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The Problem and Its Scope
The Problem and Its Scope
CHAPTER 1
Introduction
Playing games have become a needed experience for most people. Playing
with games helps people to develop socially, to learn to compete, to boost self-
esteems, and most especially to escape from reality, which is full of stress and
have become a hit and somehow became the most favorable alternative for indoor
games. Computer gaming might not be as good as people thought, because normal
online battle arena video game. This game was developed and published by Valve
Throne. Dota is one of the most played games on Steam, with a maximum of over
corner of the playing field. Each player has an opportunity to pick one of 111
playable heroes that feature unique powers and strategies of play. The game
revolves on collecting gold, items, and experience points for their hero, while
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combating heroes from the opposing team. The team who successfully destroys
the other side's "Ancient" building, located within the opposing stronghold wins
and ends the game. The development of this Massively Multiplayer Online Role-
playing Game (MMORPG) began in 2009 when Icefrog the lead designer of the
gives it a title of the first game to utilize the new engine. DotA has been
its predecessor. Since then DotA has been a very popular MMORPG to people
especially for the youth which mostly composes of students. Numerous students
are addicted to this MMORPG and spend long hours of playing and even skipping
classes just to play. The addiction to the game usually gives negative effects to a
This case study will provide a better understanding on the reasons why
people specifically students play Dota and its relation to the academic
This study aims to identify the reasons students play DotA and whether it
3. How does playing DOTA affect the academic performance of the students in
4. What is the significant relationship between playing of DotA and the academic
performance of students?
better understanding of the game and its student players through some insights on
the students behavior and study habits while engaged into such activity.
effects of playing DotA on their academic performance, and their reason behind
playing the game. This study will be conducted to determine the reasons why
Definition of Terms
video cards.
Dotalogy - is a term created for the study, meaning the study of DOTA and
related topics
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CHAPTER 2
This chapter presents the related literature that supports the study and its
outcomes.
online computer game involving multiple players that started as a mod for
Since it was released in 2005, DotA’s popularity has spawned its own
Overwatch has registered nearly half of a billion from all age ranges. Valve
software now owns the DOTA and later publishes its own sequel, DOTA II
(Brittanica, 2017).
destroy the large structure defended by the opposing team known as the
“Ancient”, whilst defending their own. Ten players each control one of the game’s
115 playable characters, known as the “heroes”, which has their own unique
Playing DotA has positive effect such as being a way for the youth to
communicate. Teenagers who initially do not know each other can easily be
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friends just because of the game. They will also learn to strategize and boost their
games showed less depression, anxiety, and aggressive behaviour. Depression and
anxiety are great problems faced by psychology and could destroy someone’s
social life and these video games will relieve the players away from these
problems.
spatial awareness, and problem solving skills in addition to helping with literacy,
Kansas, students who used video games to prep for their exams outperformed
those who used the traditional studying method. With regards to these findings,
Scott Steinberg(2017) offers that “The advantage of using video games in this
case may have been the mere fact that it requires active engagement of the mind,
multitask, as well as aiding in the development of fine motor skills and the
development of fine motor skills and the improvement of visual acuity. At the
University of Rochester, people who played video games for a month were able to
Video games that require teamwork teach every player who played the
game how precious teamwork and cooperation are. Teamwork and cooperation
will eventually help people in their future on to how they will deal with a team in
persistence.
On the other hand, playing DotA also has negative effects; it triggers the
player to lose his/her temper and values. Trash talks such as foul languages used
during the game, can really lose their temper and values. As a result of this
Gamble can be also present in DotA in which gamblers in this game do not
find any more importance in the value of money. Many players says that “ Dota is
the best time ever “ so it’s okay for them to waste their resources just to get
Due to playing, eating is irrelevant for the players; the satisfaction that
they get from playing is the same satisfaction they get from eating. As a result
from this problem, the player’s body will eventually become weaker also his/her
immune system making his/her body expose to different viruses and diseases that
In relation with the health problems that DotA might give to the players
who does not eat because of the game, serious eye problems can also give them
pain and suffering. Long-time exposure to radiation coming from the screen of the
computer can cause eye problems. Blue light is harmful for the eyes and can cause
prevent harmful blue light to harm the player’s eyesight (Christopher, 2017).
Finally, the most common problem players experienced after playing the
game is the chance of getting attached unto it and getting addicted to the game.
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There are many students and even some young professionals that are addicted to
DotA. This is a kind of computer games that can really get popular among
students. Many students get addicted to this game and they even spend long hours
inside the computer shop just for playing DotA and other MOBAs. There are
students that ended their academic career just for this game and even lied to their
parents just for the sole reason of playing the game. For the adults, it disrupts
his/her family relationships and their work. Like other addictions, DotA replaced
friends and family as the source of person, emotional life, and to feel good
(Chiappi, 2013).
Synthesis
DotA has its own pros and cons, playing the game in moderate will make
the players develop some improvements in their bodies. Self-control and time-
management are the key-role in preventing addiction towards the game. These are
tcomes of the study. It also provides support to the reasons on why students play
CHAPTER 3
RESEARCH METHODOLOGY
Research Design
The research aims to determine the reasons why students play DotA and
weighted average?
