...“The Effects of Computer Gaming to the Academic Performance of Grade 9 Students of Divine Light Academy Las Piñas during School Year 2015-2016” (Submitted by Ernest John S.J. Arreza of Grade 9 Nationalism) Chapter 1 (The Problem and its Background) Introduction: Development in technology brings us many benefits today. One of these things is the computer gaming. Computer gaming is one of the most prominent activities done by teenagers today. Many people said that “they play these games just for fun and relaxation”. But they don’t know the effects of computer games to their academic performance. These games according to some researchers to researchers have benefits, because it enables the mind of the player to be more active. But also these games had bad effects on the Academic Performance of the students, because it might cause computer addiction. Today many Grade 9 students of Divine Light Academy Las Piñas are excellent at playing computer games. But I am sad to see that there are only three level honors out of hundreds of students this first quarter. “Education is the most powerful weapon which you can choose to change the world” – Nelson Mandela, this quotation is very true, because without education there would be no government today. That is why it is necessary to conduct a research about this topic because computer gaming is both a friend and a foe of education. The computer gaming industry is now over 30 years old. In that time computer technology has improved...
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...CHAPTER I THE INTRODUCTION I. INTRODUCTION ABSTRACT Online gaming has emerged as a popular and successful source of entertainment and play for people of all ages, especially for the students. It refers to the games that are played over some forms of computer network, typically on the internet. These games are played online, in which you can connect with multiple players. It is normally platform independent, relying on the web browser and appropriate plug-in It is one of the best inventions that are made ever by human beings. It has the ability to link players together. It has been one of the most popular activities in entertaining for younger people. Because of this, almost everybody is into it. Its fantastic characteristic makes a lot of students become hook on it. It provides entertainment and at the same time, online socialization with different kind of people. But sometimes, it causes negative effects. It has two kinds of impacts: the good and bad. It depends on the player itself. Studies show that online gaming is a major source of addiction, especially to college students. Because of its ability to link multiplayers together, most students become more addicted to it. They keep on playing and playing because it gives them thrill until it becomes a part of their lifestyle. This research study shows how online gaming can be an addiction and its possible effects on the students. A. BACKGROUND OF THE STUDY Education is an important element of investment in human...
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...Abstract: This paper examined how gaming can be addicted and how it can cause a lot of problems to us. According to the latest census carried out by a group of specialized international organizations to study the risks arising from the high demand for gaming and radioactive equipment to 175 thousand a medical condition caused by addiction to these games and 285 thousand children and 165 thousand adults were failure to consider the result of video games through the computer screen (Staff, 2000). So this study shows that game addiction is an important problem that face people in the world and especially in UAE. Key words: Games addiction, Internet gaming, computer gaming, PlayStation gamin, video games, gaming, addiction. Mind map:...
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...newspapers are on the decline. This was given in a speech by Activisions Mike Griffith at the 2009 consumer’s electronic show. Here the question arises, is this true? Are consoles more popular than computer games nowadays? The battle has long waged between different gamer types which is better, console or PC?but we can all keep trying. Console gaming appears to be on the rise according to a new report from market research firm Nielsen. The data came from Nielsen’s sample of 12,000 television using households in the US, which found that although the number of “television households” has only risen by 1.6%,the number of game consoles in those households has risen by 18.5% in the same period of time. Moreover by the end of 2006 there were 45 million homes with the console and 148 million people had access to at least one system. The use of connected consoles-consoles that connect to the internet has grown steadily over the years to 4 million even before the introduction of PlayStation 3 and Wii in late 2006.Systems such as PlayStation 2, XBOX and XBOX 360 appear to have made connected consoles commonplace in the home and online gaming services are becoming more popular than ever, as evidenced by the success of Microsoft’s Xbox live service. In addition to this, consoles come with great benefits which include their easy setup, there are little or no sound adjustment. The patching of games is limited and rarely causes much delay for games you play more often. Furthermore, required updating...
