121749906 Research the Effects of Online Gaming

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FERNANDEZ COLLEGE OF ARTS AND TECHNOLOGY
Gil Carlos St., Baliwag, Bulacan

CHAPTER I
THE PROBLEM AND ITS BACKGROUND

INTRODUCTION
With the technology of a civilization becoming more and more advanced, the people demand that their entertainment become more advanced as well. After a long hard day at work or school, people like to come home to relax and just lose their mind in meaningless entertainment, be it television or even a video game. Video games provide an escape into a virtual world, where you can forget about everything that is happening in real life and just enjoy yourself, even play with your friends in a multiplayer game. In the past, for a group of video game players to play multiplayer games, it was necessary for them to all be together and all their computers or Xboxes connected to one another. Not only were they just playing a game, they were interacting on a personal level. Now with online gaming becoming a component of most every video game on the market today, it is possible for gamers to have this same multiplayer action in the privacy of their own home. This anonymity comes with a cost however, and it is becoming increasingly common that both the social aspect of gaming and the gamers' social skills themselves are degrading as online gaming becomes more prevalent. One of the dangers that society faces from video games is their anti-social ability to suck players in and not let them go for hours, even days at a time. Such an example of this is World of Warcraft, a massively multiplayer online game where a

FERNANDEZ COLLEGE OF ARTS AND TECHNOLOGY
Gil Carlos St., Baliwag, Bulacan

player's character exists in a worldwide virtual land. This fantasy land has its own economy, politics, and jobs for you to do once you are in, and it is because of the sheer number of things to do that many people remain trapped in this online world. Players spend hours leveling up their character to make him more powerful, or collecting gold, or even just searching for a special magic sword they need for their character. Currently the World of Warcraft is populated by over ten million active players from both sexes and from every walk of life, preteens to businessmen. With so many people playing this game, it would be proper to think that some of them are addicted to the game. Driven by Warcraft's ultra-competitive nature, players hunt for weapons and farm gold with an intense fervor not normally associated with games. This competition can lead to addiction to the game, and from these budding addictions stem several problems. A child can lock himself in his room for hours collecting gold, or a college student could skip classes to keep searching for that magical mace. In the case of the child, this addiction can be very damaging to his or her development to adulthood. As a parent, neglecting to spend time with your child and not forming familial bonds can distance yourself from your child. Such bonds are formed by taking a family trip to the park or the zoo, not by letting the child lock himself in a room to play a video game. Addiction can even cause problems of a more serious degree; health related issues. The college student who sits playing might not drink enough water and become dehydrated, or become malnourished over time from forgetting to eat regular meals. Personally, I can attest to this statement, as there have been times where I have spent a whole day just playing through a game, unable to stop just because it was so engrossing. In 2005 in South

FERNANDEZ COLLEGE OF ARTS AND TECHNOLOGY
Gil Carlos St., Baliwag, Bulacan

Korea, a 28 year old man "playing moving away from the addiction factor of online gaming and massive multiplayer games, the concentration now shifts to communications between players during the game play. In certain games, squad tactics and strategy are very important components to being successful and winning the game. Players can use voice chat to report on enemy positions and relay commands, streamlining the action. However, it is found that most gamers do not use the voice chat for these purposes, instead using it to annoy and curse at one another. On paper the voice chat is a very appealing feature that seems to create an aura of unity, but similar to how an automobile can be viewed as just as efficient as walking in terms of time spent in transit, in most cases the microphone no more effective in communications than silence. Silence is something that would be preferable to hearing the cursing coming from other players in the game. The primary culprit in determining the cause of this swearing is anonymity. A lack of face to face contact during a game makes the gamer feel he is alone, creating a false sense of anonymity. Anonymity is a dangerous thing online as it desensitizes players from their actions and words. Unfortunately, just as practice makes permanent, this desensitization becomes ingrained in the gamer's head and can permanently change how they behave in society. Lastly, perhaps the most telling problem with online games is the way they alienate people from their surroundings and cause essential social skills to become lost. Coming full circle, the child playing World of Warcraft example can be used here again. Since the child spent most of his time in his room playing the game instead of out interacting and socializing with people, he is more likely to become

