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CHAPTER 1

INTRODUCTION

The Problems and its Background

As time continues to run, our world keeps getting more advance and

modernize, and until it does`t stop. One of the finish product of organization is

the machine called computer. There are so many computer games which is

being addicted by the children or students either in high school and college.

DOTA 2 is one of the popular online video game nowadays. DOTA stands for

Defense Of The Ancient, it is one of the addictive Massive Multiplayer Role

Playing Game (MMRPG) these days. DOTA was released by the Blizzard

Entertainment that invaded lots of country massively to the extent that a great

number of people are involved in it. In addition, Defense of the Ancient

(DOTA), was developed by Valve Corporation released as a free to play game

on July 9, 2013 and July 18, 2013 for Mac OS and Linux .

The objective of the scenario is for each team to destroy the opponent

ancient, heavily guarded structures at opposing corners of the map.Players

use powerful units known as heroes, and are assisted by allied heroes.

According to Ardemer 2015, initially simply gave this game a try out curiosity

and eventually fell to the addiction. These current trends of DOTA addiction

observable among the new generation in other countries have reached to the

youth of our nation today.

Computer gaming is just one the most liked means of relaxation for

Filipinos beside primetime television shows and sports until such time video
games are invented too. In Los Banos, Laguna, Philippines. Allowance,

gender,peer group, and year level positively affect students decision to play

while times spend on studying, year level, previous grades, number of books

and time spend playing computer games are found to be significant and

affecting students performance. Moreover 60% of the student daily allowance

is spent on playing computer games.

In Santo Tomas, Davao Del Norte- academic institutions here have raised

a red flag after they reported that the number of minors of which majority are

either elementary pupils or secondary students addicted in massive multi-user

online role playing games, continuously rising as manifested in the low turned

out of attendance and grades in school. More and more minor students

skipped classes in schools and preferred to stay in various internet cafes to

play online games.

Review of Related Literature

DOTA 2

According to Kuzuki E. (2016) Dota is stand alone game sequel of Dota or

Defense of the Ancients, which also a different game. Video game played in

matches between two teams, composed of five players, each occupying

separated babes in the map and had a goal of overcoming other, achieved by

playing as a team through independently controlling a single hero each.

According to As Sy (2015) ,” too much of everything is always not good”,

so being addicted to any online games is bad in so many obvious ways. But
why is this study any different from the rest? The main reason why the group

used the term simply “playing” in coining the study, is because using or

imposing the word “addiction” to it as the main idea would lead to an old and

repeated study.

One of the functions of playing video games is place for entertainment, but

there are also people become stress while playing video games because of

frustration(fail to achieve objective in video games).One of video games genre

that nowadays is popular is Multiplayer Online Battle Arena (MOBA).This

MOBA games have high complexity and more challenging for player,so this

genre is suitable for this research to see what is game events that makes

player’s stress.(Rendy Saputra, Billy Muhamad Iqbal, 2017).

With the development of computer science and Internet technology, online

games have become one of the most important sources of entertainment in

daily life. Meanwhile, increasingly more serious. Therefore, how to win such

game is a problem worth exploring. This article proposes a set of evaluation

indicators for testing gameplay in Defense of the Ancients 2, which is a

popular multiplayer online game.(Bang Xia, Huiwen Wang et.al, 2019)

Previous research examining the social psychology of video-gaming has

tended to focus on Massively Multiplayer Online Role Playing Game

environments, such as World Of Warcraft. Although many online group

processes have been examined using this game, this genre does not enforce

cooperative play and studies tend to be base on very large groups. Newer

genres are being developed and played which have so far not been studied.

The genre known as Multiplayer Online Battle Arenas (MOBAs) are attracting
large number of players and success depends on effective team playing within

smaller groups. (The Computer Games Journal 2016)

In recent years competitive computer gaming is becomingly increasingly

mainstream as audiences, general interest and acceptance of its status as

actual sports grows. It representatives is backed by : more than 33 million

unique viewers on average watched the 2017 World Championship and the

prize pool for Dota 2, The International Championship earlier this year topped

the 20 million dollars mark. As eSports consolidate itself as possible career

path, it is a natural step to start investigating its particularities regarding

athlete`s work, from an ergonomics perspective.. (Esdras Paravizo, Renato

Rodrigues, et.al, 2018)

