...CHAPTER I THE PROBLEM AND ITS BACKGROUND INTRODUCTION Defense of the Ancients (DOTA) is a custom scenario for Warcraft III, based on the "Aenon of Strife" map for StarCraft. The objective of the scenario is to destroy the opponents' "Ancient". The two teams' ancients are heavily guarded structures at opposing corners of the map. Players use powerful units known as heroes, and are assisted by allied heroes and AI-controlled fighters called "creeps". With successive versions, features, heroes, items, abilities, and graphics are added to updated and bugs are fixed. 0n the DOTA’s, All-stars, forum, users can be post ideas, for new heroes or items, some of which are added to the map. Ice frog recently added anew hero based off submission for a “Model to hero” context or his site. STATEMENT OF THE PROBLEM The foregoing study is about the influence of playing computer games to the students above 16 yrs. old, specifically the researchers tried to find out the answers to the following problems: 1. Is there a positive effect in playing DOTA? 2. How does DOTA affect the performance of a student? 3. Are they aware of what it can do to them? SIGNIFICANCE OF THE STUDY Nowadays, DOTA game is one of the most popular games here in our country. Millions of youth and children really want to play their favorite games at the computer shops. Because of the large number of youth who patronize the mentioned computer games, the researchers conducted a study on...
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...Ancient” “Introduction” DOTA or Defense of the Ancient is a computer game that may cause happiness on the students. DOTA is an online game where you can play with your friends. We all know that DOTA is a well-known inline gaming that many students can be addicted in the game and can cause a damage to their studies and health. It can damage their studies because they choose to play DOTA that to attend their classes instead. It can damage their health too, because of playing of DOTA. They don’t eat on the right time because of playing that may cause ulcer. To their eyes, it may become vague because the play DOTA all day. Sometimes they don’t sleep just to play DOTA all night, it can cause eye abnormalities. The Problem and its background 1.)Family Problem -When there is a problem in their home he/she go to the shop to play DOTA instead of thinking on how to solve their problem. 2.) Peers/Friends -When they’re bored, and when they influence by other. 3.) Laziness in attending their class -Sometimes they didn’t do their assignments that’s why they don’t want to attend their class. 4.) Professional Player - Because this game can make you popular. 5.) Money - if they win in this game, they can ear Objective and Significance 1. To know what is the cause and effect of playing DOTA. 2. To know what are the impact of DOTA in some selected students of DOTA. 3. To know what are the advantages and disadvantage of DOTA. (S.O.P) Statement of the...
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...computer game user, player and fan, it has led me to study the effects of playing computer games such as DOTA, KHAN, and other highly innovative and competitively graphical games. The purpose of the study was to establish an understanding of to what extent is the effect of playing online games, network games and other types to the studies of the students in the university where I graduated. While it was difficult to set a parameter of classifying games according to types and quality since I and my friend believed that the characteristics of the games have something to do with the addiction of students to playing, we thought that it would be safe to just assume games as if have the same characteristics even though these games are under of different types and of the different level of complex graphical presentation, level of real-time experiences, the plot of story it is trying to project and a lot more qualities. Thus, if we quantify the effects then assumption holds that each game that we have studied has a relatively the same impact to students considering its character/quality. However, the extent of its impact is relatively different when we talk about the degree of variation to students experiences towards gaming. This shows therefore that in studying game addiction, it requires a rigid classification and parameter identification to clearly qualify and quantify the impact of this activity to...
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... * The definition of DOTA is "Defence of The Ancients". * Defense of the Ancients (DOTA) is a multiplayer online battle arena mod * A custom game map created for the game Warcraft 3. Originally developed for Warcraft 3: Reign of Chaos (and wildly popular) by Eul, the map was later ported onto Frozen Throne (the expansion pack for Warcraft 3), was released. Currently the most popular ports of DOTA are Allstars, CHAOS and Classic 2.0 Background of the story * DOTA pits two teams of players against each other: the Sentinel and the Scourge. Players on the Sentinel team are based at the southwest corner of the map, and those on the Scourge team are based at the northeast corner. Each base is defended by towers and waves of units which guard the main paths leading to their base. In the center of each base is the "Ancient", a building that must be destroyed to win the game. * Each human player controls one hero, a powerful unit with unique abilities. In DOTA, players on each side choose one of 112 heroes * This research aims to find effects of DOTA into Collage Poly-Tech MARA students (male), especially in their learning. In particular it aims to describe the impact of mass on student learning, identify the reasons why they like to play DOTA, Identify the factors affecting the Collage Poly-Tech MARA students about DOTA, and recognize the importance of learning to balance and DOTA. 3.0 Statement of problem * When their playing DOTA their will miss the class...
