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EFFECT OF COMPUTER GAMES CHAPTER I Introduction In m o d e r n s o c i e t y, i t i s v e r y c o m m o n p l a yi n g c o m p u t e r g a m e s .

E v e n t h o u gh computer games are common in our life, they have not only good effects, but also badeffects, especially to teenagers. Moreover, even though parents know that teenagers playcomputer games too much, they do not know that why teenagers are widely excited atcomputer games, and what the bad effects of computer games are. There are two mainc a u s e s t h a t t e e n a g e r s p l a y c o m p u t e r g a m e s t o o m u c h . In a d d i t i o n , p l a yi n g c o m p u t e r games too much has two main effects.The first reason that teenagers play computer games too much is very simple, because computer games are very fun. Computer games aims focus on to relieve stress.Therefore, computer games are very splendid violent content. There has long been the brief that violent content may teach violent behavior Mind and Media. Moreover,Barrie Gunter asserted, Extrapolating from playing computer or video game s withviolent themes, such as heightening of perceptions risk or danger in the real world, Theeffects of video games on children, Also he declared in same book, The power of videoor computer games may also derive form the feeling of control which they stimulate inyoung players. Thus, computer games drive teenagers more violent. Besides, teenagerscould misunderstand that they are computer games character Statement of the problem The purpose of the study was to identify the common effects of Computer Games.Specifically, it sought answers to the following question1 . H o w o f t e n d o e s t h e s t u d e n t p l a y c o m p u t e r g a m e s ? 2.How many hours does the student consume in playing computer games?3.What type of games does the student Online Games or LAN Games? Why?4 . W h a t G a m e s d o e s t h e s t u d e n t p l a y? 5.What are the benefits that the students gain in playing computer games?6.What are the effects of playing computer games to their studies? Significance of the Study The importances of computer in the evolution of this called generation X a r e helpful to the school and undisputable because it has much application that made bycomputer, In particular software and programs.The data obtained from identifying the common problems that will encounter incomputer games, their low & failing grades of academic performances. Will one way or another give several insights to those who are in the educational expertise.To the Teachers, The findings of this study will enable the teachers to discover the positive effects of computer games and not see only the negative side. Since computer can be a medium of communication.T o t h e p a r e n t s , t h e r e s u l t s o f t h i s s t u d y w i l l b e g r e a t h e l p i n g t o t h e p a r e n t s especially those who are bothered about their children who spend too much spend histime for the computer.To the students, the results of this research will surely benefit the students. Witht h i s t h e y w i l l s t a r t t o

