...Research Paper about Online Addiction Table of Contents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . i Acknowledgement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ii Abstract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . iii Chapter I: The Problem and its Background Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Statement of the Problem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Statement of the Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 Statement of Significance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 Conceptual Framework . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 Scope and Delimitation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 Chapter II: Review of Related Literature and Studies Foreign Literature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Local Literature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Foreign studies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 Local studies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Chapter III: Methodology Chapter IV: Interview Chapter V: Conclusion and...
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...Violent Games: Single Benefit-Double Harm By Dan Nguyen Rhetoric Research Prof. Melody Heide 15 April 2013 One day, I visited a far relative; and when I came into the house, I was startled by the shouts of her kids, “Kill him,” “Die,” “Screw you!” Those kids were playing video games, and they were screaming bad words to each other’s face. I looked up to the screen and saw an extremely gory image of a violent game. I could tell the excitement on the kids’ faces, and when I greeted them, they did not even reply to me. That incident made me think about all the articles of how violent games affect children. Whereas school violence becomes more and more serious, violent games without close control from the government and families is one of the main reasons. Just because of a small contradiction, students can go straight to a fight, acting like some gangsters, and in the worst case, deathly accidents happen. Do violent games lead to violent behaviors? Do they have bad effects on children and society? Many people nowadays would reject those questions and provide various reasons to prove that violent games are good in general. If we take a look on both sides of the problem, video games are great products of entertainment technology that can bring some good effects, but in most of the cases, the bad effects infringe the good effects, especially for violent games, and that’s why we should limit children playing those by banning violent games for all minors in all states. ...
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...(MOBA) on People. Mila Tshering Dhendup Stamford International University Abstract With growing popularity of online video games especially MOBA games, this study is to explore the impacts of these video games on people. Focusing more on the addiction, the psychological effects and how it effects on learning. This study will show the reasons of addiction to this game. How violent gaming can effect to the mental and emotional state of people. The effects of these games to learning, if it’s good or bad. If these games are changing the system of learning. To see if it enhances learning. Introduction The popularity of internet has affected every aspect of human beings’ lives. With over 70 million registered users worldwide, 23.5 million daily active players and an incredible 10 games started every second, the game League of Legends is eye-poppingly massive. However, some negative effects are emerging at the same time, most noticeably the effect of internet addiction. Here we will focus on why people are addicted. If it’s good or bad depending on people. The psychological effects of playing video games on people. The effects may be different person to person. Learning maybe effected by video games. Positively or negatively, it has its effects and this study explains on it. MOBAS Addiction Addiction is defined by the Gale Encyclopedia of Medicine...
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...ONLINE GAMES IN THE ACADEMIC PERFORMANCE OF SELECTED HIGHSCHOOL STUDENTS OF SOUTHHILL MONTESSORI SCHOOL, INC. A Research Paper Presented to Southhill Montessori School, Inc. Laguerta, Calamba City, Laguna In Partial Fulfilment of the Requirement in Advance English IV by: Cantre, William Joseph C. Lumbres, Rhea M. Melanio, Lawrence T. March 2015 APPROVAL SHEET In Partial fulfilment of the requirements in Advance English, this thesis entitled The Effect of Computer and Online Games in the Academic Performance of the Selected Highschool Students of Southhill Montessori School, Inc. prepared by the students researchers William Joseph C. Cantre, Rhea M. Lumbres, Lawrence T. Melanio and is hereby submitted for oral examination ____________________ ALVIN N. NAVARRO Subject Teacher ------------------------------------------------- PANEL OF EXAMINERS Examined and approved by the oral examination committee with a rating of ______ on February 07, 2015. __________________________ MRS.CRESENCIA M. COMIA Chairperson _________________________ __________________________ MR. BERNARDO R. TIMAJO MR. ALVIN N. NAVARRO Member Member Accepted and approved in Partial fulfilment of the requirements in Advance English, an Elective subject of English IV. __________________________ _________________________ MRS. CRESENCIA M. COMIA Principal Southhill Montessori School Inc. TITLE: The Effect of Computer and Online Games in the...
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...Just Video Games "Man dies in Taiwan after 3-day online gaming binge" (Hunt, 2015). One of the most significant things that are constantly and rapidly evolving is technology. Technology has a direct impact on the social, economic, political, and cultural life. Nobody these days can do the daily responsibilities without using transportation or without their phone. Technology has become part of everything in the life. This rapid development has many advantages, but unfortunately it also has some disadvantages. Currently, the most important advantages is using technology in the educational process. On the other hand, technology has also some negative impacts especially on the kids. The worst disadvantage of using technology is that...
