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ONLINE

GAMES

CREATED BY: GROUP 3


CHAPTER 1

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

eachindividual user. It encourages and requires the participation of individual user or

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

to the individual(student) gamester. The effective advertisement and promotions of

online gamesdevelopers caught the youth or student’s attention to response.These

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

flick. The online game is an industry. An industry is any grouping of businessesthat

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

monetaryprofits from hardcore developmental animation, graphic development, and as

businesses,they must do everything to maximize profits. The children, teenager or

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

behind the online games that the student cannot understand.

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,

Germany in 2009. Baer died on Saturday. He was 92.

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

before becoming connected to ARPANet in 1980. Commercial games followed in the

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

online Go game in 1987.

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

the Hagenuk MT-2000, a phone designed and manufactured in Denmark by the

Hagenuk corporation. Simple, easy-to-operate, and user-friendly are the most important

characteristics of an interface for consideration when playing an online game.

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:

1.Instrumental/operant learning: (Skinner) it states that the primary factor is

consequences: rein forcers are incentives to increase behavior and punishers are

disincentives that result in a decrease in behavior.(Stimulus => response => reward)

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. --

Alexander Hamilton (The Federalist Papers)

3. Observational/social learning: (Bandura) it suggests that modeling (imitating others)

and vicarious learning (watching others have consequences applied to their behavior)

are important motivators of behavior.


CONCEPTUAL FRAMEWORK

Figure 1 presents the paradigm of the study. Playing Online Games is theIndependent

Variable while the Students Academic Performance is the DependentVariable.

Spending more time playing online games may affect the student’s academic

performance.

PLAYING ONLINE GAMES STUDENT ACADEMIC


PERFORMANCE
(INDEPENDENT VARIABLE)
(DEPENDENT VARIABLE)
STATEMENT OF THE PROBLEM

1.What is the demographic profile of the respondents?(In terms of)

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

no significance differences among the perception of the first year studentregarding

online games.

SCOPE AND DELIMINATION OF THE STUDY

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

education and culture.


IMPORTANCE /SIGNIFICANCE OF THE STUDY

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

have the occupation and that was because ofeducation.

DEFINITION OF A TERM

Online: Switched on and ready to receive data. Referring to equipmentthat is connected

to and controlled by the central processor of acomputer.

Gamester: A person who paid by the group to play online games. A gambler in all of

games.

Gamer: A person who plays online games.

Internet: The worldwide system of linked computer networks.


Media: A collective term for outfits of mass communication such as television, radio,

print, and internet.

REVIEW OF FOREIGN LITERATURE

Girls and Online Games Review Literature.

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

of OG addicts. Throughout this section, “game” is used to refer to digital forms of

games, including ones played on computers and consoles such as PlayStation

Portable, unless otherwise noted.

REVIEW OF FOREIGN STUDIES

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

located in a dry (alcohol-free) town


REVIEW OF LOCAL LITERATURE Gaming for Computer

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

potential technology careers (SWS, 2007; AMA Poll, 2008).

REVIEW OF LOCAL STUDIES

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

studentsfrom cutting classes, and other negative effect of online games.


RELEVANCE OF RELATED LITERATURE AND
STUDIES REVIEWED WITH THEPRESENT
UNDERTAKING

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

study habits ofthose with access to one.

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,

that will affect your marks.


Mark Reagan Logan (2009), in his study on the skills performance among

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

and poor studyhabits.


CHAPTER 2

REVIEW OF RELATED LITERATURE AND STUDIES.

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

evolved to include online gaming servers and massively-multiplayer online game

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

the interaction with rest of the world.

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

monitor, their virtual world.


Hall (2005) said that online gaming has become increasing popular over the past few

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

tunnel syndrome to “problems with school or work,” offered as indicative of

problem usage behavior.

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)

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

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,

depression and low self-esteem.

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

to turn away from more traditional media.


Turkle (1995) found out that online games enabled self-exploration and discovery that

users extended and idealized their existing personalities or try out new ways of relating

to one another that can positively affect real life relationships.

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

aspects of online community. Participation in online communities allows us to stay in

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

their homework, children spend their time on playing computer games.

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

research is fraught with problems and criticism.

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

be hook by the computer.

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

(Anderson & Bushman, 2001).


Taha, J. (n.d.) said that online games are seen as good learning tool because many

think that they can teach children in ways that their teachers are failing by sparking their

minds, stimulating their thinking, and inspiring their imagination


CHAPTER 3

RESEARCH METHODOLOGY

This chapter introduces the details of research design, respondents of the study,

sampling, data gathering procedures, data gathering instruments, and statistical

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-

Banay, Lipa City Year 2012.”

Respondents of Study

The respondents were chosen through quota sampling. The researchers made

use of 40 children of Transville Homes Subdivision Banay-Banay, Lipa City. The

respondents’ ages range from 7-9 years old and 10-12 years. After choosing the

respondents, each of them were given a survey questionnaire to answer.


Table 1

Distribution of Survey Questionnaire to the Selected Children of Transville Homes Subd.

Banay-Banay, Lipa City

AGE FREQUENCY

7-9 20

10-12 20

TOTAL 40

Sampling

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