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The Effects of Dota 2 to the Academic

Performance, Attitude & Behavior In Grade 8 at


Gingoog City Colleges

Researchers:

Ram Wilkins F. Macarayan

Angelboy S. Tambor

Prince C. Alegrado

James M. Pepe
Acknowledgment:

First of all, we just want to thank God for giving us such an opportunity,

giving us the intelligence to make us strive from this research and for

everything that he gave unto us. We thank Fritz Jules F. Macarayan for

correcting some grammars and Ubay National Science High School

Researchers for some ideas that greatly improved the document.

We would also like to show our gratitude to our parents for their love and

support to us during the course of this research, and we thank the school

president the school principal and teachers for everything especially to Mr.

Cupid Jones Risonar for being such a good advisor and to Mr. Jeremiah

Maraveles for teaching us science. although any errors are our own and

should not tarnish the reputations of these esteemed persons.


Review of the related Literature

Salience occurs when addictive activities dominate a person's thinking, feelings,

and behavior; mood modification occurs when a person uses substances or is

engaged in activities to change their mood state; tolerance refers to the need to

increase (over time) the amounts of engagement in the addictive behavior to

achieve the initial mood-modifying effects; withdrawal symptoms refer to the

unpleasant feeling states and/or physical effects that occur when the individual

decreases or suddenly reduces their addictive activities; conflict indicates both

the intrapsychic and interpersonal problems that arise as a consequence of

addictive activities; and relapse refers to the unsuccessful efforts to stop

engaging in the addictive behavior if the individual is trying to cease. Another

frequently discussed issue concerns the different terminologies present in the

scientific literature to define more or less the same phenomenon (Widyanto &

Griffiths, 2006), such as computer game dependence (Griffiths & Hunt, 1998),

video game addiction (Griffiths & Davies, 2005), Internet gaming addiction

(Kuss & Griffiths, 2012a), excessive game engagement (Brockmyer et al.,

2009), and problematic online gaming use (Kim & Kim, 2010). A shared

nomenclature of the IGD concept and the relative standardized psychometric

tool have been proposed by Griffiths, King, and Demetrovics (2014) and Pontes
and Griffiths (2015, p. 138) to foster both the consensual view of the

phenomenon from the scientific standpoint and the unification of the different

approaches into a singular one. for a research proposal to test if a person’s empathy

level impacts their choice of video

game. This research is expected to benefit the field because

the need for testing for “third”

variables such as cognitive awareness in sample groups has been consistently highlighted

by researchers Ferguson & Kilburn, 2008, & Markey,2010), as violent video games only

affect some individuals who have a pre-existing disposition such as low agreeableness

(little concern for others or their feelings, cold etc.),making them susceptible to

violent media ( Markey, 2010).

Introduction:
There are many students who are addicted to this game that is called Dota 2.
Dota 2 is a multiplayer online battle arena (MOBA) video game developed
and published by Valve Corporation. The Dota 2 is played in matches
between two teams that consist of five players, A team wins by being the first
to destroy a large structure located in the opposing team's base, called the
"Ancient". In the early age, many of the students that are addicted from this
online computer game. If a student uncontrolled the amount of time of
playing Dota 2, this can lead them to severely disruptive to school, it also
affects the academic performance and behavior or even the attitude of the
students. And some of them will get absent just to play Dota 2, some of them
also go to internet café and most likely they gamble or what Dota 2 players
commonly called Bet game, and the most negative effect that will happen
incomes of bet game is when there’s a team who lost the game cannot accept
that they lost and this will lead to them to hit each other or even kill
themselves especially when the money that they use is very big.

Problem:
What are the negative effects of Dota 2 to the Gingoog City Colleges
Students?

Statement of the Problem:


Nowadays, many students are get easily attracted or get addicted, as the days
past, the number of Dota players are increasing. Many of them became
violent and some of them will kill just because they can’t accept losing
especially on Bet game, or they are afraid to get defeated. Dota 2 addiction
can also leads to a crime like stealing just have some money to pay to the
internet café because most of the gamers play on the internet café, and this
can push the gamer to commit crime just to play the game. Students are get
easily addicted from this game, but lessening the time of playing this game
are usually the problems, because if one if the students is very addicted to this
game, it is very hard to stop. This study aims to help teenagers lessen their
time on playing Dota 2. This two words might be helpful especially to those
who are very addicted to the game.
Discipline - The student must put to their mind that they should have
discipline in spending their time in playing Dota 2.
Time Management – They should have a time management so that they can
balance their work and so that they will have a time for their studies.

