Professional Documents
Culture Documents
PJ Nhom-2 Final-4
PJ Nhom-2 Final-4
Group 2 – I19S2
Nguyen Trung Hieu
Ha Vi Kieu Anh
Nguyen Tuan Duong
Hoang Duc Thinh
Technology has become an essential part of our lives in this day and age. The
evolution of entertainment may be observed across various mediums, ranging from
newspapers and comic books to radio and electronic gadgets, including advancements in
technology and artificial intelligence. The growth of the leading entertainment sector,
video games, coincided with that development. One could argue that technological
advances have fundamentally changed people's lives. Video games are gradually
replacing their traditional role as a entertainment tool for the younger generation,
becoming more and more important while also creating a billion-dollar business today.
Several computer games were developed in the 1960s for mainframe and
minicomputer systems, but due to the limited availability of computer resources, these
games did not become widely popular. Program delivery between computers across
different geographies is challenging due to a lack of fully trained programmers that are
interested in creating entertainment items. However, the circumstance had significantly
changed by the late 1970s. A multitude of issues, including an oversaturated console
market, competition from computer games, and an excess of low-quality games, led to
the dramatic collapse of the North American video game industry in 1983. Throughout
the course of time, video games have exhibited a significant divergence across many
platforms, encompassing arcade games, mainframes, personal computers, portable
devices, and ultimately computer systems.
The purpose of this study was to look at how young people, especially IBD Intake
students, play video games. Each of them has played video games at least once, and many
of them continue to do so to this day. Every day, after school, students spend time
playing video games for entertainment and stress relief. However, playing games too
much is not a beneficial habit, and it negatively affects time management, study results
and health. Hence, the inclusion of student video games is deemed highly significant and
indispensable in order to furnish precise statistics and data that can contribute to the
enhancement of student well-being and scholastic achievements.
1.2. Purpose of the study
The main objective of this study was to determine if playing or watching video
games had any adverse effects on IBD students. Although playing games can improve a
child's reflexes, attention and social connections, it also has certain negative effects on
learning. The most obvious negative impact of playing games on students is the problems
of nearsightedness, inactivity, sitting at the computer a lot, causing spinal pain, and
obesity, games also make students neglect their studies. This study shows students' video
game habits by demonstrating the negative effects of playing games, which will enhance
their quality of life.
The research will be divided into six primary chapters, with Chapter I serving as
the introduction and Chapter II serving as a review of the literature. The Methodology of
Research, Synthesis, and Analysis of Reputable Tools is covered in Chapter III. Data
analysis is covered in Chapter IV, and findings and discussion are covered in Chapter V,
which includes a detailed analysis, a discussion of the data that was studied in the
preceding part, and an explanation of the results. The study's conclusion, Chapter VI,
concludes by summarizing the findings and offering suggestions for additional research.
Chapter 2. Literature Review
Computers in the 1940s and 1950s were limited in scope and accessible only to
colleges and businesses. Software-generated games like tic tac toe and two-player tennis
piqued public interest and support (Bernedan Freeman, 2022). One of the earliest such
video games created in 1962 by Massachusetts Institute of Technology (MIT) students
was Space Wars who were fans of the game.
The first home video games as we know them now appeared in the 1970s.
Computer Space and Pong were the first arcade games, while the Brown Box was created
and planned to be iconic and later evolved into the revolutionary Magnavox Odyssey by
the man considered to be the father of video games Ralph Baer. Very few people can
honestly claim that they foresaw the multi-billion-dollar business we have today when
this initiative began. The development of microprocessors has become very important
(Marriot Guy, 2016)
The home video game industry began to recover in 1985 when the Nintendo
Entertainment System (NES), known as the Famicom in Japan, arrived in the United
States. The company released several important e-commerce games that are still alive
today, such as Super Mario Bros., The Legend of Zelda and Metroid. Super Mario Bros.,
a live-action movie, and the subsequent two years' releases of Street Fighter and Mortal
Kombat marked the mid-1990s transition of video games to the big screen. Since then, a
lot of video game-based films have been made.
The Internet was still not developed or used widely enough in the early 2000s to
support online multiplayer games. So LAN parties are held for gamers to fight each other,
players bring their own computers and link them to a local network. Technology also
advances rapidly with each passing decade. A realistic video game environment has been
made possible thanks to advanced graphics technology. Artificial intelligence has made it
possible for simulated opponents to react to in-game events automatically instead of
reacting consistently across all situations. In an open-world game, the player can explore
the broken world structure on their own and choose how the game will play out
(Alexander R., 2020)
In recent years, the market for video games has grown to be worth a billion
dollars, with revenues outpacing those of the music and film industries. Numerous
independent gaming companies have produced games for PCs, consoles, tablets, and
mobile phones, among other platforms. As a result, more individuals now regularly play
video games. And the days when only children and teens played these games are long
gone. On their mobile phones, older generations are also learning about puzzle games.
