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Introduction
Online games refer to games that are played over some form of computer network, most often
graphics and virtual worlds populated by many players simultaneously. 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
“Addiction” is an overuse, which can adversely affect your daily routine. And there is a sense of urgency
when one does not do his or her own behavior. An individual's day may seem incomplete if he or she
does not do so well. “Online Games Addiction” has a devastating effect on a person's health. Because so
many young people nowadays, they neglect themselves because of their hobbies
According to the DSM-IV (the current manual for classifying emotional, psychological, and mental
disorders), Although there have been warnings from some mental health professionals (and parents) to
recognize computer game addiction as a ""real"" disorder, it has not been officially stated as a status. As
more research on the effects of excessive gaming is conducted, many believe that it is only a matter of
time before computer game addiction will turn out very similar to gambling addiction. Because there is
no official diagnosis of computer game addiction, there is obviously no universally agreed upon list of
symptoms. Psychologists and other mental health professionals initially adapted the diagnostic criteria
for gambling addiction and used this as an assessment tool for digital game addiction and mania. This
classification approach it isn’t used much today and for better or for worse, it is essentially up to the
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 and research. The Internet Cafes 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 of 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. (Maslog
C. (1998) Internet and social issues, Philippine Communication Today, Quezon City: New Day
Publishers)
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.
This study provides limitations regarding the young people who play Online Games and what impact it
has on their Academic Performance and Daily life. Researchers, however, We want to conduct a survey
about the impact of playing Online Games. The respondents were fifty students from the Saint Lawrence
performance.
To the Parents, it will serve as basis to help share with other parents the information about certain games
or ideas to help each other in parenting. Also it will help them understand the behaviour and study habit
This study aimed to know the impacts of online gaming among the Grade 7 and Grade 10 students in
a. Frequency of playing online games b. Average time span of playing online games
2. How does playing online games affect the academic performance of the students in relation with:
3.Is there significant relationship between playing online games and academic performance of the
student
V. Research questions
This research contains "The Impact of online games on SLDA grade students: Grade Seven to Grade
Ten".
How opinions and attitudes are formed during playing online games?
Definition of Terms:
Academic Performances -is measured by taking written and oral tests, performing presentations, turning
in homework and participating in class activities and discussions. Teachers evaluate in the form of letter
or number grades and side notes, to describe how well a student has done.
Internet- an electronic communications network that connects computer network and organizational
computer facilities.
Game Addiction- is an excessive or compulsive use of computer games or videogames, which interferes
Gamer - is a person who plays a game or games, typically a participant in a computer or role-playing
game.
Video games- an electronic games in which players control images on a video screen.
Online Game- is any game that is played online, based online, or has a majority of its content gameplay
online.
Chapter II
Playing video games is often associated in our society with poor academic performance. This
anecdotal idea is supported by some research. A 2000 study found a negative correlation between GPA
and time spent playing video games (Anderson & Dill, 2000). The correlation was relatively small. Time
alone accounted for a 4% variance in GPA, yet the findings are significant. However, several older
studies contend that the results of research have been mixed. A 1997 study suggests that 6there is no
clear causal relationship between video game playing and academic performance ( Emes, 1998, p.413.)
It goes on to say that the research is “Sparse and contradictory” (Emes, 1998, p.413.)
The effect that interactive digital media has on the learning process is not completely negative. It
is not that the medium itself is inherently flawed, but much of the information that gets transmitted
through it may be. As was noted in a 2008 study on media attention and cognitive abilities, “Content
appears to be Crucial” (Schmidt & Vanderwater, 2008, p. 63. If the content being consumed is positive,
then positive results can be expected. If the content is negative, then negative results can be expected.
