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Background of the study

The researcher observed that nowadays teenagers/students are more addicted in playing game

consoles. In modern society, it is very common playing those games. Even though online

games is common in our life, they have not only good effects but also but effects that why we

take this study to determine if game console are a treat or a threat as it is experienced and

perceived by the gamers of Malinta National High School - SHS .Moreover even though parents

know that teenagers play online games, and what the bad effects of online games are. Online

games like console aim focus on to relieve stress. Therefore, online games are very splendid

violent content. The has long been the belief that violent content may teach violent behavior

“Mind and Media”

In the world of the today, there are different genres of online games. First are the console

games. Console games are more commonly referred to as a video game console. The player

interacts with the game through a controller, hand held device with buttons and joysticks or pad

video and sound are received by the games through a television. Examples of consoles include

the Microsoft.

Xbox Sony play station, Nintendo Wii Second are the real time strategy games. This is a type of

video game in which players exercise strategy along the way, typically to conquer the enemies

and reach the a final destination without being eradicated. For example, to win, players decide

which routes to take, what needs to be done and how to do it .Contrast with the first person

shooter.Third are the cross platform online games. Developing software or running software on,

more than one type of hardware platform .The most universal cross platform application is the

web browser.
Youth knowing game console for another way to entertain them or another threat that may affect

their physical and mental health. In this generation entertainment are all around us and it have

many forms like through technology, example of this is Game Consoles. Game Consoles (Video

Game Consoles) is a computer system specially made for playing video games by connecting it

to a television or other display for video and sound.

Sony's Play station 2 is the best-selling game system overall units worldwide. Playstation 2

development is becoming increasingly popular in. For developers who want to target a huge,

diverse audience. The demands use of computer system software has been implemented from

P.C and applications / games are now invading it. In years, games are also being implemented

by the use of the worldwide web. Programmers and Developers continously discover and

develop new faces, styles of games which most of the people more looking forward in it.

In line with this, general game consoles are continously developed nowadays. Most are for

gaming system and knowledge base system and data processing.


Scope and Delimitation

The scope of our study is for identifying if the game console serve as treat or a threat as it is

experienced and perceived by the gamers of Malinta National High School - SHS Students. The

study is delimited only for the students of Malinta National High School - SHS Students specially

for those who are using or playing game console. The main purpose of our study is to point out

if the game console affecting the health of students in MNHS - SHS . However, the study

excludes the effects of game console to their behavior.


Significance of the study.

The researchers aim to make an analysis about the game console being a treat or a threat as

experienced and perceived by the gamers of Malinta National High School – SHS.

The findings of this study benefit to those specific people differently;

To the students, this study may give information to the students about how online gaming

affects the life of a students.

To the teachers, this study may serve as the way to the teachers to determine the students

who are addicted to game consoles so they can help.

To future researchers, this would help the future researchers that are interested in this study. It

will serve as their basis and their background about their research.

To the parents, they will be benefited for they will have more time and communication with their

children . They would surely know how to limit their child from playing game consoles by guiding

them wisely.

To the community, most console gamers gain friends within the games they play, even though

they haven’t seen those friends in person.


Statement of the problem

This study aims to know if game consoles is a treat or a threat as it is experienced and

perceived by the students of Malinta National High School – SHS.

Specifically, the following questions will be answered

1. How does game consoles affect the academic performance of the students according to

1.1 Hours of Studying

1.2 Academic Expenses

1.3 Class participation

1.4 Absences / Attendance

1.5 Academic Standing

1.6 Student Responsibilities

1.7 Rest

2. What will be the positive and negative effects of Game Console on

2.1 Studying

2.2 Performing Practical

3. Is playing games consoles a hindrance on the students such as in

3.1 Doing of assignments or homework

3.2 Attending schools matters or activities


4. What are the effects of playing game console on the selected students of Malinta relationship

with:

4.1 Their teachers?

4.2 Their studies ?


Conceptual Framework

Video Games – Game Behavioral change


Console
Quick thinking and
Student – Gamer Accuracy
Courses – Academic Lying to others about
Performance playing online games

Input Process

Addiction to gaming

Lack of time

More aggressive

Lack of school
responsibilities

Output

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