CHAPTER 1 THE PROBLEM AND ITS SETTING 1. 1 Introduction As time passes by, technology continues to evolve. Because of technology, new things were created that sustains and lightens human work. Computers were created because of technology. Computers were the greatest things ever invented by man itself. In the modern age, computers have become a part of man’s life. Computers with the aid of modern machines made almost all the things around us. From the edited books, computers made all design, special effects in movies, and televisions etc.
Along with the evolution of technology, computers continue to upgrade as well until the time that computer has now become a part of man’s everyday life that are hooked to computers. Computers can now edit documents to your PC, play mini games, search information you need using the internet, save documents to your PC and play online games. It’s like an all-in-one gadget that can do all the things you want anytime you need it. Based on the facts on Wikipedia, from 1990 to the present year, online games had a big impact to us especially teenagers.
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Online games have many genres, including FPS games, MMORPG, Casual games and multiplayer games. A game will become an online game if it involves in using a computer or a series of computers with one player in each computer to battle it out with other players using the Internet depending on the game genre. According to Wikipedia, an online game is a game played over some form of computer network. Online games can range from simple text based games incorporating complex graphics and virtual worlds populated by many players simultaneously. Many online games have associated online communities, making online games a form of social activity.
Beyond single player games. That’s why online games are addictive to teenagers. This research focuses on how online gaming affects the academic performance of first year students of SMCL in year 2010-2011. In here, we will know the effects of online gaming to first year students of SMCL to their studies. 1. 2 Problem/Purpose The problem is to study on how online gaming affects the academic performance of first year students of SMCL in year 2010-2011’ This research aims to study if online gaming does a positive or negative effect on first year students.
The purpose of the research is to get responses from first year students of SMCL in year 2010-2011 to get proofs and ideas on how online gaming affects their academic performance, whether it is positive or negative. 1. 3 Conceptual Framework This research’s framework covers about the effects of online gaming to first year students of SMCL in year 2010-2011 in their academic performance. By getting responses to first year students, data is gathered. The research is illustrated using flowchart and explained using IPO method. The Input is the first step to conduct the research.
It is enclosed in an oval. The arrow next to it is called flow lines. It indicates the next step to be executed. The Process in the flowchart is enclosed in rectangular boxes. This is the step-by-step method to collect information needed for the research. The process is divided into five rectangular boxes with flow lines indicating the next step to be doned. The Output is the last step if the research. After collecting information from correspondents, data is gathered about the effect of online games to the academic performance of First year students of SMCL in year 2010-2011 and encoded to computer. . 4 Significance of the Study The study is conducted to collect information on first year students of SMCL in year 2010-2011 regarding the effects of online games in their academic performance. This study is very helpful because those who responded to the survey can help relate their thoughts and ideas to the ff: To College Students: College students that do not play online games can get tips and ideas about how online gaming affects the academic performance of students.
To Readers: Readers can get information about how online gaming affects the academic performance of first year students of SMCL in the year 2010-2011 To Teachers: Teachers will become more conscious about their students’ academic performance. 1. 5 Scope and Delimitation This study is limited only to first year students if Saint Michael’s College of Laguna. It will be only conducted inside the school/college premises. 1. 6 Definition of Terms The terms that are familiar to this research are listed below. They are sorted in alphabetical order: Academic- scholarly of learning.
Computer- a device that accepts information (in the form of digitalized data) and manipulates it for some result based on a program or sequence of instruction on how the data is to be processed. Internet- is a global system of interconnected computer networks that use the standard Internet Protocol Suite. (TCP/IP) to serve billions of users worldwide. It is a network of networks. Online game- is a game played over some form of computer network. Research- systematic investigation to establish facts. Student- person who is studying esp. at a place or higher or further education.
Survey- a gathering of a sample of data or popinions considered to be representative of a whole. Technology- the Brach of knowledge that deals with the creation and use of technical means and their interrelation with life, society, and the environment, drawing upon subjects as industrial arts, engineering, applied science, and pure science. CHAPTER 2 REVIEW OF RELATED LITERATURE This research contains related literature that will support the facts about the study. Review of related literature is divided in 4 parts; foreign literature, local literature, foreign studies and local studies. . 1 Foreign Literature I. History of Online Gaming According to Aradhana Gupta, online games really blossomed after the year 1995 when the restrictions imparted by the NFSNET (National Science Foundation Network) were removed. This resulted in the access to the complete domain of the internet and hence multi-player games became online ‘literally’ to the maximum possible degree of realism. Today, most of the online games that are present are also free and hence they are able to provide ample resources of enjoyment without the need to spend a single penny.
