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Wednesday, May 6, 2020
Cause and effect of online Gaming to students free essay sample
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. Computer was the greatest things ever invented by man itself. In the modern age, computers have become part of manââ¬â¢s life. Computer with the aid of modern machines made almost all the things around us. Along with the evolution of technology, computer continues to upgrade as well until the time that computer has now become a part of mans everyday life that are hooked to computers. Based on the facts on Wikipedia, from 1990 to the present year, online games had a big impact to us especially teenagers. Online games have many genres, including FPS games, MMMORG, Casual games, and multiplayer games. A game will be become an online games if it evolves 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 in the game genre. According to Wikipedia, on line 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 on line games have associated on line communities making on line games a form of social activity. Beyond single player games. Thatââ¬â¢s why on line games are addicted to teenagers. The youth of today no longer seem to spend their leisure activities like the olden days, outdoor games, or playing with toys, instead they spend their free time in their homes, internet cafes or computer shops simply to satisfy their hunger; and that hunger is on line gaming. On line gaming has such a profound impact on not only the young, but dynamically every age group as well. So far, virtually anyone is able to go on a computer and punch through the keys and mouse in order to get a high score, chat with players, get the nearest items, and level up as the fast as possible. Yes, there seems to be no restriction as to whom, how or what on line gaming can extend to. DOTA is one of the most played games by many teenagers today. It is known as ââ¬Å"Defense of the Ancientsâ⬠(DotA) is a multiplayer online battle arena mod for the video game Warcraft III: Reign of Chaos and its expansion, Warcraft III: The Frozen Throne, based on the Aeon of Strife map for StarCraft. The objective of the scenario is for each team to destroy the opponents Ancient, heavily guarded structures at opposing corners of the map. Players use powerful units known as heroes, and are assisted by allied heroes and AI-controlled fighters. As in role-playing games, players level up their heroes and use gold to buy equipment during the mission. Another online game that hits the heart of every individual is the Candy Crush Saga. Candy Crush Saga is a game that was released on April 12, 2012 for Facebook, and then released on November 14, 2012 for smartphones. It was developed by King. As of March 2013, Candy Crush Saga surpassed FarmVille 2 as the most popular game on Facebook, with 46 million average monthly users. Internet addiction is becoming increasingly more common among high school students. Where advanced technology, and internet usage, has become a convenience in many families, today, it has become potential risk for abnormal interpersonal relationship development. Of the many internet uses, high school students are becoming increasingly more addicted to online games. The researcher gains the interest to study this topic because we want to know the implications of online gaming to the students of the College of Education. The researcher also wants to know the sex who normally plays, as well as the type of game they played. This research is very important because of this we will be able to identify the different implications of online gaming. Through this we can also gain information regarding the positive and its negative effect in our lives particularly to the students. Statement of the Problem The aim of this research is to examine the cause and effect of online gaming to the students of College of Education. 1. What are the most famous online games? 2. Why do most students got addicted to online games? 3. What are the implications of online games? Scope and Delimitation This research focuses only on online gaming like DOTA, Candy Crush Saga, Cabal, and Special Force and aimed to know some of the issues regarding online gaming and its implications to us. The respondent of this research is limited only to the students of College of Education and not on other colleges. On the other hand, we do not limit this research when it comes to the sex and age of the respondents. The respondents of this research are the students of the College of Education composed of twenty (20) students who are taking up Elementary Education course. Significance of the Study To the parents and guardians, this study will help them understand the root causes of online gaming as well its implications. Through this study they can think on how to solved their children online gaming addiction. To the teachers, this study will give them better understanding of the causes and implications of online gaming addiction on their students. Definition of Terms Addiction Online Gaming Implications Family Relationship Peer Relationship Health Review of Related Literature and Studies Related Literature Some researchers are exploring personality addicts (Chak and Leung, ). Those who believe that age is an important factor are concentrating on adolescent and children (Wan and Chiou, ). Instead of searching major causes of addiction, Yee () has focused on understanding two factors that influence gamers to play obsessively: attraction (e. g. online reward cycles, relationship network, the immersive nature of virtual environments) and motivation (e. g. , often pressure of problems that lead players to use games as an outlet). Yee believes that both factors work simultaneously to create a sense of addiction. As the popularity of gaming has grown, potential effects such as violent tendencies and poor social skill development have become public concerns. Young () observes that internet addiction, victimization, and student and employee internet abuse. She suggests that health clinics and counselling centers need to design and offer recovery programs for addicts (Young, ). Other researchers note that children and teenagers with video game addictions are more likely to express hostile feelings and to suffer from poor academic performance (Chui, Lee, Huang, Hauge and Ceentile, ). Related Studies In practice, clinics and hospitals are still in the process of defining. Inherent addiction symptoms for instance, the inability to stop the activity to the point of neglecting family or friends. (Computer Addiction Services) A consensus has yet to be achieved among researchers; therefore criteria have yet to be accepted by the body that publishes DSM-IV (Diagnostic and Statically Manual or Mental Disorder). A number of researchers argue the criteria for