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...Unkknownn 10/27/14 The Real Reason The Real Reason Video Game Violence has been a controversial topic for many years, Beginning with the simple, classic games like Pac-Man, Centipede and Street Fighter, And continuing today with the more modern games like the Grand Theft Auto series and the Call of Duty series. Adults naturally want to blame something or someone when the violent situations happens. Many factor can be attributed to why a teen or child has committed a crime and people seem to want to steer the focus on video games. There are a lot more factors that play into that like bullying, lifestyle, or the environment they live in. Video games play a small part in the development of child behavior. Creators of video games and stores have put age limits on who can buy their products to keep children away from the games that contains drugs, sex, and violence. This method is the most effective way to help prevent minor from seeing adult content at a young age. Companies like Microsoft and Sony have a paternal control system on their consoles that will not let you play certain type of games without a password. Many moves have been made to limit the underage use of adult video games. There is violence everywhere in life there is nothing you can link a school shooting, or rape etc. to a video game. There is not one video game that promotes school shootings or rape. The education system needs to educate the student about what this world is because it is not all sunshine and...
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...chapter represents the review on related literature and studies regarding topic about the students who plays MOBA games (Multiplayer Online Base Arena) and its effect to their study habits and time management. Studies on productivity provided ideas as to how to design our own study, while the studies on work breaks gave us an idea of how merely not working for a segment would affect our study. This would mean that we could have a clear idea of the effect of the games themselves rather than merely the break. Foreign Literature A paper made by Thomas M. Connollya, Elizabeth A. Boylea, Ewan MacArthura, Thomas Haineya, James M. Boyleb from University of the West of Scotland, High St., Paisley PA1 2BE, Scotland, United Kingdom and University of Strathclyde, Glasgow, Scotland, United Kingdom with a title of “A systematic literature review of empirical evidence on computer games and serious games” examines the literature on computer games and serious games in regard to the potential positive impacts of gaming on users aged 14 years or above, especially with respect to learning, skill enhancement and engagement. Search terms identified 129 papers reporting empirical evidence about the impacts and outcomes of computer games and serious games with respect to learning and engagement and a multidimensional approach to categorizing games was developed. The findings revealed that playing computer games is linked to a range of perceptual, cognitive, behavioural, affective and motivational...
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...Moreover, Tzeng (1999) explained in his study “Optimizing Challenges and Skills in the Design of an Educational Computer Game and Exploring Adolescents’ Gaming Beliefs” that previous studies indicate that computer-assisted instruction (CAI) programs have important factors that can motivate, challenge, increase curiosity and control, and promote fantasy in children. Despite the fact that computer and video games gave the same multimedia capability as CAI programs, Begg et. al. (2005) stressed in their study “Game-Informed Learning: Applying Computer Game Processes to Higher Education” that their potential learning impact is often discounted by parents and educators. Recently, computer-based video games presence and popularity have been ever-growing, and game developers and researchers have started to investigate video games impact on students’ cognitive learning. For, example Pillay (2002) commenced a study entitled “Journal of Research on Technology in Education” investigating the influence of recreational computer games on children’s subsequent performance on instructional tasks. While game-playing is regarded somewhat negative in educational settings, particularly for young children, re-scrutinization of its influence in a teaching and learning context is crucial. This study investigated whether computer-based video games facilitate children’s cognitive learning achievement. In comparison to traditional CAI programs, this study explored the impact of the varied types of...
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...is a useful motivation for university students to concentrate in class. However, sometimes thing happens by the opposite way. Difficulty concentrating is a normal and periodic occurrence for most students. Concentration problems, when present to an excessive degree, are also characteristic of certain physical and psychological conditions. Rare condition that affect the brain and some emotional problem as well as conflicts can also influence a student’s cognitive functions and thus impair concentration. The factors that influence the university students on low concentration in class are fatigue, cellphone, personal circumstances, and lack of motivation. BODY PARAGRAPH Firstly, the factor that affects students’ concentration is fatigue. Fatigue is a common, almost universal feature of modern life (Dawson, Noy, McKnight, & Nolan, 2013). Fatigue exists because of bad daily routines. As a student, it is typically to have busy lives and develop habits that make it difficult to stay energized. For example, bad eating habit can cause the students to feel sleepy during the class and it also may harm their health. The students should take healthy foods and do not skip their meals. This is important to keep them stay fit and energized. At the same time, some of the university students work part-time job to earn money. Having a part-time job may be exhausting for the students because they need to balance the time between study and work. Students will lose their concentration when they...
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...The Effects of Computer Games to the Academic Performances of the selected HSU Students Submitted by: Cabasal, Vince Alain S. G11-82 Submitted to: Prof. Ronilo Dacara Chapter 1: Background of the Study: The purpose of the this study is to know if playing computer games affect or doesn’t affect his/her performance in school, also to know that are they addict to the specific game they play to know if their english speaking had improved and to know if they gamble with the use of computer games. Objectives: The objectives for my research are to know if playing computer games: * Addictive * Making their performances in school activities. * Improve their performances on school. * Improve their english speaking skills. * Make them an open minded person. * Do they gamble? Significance of the Study: 1. HSU Students who played computer games, learned to control their habit in playing. 2. Their Parent’s/Guardian at home because they should tell the effects of playing long in front of the screen. 3. The school Guidance Councilor because some of HSU Students from Grade 11 are cutting in class. Scope and Limitations: This study is limited to the HSU Students who played computer games, whether in a computer shop or at home and with or without age limit as long as they play computer games. Chapter 2: Review of Related Literature: Gaming frequency, time, and types of gamer: ...