realized that computer games can influence their a c a d e m i c performance in school Objectiveoftheresearch Generally the effect of Computer GamesSpecifically the study aims to:1 . A v o i d t o m u c h p l a y i n g c o m p u t e r G a m e s 2.Avoid low & Failing Grades of Academic Performances.3 . S p e n d m u c h t i m e o n s t u d i e s . 4 . a v o i d change attitude ScopeandDelimitation T h e s t u d y i s l i m i t e d t o 2 0 r e s p o n d e n t s o n l y w h o p l a y c o m p u t e r g a m e s , particularly to the students w h o s p e n d a l o t o f t i m e i n p l a yi n g . I t a n a l yz e d t h e e f f e c t o f computer games on the academic performance of the students in Boac, Maridnuque CHAPTERII ReviewRelatedStudy This chapter presents pertinent review of related literature which is r e l e v a n t t o t h e research.Today almost all of us have electronic devices at home for us to be comfortablea n d h a n d y a t t i m e s . B u t i t a l s o h a s a n e g a t i v e e f f e c t o n c h i l d r e n , e s p e c i a l l y t e e n a g e r s . Parents usually buy computers for their children educational resource. But teenagers whoa l w a y s s e e k t o f u n a c t i v i t i e s a r o u n d t h e m u s e c o m p u t e r t o p l a y g a m e s , c h a t w i t h t h e i r friends and to catch up with the latest gossip on celebrities. And before they know it theya r e a l r e a d y a d d i c t e d t o c o m p u t e r . C o m p u t e r c a n c a u s e t e e n a g e r s t o b e p h ys i c a l l y, a n d mentally ill, and the more the child spends more time on the computer, the more he or sheloses time to focus on academics, and to talk to their family.C o m p u t e r s , v i d e o g a m e s , a n d t h e i n t e r n e t h a v e b e c o m e e n t r e n c h e d f e a t u r e s o f our daily lives. Computer use has reached beyond work and is now a major source of funand entertainment for many people. For most people, computer use and video game playi n t e g r a t e d i n t o t h e i r l i v e s i n a b a l a n c e d h e a l t h y m a n n e r . F o r o t h e r t i m e s p e n t o n t h e computer or video game is out of b a l a n c e , a n d h a s d i s p l a c e d w o r k , s c h o o l , f r i e n d s , a n d even family. (www.mediafamily.org/facts/facts_gameaddiction.shtml)A c c o r d i n g t o G e n t i l e ( 2 0 0 4 ) , video games are natural teachers. Children find t h e m h i g h l y motivating by virtue of their interactive nature. Children a r e a c t i v e l y engaged, provide repeated practice, and include rewards for s k i l l f u l p l a y. T h e s e f a c t s m a k e i t l i k e l y t h a t v i d e o g a m e s c o u l d h a v e l a r g e e f f e c t s , s o m e o f w h i c h a r e i n t e n d e d b y game designers, and some of which may not be intended. The data about children's videog a m e h a b i t s a r e c o r r e l a t e d with risk factors for health and with poorer a c a d e m i c performance. When video game play is analyzed for violent content, additional risk f a c t o r s a r e o b s e r v e d f o r a g g r e s s i v e b e h a v i o r .

( http://findarticles.com/p/articles/mi_m0816/is_6_21/ai_n9772319/ ) F i s h e r ( 2 0 0 6 ) s t a t e d t h a t , t h e r e ' s a l s o a n o t h e r t yp e o f c o m p u t e r a d d i c t i o n that's b e e n i d e n t i f i e d , w h i c h h a s b e e n l a b e l e d " p o s i t i v e a d d i c t i o n . " I t m a y s o u n d l i k e a contradiction of terms, but having a positive addiction is defined as obsessive behavior inw h i c h t h e b e n e f i t s r e c e i v e d o u t w e i g h t h e c o s t o f t h e a d d i c t i o n . T h e r e a r e m a n y w a ys i n w h i c h i m m e r s i n g o n e s e l f i n t o t h e c o m p u t e r c a n a c t u a l l y h e l p m a k e a p e r s o n a b e t t e r , healthier, more aware human being. Not all the stuff on the Internet is bad, by any means.T h e r e ' s a n incredible wealth of valuable, enriching material available i n a n e n d l e s s variety in cyberspace, as well.I n a d d i t i o n , t h e r e a r e a g r o w i n g number of researchers who argues that meetingsomeone online may actually be a more intimate and revealing experience than face toface c o n t a c t , b e c a u s e yo u ' r e c o m m u n i c a t i n g yo u r t h o u g h t s , f e e l i n g s , a n d e m o t i o n s i n a more real way, free of the game playing and posturing that often accompanies real worldd a t i n g . Y o u g e t t o k n o w t h e i n n e r p e r s o n i n a m o r e d i r e c t , s p o n t a n e o u s w a y w i t h o u t worrying about facial expressions or inflections of the other person's voice. In a very realway, couples who made their first contact online often know each other in a deeper, moreintimate way than couples who meet in the outside world.F u r t h e r , i t i s i m p o r t a n t t o r e m e m b e r t h a t e v e n i f a p e r s o n s p e n d s a s i g n i f i c a n t amount of time on the computer every day, that doesn't necessarily mean that the personi s n e g a t i v e l y a d d i c t e d . S p e n d i n g a c o n s i d e r a b l e a m o u n t o f t i m e o n l i n e d o e s n ' t a l w a ys r u i n a p e r s o n ' s l i f e o r t h e l i v e s o f t h e o t h e r p e o p l e . T h e r e a r e p e o p l e w h o u s e t h e i r computers to reach out to others in a meaningful way and use the awesome power and p o s i t i v e a s p e c t s o f t h e I n t e r n e t t o l e a r n a n d g r o w i n e v e r y a r e a o f t h e i r l i v e s a n d t o become better people.(http://www.clickingaddict.com/positive_computer_addiction.html)O n t h e o t h e r hand, Portal (2007) stated that, compulsive gaming is a l r e a d y c o n s i d e r e d a p s yc h o l o g i c a l d i s o r d e r . T h e g r o w i n g n u m b e r o f students suffering from computer game addiction and video game addiction can be puzzling for m a n y p e o p l e . What the people dont realize is that any form of addiction roots from things that used to b e h a r m l e s s . J u s t l i k e i n g a m b l i n g , v i r t u a l g a m e s b r i n g a s e n s e o f f u n , t h r i l l a n d excitement when played, these feelings actually make the game more a p p e a l i n g a n d engaging and addictive. The seriousness of video game addiction and computer gameaddiction has gone unnoticed. It managed to s n e a k f r o m a g o o d t h i n g t h a t t u r n s o u t b a d due to abuse and bad usage.(http://hubpages.com/hub/Computer-Gaming-Addiction).M o r e o v e r , K r a n z (2008) stated that the seriousness of the issues caused b y computer game addiction and video game addiction was even claimed to have created anew face of addiction in modern -day societies. Since this k i n d o f a d d i c t i o n r o o t s f r o m seemingly harmless sources, what leads to addiction is the people's abuse to the effects or b e n e f i t s t h a t t h e y b r i n g . S i n c e n o o n e w i l l e v e r