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...weaving through the crossfire bullets whizzing overhead, debris clouding our vision. Closer, closer…CLOSEERRR, grenades are tossed at feet, “GRENADE GET DOWN, GET DOWN!” and then…Blackness. “Huh? What the…” I look up at my mom standing there power plug in hand and giving me “that look”. I drop the controller flip off the TV and hit the books. I’m sure I’m not far off assuming this scenario or something similar has happened to many other people this day an age. It is not uncommon to find one if not more gaming consoles or computers within a household this day and age; they have become apart of our modern society and look as though they are here to stay for the long term. But what effects does the up and coming gamming culture have on our society? After taking a closer look at the topic it could be argued that those who are apart of the B. Allen 2 gaming culture are susceptible to possible violent behavior, but are also inclined towards academic success, and health benefits. “Bring on the guts, bring on gore, bring on the mayhem!” Unfortunately video games that contain content such as this are seen as possible scapegoats for exemplifying violent behavior in teens and adults in our society. For example when it was found that Eric Harris and Dylan Klebold were fervent players of the games Doom and Wolfenstein3D (CNN 4/22/99) many people blamed the games for the massacre to an extent. Some people even tried to file...
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...INTRODUCTION Background of the Study Computer has led to groundbreaking outcome which completely revolutionized the society. One display of these fast growing advancements to society is computer gaming. Teenagers who are playing these computer games said that they are playing these games just for fun, to keep away from the heat of the sun, without knowing that there are a lot of effects of playing these games that are more than what they think. In 2006, Luke Ahearn stated that “Game development is booming! In the past few years many books have been written, more information than ever is available on the internet, and many colleges are offering courses – even degrees – in game development.” In addition, Adams & Rolling (2007) stated that games are created to serve a purpose and they are related to the human desire for play and our capacity to pretend. Also video games are forms of art, thus aesthetics are part of their design. It’s also shown in some studies that computer gaming helps the brain, especially to the young at age, to develop their logic skills. “Computer-based video games can clearly facilitate students’ learning performance. This finding indicated that computer-based video game playing not only can improve participants’ fact differentiation/recall processes, but also promotes problem-solving skills by recognizing multiple solutions for problems.” (Chuang & Chen, 2009, p.7). In addition, playing computer games according to some research is beneficial...
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...Background * HISTORY 2Peng Internet Café started to operate last April 2008 at Dahlia St. Phase 1, Garden Villas, Santa Rosa Laguna. It was established by Christopher V. de Leon and his wife. The computer shop started with 2 PCs under the stair case in their own house. At first, this serves as their family business and a source of income only. Their capital was only P1, 500 for the computers and used Smart Wireless Internet Connection. They then bought 4 units of second hand Pentium 4 computers. Later, they decided to sell all the computer units and added another capital to invest for 9 brand new PCs. This June 2014, they expanded their business and moved to Savemore Garden Villas 3, owning 38 brand new computers costing for about P25, 000 per unit. * VISION To expand the business and to teach others to invest in the new generation. * MISSION To build a gaming community and to show that gaming does not make gamers a violent people. * STRATEGIC PLAN (Goals) 2Peng’s number on goal is to be the first computer and to be the leading computer shop in Garden Villas 3. To achieve this, they focused on business and do hands-on jobs. They make sure that everything is organized as to what the costumers demand. Also, they planned to give opportunities to others by teaching computer related concepts. * ORGANIZATIONAL CHART The organizational chart of 2Peng’s comprises of only 3 personnel. Present ICT Situation 2Peng Internet Café offers the following services:...
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...Benefits of Gaming Paden Muesse ITT-Tech Houston West Despite what most parents would tell you, video games can be beneficial to one’s health and child development. Video games can improve cognitive functions, such as hand-eye coordination, spatial awareness, and multi-tasking. They can also aid in the treatment of conditions like lazy-eye and dyslexia. Certain types of games, such as MMORPGs, encourage social interaction and teamwork. However, the opposition to these beliefs would say that gaming can cause addiction, social isolation, insomnia, and even weight gain and migraines. Yet even accredited psychologists believe that gaming can be beneficial for one’s health. Now not to say that all video games proved the same benefits, but different genres of games provide different ones. First Person Shooters, or FPSs, such as Call of Duty and Battlefield, help develop one’s sense of spatial awareness “in three dimensions just as well as academic courses designed to enhance these same skills.” (Bowen) Other types of games such as MMORPGs and MOBAs, like World of Warcraft and League of Legends, “requires essentially the same skills as making friends in the real world.” (Gray) Even games such as Angry Birds and other mobile time-killer games “can improve players' moods, promote relaxation and ward off anxiety.” (Bowen) Now, many parents would claim that video games are nothing but detrimental to one’s health and children’s development. It can cause problems such as insomnia...