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...Violent Media and Violent Behavior Paula M. Méndez, Megan Roy Miosotis Nieves University of Phoenix BCOM/275 July 23, 2013 Javier Maury-Ortiz Pros and supporting evidence There have been studies to prove that violent movies, games, and television shows can influence violent behavior. Multiple cases have shown that individuals playing video games, especially violent ones, can lead to aggression. Children who tend to play these types of games lose control rather easily, they tend to kick the controller against the floor or throw other various objects when enraged. They also show their frustration by using profanity or lashing out towards others playing the game with them or towards the game itself. Dr. Jordan Grafman at the National Institute of Neurological Disorders and Stroke conducted a study which showed adolescent boys that were exposed to violent games over a long period of time tended to show aggressive behavior, desensitization, and loss of empathy. Twenty-two boys were chosen to view short clips that show different range of violent from low, mild, and moderate. The ones who were expose to more violent movies, videos, or television shows were the one who were had less empathy. Dr. Grafman concluded that those who were more desensitization were the most likely to have violent behavior and less empathy. There was another study done from 130 research reports on more than 130,000 subjects worldwide which was done by Craig Anderson a professor of psychology at Iowa...
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...Research Paper Violent Video Games: Where Violence Comes From Whether or not violent video games cause violence among people is a highly debated top-ic in society today. Do video games, such as “Grand Theft Auto”, “Saints Row”, “Call of Duty”, “Doom”, and many others, cause violence in society today? Yes, violent video games that are being freely released to just about everyone in the public are one main cause for violence in the world. Violent video games are causing people to commit violent crimes, have hostile behaviors, the games are showing people how to kill and get away with it, and lowers chances of people taking a nonviolent solution to a problem. Many people are addicted to video games in general; many people use video games as an escape from the “real world”. Social scientists have been studying and debating the effects of media violence on behavior since the 1950s, and video games in particular since the 1980s. (Carey Benedict) One wide spread occurrence is people who have committed violent crimes often have been found to have played in the past or are playing violent video games now. In Adam Lanza’s basement, he’s the person in the Sandy Hook Elementary School shooting, law enforcement re-portedly discovered a “trove” of violent video games. (Ryan Jaslow) Apparently the 20 year old spent hours alone, playing with the windows blacked out, honing his computer skills. (Ryan Jaslow) Many researchers have found that, after a violent crime, these criminals and murders...
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... ENG 101-001 04-09-2014 Violent Video Games and Their Alleged Effect Douglas A. Gentile writes that there are positive and negative aspects of video games. If you take video games that do not involve violence, but education instead, you find a positive outcome. Video games could very well be the new form of education to a certain degree. Things like coordination skills, memorization, and even learning a foreign language could be possible outcomes. Violent games on the other hand are a different story in and of themselves. Violent video games are defined as, any game where players can self- inflict harm on something (or someone) in the game. Time is also a huge factor. Putting a school aged kid in front of a violent video game, and allowing him to play for hours a day, will most likely decrease their ability to fulfill academic goals. The answer to this problem is to just limit the amount of time in front of a screen to one or two hours a day (non-academic). Also, limit the amount of violent games and encourage the more educational ones. “The conclusion I draw from the accumulated research is that the question of whether video games are “good” or “bad” for children is oversimplified” (Gentile). The discussion on whether video game play affects sociable behavior could be a matter of dialogue. Several argue that aggression and violence are plagued by video game play, whereas this stance is debatable by others...
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...different types, there are multiple types of gangs; for example motorcycle gangs, prison gangs, hate groups, adult organized crime groups, terrorist organizations and other types of security threat groups. The reasons people tend to join gangs are lack of jobs, poverty, domestic violence, and lack of education. The most common age for youth to join a gang is between 13 and 15. Youth join gangs for various reasons; money, sense of support and belonging, peer status, and a sense of protection are seemingly provided by the gang. Youth in gangs are more likely to abuse drugs, engage in high risk sexual behaviors, and experience long term health and social consequences. The reason that today’s youth join gangs is because of environmental factors, early academic failure and lack of school attachment, and the portrayal of gangs in media. The family environment is very critical to the upbringing of a child and if problems exist within the family then the child will most likely suffer the consequences. For example growing up in poverty, domestic violence, and lack of parental supervision have been known to cause children to behave outwardly. While growing up in poverty the child will...
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...they think. I believe the media, which includes music, television, and video games do impact their behavior and actions. Some games do have educational content yet majority of them promote negative theme such as the abuse of drugs and alcohol, the killing of people and animals, disrespect for authority and the law, foul language and obscene gestures, criminal behavior just to name a few. Kids, typically boys, love the games that blast and shoot things. These are just some examples of the conversation...
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