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Thesis 101
Thesis 101
BY
We, the researcher would like to take this opportunity to thank all those who had
helped us in making this research possible and to make this research help us what is
the big effect in our community and in teenager.
To________________
Table of Content
Title Page
Acknowledgement i
Table of Content ii
List of Figure iv
Introduction
Theoretical Framework
Conceptual Framework
Research Problem
Local
Local
Research Method
Summary of Findings
Conclusion
Recommendation
Bibliography
Appendices
Chapter 1
PROBLEM AND ITS BACKGROUND
1.1 INTRODUCTION
Our reason to make this research about online games (Esports) is to gather
data what is the help of online games in 3 rd year highschool student. What is the side
effect of being addictive in online games in the 3 rd year highschool student? It can be
positive effect or negative effect? And if the online game being sports in the
Philippines the parents can support their Son/Daughter to compete or to play online
games? We all know the online games can less our stress but we didn’t realize us we
are going to start to be addictive in online games and being addictive in online games
we also forgot our responsibilities in school or work.
Our objectives or aims to make this research are how to control playing online
games and what are the benefits of playing online games, and if the online games are
being sports in our country who will be benefits?
An online game is a video game played all over the world. Examples
of online games are cabal, ran online, ragnarok, gunbounds, rakion, and more. But the
online games what our talking about is Starcraft, Defense of the ancient (dota),
League of Legends and Defense of the Ancient 2(dota 2) this four online games are
the four famous games that played all over the world and this four online games have
tournament like Manila major in Dota 2 and Worlds championship in League of
legends. This tournament is like an Olympics because the players are from other
country and they spend money and they also have a sponsor to help their financial.
Like an Olympics this tournament also has money prize and trophy who will be the
champion. Example of this tournament is “The International 6” of Dota. MANILA,
Philippines – TNC Pro Team defied expectations and lived up to the hype, ousting
powerhouse Team OG to enter the Top 8 at the The International DOTA 2
championships at Key Arena in Seattle. The Filipino professional gamers swept the
tournament favorites in their best-of-three series on Wednesday to book a seat at the
Top 8. They are already guaranteed a prize of at least P23.5 million. TNC, compose
of Marc “Raven” Fausto, Carlo “Kuku” Palad, Sam “Sam_H” Hidalgo, Nico “Eyyou”
Barcelon and veteran captain Jimmy “DeMon” Ho, avenged their group stage loss
against the Frankfurt and Manila Major champions, where they were swept and fell in
the lower bracket of the tournament. With the loss, the European eSports team took
an unexpected early exit with a consolation prize of $300,000.
( By AJ Bolando [philstar.com])
These are the description about Starcraft, Dota, League of Legends, and Dota 2.
1. StarCraft
"OXO" however did not have moving images or "video" rather it was a set
series of tubes that lit up in accordance to the rest of the machine and programming.
(Winter, 1998) The idea of using a computer and a display device was again visited
upon in 1958 by William Higinbotham using an oscilloscope and an analog computer,
thus "Tennis for Two" was born. The game was simple, the 5 inch oscilloscope
displayed a game of tennis which was controlled two players, each with their own
controllers and the objective was to keep the relay going as long as possible. The aim
of this invention was to "liven up" the Brookhaven Nuclear Research Laboratory
exhibit and nothing more. The device was dismantled in 1959. (Nowak, 2008)
Early video games were developed for the sake of innovation. The inventors
who made them did not market them as consumer products; rather they were
showcases on what the current technology at the time could do. It was in 1971 when
Nolan Bushnell made the arcade game called "Computer Space" where the video
game as an industry started. What made this arcade game different was it included a
coin slot which meant it was a "pay to play" machine. It was, however released to a
very limited audience because the machine was only available to universities and
corporations which had the necessary hardware to run the arcade machine. It was not
until 1972 that video games became widespread among the population with "PONG".
