITY OF THE PHILIPPINES

Polytechnic University of the Philippines
Institute of Technology
Sta. Mesa Manila

Dear IT Students:

This survey was conducted to determine the Reason of IT students to enter the gambling through the use of Computer Games.

Truly yours,

Students of ICMT

Name: __________________________________ Course:______________________ School: _______________________________________________________________________

Topic: Reasons of the IT Students to enter gambling through the use of Computer Games. Directions:
Choose 5 specific problems why IT Students enter gambling through the use of computer games.

( ) Because Lack of Money
( ) To forget Love Problems
( ) For Enjoyment
( ) To earn extra income
( ) Addiction in Playing
( ) Lack of love from Family
( ) Peer Pressure
( ) Past Time
( ) To avoid boredom
( ) To Socialize & meet new friends
( ) Hobby
( ) Stress Reliever

Hypothesis
There are differences on the respondents of the I.T Students in Institute of Technology between their answers in the survey that we provided. In reasons of the I.T Students to enter gambling through the use of the computer games (Lack of Money), (To forget love problems), (For Enjoyment) (To earn extra income), (Addiction in playing), (Lack of love from family), (Peer Pressure) (Past time), (To avoid boredom), (To Socialize and meet new friends), (Hobby) and (Stress Reliever).

Scope and Limitation of the student This study covered the reasons of the I.T Students to enter gambling through the use of Computer Games. There are weaknesses and limitations associated with the study. Steps to improve the reliability of self-report include the assurance of anonymity. Although the participants were encouraged to answer honestly and reminded that their responses would be anonymous, they may not have been entirely honest in their self- reported gambling behaviors and may have intentionally or unintentionally given false information about the variables under study.

POLYTECHNIC UNIVERSITY OF THE PHILIPPINES

This study sought the reasons of the I.T Students to enter the gambling through the use of computer games. Specifically, this research determined each reason of the students.
IT students would benefit from this research because they can manage more efficiently and reduced the time that they wasting for the computer games. A lack of exposure may also mean the I.T students are less aware of the Potential risks associated with gambling. A lack of experience is also likely to mean the students are less familiar with strategies for selfregulating gambling such as taking a set amount of money to venues and mixing gambling with other forms of entertainment.

POLYTECHNIC UNIVERSITY OF THE PHILIPPINES

Out of 58 male respondents, majority of them says that they are playing computer games and entering gambling for past time and the least reason that they have chosen is lack of love from family maybe because its not a big deal for them to handle family issues.

Out of 42 female respondents, majority of them says that they are playing computer games and entering gambling for past time and the least reason that they have chosen is also the same as the male respondents answered, lack of love from family maybe because its not a big deal for them to handle family issues.

POLYTECHNIC UNIVERSITY OF THE PHILIPPINES

Foreign Studies
Mark D Griffiths and Jonathan Park
Internet gambling is a relatively under-researched area. While our current knowledge remains in its infancy and the prevalence rates are relatively low, researchers and cliniciansare predicting greater involvement among youth. A comprehensive search of the relevant literature was undertaken. The resulting relevant literature was classified into four areas.

These were (a) the empirical studies on adolescent internet gambling, (b) online gambling-like experiences in adolescence, (c) adolescent gambling via social networking sites, and (d) adolescent gambling via online penny auction sites. Age verification in relation to prevention and regulation is also examined. It is concluded that young people appear to be very proficient in using and accessing new media and are likely to be increasingly exposed to remote gambling opportunities. These young people will therefore require education and guidance to enable them to cope with the challenges of convenience gambling in all its guises.

POLYTECHNIC UNIVERSITY OF THE PHILIPPINES

Local Studies
The National Gambling Impact Study Commission Act of 1996 (Public, 110 Stat. 1482, enacted August 3, 1996) is an Act of Congress that was signed into law by President of the United States Bill Clinton. This legislation established the National Gambling Impact Study Commission in 1997 to conduct a comprehensive legal and factual study of the social and economic impacts of gambling in the United States on: (1)

Federal, State, local, and Native American tribal governments; and (2) communities and social institutions generally, including individuals, families, and businesses within such communities and institutions. Mandates a report to the President, the Congress, State Governors, and Native American tribal governments. Requires the Commission to contract with the Advisory Commission on Intergovernmental Relations and the United States National Research Council for assistance with the study. Authorizes appropriations.
Specifically the commission was to look at the following: 1. existing policies and practices concerning the legalization of prohibition of gambling 2. the relationship between gambling and crime 3. the nature and impact of pathological and problem gambling 4. the impacts of gambling on individuals, communities, and the economy, including depressed economic areas 5. the extent to which gambling revenue had benefited various governments and whether alternative revenue sources existed 6. the effects of technology, including the Internet on gambling The study lasted two years, and in 1999 the commission released it final report. There was a separate section on Indian gaming provided.[2]

POLYTECHNIC UNIVERSITY OF THE PHILIPPINES

Statement of the problem

Moreover, there has been little research documenting whether general gaming education has any effect on students gambling attitudes, behaviors, and perceptions. Hence, there remains a void for studies related to these factors. College administrators and student affairs professionals have been criticized for the lack of attention and recognition of the gambling issue on campuses. A study by Shaffer, et al (2005) revealed that although gambling is commonplace on college campuses, only 22 percent of 119 schools studied had adopted any type of gambling policy.

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