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INTRODUCTION

A. Background of the study


Gaming or playing has been evident on this new generation. It is as if you
cannot go to a place where you don’t see someone holding their phone to play.
Strategic, RPG, MMORPG, simulation, MOBA and more are the genres of these
games. According to the study of Newzoo, the Filipino Gamer, Key Consumer
Insights, in 2017, there are 29.9 million gamers in the Philippines, spending a total
of $354 million. This makes the Philippines #29 worldwide in terms of game
revenues. We see in this study that Filipinos are attached to their games that they
even spend money on them. 24% and 22% are men and women aged between 21-
35, respectively.
Digital games aren’t very popular back in the day for it wasn’t very
affordable and the platforms where you can play are very limited. This new
generation there is a drastic change on playing games, it skyrocketed for the
platforms were now affordable and easy to get.

B. Statement of the Problem

1. Problem Elaboration
Stereotypes are things that are cliché, things that have a fixed or oversimplified
reactions or images in the minds of the people. Playing games has a stereotypical image
in most of the people, a negative activity that doesn’t help you improve in life. A lot of
people think that this activity or hobby isn’t good for their sons and/or daughters maybe
because a lot of events makes this a negative one.
Research questions:
 What are the positive effects of playing games in terms of physical abilities?
cognitive abilities?
 What are the negative effects of playing games in terms of physical abilities?
cognitive abilities?
 Between the playing and non- playing students, who is more ‘upgrading’ in
terms of physical abilities?
 Between the playing and non- playing students, who is more ‘upgrading’ in
terms of cognitive abilities?
 What are the similarities of those who play and who don’t in terms of physical
and cognitive capabilities?

2. Rationale
We conducted this study and experiment to put some thoughts on people and to
somewhat enlighten their minds. We could change this stereotype even just by taking
this small step, this small study to see if this cliché is true. If this is true and is a bad
one, we can find ways to control this hobby, because sometimes playing is where
some people find happiness, to escape from this realm called reality.
‘It takes but one person, one moment, one conviction to start a ripple of change’ -
Donna Brazile.

3. Objectives

The main objective of this study is to know if playing games will upgrade or degrade
the physical and cognitive capabilities of the students.

The specific objectives of this study are:

 To analyze the effects of playing games, the negative and positive, in


terms of physical capabilities
 To determine the effects of playing games, the negative and positive, in
terms of mental capabilities
 To contradict the stereotypes of people on this hobby or activity
 To find ways on controlling the time spent on the activity or hobby

4. Scope of the study


This study focuses on playing games regarding the implications of
playing to their social life. This study is limited only for the Senior High
School (SHS) students in College of Mary Immaculate. However, this
study will conduct an experiment which can provide answers about does
playing games help the students to upgrade themselves or not.
C. Significance of the study
The findings on this study will benefit the students, parents, teachers, and future
researchers. This will benefit them for this study:
Students. Considering that most of them plays games nowadays most of the time.
They would also have less people around them to critique them because of the
stereotypical ways of the people around them.

Parents. To know if the activity helps their child on social life and/or their
academic life.

Teachers. To let them understand if playing games have good effects on the
students. Also, lessen the student’s playtime during class and let them focus on
their lessons.

Future researchers. To help the future researchers with the similar topic

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