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Accordingto one concerned Internet caf entrepreneur, Internet cafs are seducing

youths to a new
form of addiction, one which may not destroy their bodies as drugs do, but which is
certainly twisting
their minds. To the young play is reality and reality is play. (Maslog C. (1998)
Internet and Social
Issues, Philippine Communication Today, Quezon City: New Day Publishers). Games
come in many
forms and style like clothes, but unlike clothes however, you cannot wear them and
it isnt food so
you cannot eat them. So why are people going gaga over such an ironically powerful
phenomena?
The answer lies in us, as human.

Lepper, M. R. &Gurtner, J (2000), states that prolonged and excessive use of these
games can cause,
mainly upon children, a number of physical and psychological problems which may
include obsessive,
addictive behavior, dehumanization of the player, desensitizing of feelings,
personality changes,
hyperactivity learning disorders, premature maturing of children, psychomotor
disorders, health
problems (due to lack of exercise & tendonitis), Development of antisocial behavior
and loss of free
thinking and will.
Anderson and Bushman (2001), found that across 54 independent tests of the
relation between video game violence and aggression, involving 4262 participants,
there appear to be
five consistent results of playing games with violent contents.
Playing violent games increase aggressive behaviors, increases aggressive
cognitions, increases
aggressive emotions, increases physiological arousal, and decreases prosocial
behaviors. Since
most electronic games are violent, children below legal ages are emotionally
disturbed and caused
several changes on their behavior.
Austin, Pinkleton & Fujioka (2000), quoted that parental
meditation is correlated with better academic performance. And has been shown to
increase beliefs in
social norms, and to decrease fear.Which refers to the parental consent of the
player as they play a
violentoriented game.
Gentile & Walsh (2002), wherein 55% of parents said that always or often
should parents put limits on the amount of the time their children may play
computer and video
games, and 40% said they always or often check the video game rating before
allowing their
children to buy or rent computer or video games. Even through these numbers are
not particularly
high, they may overestimate the amount of parental monitoring of childrens video
game play. DOTA
basically is a game expanded from version of War of War Craft, which initially a
strategic game similar
to Red Alert series.
But eventually evolved into current state. Gamers can play DOTA on a wide range
from single player,
local LAN, or LANover internet connection with various countries gamers. There
contain variety of
Heroes to be chosen as your character, there are many type of gaming modes, and
different type of
map for the game modes. Theres no need for me to explain how the game is
conducted and the
features of the game. Because there are lots of gamers who are more expert than
me exist in the
DOTA community. For me, this DOTA is not a difficult game for amateur you can
start play DOTA
anytime and familiar with this game easily over 2 or 3 days. But one thing to remind
you is, DOTA is
not easy to master and play like a Pro. You can take up to several years spent on
this game but still
behave like amateur. There are lots of effects which DOTA brings to our society, to
be particular, the
youth.

Mga pinagkuhanan / sites/ credits


* ](2011, 02). The Effects of Playing Defense of the Ancients in Academic
Performance Among Male
Freshmen College Students of Freshmen in Academic Year of 20102011..
StudyMode.com.
Retrieved 02, 2011, from http://www.studymode.com/essays/TheEffectsOfPlaying-
DefenseOf
580808.html * http://www.scribd.com/doc/43813815/ImpactsofDotainStudents *
(2011, 03). The
Effects of Dota. StudyMode.com. Retrieved 03, 2011, from
http://www.studymode.com/essays/TheEffectsOfDota626652.html
* (2011, 04). Dota: Recreation or Addiction?. StudyMode.com. Retrieved
04, 2011, from * //en.wikipedia.org/wiki/defense_of_ancients
* (Maslog C. (1998) Internet and Social Issues, Philippine Communication
Today,Quezon City: New
Day Publishers) * Lepper, M. R. &Gurtner, J (2000), United States=
* Anderson and Bushman (2001)
* Austin, Pinkleton& Fujioka (2000)
* Gentile & Walsh (2002)

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