Significance of the Study:

Our Hopes:

To the parents: this study will help them know why their children play this

kind of game. This also let them know about the negative effects of Dota 2

for their Children, and let them know the strategy to make their children be

disciplined and still have a good relationship as a family.

To the teachers and school: This study will help their students to lessen their

time on playing Dota 2, and help their students understand how the Dota 2

affects their students studies, behavior, and attitude.


To the students: This study will help them to lessen their time on playing
Dota 2, and help them understand how the Dota 2 affects their studies,
behavior, and attitude.

Scope and limitations:


This study was organize by the the students of Firetree section on Gingoog
City Colleges, specifically the group that leaded by Ram. The afternoon
recess of the first day of our research, but actually before we start our
research Ram and his friends are talking about Dota 2 and their topic was so
many until they are talking about how Dota 2 affects their life or what are the
negative effects of Dota 2, so when we are doing our actual research we don’t
give our whole break just to know their answers because Ram knows already
the negative effects.

Defintion of terms:

Bet game - an enterprise undertaken or attempted with a risk of loss and a


chance of profit or success.
Internet Café - a place which provides Internet access to the public, These
businesses usually provide snacks and drinks, hence the café in the name.
The fee for using a computer is usually charged as a time-based rate.

Results and Discussion:


Dota 2 addiction will not be lessen unless the students will not know how to

control their selves and if they will not follow the guide of their parents, then

the students cannot achieve their goals. The following pie graph determines

how many can control and those who can’t control as a Dota 2 player student.

Sales
Undecided
17%

Can't Control
54%
Can Control
29%

Can't Control Can Control Undecided


So as we can see 54% (13 person) can’t control there self and 29% (7 person)

for those who can control and 17% (4 person) for those who are undecided.

Findings:
So for those who can’t control, we ask them why they can’t control, and these

are their response “Because it’s very addictive and fun specially when you

are playing with your friends” and for those who can control they said

“Because we think for our future” and for those who are undecided they said

“50-50”.

Conclusion :
The conclusion of this topic is that playing of Dota 2 is the addiction of the
most students of the GCC or even around the world that affect their life.
Playing Dota 2 can ruin their studies and can destroy their life as a student in
the society. Many of the students believes that playing Dota 2 did not affect
their life, but they did not know that it is adding their problems like financial,
health, relationship of family, friends, or even their girlfriend/boyfriend, and
their attitude. Students that are very addicted to the game cannot be easily to
stop from playing but it can be lessen if they know how to control
themselves.
Recommendation:

Being addicted to Dota 2 is bad so don’t be get addicted from it but getting
out of a gaming addiction can be really hard. Its very underrated, people think
it's just a video game, it’s nothing. But an addiction is an addiction. If you're
confident in yourself and can successfully reduce your gaming time. So here
are our recommendations for you.

1. If you're playing from home and you live with your parents, tell them
about your fear of getting addicted and uninstall the game immediately. Don't
think twice about it. Just make up your mind/
 
2. If you're a part of any forums or have friends that are into dota, you need to
reduce/stop interacting with them as they are major factors that will make
you want to play more and more.
 
3. If you go out to play in a café, calculate the total amount of money you
have spent playing dota. Think about how you can spend this money
somewhere else.
 
4. Join a gym. Start a sport. Get a hobby. These sound like everyday, normal,
mundane things everyone talks about, but trust me, there's a reason everyone
tells you to do them.
References:
 ^ "Computer Game Addiction". Berkeley Parents Network. Retrieved
25 June 2007.
 "The War On Children With Video Game Addiction". Mental Daily.
Retrieved 14 October 2016.
 ^ "Taiwan teen dies after gaming for 40 hours". The Australian. 2
August 2012. Retrieved 25 January 2015.
 ^ "Video game addiction: is it real?" (pdf). Harris Interactive. 2 April
2007. Retrieved 25 June 2007.
 ^ "Negative Effects of Violent Video Games May Build Over Time".
Psychcentral.com. December 11, 2012. Retrieved December 11, 2012.
 "China imposes online gaming curbs". BBC. 25 August 2005.
 "Problems with the Concept of Video Game "Addiction": Some Case
Study Examples". International Journal of Mental Health and
Addiction. 6: 169–178. doi:10.1007/s11469-007-9118-0. Retrieved 1
January 2010.
 ^ "Video-Gaming Among High School Students: Health Correlates,
Gender Differences, and Problematic Gaming". Retrieved 1 January
2010.
 ^ Bennett, Nelson. When the game gets serious. Richmond News 8
December 2006. Retrieved 25 June 2007.
 David Wolf, 3b. "Computer Addiction Services".
Computeraddiction.com. Retrieved 2009-08-09.

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