2. Recently, concerns have risen regarding the
negative effects cybercafés may have on
students.
We decided to look into this problem by using
questionnaires to draw answers without
making our motive seem apparent to the
respondents.
3. A cybercafé is a café that has a number of personal
computers available for use by customers.
iPro and NBK are two of the most popular cybercafés
in Gadong.
Open from 10 am to 12 am everyday.
Illegally extend business hours past 12 am
occasionally.
PCs are designed for gaming purposes, complete with
gaming peripherals.
4. To investigate:
how much timeacademic students are spending in
cybercafés nowadays
whether they’re spending extra money on food and
beverages
the amount ofrest they are getting
what they and the customers think of cybercafés
if cybercafés have any true negative influences
5.
6.
7.
8.
9. Usual Purposes of Visits (56 students)
4%
7%
To play games
To do research; no Internet
access at home
To get work done; no
89% computer at home
10. Usual Period of Stay (56 students)
More than 4 hours 27
3 - 4 hours 23
1 - 2 hours 6
0 5 10 15 20 25 30
11. Do these students prefer to go out before or after
lunch/dinner hour? (56 students)
After (Eat At
Home First)
Before (Eat Out
39%
Later)
61%
12. Do they prefer to eat out or just settle for Instant Noodles
during playtime? (56 students)
13%
Eats Out Instant Noodles!
87%
13. Do these students play on school nights? (56 students)
No Yes
48% 52%
14. What time do they play until when there's no school
tomorrow? (56 students)
27
30
20
25
20
15 9
10
5
0
8 - 10 pm 11 - 1 am Past 1 am
15. When you lose a game, do you...?
(56 students)
22% scold teammates
47%
scream out profanities
17%
14% impulse to bang tables and
throw stuff
"Just a game. It's cool; I'll get
them next time."
16. A lot of students visit cybercafés very frequently.
They visit mainly to play video games.
Their average period of stay is 4 hours &above
Most of them prefer to eat outside, incurring more
expenses in addition to cybercafé fees.
They do not prefer eating instant noodles for lunch/dinner.
Regardless of school nights, a slight majority of students
still visit cybercafés.
They take video games seriously.
17. Yes, for those who don’t have internet access or a
computer at home.
[29/71 respondents; 28%]
Yes, it’s a great place to chill for gamers.
[54/71 respondents; 51%]
Yes, because it makes up for the absence of night
clubs.
[22/71 respondents; 21%]
No.
[0/71 respondents; 0%]
18. Yes, kids are prone to learning bad languages.
[34/71 respondents; 30%]
Yes, people tend to unconsciously adopt bad manners and
mannerisms here.
[29/71 respondents; 26%]
Yes, some people easily become addicted to video games
and this can be dangerous.
[22/71 respondents; 20%]
No, this place is perfect and I’ll defend it against anyone
who tries to slander it.
[27/71 respondents;24%]
19. A cybercafé has its advantages and its
disadvantages. Though its disadvantages
outweigh its advantages where students
are concerned.
This problem is immensely overlooked in
Brunei and difficult to tackle.
20. 1. It’s not a minor problem to the government.
2. Teenagers are hard to control.
3. Owners are more interested in profits.
4. Cybercafés are a better nightlife option than
night clubs.