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CHAPTER I

THE PROBLEM AND ITS SETTINGS

Introduction

An online game is a video game that is either partially or primarily played

through the Internet or any other computer network available. Online games are

ubiquitous on modern gaming platforms, including PCs, consoles and mobile

devices, and span many genres, including first-person shooters, strategy games

and massively multiplayer online role-playing games (MMORPG).

The design of online games can range from simple text-based

environments to the incorporation of complex graphics and virtual worlds. The

existence of online components within a game can range from being minor

features, such as an online leaderboard, to being part of core gameplay, such as

directly playing against other players. Many online games create their own online

communities, while other games, especially social games, integrate the players'

existing real-life communities.

An online game is a video game that is either partially or primarily played

through the Internet or any other computer network available. Online games are

ubiquitous on modern gaming platforms, including PCs, consoles and mobile

devices, and span many genres, including first-person shooters, strategy

gamesand massively multiplayer online role-playing games (MMORPG).

The design of online games can range from simple text-based

environments to the incorporation of complex graphics and virtual worlds. The


existence of online components within a game can range from being minor

features, such as an online leaderboard, to being part of core gameplay, such as

directly playing against other players. Many online games create their own online

communities, while other games, especially social games, integrate the players'

existing real-life communities.

Playing online games, according to some research is beneficial. It enables

the mind of the players to be more active, especially those puzzle based games. It

helps the player to come up with decisions in tight situations, especially those

adventure games that keep the players to be alert, active and strategic. Playing

these types of games makes the player experienced different feelings because it is

as if the player is really the one ta&ing the challenges.

Despite those benefits, playing these games also bring negative effects. It

requires much of the players time, leaving school activities and home works

unattended.

The youth of today no longer seem to spend their leisure activities like in

the olden days outdoorgames or playing with toys, instead, they spend their free

time in their homes, internet cafes or computer shops simply to satisfy their

hunger and that hunger is is online gaming. Online gaming has such a profound

impact on not only the young, but dynamically every age group as well. So far,

virtually anyone is able to go on a computer and punch through the keys and

mouse in order to get a high score, chat with players, get the rarest items, and

level up as fast as possible. Yes,there seems to be no restriction as to whom, how

or what online gaming can extend to. As in any situation where new technology is
introduced, the social impact of the Internet is being looked at. One social

problem that has been observed is that the Internet cafE has become mainly game

centres. About one half to two thirds of the computers in a typical Internet café

,according to one study, are devoted to games -violent and gory games. The use

of the remaining computers was roughly split between browsing, email, online

chat, word processing and research. The Internet café’s have become not just

game centres. They are becoming centres off addiction among the youth, mostly

boys, including elementary school pupils.


Research Question

1. How did this social situation originate?

2. How does playing online games affect the academic performance of the

students.

3. How can the following help the students to reduce the playing of mobile

games?

Statement of the Problem

This study aims to know what are the impacts of playing online games on

the grades among the Grade 9 Students of RBPNHS.

Specifically, it sought to answer the following questions:

1. What are the roots causes of playing online games among grade 10

students in RBPNHS.

2. Are playing online games affect the academic performance of the

students?

3. Can the following help the students to reduce the playing of mobile

games?

a. Peers

b. Parents

c. Teachers

d. Classmates
Statement of Hypothesis

1. There is no roots causes of playing online games among grade 10 students in

RBPNHS.

2. Playing online games cannot affect the academic performance of the students?

3. The following cannot help the students to reduce the playing of mobile games?

Significance of the Study

Scope and Deliminations

This study aims to asses and to know the impactsof mobile games

addiction of Grade 9 students in RBPNHS the.

The focus of this research are the Grade 9 students of Restituto B. Peria

National High School. This study is limited to grade 9 students of Restituto B.

Peria National High School.


Theoretical framework

Independent Variables Dependent Variables

Gender “impacts of mobile games addiction on

the grades of grade 9 students in


Internet Connection
RBPNHS”
Age

Time

Interest

Defenition of Terms

Academic Performance- is measured by taking written and oral tests, performing

presentations, turning in homework and participating in class activities and

discussions. Teachers evaluate in the form of letter or number grades and side

notes, to describe howwell a student has done.

Game Addiction- is an excessive or compulsive use of computer games or

videogames, which interferes with a person%s everyday life

Gamer- is a person who plays a game or games, typically a participant in a

computer or role"playing game

Online Game- is any game that is played online, based online, or has a ma(ority

of itscontent/gameplay online.

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