FERNANDEZ COLLEGE OF ARTS AND TECHNOLOGY
Gil Carlos St., Baliwag, Bulacan

alienated from society. One example of this alienation is how the person dresses or even smells. When playing a game, it is not necessary to wear deodorant or even dress properly, for you are usually alone your appearance does not affect the game. But when these gamers try to go out in society like this, smelling of body odor and looking disheveled, people judge them as socially inept or even strange. Culturally, we find that online games are even indirectly changing the way we express ourselves. Since most online games without voice chat use text based communications, the problems that plague instant messaging also plague video games. People who talk only in chat boxes can have difficulty in real life forming sentences and expressing themselves because they no longer have the ability to write out a thought and look it over before sending it, something done only in a chat box. While not an immediate problem, lack of verbal skills can prove more problematic if the gamer is in a job interview, or in a position where they are dealing with an angry customer. If the person is fumbling and stumbling over words, they are not going to be very convincing in either situation. Also, due to the rapid typing of messages in online games, many words are spelled wrong, and over repetition, these incorrectly spelled forms of words can replace their correct counter parts. A classic example of this is the world "you're", which is now constantly replaced with the grammatically incorrect "your". As evidenced, it is found that the online interactions provided by video games are not only dangerously addiction forming, but they also lead to social awkwardness and desensitization. All of these things are changes that are slowly taking hold of our society and becoming ingrained in our culture. Swearing is

FERNANDEZ COLLEGE OF ARTS AND TECHNOLOGY
Gil Carlos St., Baliwag, Bulacan

becoming more commonplace and occurring at earlier ages because of the false sense of anonymity that online games create. Just because you cannot see the person does not mean they are not there and should be treated just as if both were face to face. Also, gamers are becoming more and more disconnected from common society because of their habits and lifestyles, which can evolve into causing real problems in communicating later in life. Finally, the addiction forming habits of online multiplayer games can result in damaging bonds between family and friends, while also making the player dependent on his or her computer more than other people to remain entertained. One thing that must be reinforced is that while technologies are here to stay, and able to entertain us in new ways, they must never be allowed to become more entertaining than real life.

STATEMENT OF THE PROBLEM
This study is being made to know the effects of online gaming to the study habits of a college student. Specifically, this study will answer the following research questions. 1. How does online gaming addiction affect the academic performance of a college student? 2. How does online gaming addiction affect a certain student psychologically? 3. Why online gaming addiction result to being socially isolated of a college student? 4. How does online gaming considered as a way to engage a college student more in a learning process?

FERNANDEZ COLLEGE OF ARTS AND TECHNOLOGY
Gil Carlos St., Baliwag, Bulacan

5. How does online gaming affect a college student in his/her spiritual aspect of life? 6. How does online gaming affect a college student with regards to his/her physical viability? 7. How does online gaming affect the behavior of a college student? 8. How does online gaming affect the relationship of a student to his/her family? 9. How online gaming does affect the interest of a college student in attending his/her classes? 10. How does online gaming affect the attitude of a college student?

HYPHOTHESES OF THE STUDY
1. Proper time management in online gaming affects college students physically. 2. Causes of online gaming addiction significantly affect the spiritual aspects of a college student. 3. Proper guidance of parents affects the relationship of a college student to his/her family. 4. Correcting the mindset of an online gamer towards playing affects his/her interest in attending classes. 5. Online gaming significantly affects the behavior of a college student. 6. Positive outlook towards online gaming significantly affects the student’s way of learning. 7. Being with other people outside the online game affects the social interaction behavior of a college student.

FERNANDEZ COLLEGE OF ARTS AND TECHNOLOGY
Gil Carlos St., Baliwag, Bulacan

8. Proper school policies towards gaming significantly affect the academic performance of a college student.

SIGNIFICANCE OF THE STUDY
The study focuses on the positive and negative effects of online gaming addiction on the study habit of a college student. Researchers tried to discover how the online gaming addiction of a college student affects his/her academic performance. In the study, researchers also tried to specify what is so called online gaming and how it is started. It is the researcher’s desire that after reading the study, the readers would be able to determine a college student with what is so called online gaming addiction.

SCOPE AND LIMITATION
The study discusses how the online gaming addiction affects the study habits of a college student. The study considered the opinion of 100 online gamers of Fernandez College of Arts and Technology as respondents. Other information in the study was gathered from the internet, books and magazine articles. The findings tabulated were the opinions of the chosen respondents.