The aim of this research is to find out the affect of video games on the gender
gap or to be more precise: how video games increase the gender gap. What are the
factors that help increase this perceived division among the sexes? Do males and
females truly have different interests in video games?
Video games are one of the most prolific forms of media today; therefore, just
like any other form of media, it ought to be studied. This has a particular relevance to
the youth who on average play video games the most. Gamers or those who consider
themselves "hardcore" video game players will find that their favorite pastimes are
more complex that they thought and will expand their perspective. Parents who buy
games for their children will also find studies on video games to be helpful as it will
help them gain a better idea on the said topic. Perhaps the one are most likely to take
notice of this are the video game developers who have to power to incorporate the
content of such studies in their development of future games.
Scope and Limitations
This research will be limited to the topic under study - that is, video games
and the perceived widening of the gender gap that they cause. For this study, young
adults of any gender in the age range of 20 to 30 years old as it is believed that this is
a stage where many are likely to play video games and be aware of what they think.
As for the video games, there will minimal emphasis on the genres and name of the
games. Although they have significance, the content and target audience of the video
games will be the priority. Because this is a quantitative study of the topic, in-depth
interviews and experiments are not going to be tackled.
The global eSports market generated US $325 million of revenue in 2015 and
is expected to make $493 million in 2016; the global eSports audience in 2015 was
226 million people.
Part of the press release linked to this new partnership states that the GPL,
despite being poker-based, is not a gambling league, but is instead an eSport, which
focusses purely on competition and interaction with fans of the various franchises.
Social media has been a major catalyst in propelling eSports into the
mainstream. Players and fans can now interact seamlessly on the various social media
channels, with Twitch seen as the platform that has helped video gaming and eSports
become known around the world. Twitch says that its users streamed a staggering 241
billion minutes of video in 2015, which equates to 459,000 years' worth, an
unfathomable number when you try to imagine it.
eSpo
rts demographic
Part of PwC's study into eSports saw them survey a group of 757 individuals
of all ages, sexes, and ethnic backgrounds in an attempt to give a clearer picture of the
eSports landscape. For the purpose of the survey, PwC defined eSports as organized
video game competitions involving fighting, first-person shooting, multiplayer online
battle arena tournaments, or massively multiplayer online games.
The survey results show that only 15 percent of respondents were aware of
eSports, a figure than doubled to 30 percent when a definition of eSports was given.
Some 57 percent of people who classified themselves as a hardcore gamer were
aware of eSports, with 34 percent of people aged 18-24 years knowing what eSports
are.
The study has also gone some way to quashing the myth that video games are
only played by teenagers. The median age of an eSports consumer is 28 years old,
with 69 percent being in the 18-34 category. eSports consumers are racially diverse
and are more likely to keep up-to-date with the latest technology.
Compared to the non-eSports consumer whose media age was 34 years old,
with only 55 percent in the 18-34 years category. Non-eSports consumers are also
much less likely to be active on social media, much less likely to play fantasy sports,
and are less likely to invest in sports such as buying tickets to a sporting event.
The survey also revealed that 22 percent of women surveyed said they are
involved with eSports, compared to 18 percent of men.
COO of GameCo Inc, Cinnamon Booth, said, "For success in eSports, it's
critical to recognize that today's 'average' game is not the stereotype of a male teen in
their parents' basement."
Laptop and desktop computers are still the favored way to watch eSports with
57 percent of respondents using this method. Gaming consoles, such as the Xbox One
and PlayStation 4, are used more frequently by females and hardcore gamers.
Some 36 percent of people surveyed said they watch more eSports than a year
ago, with the average being 19 days of viewing per year, although this increased to 32
days per year for the hardcore gaming community.
One thing that stands out, and can apply to the poker world, is why people
watch eSports online. Female viewers are much more likely to watch for enjoyment
and the social aspect that comes with competition, while males appear to watch
eSports because they enjoy seeing their favorite games being played at the highest
level, and they watch the competitions to improve their own game.