Research on the social effects of video games is also mixed (Allison, Wahlde, Shockley,
Gabbard, 2006). Some studies have found that video games are similar to addictions such as gambling
which create negative social effects. Massively Multiplayer Online Role Playing Games (MMORPGs)
have been called “heroinware” because they are “Simultaneously competitive and highly social” mixed
(Allison, Wahlde, Shockley, Gabbard, 2006). Other studies have noted positive aspects of the
games such as the ability to experiment with aspects of individual identity which do not come out in
public. MMORPGs have been criticized for hampering academic and job performance. The FCC has
specifically accused World of Warcraft, one of the most popular games, as leading to college dropouts
(Somaiya 2009). Students can become obsessed with these games and become disengaged from schools,
friends, and life in general. Video games can also have positive social effects. One measure of this
which has significant research is that of prosocial behavior. Prosocial behavior is defined as when one
person acts to help another. While research on this topic is mixed, there is evidence that games which
focus on prosocial behavior lead to prosocial results (Schie & Wiegman, 1997)
2.3Intelligence Benefits
According to All Academic Research, playing computer games may not be all that bad for your
children. Peng Wei states that educational games can be effective assisting tools in the educational areas
of management, medicine and science. If you choose the right educational computer games, your child
may learn better problem solving-skills and eye-hand coordination. Your child may also get the ability
to think fast and think of multiple things all at once. Skills obtained from playing computer games may
help your child learn quickly when it comes to his studies. If your child is struggling in one of his school
subjects, there are many educational computer games available for him. There are math and reading
related games that may help boost your child’s skills. These games can be both fun and educational
for your children.
When your child plays video games, it gives his brain a real workout. In many video games, the
skills required to win involve abstract and high level thinking. These skills are not even taught at
school. some of the mental skills enhanced by video games include following instructions, problem
solving and logic . (When a child plays a game such as The Incredible Machine, Angry Birds or Cut The
Rope, he trains his brain to come up with creative ways to solve puzzles and other problems in short
bursts), Hand-eye coordination, fine motor and spatial skills. In shooting games, the character may
be running and shooting at the same time. This requires the real-world player to keep track of the
position of the character, where he/she is heading, his speed, where the gun is aiming, if the gunfire is
hitting the enemy, and so on. All these factors need to be taken into account, and then the player must
then coordinate the brain’s interpretation and reaction with the movement in his hands and fingertips.
This process requires a great deal of eye-hand coordination and visual-spatial ability to be
successful. Research also suggests that people can learn iconic, spatial, and visual attention skills from
video games. There have been even studies with adults showing that experience with video games is
related to better surgical skills. Also, a reason given by experts as to why fighter pilots of today are more
skillful is that this generation’s pilots are being weaned on video games. Planning, resource management
and logistics. The player learns to manage resources that are limited, and decide the best use of
second of the game giving the brain a real workout. According to researchers at the University of
Rochester, led by Daphne Bavelier, a cognitive scientist, games simulating stressful events such as those
found in battle or action games could be a training tool for real-world situations. The study suggests that
playing action video games primes the brain to make quick decisions. Video games can be used to train
soldiers and surgeons, according to the study importantly, decisions made by action-packed video game
per unit time. If you area surgeon or you are in the middle of a battlefield, which can make all the
difference. Accuracy Action games, according to a study by the University of Rochester, train the
players brain to make faster decisions without losing accuracy. In today’s world, it is important to move
luckily without sacrificing accuracy. Strategy and anticipation Steven Johnson, author of Everything
Bad is Good For You: How Today’s Popular Culture is Actually Making Us Smarter, calls this
“telescoping”. The gamer must deal with immediate problems while keeping his long-term goals on his
horizon. Situational awareness Defense News reported that the Army include videogames to train
soldiers to improve their situational awareness in combat. Many strategy games also require the player