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...Bringing Video Gaming and BD-Live from being an Entertainment Tool to a becoming a Distance Learning Tool: A Concept Paper 1 Choo-Hong Loo School of Business and Administration ,Wawasan Open University 54, Jalan Sultan Ahmad Shah 10050 Penang,Malaysia. chloo@wou.edu.my, telephone +604-2180 333 and fax +604-2269 323 Accepted Sub-theme: Technology-enhanced teaching and learning Abstract: To some parents and educationist, video gaming has long been associated with wasting time. The interactivity and connectivity of the sixth and seventh generation video console has resulted in the introduction of the use of motion as input, and IR tracking and wireless controllers and 3D together with connectivity among the different console users in a network. This paper discusses the application on how the sixth and seventh generation video game console can be adapted to deliver vocational instruction through the gaming consoles. Apart from the video game console we would also be discussing on the use of the BD-Live feature on the BluRay disc. Using the case studies of Xbox 360, WII, Play Station 3 and BD-Live, we would like propose how video game and BluRay consoles can be used to deliver vocational education through the distance learning mode. The advent of the internet, motion technology and 3D technology, would mean enhanced educational content can be delivered to students in a more effective, expansive and entertaining manner. The discussion of this paper will benefit the makers and...
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...EFFECTS OF INVOLVEMENT IN COMPUTER GAMES TO THE STUDY HABITS OF THE MARIAN FRESHMEN STUDENTS DURING THE FIRST SEMESTER OF SCHOOL YEAR 2012-2013 A Research Presented to Mr. Paul C. Morales Saint Mary’s University Bayombong, Nueva Viscaya In Partial Fulfilment Of the Requirements in _________________________ Submitted By: Kimberly Anne Martinez Lloyd Rico Antonio Manuel Douglas Inaldo Leigrich Salvador Herman Anthony Aseron February 2013 Chapter 1 THE PROBLEM AND ITS BACKGROUND Rationale Modernization of living has a great impact to one of us, specifically in the field of technologythat introduces us to this, computer age because of its many benefits that makes our lives better and helps us do work a lot better. One evidence is the excessive of use of computers of some Marian students, it gives us a faster access to the world and is very beneficial to our studies like doing paper works and at the same time, entertainment. But as computers became more popular, some students overused it and become a bad leisure for them causing them to skip their classes, they could not concentrate, and they become irresponsible, they didn’t do their school stuffs and obliviously overspending their allowance in paying a gaming computer unit and a bet. Lessen, determine and prevent computer addiction, are in the mind of the researchers in conducting this study. STATEMENT OF THE PROBLEM The primary aim of this study is to obtain relevant...
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...A Glimpse of ARCADE GROUND Name: ARCADE GROUND Industry: Gaming Service Provider Tagline: “Play the Game, Feel the Intensity, Achieve what you dreamt” Profile of the Team KASHFIA KAMAL (CEO) A chief executive officer (CEO) is the highest-ranking corporate officer executive in charge of total management of an organization. The responsibility of an organization’s Chief Executive Officer or Managing Director is set by the organization's board of directors or other authority, depending on the organization's authorized structure. The CEO although have to coordinate the overall management and executive bodies, but this position have the flexibility to divide the decisional factors to other department, as the rest of the governing body have to report to the CEO in a certain time frame. SAYEF-AL-NASIR (COO) A Chief Operating Officer (COO) is one of the executives who hold a higher rank in a company and comprises part of the executive team. The Chief Operating Officer is in charge for the daily operation of the company and consistently reports to the higher ranked executive, generally the Chief Executive Officer. The COO may also hold the title of President which makes him or her the second in command at the firm, especially if the highest ranking executive exists in the hierarchical structure. The Chief Operating Officer has to interact with the department head of Finance as the funding will be connected with the operating plans and activities. KHAWAJA SHAHZAN EHSAN...
