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GAMES
INTRODUCTION
Online games are one of the medium of entertainment especially in the youth ofmodern
era in Batangas. Virtual or cyber games over internet are direct personally to
gamester.It is an inexpensive in the sense that the internet connections for the online
games are easilyaccessible everywhere and anywhere and affordable these days. This
aspect works inassociation with the personal characteristic and importance of discipline
qualities of online games advertisement give it immense influence over a vastrange and
sizeable number of youth or student gamester. Certainly, it is not just a matter ofa single
share a common method of generating profit. Online game is a business and profit
hasto generate. Apparently, businesses, or anyone for that matter, do not see many
students are wherethe money is at, and corporate boards of many online game sites
decided that these are theones who must be targeted. The more children, teenager or
students playing at strategictimes of the day, the more they could advertise and give
promos. This sole mercantilepurpose sparked the first ever prototype of an online
games in 1999.But then, is the online games industry all about commercialization, all
about makingprofit? Certainly, it is yes. As the online game developers’ states, there is
amount of chargethat internet café and computer shop should hold.That is the idea
HISTORY
Inventor Ralph Baer, The 'Father Of Video Games,' Dies At 92. German-American
game developer Ralph Baer shows the prototype of the first games console which was
invented by him during a press conference on the Games Convention Online in Leipzig,
The history of online games dates back to the early days of packet-based computer
networking in the 1970s, An early example of online games are MUDs, including the
first, MUD1, which was created in 1978 and originally confined to an internal network
next decade, with Islands of Kesmai, the first commercial online role-playing game,
debuting in 1984, as well as more graphical games, such as the MSX LINKS action
games in 1986, the flight simulator Air Warrior in 1987, and the Famicom Modem's
This timeline shows the history of how mobile phone games have developed and
evolved from its first invention. Tetris appeared as the first mobile game in 1994 aboard
Hagenuk corporation. Simple, easy-to-operate, and user-friendly are the most important
Additionally, playing online games can help the students relax and relieve pressure,
improve their concentration as well as enhance their creativity. (1962) and early racing
video games such as Astro Race (1973). The first examples of multiplayer real-time
games were developed on the PLATO system about 1973. Multi-user games developed
on this system included 1973's Empire and 1974's Spasim; the latter was an early first-
person shooter.
THEORETICAL FRAMEWORK
This study further concerned on cognitive ability of the students and their performance
in the actual classroom interaction. The following are the three theories of motivation
that supports the idea on how to arouse the attention of the students:
consequences: rein forcers are incentives to increase behavior and punishers are
2. The desire of reward is one of the strongest incentives of human conduct; ... the best
security for the fidelity of humankind is to make their interest coincide with their duty. --
and vicarious learning (watching others have consequences applied to their behavior)
Figure 1 presents the paradigm of the study. Playing Online Games is theIndependent
Spending more time playing online games may affect the student’s academic
performance.
A.Age
B.Gender
C.Academics Achievements
2.What are the effects of playing online games to the formation of study of habits of
HM1F?
3.What is the significant relationship of playing online games and study habits?(Internet
gaming)
HYPOTHESES
Playing online games has no significance effects on the students study habits.There are
online games.
One of the major limitations of this study is the unequal number of student gamester
examined. There is no set number of gamester to be interview for each of the internet
café and computer shop nearby LCC campus. The data gathering process was carry on
as all the gamester came from the same pool: online games. The researcher
acknowledges the existence of a dichotomy in the industry – online and offline games.
Definitely, the researcher’s biases as a critical individual cannot fully set aside. It will not
get in the way and become taxing for this study to be factual and objective, however. Au
contraire, these biases will be channeled to the advancement of this study. These
biases, after all, are not a matter of taste, but of criticality towards any form of
entertainment medium. New formats not discriminated against for fear of change, but
evaluated for their overall effects on and contribution to the current state of Filipino
The college students are often considered a bell wither of internet use, but the internet
is not the only technology they have in corporate into every life. Further more, today
college students are using technologies like cell phones, MP3 players, and other device
to certain themselves wherever they may be. Playing video games improves manual
dexterity among surgeons, making them faster and less likely to make mistake.
STUDENT:
It is a benefit to the student like us because it can us the proper knowledge for our
future. Through studding, we can learn more and we can motive our skills in our daily
activities another factor also is that we can simplify our learning’s to those who has take
lack of education ,studying is an important concept to each individuals because, this will
be basement on how other people will interact if we are educated or uneducated. It also
gives us the power though were not that molded; still we can express ourselves for our
rights as an individual.
PARENT:
If a benefit in our parents because without this thing they would notfazed us up life this if
they do not have the formal education. As a parents have theproper education, they
though to us the proper matter, regarding in our lives,example of this is on making up
our decision as a youth. Studying is really a hingebenefit to our parents, can observe it
on what profession they have. Just like being adoctor, we can be prep of when they
DEFINITION OF A TERM
Gamester: A person who paid by the group to play online games. A gambler in all of
games.