pathological computer behaviours (Charlton, 2004). Some researchers are exploring personality addicts (Chalk and Leung, 2004). Those who believe that age is an important factor are concentrating on adolescents and children (Wan and Chou, 2006). Several reports in the mass are about parental efforts to save game companies for developing addictive games (WWW. ChinaDaily. Com). Assuming the game itself is the major cause of addiction. Yet, some academic researchers are working on identifying links between the structural characteristics of games and games motives, based on the assumption that certain structural characteristics are more important than others in terms of inducing interests in games or extending that interest (Clark,WWW. Gamasatra. com). As part of their attempt to identify factors that contribute to excessive online gaming, some concluded that the games social aspects are particularly attractive. They noted that high usage time and preference to spend more time within game than real life friends does not necessarily make an addict of a gamer (NG and Weiner-Hasting, 2005). Furthermore, others emphasize that the competitive and cooperative aspects of online games make them more addictive than console (Griffiths, Davies, Chopper, 2004). Instead of searching for major causes of addiction, (Yee, 2002) has focused on understanding two factors that influence games to play obsessively: attraction (e. g. online reward cycles, relationship network the immersive nature of virtual environment) and motivation (e. g. offline pressure or problems that lead prayers to use games as an outlet). Yee believes that both factors work simultaneously to create a sense of addiction. As the popularity of games has grown, potential effects such as violent tendencies and poor social skill development have become public concerns. Young (1996) observes that internet addiction can lead to such negative consequences as psychological manipulation, victimization, and student and employee internet abuse. She suggests that health clinics and counselling centers need to design and offer recovery programs for addicts (Young, 2004). Other researchers note that children and teenagers with video game addictions are more likely to express hostile feelings and to suffer from poor academic performance (Chui, Lee, Huang, 2004, Huage and Gentile , 2003). Many media portrayals and research studies of online game addiction take the addicted gamers as people who have socializing problems in real life, or victims, who have lost control of themselves, and are in need of help from others. The voices of the gamers seem to be neglected, as the gamers are treated only as helpless patients. Peoples behaviour become meaningful and understandable when placed in the context of their lives and the lives of those around them (Seidmon, 2006). Without context there is a little possibility of exploring of an iterviewers who propose to explore their topic by arranging a one shot meeting with an interviewee whom they have never met tread on thin contextual ice. Dolbeare and Schuman designed the series of three interviews that characterizes their approach and allows the interviewer and participant to plumb the experiences and to place it in context (Seidman, 2006). In qualitative research the researchers serves as the ââ¬Å"primary data collection instrumenâ⬠(Creswell, 2003). The role necessitates recognition of researcher personal values, assumptions, and biases at the beginning of the research process. This is accomplished early to assist in the researchers contribution being positive and not determinal to the research setting and process (Locke, Spirduso, and Silverman, 2000). The role of the researcher within a phenomenological approach is to arrive at the essence of the experience (Moustakes, 2001). A researcher enters the phenomenological approach through the epoche process. The epoche process encourages receptiveness and a readiness to listen and hear what is being presented without prejudice or bias that can build a barrier to understanding and accurate capturing of meaning. Leedy and Ormrod (2005). Assert that throughout the data collection process, the researcher suspends any preconceived noptions or personal experiences that may unduly influence what the researcher hears the participant saying. Use of the epoche process to ensure an openness to the experiences allows for meaning discovery. The separation of researcher experience from participant experiences aids in understanding participant lived experiences (Nieswiadomy, 2002). The primary advantage of phenomenological research is that it permits on explicit focus on the researchers personal experience combined with those of the interviewees (Marshall and Rossman, 2006). That kind of differentiation and focus allows deep, lived meaning to emerge (Marshall and Rossman). Local Studies Purayil () studied internet addiction among college students. The study explored the incidence of internet addiction among undergraduate college students in an exclusive university in Manila, Philippines. It looked into the process of addiction to the internet and its components that are attractive for the college students. It then investigated the negative effects of internet addiction on grades, family and social relationships, and personal emotional functioning of the internet addicts. Presentation, Analysis, and Interpretation of Data This chapter describes the findings obtained from the survey that we gather. These represents the primary methods of obtaining data. Famous Online Games DOTA Rohan Dragon Nest Table 1 Most Played Games Table 2 Reasons for Playing Online Games Family Related Mean Score Percentage Scolded by parents or guardian 12 60% Parents quarrelling about money 4 20% Parents both working away Parents separated Others 4 20% Table 3 Reasons for Playing Online Games School Related Mean Score Percentage Discouraged by teachers Influenced by classmates 8 40% Long vacant time 11 55% Others 1 5% Table 4 Reasons for Playing Online Games Environmental Related Mean Score Percentage Computer shops in the community Influenced by friends 18 90% Others 2 10% Table 5 Implications of Online Games Environmental Related Family Relationships Mean Score Percentage Lack of time (bonding) 4 20% Becoming rebel Unable to perform household chores 16 80% Others Table 6 Implications of Online Games Peer Relationship Mean Score Percentage Lack of time 9 45% Become antisocial 2 10% Neglecting friends 9 45% Others Table 7 Implications of Online Games Academic Performance Mean Score Percentage Failing grades 1 5% Cutting class Unfinished paper works 7 35% No focus 12 60% Others Table 8 Implications of Online Games Health Mean Score Percentage Insomnia 6 30% Migraine 2 10% Poor eyesight 11 55% Obesity 1 5% Others
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