DEFINITION OF TERMS
Online Game - is a technology rather than a genre, a mechanism for connecting players together rather than a particular pattern of gameplay. Online games are played over some form of computer network, typically on the Internet. One

FERNANDEZ COLLEGE OF ARTS AND TECHNOLOGY
Gil Carlos St., Baliwag, Bulacan

advantage of online games is the ability to connect to multiplayer games, although single-player online games are quite common as well. A second advantage of online games is that a great percentage of games don’t require payment. Also third that is worth noting is the availability of wide variety of games for all type of game players. Game - is structured playing, usually undertaken for enjoyment and sometimes used as an educational tool. Games are distinct from work, which is usually carried out for remuneration, and from art, which is more often an expression of aesthetic or ideological elements. Addiction - is the continued use of a mood altering substance or behavior despite adverse dependency consequences, or a neurological impairment leading to such behaviors. 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 that consists of millions of private, public, academic, business, and government networks, of local to global scope, that are linked by a broad array of electronic, wireless and optical networking technologies. The Internet carries an extensive range of information resources and services, such as the inter-linked hypertext documents of the World Wide Web (WWW) and the infrastructure to support email. Technology - is the making, modification, usage, and knowledge of tools, machines, techniques, crafts, systems, methods of organization, in order to solve a problem, improve a preexisting solution to a problem, achieve a goal, handle an applied input/output relation or perform a specific function. It can also refer to the collection

FERNANDEZ COLLEGE OF ARTS AND TECHNOLOGY
Gil Carlos St., Baliwag, Bulacan

of

such

tools,

machinery,

modifications,

arrangements

and

procedures.

Technologies significantly affect human as well as other animal species' ability to control and adapt to their natural environments. Virtual - a programming function or method whose behaviour can be overridden within an inheriting class by a function with the same signature. MMORPG - Massively multiplayer online role-playing game (MMORPG) is a genre of role-playing video games in which a very large number of players interact with one another within a virtual game world. Gamer - usually referred to someone who played role-playing games and wargames. Since they became very popular, the term has included players of video games. While the term nominally includes those who do not necessarily consider themselves to be gamers (i.e., casual gamers), it is commonly used to identify those who spend much of their leisure time playing or learning about games. World of Warcraft - (often abbreviated as WoW) is a massively multiplayer online role-playing game (MMORPG) by Blizzard Entertainment. It is the fourth released game set in the fantasy Warcraft universe, which was first introduced by Warcraft: Orcs & Humans in 1994. World of Warcraft takes place within the Warcraft world of Azeroth, approximately four years after the events at the conclusion of Blizzard's previous Warcraft release, Warcraft III: The Frozen Throne. Blizzard Entertainment announced World of Warcraft on September 2, 2001. The game was released on November 23, 2004, on the 10th anniversary of the Warcraft franchise. Voice Chat - is a modern form of communication used on the Internet. The means of communicating with voice chat is through any of the messengers, mainly Skype,

FERNANDEZ COLLEGE OF ARTS AND TECHNOLOGY
Gil Carlos St., Baliwag, Bulacan

Yahoo! Messenger, AOL Instant Messenger, or Windows Live Messenger. Voice chat has led to a significant increase in distant communications where two or more people from opposite ends of the world can talk almost free of cost. Streaming - is multimedia that is constantly received by and presented to an enduser while being delivered by a provider. Its verb form, "to stream", refers to the process of delivering media in this manner; the term refers to the delivery method of the medium rather than the medium itself. Commands Chat - Casual conversation Aura - a powerful light magic tome used in video game series Fire Emblem Microphone - (colloquially called a mic or mike; is an acoustic-to-electric transducer or sensor that converts sound into an electrical signal. Microphones are used in many applications such as telephones, tape recorders, karaoke systems, hearing aids, motion picture production, live and recorded audio engineering, FRS radios, megaphones, in radio and television broadcasting and in computers for recording voice, speech recognition, VoIP, and for non-acoustic purposes such as ultrasonic checking or knock sensors. Anonymity - is derived from the Greek word ἀνωνυμία, anonymia, meaning "without a name" or "namelessness". In colloquial use, anonymity typically refers to the state of an individual's personal identity, or personally identifiable information, being publicly unknown. Socializing - is a term used by sociologists, social psychologists, anthropologists, political scientists and educationalists to refer to the lifelong process of inheriting and

