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Team Members:

Fahmi Hamdani
Howard Lim
Hamizan Mustapa
Hazwan Baha
Khairul Anuar



Lecturers: Dr. Zahari Hamidon & Ms. Nor Azura
   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.
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.
   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
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
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
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%
Do they prefer to eat out or just settle for Instant Noodles
             during playtime? (56 students)



               13%




                                          Eats Out   Instant Noodles!



                        87%
Do these students play on school nights? (56 students)




                  No            Yes
                 48%            52%
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
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."
   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.
 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%]
 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%]
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.
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.
Ub0203 survey slides(updated 3)

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Ub0203 survey slides(updated 3)

  • 1. Team Members: Fahmi Hamdani Howard Lim Hamizan Mustapa Hazwan Baha Khairul Anuar Lecturers: Dr. Zahari Hamidon & Ms. Nor Azura
  • 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.