“Play culture”, integrating communication and entertainment in a playful,

computer-mediated environment that evolves through user interaction. A

prime illustration of the social impacts of information and communication

technologies (ICT`s) within recreational computer-mediated settings, MOGs

are of interest to researchers from various disciplines, such as computer

scientists, information scientists, and human-computer interaction and

computer researchers, in terms of technological, social, and organizational

importance. (Guo Freeman, 2018)

In Multiplayer Online Battle Arena (MOBA) games, teams of players

compete in combat to complete an objective and defeat the opposing team,

to stay alive, players must closely monitor their character status, especially

remaining health. Understanding how health may change in the near future

can be vital in the determining what tactics a player may use. We analyzed
replay logs of the game Defense of the Ancients 2 (DOTA 2) to discover

methods to predict how players heaths evolve over time. ( Zach Cleghern,

Soumendra Lahiri, et.al, 2017)

In August 2016, Wings Gaming won the sixth edition of the international,

a tournament for the video game Dota 2. Wings Gaming, a team consisting of

five chinese players, was praised for bringing honour to china. This article

explores various ways in which this Chinese Dota 2 community frames its

fandom using nationalistic rhetoric. Teams identified as Chinese represent

the country, honouring or disappointing the nation when they square off in

tournaments. This article focusses on the everyday experience in this online

community, arguing that the way in which people cheer for their teams stems

from a nationalistic filter that makes nationalism the normative discourse in

the community. A further comparison is made to comparison is made to

American social media to discuss the role that truth plays when nationalism is

discussed in the daily experience. (Milan Ismangil, 2018)

Youth tends to escape from loneliness and reality more to be involved in

digital or technological addiction. In fact, they loved their current reality life.

This research is focusing on the impact of online game addiction on Malaysian

youth with association in playing Massively Multiplayer Online Game (MMOG).

MMOG was selected as domain due to characteristics as real time game that

have strong internet connection and interact with millons number of players.

Hence three factors were identified such as impact on time management,

social life, and psychology of Malaysian youth addicts. ( Norshakirah Aziz,

Hiroyuki Iida, et.al, 2018)


According to Abhijit Pati (2016), it is good to have nice reflexes. When you

are in dangerous situation in the game, it comes down the combination of

attacks and movements that you use to come out of it. In fact all the games

contribute towards improving the hand eye coordination. You have to pay

attention to so many things at once; you learn to multi task and even improve

your peripheral vision. Moreover, the result of the game depends on the

strategies adopted by the victor. It is not about charging blindly into the crowd

and obliterating them all with a machine gun. It has multiple aspects. The way

of attacking, movement, teaming up, etc. are all important parameters that

determine the dominance of a team. It helps in making similar plans in real life.

One has to learn when to charge and when to duck.

While some are captured by the appearances of DOTA, others are

enamored by its money-producing asset. In an interview I personally

conducted to fived students aged 16 to 18 proudly claimed as Dota addicts.

Generally, the things they liked about DOTA tournaments and the gambling

associated with it. They defeat their opponents in order to attain their ultimate

goal which is to earn money estimated from Php 100 and above. From what

they mentioned, the game made them rich. (Personal Communication 2015)

Although Dota 2 , just like any other online games, was created to be a

harmless game for fun, entertainment and leisure, it has never prevented itself

from issues and controversies leading to its prohibition due to the actions of

the ones playing said game. Year 2015, Dasmarinas, a city in Cavite,

Philippines, once banned playing Dota in any internet shops on their territory

through a city ordinance published on the said year. Then any internet cafe
that allows gamer to play Dota faces a month long suspension of their

business. (The Know, 2015)

Although by the former statements, it was implied that the game pertained

was Dota Warcraft III mod and not Dota 2, which is the topic of this study,

there is a notion among non- Dota 2 players, among them includes legislators,

that the two games mentioned are one and the same, so mentioning this is still

relevant to the researchers study. “Dota is really big game in the Philippines,

partly because of the presence of internet cafes around almost every city and

provincial district” says a Kotaku read whose name was a kept a secret due to

its respect. Unfortunately, based on my perdonal observations, it seems that a

lot of players here can be intense (really, to say the least) says he.(Schreler,

22 Jan. 2015)

Related Studies

Nowadays, Filipino youth being hooked up in playing DOTA 2, it is

remarkably increasing. Majority of these game are men and a few of which are

women. Day after day,this fact is evident when you enter an internet cafe and

computer shops. More people are indulging in video games as a

consequences of the peaks of present technology which obscurely shape the

lifestyle of players. On the other point, excessive amount of time spent sitting

in front of a computer exposes ones eyes to ultraviolet radiation which can

lead to poor eyesight. This is commonly the problem among DOTA addicts or

video game enthusiasts. Huge aye bags will start forming under the eyes after

playing overnight. It can lead to obesity due to the sedentary nature of the
game. It does not require strenuous physical movement thus fats continue to