FERNANDEZ COLLEGE OF ARTS AND TECHNOLOGY
Gil Carlos St., Baliwag, Bulacan

disseminating norms, customs and ideologies, providing an individual with the skills and habits necessary for participating within his or her own society. Socialization is thus ‘the means by which social and cultural continuity are attained’. Text - the representation of written language Video Games - is an electronic game that involves human interaction with a user interface to generate visual feedback on a video device. The word video in video game traditionally referred to a cathode ray tube (CRT) display device, but it now implies any type of display device that can produce two or three dimensional images. The electronic systems used to play video games are known as platforms; examples of these are personal computers and video game consoles. These platforms range from large mainframe computers to small handheld devices. Specialized video games such as arcade games, while previously common, have gradually declined in use. Video games have gone on to become an art form and industry. Habit - an acquired pattern of behavior that often occurs automatically Network - is a collection of computers and other hardware interconnected by communication channels that allow sharing of resources and information. Where at least one process in one device is able to send/receive data to/from at least one process residing in a remote device, then the two devices are said to be in a network. A network is a group of devices connected to each other. Networks may be classified into a wide variety of characteristics, such as the medium used to transport the data, communications protocol used, scale, topology, benefit, and organizational scope.

FERNANDEZ COLLEGE OF ARTS AND TECHNOLOGY
Gil Carlos St., Baliwag, Bulacan

Multi-player - is a game which is played by several players. The players might be independent opponents, formed into teams or be just a single team pitted against the game. Games with many independent players are difficult to analyze formally in a game-theoretical way as the players may form coalitions. Computer - is a general purpose device that can be programmed to carry out a finite set of arithmetic or logical operations. Since a sequence of operations can be readily changed, the computer can solve more than one kind of problem. Entertainment - is an action, event, or activity that aims to amuse and interest an audience.
It is the audience that turns a private recreation or leisure activity into entertainment. The audience may have a passive role, as in the case of persons watching a play, opera, television show, or film; or the audience role may be active, as in the case of games.

Sexism - is prejudice or discrimination based on sex; behavior, conditions, or attitudes that foster stereotypes of social roles based on sex. It may include the belief that a human of one sex is intrinsically superior to the other. Sexist claims are based on both real and alleged differences between men and women. More specifically, common sexist claims stem from traditional. Reinforce - is a term in operant conditioning and behavior analysis for a process of strengthening a directly measurable dimension of behavior—such as rate (e.g., pulling a lever more frequently), duration (e.g., pulling a lever for longer periods of time), magnitude (e.g., pulling a lever with greater force), or latency (e.g., pulling a lever more quickly following the onset of an environmental event)—as a function of the delivery of a stimulus (e.g. money from a slot machine) immediately or shortly after the occurrence of the behavior. Giving a monkey a banana for performing a trick is an example of positive reinforcement.

FERNANDEZ COLLEGE OF ARTS AND TECHNOLOGY
Gil Carlos St., Baliwag, Bulacan

Skills - is the learned capacity to carry out pre-determined results often with the minimum outlay of time, energy, or both. In other words the abilities that one possesses. Skills can often be divided into domain-general and domain-specific skills. For example, in the domain of work, some general skills would include time management, teamwork and leadership, self motivation and others, whereas domain-specific skills would be useful only for a certain job. Skill usually requires certain environmental stimuli and situations to assess the level of skill being shown and used. Cybersex - also called computer sex, Internet sex, netsex, mudsex, TinySex and, colloquially, cybering or conversex is a virtual sex encounter in which two or more persons connected remotely via computer network send each other sexually explicit messages describing a sexual experience. In one form, this fantasy sex is accomplished by the participants describing their actions and responding to their chat partners in a mostly written form designed to stimulate their own sexual feelings and fantasies. Animation - is the rapid display of a sequence of images to create an illusion of movement. The most common method of presenting animation is as a motion picture or video program, although there are other methods. This type of presentation is usually accomplished with a camera and a projector or a computer viewing screen which can rapidly cycle through images in a sequence. Animation can be made with either hand rendered art, computer generated imagery, or threedimensional objects, e.g. puppets or clay figures, or a combination of techniques.

FERNANDEZ COLLEGE OF ARTS AND TECHNOLOGY
Gil Carlos St., Baliwag, Bulacan

CHAPTER II
THE REVIEW OF RELATED LITERATURE AND STUDIES

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