According to Dachary Carey, the history of online gaming includes contributions by many different companies and entities. Online gaming began as multiplayer gaming, but has evolved to include online gaming servers and massively-multiplayer online gaming setting. 1. Multiplayer games started in 1972 with PLATO PLATO was a joint project of the UNIVERSITY of Illinois and Control Data Corporation, which enabled students to interact with other terminals for the purpose of education and computer aided learning.
In 1972, new interfaces enabled students to begin creating games, and the world of multiplayer gaming began. 2. MUD was the first network game MUD in 1978 spawned a genre of network based games, enabling players on the network to interact and explore the MUD game world. MUD games ultimately paved the road for MMORPGs, with the concept of a shared world. 3. MAD on BITNET was the first worldwide multiplayer game In 1984, MAD appeared, and it was the first game to enable worldwide connectivity.
MAD was a MUD accessible to anyone on the worldwide computer network, and it lasted for two years. 4. Maze War fueled development of server-host gaming Simultaneously to the development of MUDs and BITNET, a game called Maze War, which originated with NASA in 1973, was helping to fuel development of server-host gaming. Maze War paved the way for two computers connecting directly in a peer-to-peer connection, computers connecting to a server and games hosting on the server with local workstations. 5. Neverwinter Nights was the first graphical MMORPG
Launched to AOL customers in 1991, Neverwinter Nights was the first graphical MMORPG. It was integral to the development of future MMO games. 6. Doom paved the way as a first person shooter multiplayer game Doom made major landmarks as a first-person shooter game with multiplayer capabilities in 1993. You should connect and play with others via local network, or you could direct dial to other folks via your modem. Dom also spawned the creation of DWANGO, an independent service that matched players up online to promote multiplayer gaming. . Quake paved the way for modern multiplayer gaming Quake was similar to and followed Doom in 1996, but it was revolutionary for the development of one extremely important bit of technology: client-side prediction. Quakeworld introduced the concept of client-side prediction, which drastically reduced lag and made it possible for multiplayer to game simultaneously without significant server delays. 8. Ultima Online was the beginning of MMOs Massively multiplayer online games really took off with the release of Ultima Online.
Quakeworld refined the technology, and Ultima Online introduced game world where players could freely interact and pummel each other. Today’s online gaming owes much to these predecessors. II. Effects of Online Gaming According to Science Daily (Oct. 22, 2007), Joshua Smyth, Associate professor of psychology in The College of Arts and Sciences of Syracuse University, recently conducted a randomized trial study of college students contrasting the effects of playing online socially interconnected video games with more traditional single player or arcade-style games.
Smyth’s research found that online, socially integrated multiplayer games create greater negative consequences (decreased health, well-being, sleep, socialization and academic work) but also garner far greater positive results (greater enjoyment in playing, increased interest in continuing play and a rise in the acquisition of new friendships) than do single-player games.
Based on the facts of Searle Huh of University of Southern California and Nicholas David Bowman of Michigan State University in April 26, 2008, with the growing popularity on online video games, there have been anecdotal reports suggesting that these games are highly addictive, with some gamers spending in excess of 40 to 5 o 50 hours per week playing. Thus, research into individual characteristics that lead to excessive play is warranted.
Computer games as a leisure activity have become an ever-increasing part of many young people’s day-today lives (Griffiths &Davis; Durkin, 2006). More recently, with the rapid diffusion of broadband Internet services and high-end graphic cards for computers and console systems, online videos-games—games played over a certain online networks- have become more popular and attractive than ever before (Sherry & Bowman, in press).
In the history of online gaming, Aradhana Gupta stated that online games blossomed after the year 1995 while Dachary Carey stated that the history of online gaming includes contributions by many different companies and entities In the effects of online gaming, based on the facts of ScienceDaily in October 22, 2007, Joshua Smyth found out that online socially integrated multiplayer integrated multiplayer games create greater negative consequences but also garner far higher good results than do single player games, while Searle Huh and Nicholas David explained that online games are highly addictive.
This shows that online gaming is really addictive, especially to students. 2. 2 Local Literature According to Philippine Communications Today by Maslog C. of 1998, one social problem that has been observed is that the Internet cafe observed is that the Internet cafe has become mainly game centers. About one-half to m two-thirds of the computer in a typical Internet cafe, according to one study, are devoted to games (violent and gory games).
