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CHAPTER II
The target of this study is to give more knowledge and information to student
gamers. The results of this present research have both experimental and
Foreign Literature
ANAND (2007)
According to Maria Anand, the penetration of video games into the United
States alone is huge, with at least 90% of children that have played (rented or
owned) video games. This is a record level that continues to increase. 55% of
console players and 66% of online players are over 18. The college demographic
seems to be the major group of gamers simply because they have a lack of
parental supervision and they have more unflexible schedules, allowing their
According to Anderson and Dill (2007) video games has suggested that
only gaming does have an impact on performance directly, but it also triggers a
(2009) found that the excessive playing of video games (five hours or more per
session) resulted in school grades that were below a 3.00 average, and that time
spent playing was a predictor of academic performance. They also suggested that
violence. Finally, they noted that playing video games took time away from school
Local Literature
recollected the experience of Pamela Jemimah 'PJ' Punla, an avid gamer of the
online role-playing game Granado Espada set in the Baroque Era and Age of
competing with her and asked if she was a girl. She said that the male gamers
"can't wrap their heads around the concept of a girl playing online games" Panis
(2007) added "that when PJ plays in Internet Cafes, boys would surround and
watch her". This only shows that the males make up the majority of the gaming
motivating, casual and fun for students. Instead of restricting them from playing
games, why not use certain games that can increase their knowledge ,
memorization and skills. Also, if lessons are given in a game-like manner, students
would tend to remember it more than lectures that are stated in a news-like
manner.
AMA COMPUTER LEARNING CENTER- COLLEGE OF MANILA 4
Foreign Studies
gamers, their preferences are not being addressed accordingly by the video game
industry. And why female non-gamer have a critical and negative view about
games were also conducted over the recent years.(Consalvo, Royce, Lee,
primary heroes and avatar. The female game characters studied are Samus Aran
of Metroid Prime, Alex of Eternal Darkness and Jil Valentine of Resident Evil.
AMA COMPUTER LEARNING CENTER- COLLEGE OF MANILA 5
Local Studies
al, ACLC Taguig 2013) the project has different categories : different shapes,
math games, colouring games, typing games and more. By creating various games
that are fun yet educational, kids can learn skills like problem solving and boosting
and Jun Daryl Zamora(2007) conducted a study The Playground Is Alive: Online
games and the Formation of a Virtual Subculture showing that game developers do
not influence directly the formation of the virtual subculture but they create the
means for developing it through make-believe situations found in games with life-
like images and place. Through online role-playing games, gamers form identities
set apart from their true personalities and patterned after online characters. In the
virtual world, gamers interact and develop their own shared meanings, views and
these characters gives a hint on the persons behind them becomes their means of
expressing their hidden selves. They suggested that the virtual subculture
further explored.
AMA COMPUTER LEARNING CENTER- COLLEGE OF MANILA 6
the lack of guidance of their parents, it has big impact to the one whom playing it
on their personal lives just like an example of schoolworks and also in house.
Uncontrolled playing online games can lead to falling in academically, it may also
promote the violence in the individual. The inadequate of the online games is the
spatial skills of your can intendedly descend which can relate in the fields of
this issue because its might beneficial in cognitive development. At some point,
some male gamer tramp their ego when female gamers is more skilled than them.
Research tell that video games can change the brain regions who responsible for
attention and visouspatial skills that can make them more coherent. Gamification of