build up inside the body. In rare situations, the person could experience

weight loss due to fatigue and stress or simply by skipping meals.

(Rayo,2012)

Playing DOTA 2 are also triggers the players to lose his or her temper and

values. It simply because of the different languages used during the or what

we called “Trash talks”. Trash talks such as foul languages can really lose

their temper and values. As a result, the both side will fight against each other.

This is the kind of a computer games that can be played by many players and

it is the most popular games to young students. Many students get addicted to

this game and they even long hours inside the computer shop just to play this

kind of video game.

According to As Sy (2015), “To much of everything is always not good,” so

being addicted to any online games is bad in so many obvious ways.


Conceptual and Theoretical Framework

Playing video games is the addiction of most teenagers that can affect

their works, it can ruin their studies and it can destroy their life as a students in

the society. Most of the students believe that playing video game is good

because it can make them happy and they think that it can solve their

problems regarding to their families and studies, but in fact it can add their

problems. Students that are addicted to video games cannot easy to stop their

selves from playing video games but it can lessen them in playing video

games.

Statement of the problem

This study aims to know the perceived effects of DOTA 2 to their academic

performances among the Grade 11 students at AAC

The research wanted to answer the following question;

1. What are the demographic profiles of the respondents in terms of:

a. Frequency of DOTA 2

b. Average time span of playing DOTA 2

c. Length of period of DOTA 2(since they’ve started)

2. How toes playing DOTA 2 affect the academic performances of the

students in relation with:

a. Class Participation
b. Number of Hours spent in Studying

c. Frequency of Absences in Class

3. Is there significant relationship between playing online games and

academic performance of the student.

Hypothesis

Video game Addiction will not lessen if teenagers would not know how to

control their selves and if appropriate measures would not be followed with

proper guidance of parents,teenagers cannot achieve their goals as an

individual .

Scope in Delimitation of the Study

A survey will be conducted the evaluation of the respondents regarding in

the study of the effects of playing DOTA 2 on Student’s Academic

Performance in Assumption Academy Of Compostela. In a random

order,fifteen selected Grade 11 Students will be given questionnaire to get

information that will be needed in the study. This study will be conducted to

determined the affects of online gaming to the students Academic

Performance.

Significance of the Study


To the Gamers. This study must be read and analyse by the gamer in

order for them to be aware of the possible effects that will happen to their

academic performances if they off of the limit in playing DOTA 2.

To the Non- Gamers. This study will feed the curiosity of the researchers

and it will give them certain information about the relationship of ones

habits,social life,and education to ones whole being,that will help them in the

future
To the Parents. It will help them to know why their children play video

games. This will also help them to know the techniques on how to lessen their

children time on playing DOTA 2.

To the Teacher. It will help them to expand their knowledge about why

their student play video games.

To the Student. It will help them to lessen their time on playing video

games, and will also help them to understand the effect of playing DOTA 2

towards their attitudes, behaviors and academic performances of the

student’s.

Definition of Terms

Video games-An electronic game in which players control images on a

television,computer screen or any other gadgets.

Addiction - A strong and harmful need to regularly have something or do

something.

Students- Are the subject use to perform our study on the cause and

effects of video games towards their studies, behaviour and attitudes.

Study- The activity of learning about something by reading memorizing

facts, attending school

Behaviour- The way person act or behaves or the way something moves,

function or reacts.
Attitudes- The way you think and feel about someone or something, a

feeling or way of thinking that affects a persons behavior.

Multiplayer Online Battle (MOBA)- It is a video game,played in matches

involving two (2) teams of five player’s.They used a hero character,which aims

to destroy the other team’s.

Massive Multiplayer Online Role Playing Game (MMORPG)- A game

played online by several number of people acting a certain virtual role.

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