Considerable research has been conducted on gender differences and games. This
chapter intersperses a literature review of this domain with expectations of how girls and
boys in the research experiment will compare in their reactions when they are required
to play six different space-related games in same-sex, same level, small group settings
The National Bureau of Economic Research (USA) study followed 210 students at
Berea College, which was chosen because it eliminated many distracting and variable
factors from student's lives. Roommates were randomly assigned, nightly homework
and attendance isstrictly controlled, outside jobs are prohibited, and the college is
Literacy?
Psychologists point out that both genders can improve spatial skills by practicing video
games. Many imply that girls are disadvantaged in the long run by playing far less
games (SWS, 2007; AMA Poll, 2008). Regardless of the element of violence, online
games have been envisioned as potentially effective tools for learning.Further more,
researchers believe that online gaming opens a door to computer literacy leading to
The Local Government Unit and Non-Government Unit of Batangas join hands together
tocontrol the internet café and computer shop to operate online games during class
hourespecially those who are neighbors of the educational institution to prevent the
Subjects were divided up into two categories. Those who had access to online
gamesystem of some kind in their dorm room and those who didn't. Gamers were
equallydivided to differentiate between those who brought their own console, and those
who'sroommates did.
For every 3.5 hours of study for those without access to online games, those withaccess
spent 2.84 hours studying, and 0.66 hours gaming. Researchers noted that this led toa
drop of 0.24 points in GPA for those who brought their own gaming rigs, and 0.13
pointdrop for those whose roommates had a console. While gender affected the
proportion ofstudents who brought their own console, it seemed to have no effect on the
No control group was used to see what happened when the students just spend
0.66hours of study time per 3.5 doing anything else other than studying. The
researchers tookthe results and concluded that for every hour spent studying, GPA
increased 0.36 points.The study's conclusion is pretty obvious. If you want to increase
your GPAs, spend moretime studying. Clearly if you are gaming instead of studying,
freshmenstudents in Lipa City Colleges (LCC) in the unit of HRM 1 during the school
year 2008 - topresent revealed that the lack of interest is caused by lack of motivation
Related Literature
Carey (2012) found out that the history of online gaming included contributions by many
different companies and entities. Online gaming began as multiplayer gaming, but has
settings.
Stated by Hassan (2011), online gaming is good and bad. Good for those who know
their limits and bad for those who fix themselves in the seats for long hours and cut off
According to the study of Chang (2009), online gaming was referred to as Internet
Gaming or Electronic Gaming. It was a gathering of players with a common game using
a local area network (LAN) where they could be on the same settings. The players
seem to be in a real situation that they use their mouse or keypads to move in the
years.
Both Orzack (2004) and French (2002) found out that in internet search for“gaming
addiction” yields lists of physical and psychological symptoms from dry-eyes and carpal
Griffiths, et al. (2003) stated that online gaming has been separated by some
researchers into three main types: stand-alone games, local and wide network (LAWN)
French & Dwyer (2002) claimed that online game players “don’t have normal social
relationships anymore” and play online games in order to cover feelings of anger,
Nie & Erbring (2000) and Kraut, et al. (1998) stated that some fear that virtual
communities was detracted from social activity and involvement in the real world,
replaced real social relationships with less robust online substituted and caused users
users extended and idealized their existing personalities or try out new ways of relating
Rheingold (1993) stated that the one reason for the popularity of online games
was that they meld the fun and challenge of video games with the rewarding social
touch with old friends, meet new people, learn, and share information.
Related Studies
In the study conducted by Wood, Gupta, Devevensky & Griffiths (2004), online gaming
can be addictive. The research has tended to concentrate on negative aspects, such as
excessive play and addiction. Instead of spending their hours on studying and doing
Gentile, et al. (2004) said that the majority of these studies have shown that online
games can be addictive and that some online games have been associated with
aggressive behaviour. However these studies have been relatively controversial as they
examine these factors using self-report methods and artificial scenarios. This type of
The study of Carrasco (2001) stated that computers have become a part of man’s life.
Almost all the things around us were made by computers with the aid of modern
machines. Associated with the computers is the internet where we can find online
games. Online game has a big impact to children especially to teenagers. They tend to
On the other hand, online gamers can also benefit on playing online games. A great
variety of forms have been developed and put into practice to enhance learning, offer
solace, to drive away boredom, and/or to persuade players to adopt certain actions and
opinions. The game play improve various thinking skills but that it can also boost
cognitive speed for those who play action games and can also improve cognitive
accuracy for players who solve puzzle and strategy games (Klabber, 2001).
Some video games have been associated with aggressive behaviour. In that case,
children imitate online characters. Some children are at the period of modeling
think that they can teach children in ways that their teachers are failing by sparking their
RESEARCH METHODOLOGY
This chapter introduces the details of research design, respondents of the study,
treatment of data.
Research Design
The researchers used the descriptive research to conduct this study entitled “The
Impacts of Online Gaming among the Children of Transville Homes Subdivision Banay-
Respondents of Study
The respondents were chosen through quota sampling. The researchers made
respondents’ ages range from 7-9 years old and 10-12 years. After choosing the
AGE FREQUENCY
7-9 20
10-12 20
TOTAL 40
Sampling