to become mindful of sudden situational changes in the game and adapt accordingly. Developing reading
and math skills The young gamer reads to get instructions, follow storylines of games, and get
information from the game texts. Also, using math skills is important to win in many games that
involves quantitative analysis like managing resources. Perseverance In higher levels of a game, the
player usually fails the first time around, but he keeps on trying until he succeeds and move on to the
next level. Pattern recognition Games have internal logic in them, and the player figures it out by
recognizing patterns. Estimating skills. Inductive reasoning and hypothesis testing James Paul Gee,
professor of education at the University of Wisconsin-Madison, says that playing a video game is similar
to working through a science problem. Like a student in a laboratory, the gamer must come up with
a hypothesis. For example, the gamer must constantly try out combinations of weapons and powers to
use to defeat an enemy. If one does not work, he changes hypothesis and try the next one. Videogames
are goal-driven experiences, says 3ee, which are fundamental to learning. Mapping – (The gamer use in-
game maps or build maps on his head to navigate around virtual worlds). Memory-Playing first person
shooter games such as Call of Duty and Battlefield series enables the player to effectively judge what
information should be stored in his working memory and what can be discarded considering the task at
conducted by the Appalachia Educational Laboratory reveal that children with attention-deficit disorder
who played Dance I evolution improve their reading scores by helping them concentrate
Improved ability to rapidly and accurately recognize visual information A study from Beth Israel
gaming and skill at keyhole, or laparoscopic, surgery. Reasoned judgments, Taking risks-Winning in any
game involves a player’s courage to take risks. Most games do not reward players who play safely. How
to respond to challenges, How to respond to frustrations, How to explore and rethink goals, Teamwork
and cooperation when played with others Many multiplayer games such as Team Fortress 2 involve
cooperation with other online players in order to win. These games encourage players to make the most
of their individual skills to contribute to the team. According to a survey by Joan Ganz Cooney
Center, teachers report that their students become better collaborators after using digital games in
the classroom. Management - Management simulation games such as Rollercoaster Tycoon and Zoo
tycoon teach the player to make management decisions and manage the effective use of finite resources.
Other games such as Age of Empires and Civilization even simulate managing the course of a
civilization. Simulation, real world skills. The most well-known simulations are flight simulators, which
attempt to mimic the reality of flying a plane. All of the controls, including airspeed, wing angles,
altimeter, and soon, are displayed for the player, as well as a visual representation of the world, and are
universally agreed upon list of symptoms. Psychologists and other mental health professionals initially
adapted the diagnostic criteria for gambling addiction and used this as a rough assessment tool for
computer game addiction. This classification approach is rarely used today and for better or for worse, it
is essentially up to the individual researcher or clinician to define the symptoms of computer addiction.
Still, there are some signs and behaviors that are almost always included in definitions of computer
addiction, such as: Significant interference with school, work, or relationships. Often avoiding other
commitments in order to keep playing, Frequently turning down social invitations in favor of gaming,
Using most or all of one’s free time for gaming, Regularly playing late into the night and which results
in poor sleep habits, Loss of interest in previously enjoyed activities, Regular gaming ‘binges” of 8
(https://www.academia.edu/23474972/THE_EFFECTS_OF_ONLINE_GAMING_TOWARDS_THE_ACADEMI
C_PERFORMANCE_OF_SELECTED_GRADE_10_STUDENTS?auto=download)
Chapter III
Methodology
Design of Learning
This research was conducted according to the design of the survey methodology. Attempts to
describe and evaluate the study of Online Games Addiction Among Saint Lawrence the Deacon
Academy (SLDA).
Local to Study
This research was conducted at the Academy of the San Lorenzo Deacon in the Town of Bangui,
Ilocos Norte. The Saint Lawrence the Deacon Academy is a private Secondary school with 120 students.
Of the120 students of the Academy of the San Lorenzo Deacon 30% of the students were selected to
answer the questions.
Instrument of Learning
This study was conducted by survey. Researchers prepared a questionnaire to find out the
students’ views of Saint Lawrence the Deacon Academy regarding Online Games Addiction Among
Saint Lawrence the Deacon Academy (SLDA)students