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Chapter 1
INTRODUCTION
Computer games are the most popular entertainments in modern societies and
they target a variety of people in different ages. The addiction to the rivalry and
excitements of the games make them the most common recreational programs for
today's teenagers, so that they do anything to reach a higher level of the game, they
immerse in the game so much that they completely separate from their surroundings.
Challenging with the obstacles and reaching a higher level in the game, make the
players excited and losing the game make them anxious.
The rise in the use of the internet has led to many changes in our daily life. In
particular, this rise has also led to the rise of online gaming. Online gaming can refer
to any type of game that someone can play through the internet or over a computer
network. Most of the time, online gaming refers to the video games played over the
internet, where multiple players are in different locations around the world. In most
cases, online games are freeware programs that can be used for an unlimited time
and are available for free. Most percentage of web games available nowadays is
written in Flash, Shockwave and Java languages. Because of that, they feature more
primitive game play than downloadable games.
Computer games started in 1972 with Pang, a computer tennis game, and then
developed in hardware and software systems. Improvement of quality and variety of
games increasingly spread it in the society especially adolescences. It is believed that
computer games like watching TV provides opportunities for visual learning. Since
these games are known as the second entertainment after TV, opponents of these
games emphasize on their negative effects such as stimulating anger and violence,
costing a lot of money and having negative effects of physical and mental health,
which are much higher than the positive effects of the games such as increasing the
coordination of eyes and hands. As Klein and Keepers mentioned in their research
reports in 1990, students who prefer computer games to other entertainments have
more behavioral problems that other students (cited from Patton).
Development of electronic and computer games are a great threat for youth and
adolescents and can lead to psychological disorders and depression in these groups.
In previous times, kids were involved playing with other children, but children of today
spend most of their time on computer games as soon as they understand and
acquainted with them, while these games cannot create any emotional and human
relationship.
This study aimed to know the impacts of computer gaming among the students
of Dr. Carlos S. Lanting College.
1.1. Age
1.2. Gender
1.3. Educational Status
1.5. Length of time the respondents play online games (in terms of months)
1.6. Length of time the respondents play online games in a week (in terms of hour)
1.7. Amount of money the respondents spend for online gaming (per day)
2.4. Can help release beneficial neurotransmitter surges that can build the brain
3.2. Addiction
3.4. Violence
3.5. Constant use of thumbs, wrist and eyes can lead to problems such as eye
strain and other physical problems
This study is intended to know the impacts of online gaming among the students
of Dr. Carlos S. Lanting College. It also aims to help the parents to be informed about
the impacts their children obtain from online gaming.
This study will be valuable and significant to students, parents, readers and
future researchers.
Students. This study is primarily important to students, for it will give them
information about the impacts they may get from online gaming.
Parents. This study will help the parents to have enough knowledge about
the impacts of online gaming among their children.
Readers. This study will help the readers to have the understanding about
the impact of online gaming.
Future Researchers. This may serve as a basis for future research that they
will conduct.
The study aims to identify the factors that affect the involvement to computer
game addiction of the DCLC students and to determine how it would affect their study
habits. Respondents of the study are limited to the college students from the different
departments.
CHAPTER II
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.
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.
Research indicates that there are many impacts of online gaming among the
students of Dr. Carlos S. Lanting College.. Studies have been conducted assessing
the impacts of online gaming. As an input, the researchers will gather all the
information about the impacts of online gaming among the students.
Foreign Literature
Local Literature
For clearer understanding of the work, the following terms were defined:
Online game. Game that can be run from an internet browser and requires the internet
connection.
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
SAMPLING
THE INSTRUMENTS
a. Frequency - pertains to the number of respondents that have the same answer in a
specific question.
b. Percentage - used to determine the ratio of respondents that have same answers
with general number of respondents.
c. Ranking- used to determine the order of the results according to their percentage
Where in:
% = percentage
Formula:
f = number of respondents that
%=f x 100
answered the question
N
“Am I computer games addict?” Only you can answer this question. We use the
term computer addict to describe the condition of having an obsession and
compulsion to game, which grows worse over time, and an inability to limit their
gaming, despite all the trouble and losses it causes. The following self test should give
you some thought and act as a guide to judge your own situation.