The use of the remaining computers was roughly split between browsing, email, online chat, word processing and research. The Internet cafes have become not just game centres. They are becoming centres of addiction among the youth, mostly boys, including elementary school pupils. According to one concerned Internet cafe entrepreneur, “Internet cafes are seducing youths to a new form of addiction, one which may not destroy their bodies as drugs do, but, which is certainly twisting their minds. To the young, play is reality and reality is play”. . 3 Foreign Studies According to Helsingin Salomat, a cross-national World Health Organization study carried out in 2002 and published in June shows that around 20% of Finnish boys between the ages of 13 a and 15 spend more than three hours a day at the computer playing online games. The figures for “heavy user” girls in the same age group are only between 2% and 3%. In terms of the large gender difference, Finland was among the most striking examples in the entire study. Based on the facts of J.
A Jacko in 2009, according to the empirical evidence, researchers found out a sense of presence, commonly defined, as “sense of being there” is an important factor for the online game users. Both studies stated that online games are really addictive to anyone who are hooked here. 2. 4 Local Studies Based on the facts of Justin Visda, Heinson Tan and Bryan Yaranon, online games are hard to resist, particularly if it’s only around our environment. Students find it happy and enjoyable and they eventually forget their tasks and problems, but it does a bad effect to them, which is called addiction.
According to them, addiction is too much playing, and it cannot be resisted because most of the youth tells that they are bored with their everyday lives, especially to their studies. That’s why online games is addictive and it gives them enjoyment. CHAPTER 3 METHODOLOGY According to Garcia, the methodology is the chapter 3 of research papers. From all the short research papers, the methodology is already stated at start and other additional details about the methods used are only stated in the appendix. But from one scientific research statement, the methodology is one of the most important chapter that contains methods used in researching.
According to Bernales, this chapter is divided into one of the following parts: 3. 1 Research Design The research design clearly states what kind of research is conducted on the present study. He stated that the most common and simple kind of research which is known as descriptive-analytic which is a kind of research design for data gathering and information relating to the factors of the research topic. The researcher will use a descriptive-analytic research for it involves the present time of today’s society.
The researcher chose this kind of research design because the study does not require complicated statistical explanations and it is the most commonly used research design which is very easy to handle. 3. 2 Sampling Design According to Bernales, sampling design refers to the correspondents of survey if how many are they and why they are chosen. The researcher will choose the first year students of Saint Michael’s College of Laguna in year 2010-2011, as the primary respondents. These first tear students are divided into five courses: ACT-1, BSED-1(regardless of major), BSN-1, AHRM-1, and BSBA-1.
The researcher will get 10 correspondents from each of the five courses for data gathering. The researcher chose them as correspondents for the research because most first year college students are hooked into online gaming. 3. 3 Research Instrument According to Garcia, in this part, the researcher explains the details and methods used in data gathering which is needed and used in order to solve the problems stated in the study. Its content must fit to the kind of research that issued in the study. The researcher will use survey questionnaires as an instrument for data gathering.
Correspondents that are covered by data gathering are ten students from each first year college course of Saint Michael’s College of Laguna in the year 2010-2011. the researcher will be able to gather data if the correspondents have free time to fill up the survey questionnaires. It’s not going to be easy for the researcher to gather data from correspondents because not every time the correspondents are around inside the campus. 3. 4 Statistical Treatment of Data According to Bernales, treatment of data explains what statistical plan is used in order for the numerical data is stated.
Since this is a research paper only, according to Bernales, it doesn’t need to use complex statistic treatments. It is enough to get the percentage after tallying all the answers from the questionnaire from the correspondents. After the researcher gathered all the data from the respondents, data will now be treated and process. The researcher will use a simple statistics that will be used for tallying the percentage of certain topic from the questionnaire which is written below. Count of chosen answers from the questionnaire Number of respondents
The statistics which is written above will be applied after the data is treated and processed. ———————– %= INPUT Gather information using survey questionnaire Generate survey questionnaires for thesis statement Distribute survey questionnaire to correspondents PROCESS Correspondents fill up survey questionnaires Retrieve filled-up survey questionnaires from correspondents Get related ideas and topics on survey questionnaires Information about the effect of online games of First year students of SMCL in year 2010-2011 are now gathered and encoded to PC OUTPUT