With the proliferation of smart mobile phones, the number of game addicts is rising
(Alexander R., 2020).
With the development of the internet and connectivity technology, online gaming
will continue to increase. Multiplayer online games and highly interactive games will
become more popular. Players can play on mobile phones and computers. There are
many games that are downloaded a lot like PUBG with more than 600 million or League
with more than 180 million plays per month (Rijad K., 2023) That's why the world has
created a lot of big esport tournaments with huge amounts of money. The most typical is
the Dota 2 games themselves with The International tournament in 2021 with a prize
money of up to 40 million USD. Gradually report is recognized by people all over the
world and is included in the Olympics.
According to Jonathan D.O., 2019, playing video games has a certain impact on
students. Video game playing has been found in studies to improve learning. Teachers
claim that using video games in the classroom increases test scores. Games provide
students with the opportunity to acquire knowledge and afterwards employ it in practical
scenarios. Simulation-style games are utilized in both military and medical training
programs to impart knowledge and skills related to equipment utilization and strategic
decision-making. Numerous video games impart valuable life skills to young individuals
by instructing them in the areas of delegation, teamwork, and prioritization. Online
games that facilitate the engagement of young individuals with their peers in the physical
world typically necessitate collaboration and the allocation of tasks in order to progress
through various stages.It has been shown that playing video games can improve our
ability to reason and solve problems. We can successfully multitask thanks to them, and
we can also digest information more swiftly and make decisions in an instant. Playing
video games can improve hand-eye coordination and aural perception.
Video games leads to addiction 2017 (Louis G.) Addiction to video games is on
the rise and is only going to get worse. According to the World Health Organization, 3-
4% of gamers worldwide suffer from gaming disorder, a real mental health problem.
Jonathan D.O. asserts that adults or parents should be aware of how much time kids
spend playing video games and whether it replaces or adversely affects other elements of
their lives. Playing online games with buddies after school is a simple way to "hang out"
without ever leaving the house. However, a virtual gathering of this kind cannot take the
place of an in-person engagement. The fact that some video games encourage gambling
through loot boxes and microtransactions that encourage compulsive spending is one of
the most significant repercussions of gaming. Due to how easy it seems to access
gambling-like components in modern games, gaming addiction can result in gambling
addiction, which is a problem in and of itself. Since children play these games frequently,
they have access to gambling features that involve real money. Parents have discovered
unauthorized charges totaling hundreds or even thousands of dollars on their credit cards.
(Cam A., 2019)
Chapter 3. Research Methodology
70
60
50 58
40
42
30
20
10
0
Male Female
24%
32%
44%
34%
46%
20%
To pratice focus
To kill time
To earn money
To socialize
To relax
30% 28%
26% 26%
25%
20%
20%
15%
10%
5%
0%
Improve thinking Hand eye coordination Improve foreign Learn perseverance and
language increase theability to
work in a team
70%
60%
50%
40%
30%
20%
10%
0%
Alone Family Friends Strangers
Chart Title
24%
40%
36%
Sports 35
Shooting 19
Arcades 21
Puzzle 18
0 5 10 15 20 25 30 35 40
20%
54%
26%
4.6 Discussion
From the information shown in Figure 1 and Figure 2, it can be seen that
students aged 6 to 13 years old and above have begun to have access to video games.
This number is also understandable because this is the age when they begin to mature,
interact with friends more and they have a desire to be entertained and connected around.
From the survey results, the number of male students tends to play games more than
female (58% vs 42%).
It can be seen that most students do not let playing games affect their learning,
only 20% of students study while playing. Figure 4 shows that nearly half of the students
at IBD played games for no more than 2 hours, indicating that they do not consider
games as essential entertainment during the day. With the number of students playing
games for 4-8 hours a day, it can be said that students not only consider games as
entertainment tools but also satisfy their interests. Only 16% of students played video
games for more than 8 hours. These students spend more than a third of their day playing
video games, which causes not only many harmful effects on health, but can also affect
the quality of work and outcomes. children's learning results.
Most students choose to play video games just to relax and kill time. But playing
games properly and in moderation will help students gain many new skills such as
practicing reflexes, communicating social problems and improving their ability to speak
other languages. Only a few students think that playing games can help them make
money. It can be seen that it is very difficult and hard to invest time to play games for the
purpose of making money. Based on figure 11 along with some quick interviews, the
research team came to the conclusion that IBD students only play games for
entertainment and they do not choose to play games that cost too much. They only really
invest in games when they are necessary for making them money.
With an increasing number and habits of playing games, the research team
investigated the activities when playing games of IBD students. Most to play games need
concentration and most students choose computers as tools, so in the process of playing
games, they rarely move their bodies and let the screen rest. This can cause harm to the
spine as well as the player's face. Besides, quite a few students used snacks while playing
games. That helps players have a little more energy, but it is this habit over time that
causes cases of obesity because they consume too much mineral energy, which is not
good. This number indicates that IBD students do not care too much about their own
health problems when playing games.