Data Sources
Data gathering will take place in the pre-determined school. This specific
school was selected considering it has a high concentration of students which are
Locality and facileness of location was also considered by the researchers. This
were picked according to the availability of DotA players. The criterion sampling
is executed after the location was determined. Qualified respondents are those
who are active players of the game Defense of the Ancients and with at least two
asked to pick certain values in a parameter according to how it relates to their true
to life actions. Other questions also appear as open-ended where respondents are
The research starts from the collection of information and the formulation
of the initial research paper. Next is the finalization of the first three chapters of
the research paper which took about 15 days to finish. After the finalization of the
paper, the research will undergo consultation and final revisions. Sampling will
then start after the research has been approved. After data was collected,
interpretation and analysis of data will then follow which would take about 10
days to be finalized. Finally the paper will then be revised including the insertion
of results, discussion, and recommendations. The entire research is expected to
finish not later than March 5, 2018. For sampling two sets of questionnaires are
handed out to selected grade 9 to grade 11 students of the school. The first set of
questionnaires are answered by the participants to determine whether they are
qualified as DOTA 2 players and proceed to the second set of questionnaires. The
second set of questionnaires will be handed out to the participants that qualifies as
DOTA players and serve as the main participants where our data will be gathered
from.
school before survey will be done. The consent includes the description of the
survey, the purpose of the survey, and agreements to be followed. The research
should not harm or entail risks to the respondents. The research will protect the
protect integrity will be considered. All third party actions done by the researchers
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will have consent to those who are concerned. All respondents will not be forced
Chapter 4
This section discusses the overall results gathered from the survey
The results of the survey conducted, all participants of the survey were
DOTA players or those who already played the game before. For the participants’
reason in playing the game, their answers were not too much different. Many of
them just play DOTA to have fun and relieve their stress from academics and
other things, some said that they feel like they enhanced their thinking and
survival skills because of DOTA, and some said they play DOTA to escape from
reality.
Accessing whether DOTA can help students focus on their studies, results
were quite different to each other. This time, majority of the participants said that
playing DOTA would not help them focus in their studies while the other half said
that playing the game can help them with their study. Most of the participants who
said that DOTA can help them focus in their study explained that DOTA helps
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them by stimulating their brains, takes away stress, and helps them by enhancing
their critical-thinking and decision making. In contrary to those who said yes,
participants who said disagreed explained that DOTA is not helping them to focus
in their study because it affects their study habits due to game addiction.
Moreover, some participants said it is just a waste of money and free time when
instead they can invest them in studying and buying educational materials.
When it comes to study habits, most of them agreed upon having enough
time for their studies. They prioritize their assignments and studies first before
they engage in playing DOTA. Some of the participants do not have enough time
for their studies because of the influence of the game. Time management is a
problem to those people who exceed three hours in playing console and PC games
(Grandoni, 2014).
Most of the respondents spend one to three hours of their day in playing
DOTA. Some even reached to the point of seven to ten hours in playing the game
with PC or console games tend to be more social and more focused in their studies
(Grandoni, 2014).
All the participants in the survey were then classified in a good standing in
their school rated by their performance and grades. However, most of them
already experienced cutting classes just for DOTA which may affect their good
standing in the class. Their extent of playing the game has influenced them to do
such action.
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Chapter 5
RECOMMENDATIONS
In this section, results gathered from the survey are analyzed and
discussed. Conclusions from the data collected and recommendations for the
The reasons of the respondents for playing were varied, however, majority
of their reasons say that they play DOTA to have fun and relieve stress which
making them focus on their studies, majority of them answered No. With this, the
respondents associated the thrill and fun that somebody can get which makes them
miss the game and will make him/her want to play more. These factors resulted
their time to be congested and if this person is a student, time congestion leads
them to have less time for his studies after exhausting oneself on the game.
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For their study habits, playing DOTA didn’t affect them. Respondents
tend to prioritize their schoolwork and projects over playing the game. All
respondents are good in academic standing base on the comment of their adviser
and their grades. The only bad thing about the result is that some of the
respondents used to cut in their class just to play DOTA which can negatively
affect their studies. But contrastingly with the later statement, their academic
DOTA might help in developing critical-thinkers, but playing the game too much
this experiment to know better upon the effects of the game into the human
Table 1. Tabulation for the DOTA Player and non-DOTA player participants.
DOTA Player 55
Non-DOTA Player 0
Table 2. Tabulation for the generalization for the participants’ reasons in playing
DOTA.
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- Part-time
- Relieves stress
- Entertainment
skills
- Not bounded
Table 3. Tabulation for those who find DOTA helpful in making themselves
Yes 23
No 32
Table 4. Reason behind their answer for the question Do you think playing DOTA
- Stimulates my brain
- It enhances critical-thinking
No - It affects their time for studying
- Waste of money
Table 5. Tabulation of their answers to the question Do you think you still have
Yes 48
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No 7
Table 6. Tabulation of their answers to the question Have you experienced cutting
Yes 36
No 19
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BIBLIOGRAPHY
Scheller, A. (1952). Marquette Law Review Law and Morality, 36(3). Retrieved
from http://scholarship.law.marquette.edu/mulr
%5Cnhttp://scholarship.law.marquette.edu/mulr
The Definition of Morality. (2017). In Stanford Encyclopedia of Philosophy (pp.
1–17).