Sei sulla pagina 1di 6

Group 5 ( 11 – Tuguegarao)

De Silva, J
Reyes, J.
Espiritu, B.
Abundo, R.

Misconceptions and Perspectives of


Society about Video Games
1) Significance of the Study:
The researchers, aims to prove that the long term effects of video games are not all negative.
They also want to prove that you can learn a lot of things from video games. It helps boosts
various skills like hand-eye coordination, awareness and etc… The researchers, wants to
prove or to change about the perspective of the society on video games. Prove that there
misconceptions about gaming are all but fictitious. Students, young adults and the whole
gaming community and future researchers will be the individuals that will benefit from this
research once it tested and proven. Students and young adults for they will be aware on the
positive effects and benefit about the video games that they use. The common misconception
of other’s perspective of video games would change from bad to good, future researchers of
the topic because they would be able to use this research as their own guide.

 Problem Statements :
a. What kind of games do Gr. 11 STEM students play?
b. What are the common misconceptions about video games?
c. What are the positive/negative effects of video games?
d. What kind of platform do students play on?
e. What will you get if you play video games constantly?

2) Scope and Delimitations:


The research will mainly focus on Grade 11 Senior High Students, Pasig Catholic College
mainly from the strand STEM. The research will use surveys as their medium to collect or
gather the data needed for the research from the selected students. The game that we will be
focusing on is MOBA games or more commonly known as “Multi Online Battle Arena”
games. More widely recognized games are DOTA2 and League of Legends and the like.
3.) Hypothesis:
We the researchers assume that all our respondents play MOBA games such as DOTA 2 and
League of legends, in addition to that the researchers think that the respondents prefer to play
on PC’s rather than consoles because of the popularity of MOBA games.
Chapter 2:
Review of Related Literature

Today, in our modern era, the youth have been occupied with these programs called
online video games using modern day technologies such as gaming consoles and gaming
computers or just normal computers. They compete with other players with the use of internet
connections. Examples of these games are the famous MOBA (Multiplayer Online Battle Arena)
games and those are : DOTA 2(Defense Of The Ancients 2), LOL (League of Legends), World
of Warcraft, and many more.
In the community however, views online video games as a waste of time and money.
They would further say that these games can cause violence among the youth. For their eyes
video games and the whole video game society is worth nothing at all, they see it as a negative
factor in the community, some even ban these games. What they don’t know is that these online
video games actually has good benefits for those who play them. For instance, it can help your
eye-hand-coordination and can also boost your awareness and also your cooperation with others
as well.

Based from Griffiths (2010) there are a lot of issues concerning online video games
that is from the perspective of parents, the society, teachers, and other older individuals in the
community that looks at video games negatively. They say that the players of these online video
games tend to be addicted, just that. They only see video games as a bad influence but they do
not see the good effects that these video games provide or give the players that is the students or
their children.

According to Debeljuh (2016) Technology has evolved and has been more diverse as
ever from its early era’s up until now. Technology provides us ways to find or discover new
knowledge about a certain topic that we don’t normally know or that doesn’t get learned from
school. Video games are played from computers/PC’s and consoles which are both types of
technology. Therefore, video games provides knowledge to its players around different age
classes. A wide variety of information are obtained by gamers when playing different games.
Information like language use, they learn new words that they don’t normally use or words that
they are no familiar with which expands their vocabulary. Gamers also learn cooperation with
others by playing online video games because this makes players experience playing others and
help each other to win a game.

Wilson (2007) There are a wide population of educators, teachers, and parents that are in
favor of video games and are aware of its benefits and the help that it gives to the players. This is
a very good thing to happen because of how they are aware and how they could help spread the
awareness of benefits of video games to those who discriminate it which will stop or rid the
misconceptions of video games, therefore the community would be able to embrace the whole
video game society and live in peace without any misconceptions.

Online video games plays a vital role in a youth’s life and growth in our era today. It is
important that these games are understood by every individual in the community to avoid
misconceptions and discriminations. As video games become a ubiquitous part of today's culture
internationally, as educators and parents we need to turn our attention to how video games are
being understood and used in informal and formal settings. Serious games have developed as a
genre of video games marketed for educating youth about a range of world issues. Key findings
include adolescents' comments on how serious games compare to mainstream entertainment-
based games and how world issues are represented in games. Implications from this research
suggest that serious game designers need to pay attention to the perceptions and experiences of
gamers if video games are going to be developed as instructional tools for youth and children.
(Bonsor-Kurki, S. et al., 2015).