- The main purpose of students playing video games is to relax as well as kill time
but instead of diving into games they should choose other ways to entertain
themselves such as going out with friends, going shopping or playing sports.
These actions help students be more active and more socially accessible. Not only
that, because they do not sit still, they are forced to move, which results in
avoiding spine problems and obesity.
- Playing games too much can reduce the motivation in each student. They should
set themselves a limit of playing games a day and should participate in some
volunteer activities to help their bodies become more flexible.
Chapter 5: Conclusion
The primary aim of this study was to investigate the prevalent gaming behaviors
and experiences among student populations engaged in video game play, with the
intention of promoting a balanced and successful approach to gaming.
5.2. Limitation
Subsequent investigations may be constructed based on the discoveries and results
of this particular study. Furthermore, as indicated by the researchers, it is recommended
that future surveys incorporate a larger sample size and employ alternative measuring and
survey methodologies. Moreover, it is imperative to enhance and modify this study in
subsequent research endeavors owing to its inherent limitations.
The rectification and resolution of research limitations can be achieved through the
implementation of a comprehensive methodology, which includes the utilization of
surveys, case studies, interviews, as well as the collection of opinions and observations
over an extended duration.
The primary aim of this study was to investigate the prevalent gaming behaviors
and experiences among students who engage in video game play, with the goal of
promoting a balanced and successful approach to gaming.
1. Oliver Kicks (2023). The History & Evolution of Video Games. Available at:
https://www.conceptventures.vc/news/the-history-evolution-of-video-games
2. Cam Adair (2021). What Are the Pros and Cons of Video Games? Available at:
https://gamequitters.com/pros-and-cons-of-video-games/
3. Sharlene Matharu (2022). What Are the Positive and Negative Effects of Video
Games? Available at: https://insights.gostudent.org/en/positive-and-negative-
effects-of-video-games
4. Alexander Rechsteiner (2020). The history of video games. Available at:
https://blog.nationalmuseum.ch/en/2020/01/the-history-of-video-games/
5. Dam Sangnang (2018). Video games history. Available at: Video Game History
(viblo.asia)
6. Louise Gaille (2017). 13 Video Games Pros and Cons. Available at:
https://vittana.org/13-video-games-pros-and-cons
7. DotNeck (2017). Disadvantages of playing video games. Available at:
https://www.dotnek.com/Blog/Games/disadvantages-of-playing-video-games
8. Kabir.L (2020). 10 Negative Effects of Video Games. Available at:
https://www.healthygamer.gg/blog/10-negative-effects-of-video-games
9. Matt Gradner (2020). People Are Spending Ridiculous Time and Money on
Gaming During Coronavirus. Available at:
https://www.forbes.com/sites/mattgardner1/2020/05/08/people-are-spending-
ridiculous-time-and-money-on-gaming-during-coronavirus/?sh=8c564d832fea
10. Editorial Staff (2023). 15 Surprising Benefits of Playing Video Games. Available
at: https://www.mentalfloss.com/article/65008/15-surprising-benefits-playing-
video-games
11. Cam Adair (unknown) 11 Positive Effects of Video Games. Availble at:
https://gamequitters.com/positive-effects-of-video-games/
Appendix
1. Your gender?
o Male
o Female
2. When did you start playing video games?
o 3-5 years old
o 6-13 years old
o 14-18 years old
3. How often do you play video games?
o Sometimes
o Everyday
o Rarely
4. How many hours do you usually spend playing video games a day?
o Less than 2 hours
o 4 to less than 8 hours
o More than 8 hours
5. When do you prefer to play video games?
o Before study
o During study
o After study
6. How do you prefer to play video games
o Alone
o With family
o With friends
o With strangers
7. What device(s) do you usually play games on?
o PC
o Mobile
o Console
o Handheld console
8. For what purpose do you play the game?
o To relax and entertain
o To socialize
o To compete for money
o To kill time
o To practice reflexes, concentration
9. Do you spend money on games/Do the games you play have a fee?
o No, I only play free games
o Yes, I have to buy the games/it’s a 1 time paid game
o Yes, I have to recharge to upgrade the game every month/it’s a pay-to-play game
10. What type(s) of video games do you prefer?
o Puzzle
o Arcades
o Shooting/FPS
o Sports and simulation
o Role Playing Game (RPG)
o Real-time strategy (RTS)
o Multiplayer online battle arena (MOBA)
o Survival and horror
11. Rate the following statements from 1-5 (1 is Never, 5 is Always): When you
play video games, do you…
Never Rarely Barely Ofte Always
n
Move your body
Take regular screen breaks
Stay hydrated
Ration daily gaming hours
Stick to your limits (time, budget)
Eat unhealthy snacks
Search for tips, solutions, watch game-related
video