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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.
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 online leaderboards, 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'
Online games culture sometimes faces criticisms for an environment that might promote
cyber bullying, violence, and xenophobia. Some gamers are also concerned about gamming
addiction or social stigma. Online games have attracted players from a variety of ages,
nationalities, and occupations. Online game content can also be studied in scientific field,
especially gamers’ interactions within virtual societies in relation to the behavior and social
phenomena of everyday life. It has been argued that, since the players of an online game are
strangers to each other and have limited communication, the individual player's experience in an
online game is not essentially different from playing with artificial intelligence players. Online
games also have the problem of not being permanently playable, unlike purchased retail games,
games you might end up doing things that is different to the things that you’ve done in your daily
lives such as stealing, lying, sleeping late at night, gambling, dropping in school, many more
"compulsive need for and use of a habit-forming substance characterized by tolerance and by
person's dependence on the substance. The problem of Internet addiction evolves together with
the development and spread of the Internet. As adolescents (12–17 years) and emerging adults
(18–29 years) access the Internet more than any other age groups and undertake a higher risk of
overuse of the Internet, the problem of Internet addiction disorder is most relevant to young
people.
This study aims to investigate the effects of playing online games to the CCSE students
in Lorma. It analyzes the possible effects of playing online games and the possible ways to avoid
it.
1. What are the physical effects of playing online games to the CCSE students?
The focus of this study is to determine the effect ofonline games to the grades of CCSE
students in different departments and year levels. The aspect of our study are the disadvantages
of computer games which is the main reason why the students lose focus on their studies.
In this part of the study, it discusses their possible overall effects of gaming to the
The Community,
This study may serve as an exposure to the community such as avoiding long hours of playing
computer games and sharing its effects that can affects the learning capabilities of the students in
our community.
The Respondents,
This study may also benefit the respondents because it makes them reveal their true
experiences in terms of their gaming hobbies which affects their study habits.
The Researchers,
This study will continue to explore and gain new insight on the effects of gaming and
being understanding despite the obstacles around them which can impact the study. This will
give them enough information that is important in making the effects of gaming a null towards
the study.
Theoretical Framework
oriented, interactive, and used for recreational purposes (Subrahmanyam et al., 2001). While
video games are not dependent on the Internet, the Internet provides access to many game
experiences. Approximately one-third of the time that children are online, they report playing
games (Roberts et al., 2004). There is a growing body of research that suggests certain specific
brain functioning and cognitive processes are influenced by video game playing.
Koepp and colleagues (1998) established “that endogenous dopamine is released in the
human striatum during a goal directed motor task, namely a videogame” (p. 266). Satyen (2003)
reported that “sufficient practice with video games could lead to the enhancement of response
time performance” (p. 90). During video games, players are forced to simultaneously process a
variety of tasks (e.g., detect enemies and avoid hazards). Visual-spatial skills such as mental
rotation of shapes is superior in those who play video games, although generalization to novel
situations does not always occur (Sims & Mayer, 2002). Blumberg and Sokol (2004) reported
that as children learn to play video games, they are more likely to employ internal cognitive
strategies (e.g., read instructions, trial and error) than external strategies (e.g., ask for help, watch
concluded that cognitive skills such as attention, spatial imagery, and iconic representation are
improved with video game use and that “children who play computer games can improve their
visual intelligence” (Subrahmanyam, Kraut, Greenfield, & Gross, 2000, p. 128). Greene and
Bavelier (2003) noted that on a range of visual attention skills, video game players out-
performed those not exposed to video games. They concluded that “although video-game playing
may seem to be rather mindless, it is capable of radically altering visual attention processing” (p.
536). From a cognitive developmental perspective, playing online games enhances attention and
Methodology
As stated in the research’s title, this chapter includes the effect of online games to the
academic performance of CCSE students in Lorma Colleges. In more details, this part is where
the researchers include the outlines the research strategy, the research method, the research
approach, the methods of data collection, the type of data analysis and the research limitations of
Research Design
The study uses the quantitative approach in order to obtain data about the students about
their computer addictions and how it affects their overall study habits especially their grades.
This study will perform observations whether online gaming is a hindrance to students in
obtaining higher grades. Therefore, this study made the use of quantitative analysis using survey-
questionnaires as a way of gathering data because quantitative research is more on the objective
side on measuring accurate data from the given surveys and a more comprehensive way in forms
of graphical methods.
For every research made in history, there are a few areas that cannot be included as a
participant to the certain study. This part of the study indicates the overall limitations of the
study like respondent sizes, locations and the like. In this study these are the following
limitations:
• Only CCSE students in Lorma Colleges may answer the given survey because this study
• The overall size of the participants in the survey only consisted of __(lagay ung # kung
ilan nag sagot)CCSE Students. A bigger number of participants may be more effective in this
study.
• Using quantitative approach is more efficient, able to test hypotheses, but may miss
contextual detail.
The research used in this study was a questionnaire for the CCSE students of Lorma
College. The questionnaire was a tool used by researchers to collect data, which is used to
determine the effects of online games to the academic performance of CCSE students in Lorma
College.
The questionnaire was composed of questions that would determine the effects of online
games to the academic performance and questions that will focus on the possible effects to the
Data Gathering