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...The Future of Gaming Devry University Eng 135 Today computers are an integral part of everyday life in America. There's hardly anywhere you can go without seeing a computer in use. It has simplified the hard task of everyday life and left more free time. Many people spend that free time playing video games. Video games are a good way of stress relief, a way to get away from the realities of everyday life and into a virtual world. Some will say that video games have lead to kids being more obese because they don't get outside and play. They say that video games contribute to violence, because acts in games are reenacted by individuals. Video games have also lead to addiction like those from drugs and alcohol. Games have done more to benefit society, than harm it. Video game simulations are used in many fields from the military, education, medical, and the science field. What was once just a break from tedious task on the job has now turned into a billion-dollar industry that doesn't have any signs of slowing down. Some of the negatives of gaming are now being overshadowed by the overwhelming positives. With introduction of the Nintendo Wii we now have interactive video game system that requires users to interact with the game. Gamers no longer sit back and play games but now they are required to interact with them. With games becoming a more integral part of everyday life, the real potential and benefits are now becoming realized. Games are being put...
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...PC game "Personal computer game" redirects here. For video games in general, see video game. For other uses, "Computer Games" redirects here. For the album by George Clinton, see Computer Games (album). PC games, also known as computer games, are video games played on a general-purpose personal computer rather than a dedicated video game console or arcade machine. Their defining characteristics include a lack of any centralized controlling authority and greater capacity in input, processing, and output. PC games reached widespread popularity following the video game crash of 1983, particularly in Europe, leading to the era of the "bedroom coder". From the mid-90s onward they lost mass-market traction to console games before enjoying a resurgence in the mid-2000s through digital distribution. The uncoordinated nature of the PC game market and its lack of physical media make precisely assessing its size difficult. Contents 1 History 1.1 Early growth 1.2 Industry crash 1.3 New genres 1.4 Contemporary gaming 2 Platform characteristics 2.1 Fidelity 2.2 Openness 2.2.1 Mods 2.3 Dominant Software 2.3.1 Digital Distribution Services 3 PC gaming technology 3.1 Hardware 3.2 Software 3.3 Multiplayer 3.3.1 Local area network gaming 3.3.2 Online games 3.4 Emulation 4 Controversy 5 Computer games museums History Early growth Spacewar!, developed for the PDP-1 in 1961, is often credited as being the second ever computer game. The game consisted of two player-controlled...
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...Computer Games and It’s Effect to CBA Students of UM A Research Paper Presented to Prof: Edwin Nebria English 201, 12:30 – 1:30 Jason P. Lao Cristina Aquino Jobelle Solatorio Ebenezer Canque June Niel Acebedo March, 2013 Acknowledgement We would like to express our gratitude to all people who shared their time and resources for the completion of this study. Without their blessings, this paper would not be realized. Special thanks are bestowed to our parents, for their unconditional love, patience, financial and moral support extended in this endeavor. Likewise, we are equally grateful to our teacher, Prof: Edwin Nebria for his expertise and guidance in the making of this Research paper. We are also thankful to our friends, Dave Geverola, Mark Sieras and Paolo Serra for lending their laptop and helping us in encoding and editing of the final copy. Above all to God, our savior for the countless blessings and strength given to us to continue doing this until its completion. The Researchers Jason P. Lao Cristina Aquino Jobelle Solatorio Ebenezer Canque June Niel Acebedo Introduction In the worldwide scenario nowadays, technology develops very fast, which means the phenomenon of Electronic devices has started. According to Joshua Gardener, the issue of the effect of video game violence on young people came into the national spotlight in 2011 when a California...
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...How gaming has an impact on society: Gamming has a very powerful effect on society as we know it today most people think gamers are recluse that stay inside all day, are obese and have no social interaction what so ever. But not all gamers are like this some of us are sophisticated and have lives rather than not talking to anyone. What people say about the gaming industry and about gamers are wrong most of the time. Some of these are just plain wrong. Gamers and violence: Ever since a violent game has been around there have been people who are trying to put them down and cause controversy over the amount of violence in the video games. The papers have blamed many accidents caused by children or teenagers on them being able to play violent games. Many of these include, anger from call of duty competitiveness as well as more dangerous ones like shooting and robbing shops due to some effects of gta (grand theft auto) .These are of course due to speculation the papers have no proof that this is the case they say that games are the problem when they are not the problem it is mostly due to the fact that the children have access to a gun in the first place or their parents our bringing them up in a rough way or getting peer pressured into doing theses certain acts. This is a prime example of the papers speculating: The study is called “violent video games do not cause teens to become aggressive” ‘An 8-year-old in Louisiana shot and killed his grandmother. The incident...
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