According to Khoo (2012) Video games can be a moral educator to others especially to
students. It lets them be aware of the different problems and phenomena happening all around
the earth by these video games. Video games usually uses real world problems as the main
subject or theme of their games such as wars, drugs, and others. Based from the research, they
used games such as FPS games which stands for First Person Shooting games. They use the
theme of war, modern war that is, to be their main theme of the game. These games don’t make
the minds of the players violent. Hence, it awares them that these events are really happening.
A research from Ebrahimzadeh (2017) states that video games effects of video games
affects high school students in a good way. Affects them in the use of language towards others.
The research used 241 male high school students as their respondents and are chosen randomly.
The results found out that there is an increased language improvement overtime. You may ask
why. The reason behind that is because of the wide vocabulary within a single game. It uses
words that aren’t used nowadays which these players see and learn what they really mean. Which
in turn will really increase their language proficiency.
According to Burgess (2012) The usage of TV and video games are researched
accordingly. They researched about its effect to the academic performances about college
students. The results says that among this age class of college students, the amount of TV usage
has been replaced by the usage of video games. In this research video games are viewed as a
distraction among students because of how it hinders a student to do and complete their video
games. The events of these distractions that happens are based from the gender of the player or
student. The study also says that video games makes their students more violent because of what
they see while playing.

Kaplancali (2012) states that there is a large possibility that a player of a certain online
video game could learn about leadership, how to be a good leader and the like. Players may also
acquire better decision making skills because of other games. Some games tend to let players
make decisions that would affect their entire progress and story of the game like it might affect
the ending and make you see an alternate ending of the game which has became a common trend
nowadays because of how good it works and how it plays with your mind and makes the player
decide on the decision better which makes them think critically.

Almonte (2013) cognitive skills are important in life for it helps in a person’s way of
thinking and the way the person builds his or her thoughts. In the study, it says that video games
help improve the cognitive skill of an adolescent or a teenager. It helps them by the way it plays
with your mind by the use of decision making mechanics in the game and it makes the player
think critically by the use of problems, both analytical and situational problems. One good
example of a video game that improves your decision is the “Batman Arkham Series” which lets
the player become the greatest detective in the world, as a detective you need to be a critical
thinker therefore makes you one when you play it. Video games also lets the players use their
knowledge and apply their cognitive skills.
Source: Griffiths, M. (2010). Online Video Gaming: What Should Educational Psychologists
Know? Educational Psychology in Practice, 26(1), pp.35 – 40. Retrieved from
https://eric.ed.gov/?q=online+video+games&id=EJ880260
Source: Debeljuh, A., Ruziv-Baf, M., Strnak, H. (2016). Online Video Games and Young
People, International Journal of Research in Education and Science, 2(1), pp. 94 – 103.
Retrieved from https://eric.ed.gov/?q=online+video+games&id=EJ1105151
Source: Wilson, L. (2007). Part 1: Getting It Wrong--Slaying Myths about Video Games,
Technology & Learning, 28(2), p. 16. Retrieved from
https://eric.ed.gov/?q=misconceptions+about+online+video+games&id=EJ778454
Source: Khoo, A. (2012). Video Games as Moral Educators?, Asia Pacific Journal of Education,
32(4), pp. 416 – 429. Retrieved from
https://eric.ed.gov/?q=online+video+games+effects&id=EJ987899
Source: Ebrahimzadeh, M., Alavi, S. (2017). The Effect of Digital Video Games on EFL
Students' Language Learning Motivation., Teaching English with Technology, 17(2), pp. 87 –
112. Retrieved from https://eric.ed.gov/?q=online+video+games+effects&id=EJ1140688
Source: Burgess, M., Burgess, S., & Stermer, S. (2012). Video Game Playing and Academic
Performance in College Students., College Student Journal, 46(2), pp. 376 – 387 Retrieved from
https://eric.ed.gov/?q=online+video+games+effects&id=EJ994225
Source: Kaplancali, U., Lisk, T., & Riggio, R. (2012). Leadership in Multiplayer Online Gaming
Environments., Simulation & Gaming, 43(1), pp. 133 – 149 Retrieved from
https://eric.ed.gov/?q=online+video+games&id=EJ958637
Source: Almonte, D. et al. (2013). The Impact of Recreational Video Game Play on Children's
and Adolescents' Cognition, New Directions for Child and Adolescent Development, (139), pp.
41 – 50 Retrieved from https://eric.ed.gov/?q=online+video+games+among+teens&id=EJ996191

Potrebbero piacerti anche