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INTRODUCTION

Online gaming is a general term used to describe any form of video game

that is played online. Online gaming explained one of the fastest growing

industries and there are many different outlets providing virtual casino games to

players. Online gaming requires the player to have a suitable device, such as

laptop, a pc, a tablet as mobile phone, as hell as reliable and consistent internet

connection. Online gaming is one of the fastest gaming trends in today's

generation.

Playing mobile games have an advantage and disadvantages. Internet is

an open place where you can access vast amount of information. One of the

advantages of playing online is it makes the mind of the people sharper and

mentally more active. People learn to coordinate their mind and hand

coordination and they learn to manage their time. It also develop mental and

strength.

Now we're in 21st century wherein the used of internet is very often.

More than 1.2 billion people are playing games worldwide. According to a state

of the industry report by Spil Games about 700 million play online games that

amount 44 percent of the world’s online population, according to ComScore data

cited by Spil Games.


In 21st century there has been a significance increase in the number of

empirical studies examining varies aspect of problematic online gaming and

online gaming addiction.

Zamani et.al (2009) their study stated that "Computer games are the most

popular entertainments in modern societies, and they target is a variety of people

in different ages..." which is true because in our generation the people are open to

different ways on how they keep entertain. But they chose online games because

it is accessible and easy to use. People nowadays are engaging theirselves with

the use of gadgets that is why computer or online games are very popular.

According to klein et.al (1990) "students who prefer computet games to

other entertainments have more behavioral problems than other students..."

Because students who involve in this situation have more negative effects than

to positive effects. The example of negative effects are stimulating anger, costing

a lot of money and even in their physical have effects such as damaging the eyes

of the user.

Children nowadays, they are more likely to play and spending their time

with computer games than connecting and reaching to other children outside

their houses. Which is sad because their body needs to be active and by playing

online games they do not have enough time to spend their time with their friends
and loved ones. While the positive effects are enhancing the vocabulary of the

students and having an entertainment. Online games are very accessible. It can

be play by a lot of people with different ages. Because it is very east to connect

with it. In playing online games students enhance their capability to

communicate to other students with the same interest. Long term playing online

games can have a complication both mental and physical health. The violence in

online games can be adopt by the students who's playing it.

This study have goals to help the students who is playing online to have a

time management and help them to be an open minded and knowledgable while

playing those their favorite games online. And the only way to consume their

time is to use it wisely. So that they will manage their activities both in internet

and having a quality time to their loved ones.

THEORETICAL FRAMEWORK
Online Game Interactivity Theory is written to address the various design

and interactivity issues involved in multiplayer games, and begins by defining

interactivity on three different levels; player to player, player to game, and player

to computer. By under-standing these different types of interactivity, developers

can identify the factors that affect each, and learn which techniques and methods

to use in their own game designs.

These factors also provide a basis for continuous evaluation during the

development process, and can be used to critique online game design in general.

Online Game Interactivity Theory is a must-have reference for any game

developer needing to make their online games completely interactive.

Interactivity is one of the key elements that truly distinguish a game.

Designing effective, interactivity, however, can be a challenge for even the most

experienced game developer. This is especially true in the design process of

multiplayer online games, so it is critical that developers have a solid

understanding of game design and interactivity.

CONCEPTUAL FRAMEWORK
STATEMENT OF THE PROBLEM
1. Profile of the respondents

a. Age

b. Gender

c. Hours that they consume in playing online games

2. What are the effects of Playing Online Games in the Academic Performance

of Senior High School Students in Our Lady of Lourdes College.

a. Positive

b. Negative

3. What is the Playing Online Games in the Academic Performance of Senior

High School Students in Our Lady of Lourdes College

HYPOTHESIS
The use of playing online games has no significant effects to the academic

performance of Senior High School in Our Lady of Lourdes College.

There is no significant diff. bet the effects of playing online games and

academic performance.

SIGNIFICANCE OF THE STUDY

This study will be valuable and significant to students, parents, readers

and future researchers.

To Students

This study will help the students for them to know what will be the possible

effects of playing online games to the academic performance for them to be rill

help responsible in managing their time.

To Parents

This study will help the parents to know the impact of playing online games

among their children.

To Readers

This study will help the readers to gain knowledge or understanding about the

effects of playing online games.

To Future Researchers
This study will help the future researcher to them to have a source o basis while

doing their research.

Scope and Delimination

The study is limited only to the students in Our Lady of Lourdes College

attending SHS Grade 12 students, school year 2018-2019, who are engaged in

playing online games. The aged ranged is 16-20 years old.

DEFINITION OF TERMS

Academic performance- is the measure of how well you do in an educational

setting. Your report card, for example, is an indication of your academic

performance in school.

Addiction- the fact or condition of being addicted to a particular substance,

thing, or activity.

Addiction is a complex condition, a brain disease that is manifested by

compulsive substance use despite harmful consequence.

Cognitive- of or being or relating to or involving cognition


Generation- all of the people born and living at about the same time, regarded

Internet- a global computer network providing a variety of information and

communication facilities, consisting of interconnected networks using

standardized

Mental- relating to the mind communication protocols. collectively.

Online Games- Online gaming is a general term used to describe any form of video

game that is played online. In the gambling world, it means any gambling game that

is played using an internet connection. Casinopedia

Students- a person who is studying at a school or college; a student is a person

who is learning at a college or university, or sometimes at a school.

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