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Table of Contents

Page

TITLE PAGE……..………………………………………………………1

CHAPTER

I.

INTRODUCTION……………………………………………….………....2

HYPOTHESIS ……………………………….……………………………3

STATEMENT OF THE PROBLEM……..……………………………….4

SIGNIFICANCE OF THE STUDY…….…………………………….…..4

THE SCOPE OF THE STUDY.…………………………………….…….5

II.

REVIEW OF THE RELATED LITERATURE AND STUDIES.………6

RELATED LITERATUR AND STUDIES………………………..……...6

HYPOTHESIS ……………………………………………………………10

DEFINITION OF TERMS …………………………………………….…10


III. METHODOLOGY

Research Design…………………………………………………………11

Research Locale…………………………………………………………12

Research Respondents…….…………………………………...………13

Research Instruments……...……………………………………………13

Research Procedure………………………………………………….….14

Reference…………………………………………………….…….……..15

Questionnaire…..…………………………………………….…………..16
Chapter I

THE PROBLEM

According to the Author Adams & Ernest (2006).in Oxford dictionary

(2014) defined the effect as a change that is a result or consequence of an action

or other cause while Cambridge dictionary (2014) defined effect as the result of a

particular influence. The definition of addiction according to the Oxford dictionary

(2014) is the fact or condition of being addicted to a particular substance or

activity. Other definition defined addiction as the state of being enslaved to a

habit or practice or to something that is psychologically or physically habit-

forming, as narcotics, to such an extent that its cessation causes severe trauma.

Online video game is defined as a video game played over some form of

computer network. This network is usually the internet or equivalent technology,

but games have always used whatever technology was current for example

modems before the Internet, and hard wired terminals before modems. Online

gaming is also a technology rather than a genre that it is a mechanism for

connecting players together rather than a particular pattern of gameplay.

In this new era of technology, online gaming has become more popular among

teenager as it can be played whether on smartphone, tablet or computer. As it

become accessible almost anywhere at any time, all range of age are now

possible to be addicted into playing online video game which at the end of the

day they become less care about themselves, their performance at school or

workplace and their social life. In addition to that, player can also now access
their game progress anywhere they went as most of the online gaming nowadays

enable player to store and save their data on cloud storage.

Several types of online gaming are Massively Multiplayer Online Games

(MMOGs) and Massively Multiplayer Online Role-Playing Game (MMORPGs)

which involves millions of players playing the game at the same time. Online

games now also comes in many genre such as action, adventure, simulator and

many more. Some of the online gaming that are popular.

In early 1950s, academic computer scientists began designing simple games and

simulations as part of their research.Teenagers nowadays is are playing online

games such as Dota, Clash of Clan and Hay and etc.

Hypothesis

This study aims to help grade 10 students to know and avoid in being addicted

on online gamings and to promote the personality of every individual on focusing

their real life works.

Statement of the problem


The researcher want to find out…

1. What are the factors that can effect grade 10 students on their studies ?

2. What is the implication….

1.What is online gaming on students?

2.How they affected on that game?

3.Did they made them happy on that game ?

4.How they make their selves being addicted on that games?

5.How those avoid those games ?

Specifically,the study sought to answer this following…

1.Can we change the lifestyle of every gamers?

2.Can we help grade10 students to avoid playing those games?

3.Can Helps them to improve their social interaction in surrounding.

4.How to play and not being addicted on that game ?

5. How to give time on other things and not only those video games ?

SIGNIFICANCE OF STUDY

This Significance of research is for the gamers who addicted to video games and

the readers that can be becoming more worst on it;

1.To control the attitude and behavior of the online gamers.


In every gamers they’re hiding their attitude on every people they encountered

but they cant hide it in the games they played. It helps them to control what they

feel in that moment.

2.To avoid them from influence.

Before they being addicted or play video games someone persuade him to do

what he/she do and that moment they started playing those games and started to

being addicted on that thing.

3.To improve their social interaction in surrounding.

Gamers or people playing games always stays on the computer whole day unlike

normal people who comes out and play with others and have more in addition

gamers doesn’t like to come out and bonding some people but we can persuade

them to comes out and avoid playing those online games whole day.

4.To improve their healthy lifestyle.

Gamers sits allday without doing something that can made their body healthy,but

we can persuade them to do what is good on their health and make them

healthier.

The scope of the study.

This study focuses on every grade 10 students on focusing their everydays

works and studies. The purpose of this is to avoid playing and being addicted on

that games and to persuade them to changed their healthy lifestyle.

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