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Introduction
Online game is a video game that's partially or originally played through the Internet or
the other network available. Development in technology brings many things that people don’t
have a many year back. Provided by internet, one of these things is online gaming. Online
gaming is one of the worldwide used leisure activities by many people. Teenagers who are
playing these online games said that they're playing these games only for fun, without knowing
that there are a lot of effects of playing these games that are quite what they think. According to
some research, playing online games is beneficial. That enables the mind of the players to be
more active. That helps the player to return up with decisions in tight situations, especially those
adventure games that keep the players to be alert, active and strategic. Online games have a
mission based on games and quest inspiring users to complete challenges. Interactive games
cater for a wide range of interest and can able users to link up and play together. Most of games
now have an online element to them: allowing users to take apart in leader board, join group
games or chat to others. Internet connectivity in game adds new opportunity for gamers as it
allows players to find and play against, or with other players. These maybe their friends or
family members or even other users in the game from around the world (in multiplayer game).
Playing online games makes the player experienced different feelings because it is as if the
player is really the one taking the challenges. Playing these games also bring negative effects.
That requires much of the player’s time, leaving school activities and home works unattended.
(http//www.oppapers.com.)
The youth of today no longer seem to spend their leisure activities like in the olden days;
outdoor games or playing with toys, instead, they spend their free time in their homes, internet
cafe’s or computer shops simply to satisfy their hunger; and that hunger 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 cafe, 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 research. The Internet cafe’s have become not just game centres. They are becoming
centres off addiction among the youth, mostly boys, including elementary school pupils.
According to one concerned Internet cafe entrepreneur, Internet cafes are seducing youths to a
new form off addiction, one which may not destroy their bodies as drugs do, but which is
certainly twisting their minds. To the young play is reality and reality is play. Online gaming has
emerged as a popular and successful source of entertainment and play for people of all ages,
especially for the students. It refers to the games that are played over some forms of computer
network, typically on the internet. These games are played online; in which you can connect with
multiple players. It is normally platform independent, relying on the web browser and
appropriate plug-in
Statement of the Problem
This study aims to know the perceived effect of online games to the academic performance
among the Grade 11 students in SAI.
The researcher wanted to answer the following question:
1. How does playing online games affect the academic performance of the students in relation
with:
a. Class participation
b. Number of hours studying
c. Frequency of absence in class
2. Is there significant relationship between playing online games and academic performance of
the students