Exposure and growing a game is all well and good, but businessmen and
women don't only do these things for love, they also want to make money. Getting
into the eSports business seems like a good way to do this because the average
eSports consumer spends $309 per year on video games and related paraphernalia
compared to only $163 by non-eSports consumers.
Also, almost one in five of respondents to the PwC survey who had watched
an eSports event had paid a subscription fee to do so. Apply that figure to the fact the
League of Legends 2015 World Championships receives 334 million total cumulative
daily impressions (up from 288 million in 2014) and it is easy to see what eSports is
considered to be a lucrative business.
A couple of other facts stand out and show that eSports' popularity continues
to accelerate in an upwards trajectory:
However,
Many 3rd year students are continuing playing online games. They spent a lot
of time of playing online games, they spent money. They made argue in their parents.
Sometimes they steal money in their parents so they can play online games in the
computer shop. So the purpose of this research is to get information and answered
this entire question that occurs in playing online games.
Name:
Age:
Educational Attainment:
Gender - the state of being male or female (typically used with reference to social
and cultural differences rather than biological ones).
Online Game - is a video game that is either partially or primarily played through the
Internet or another computer network.
Playing - engage in activity for enjoyment and recreation rather than a serious or
practical purpose.
CHAPTER 2:
OF RELATED LITERATURE AND STUDY
Foreign
Local
In the beginning of the 20th century, the phenomenon of Electronic
Devices has started. As the years passed it begins to flourished, and it is known as an
ordinary part of the day to day life of man. As this industry expands, man has made
the most beautiful invention that has been created in Earth, the computer. It facilitates
the works of man. Computer is considered as one of the most beautiful invention that
has been created by man on Earth that is because it is one of the most powerful
machines that run almost all the part of the world to make life easier and better.
Computer is used in many different fields like in business, medicine, entertainment,
communication and many other fields in science which gives multifarious and
wonderful benefits to humankind today. It is not avoided to use the capabilities of the
computer to make a world which visualized the imagination of man. Because of this
intention, Virtual World or popularly known as Virtual Reality is created. Soon, the
idea entered that Virtual Reality can be used to play and travel the human
imagination. So here began creating human computer games and use it for its leisure.
Playing computer games did not began as an industry that is immediately revealed to
the world. It started as a hobby for computer software engineers. Upon entering the
’70 decade began the industry of electronic games. Also at this time, began the
computer gaming industry and 1st Generation of electronic gaming devices or gaming
consoles. As times passed, electronic games became more complicated, sophisticated
and beautiful. From non-colorful and 2 Dimensional it transform to 3 Dimensional
games which becomes more colorful and beautiful. At the present time, we are in the
7th Generation of electronic gaming devices. Until now, many games appear and
were patronized by game enthusiasts. Among the most famous games is currently
DOTA (Defense of the Ancient).
(http://www.studymode.com/essays/The-Effects-Of-Computer-Games-To-
852269.html)
2.2 RELATED STUDIES
Foreign
Gaming addiction is not yet classified as a mental health disorder or "true" addiction
like gambling or alcohol addiction. However, some gamers clearly struggle to keep
their playing habits under control and may place more importance on their gaming
accomplishments than their happiness and success in the real world (e.g., academic
achievement, friendships, relationships, career advancement, health, etc.).
Below, TechAddiction has summarized some of the more notable articles from the
last decade of peer-reviewed published gaming addiction research.
Note that the findings and gaming addiction facts below provide only a brief
overview of the main research findings. Be sure to read the complete articles (or read
TechAddiction's related articles on Computer Game Addiction, Video Game
Addiction Symptoms, & Video Game Addiction Statistics) for a more informed
understanding of gaming addiction statistics, facts, and general information.
(http://www.studymode.com/essays/Effect-Of-Online-Games-Addiction-On-
1653004.html)
Chapter 3:
METHOD AND PROCEDURE
Chapter 4:
PRESENTATION ANALYSIS AND INTERPRETATION OF DATA