p r e v e n t u s i n g c o m p u t e r t h e s e d a ys , a t w o r k o r i n s c h o o l , t h e o r i s t s predict that this kind of disorder will be much harder t o manage.(http://www.artipot.com/articles/208460/video-games-the-modern-dayaddiction.htm).W h e n t i m e s p e n t o n t h e c o m p u t e r , p l a y i n g c o m p u t e r g a m e s o r c r u i s i n g t h e internet reaches a point that is harm a childs CHAPTERIIIMethodologyResearchDesign This study used descriptive method of research, according to Sevilla et. Al (1997)t h e descriptive methods is designed for the investigator to gather information, a b o u t present existing conditions. Accordingly it evolves collection of data in order to test or toanswer questions concerning the current status of the subject under study which measurest h e existing phenomenon the students; hence the aforementioned research m e t h o d w a s adopted. ResearchPopulation T h e r e s p o n d e n t s i n v o l v e i n t h i s s t u d y, w e r e t h e 3 0 s t u d e n t s f r o m B o a c , M a r i n d u q u e . Thus those students are a user of computer games. ResearchInstrument The instrument used to gather the most essential data and i n f o r m a t i o n i n t h i s study was researcher made questionnaire. Questionnaire The questionnaire is the primary source of data was conduted a d m i n i s t e r e d a n d after it was answered by the respondents, it was collected, analyzed and evaluated by theresearcher or adults family and social relationships, or disrupt school or work life, that person may be caught in a circle of addiction. Like other a d d i c t i o n , t h e c o m p u t e r o r v i d e o g a m e h a s r e p l a c e d f r i e n d s a n d f a m i l y a s a s o u r c e o f persons emotional life. Increasingly, to feel good, the addicted person spends more time playing video games or searching the internet. Time away from the computer or gamecauses moodiness or withdrawal. (www.asiafinest.com/forum/index.php?showtopic=19726)

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