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...Quezon, Bukidnon The Effects of DOTA Addiction Dan Louise Christian Dacillo Ardemer Authors Ms. Carmela Jagunal Teacher All Rights Reserved 2015 Page | 1 Table of Contents I. Introduction ………………………………………………………...……………. 3 A. Thesis Statement ………………………………………………………… 5 B. Definition of Terms ……………………………………………………... 6 C. Significance of the Study ……………………………………………………... 7 D. Methodology ……………………………………………………………... 9 1. Type of Research ………………………………………………… 9 2. Respondents …………………………………………….………... 9 3. Questionnaire ……………………………….……………………. 10 E. Review of Related Literature …………………………………..…….……….. 11 II. Body ……………………………………………..…………...……………..…….. 17 III. Conclusion ………………………………………………………………………… 36 IV. Recommendations …………………………………………………………………. 37 V. Bibliography …………………….…………………………………………………. 38 VI. Acknowledgement …………………………………………………………………. 39 VII. Appendices …………………………………………………………………………. 43 Page | 2 I. Introduction: DOTA or Defense of the Ancients is a game that rose in the age of the modern technology. It is a LAN game or Local Area Network Mode. DOTA started in early 2000’s in the program Warcraft; it was revised in around 2006 in the program Warcraft III and later on they launched an online based application of DOTA which can be played not only by the LAN Users but also the WWAN Users, it was named as DOTA 2. DOTA has been a great impact to some group of people in the society...
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...Quezon, Bukidnon The Effects of DOTA Addiction Dan Louise Christian Dacillo Ardemer Authors Ms. Carmela Jagunal Teacher All Rights Reserved 2015 Page | 1 Table of Contents I. Introduction ………………………………………………………...……………. 3 A. Thesis Statement ………………………………………………………… 5 B. Definition of Terms ……………………………………………………... 6 C. Significance of the Study ……………………………………………………... 7 D. Methodology ……………………………………………………………... 9 1. Type of Research ………………………………………………… 9 2. Respondents …………………………………………….………... 9 3. Questionnaire ……………………………….……………………. 10 E. Review of Related Literature …………………………………..…….……….. 11 II. Body ……………………………………………..…………...……………..…….. 17 III. Conclusion ………………………………………………………………………… 36 IV. Recommendations …………………………………………………………………. 37 V. Bibliography …………………….…………………………………………………. 38 VI. Acknowledgement …………………………………………………………………. 39 VII. Appendices …………………………………………………………………………. 43 Page | 2 I. Introduction: DOTA or Defense of the Ancients is a game that rose in the age of the modern technology. It is a LAN game or Local Area Network Mode. DOTA started in early 2000’s in the program Warcraft; it was revised in around 2006 in the program Warcraft III and later on they launched an online based application of DOTA which can be played not only by the LAN Users but also the WWAN Users, it was named as DOTA 2. DOTA has been a great impact to some group of people in the society...
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...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 impacts and outcomes. The most frequently occurring outcomes and impacts were knowledge acquisition/content understanding and affective and motivational outcomes. The range of indicators and measures used in the included papers are discussed, together with methodological limitations and recommendations for further work in this...
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...love strategy of DOTA in theaction games and Philippines compared to board and mini games. It has a very different gameplay compared among other games. Also, it is a multiplayer game; people can play with others up to 10 persons per game. These are the heroes of DOTA, there are so much to choose from. They are divided into three groups, the Sentinel, the Scourge, and the Neutrals. Also they are divided further by their Joshua Frankie B. Rayo Department of Computer Science University of the Philippines Diliman The Culture of DOTA in the Philippines Joshua Frankie B. Rayo Department of Computer Science, University of the Philippines Diliman jbrayo@up.edu.ph Abstract. The culture of DOTA (Defense of the Ancients) has taken the Philippines to storm because of its very creative gameplay that caused millions of Filipino students hard for them to avoid playing the game; and it is also evident from media to the internet. This game has brought such intense effects to the Filipino youth and its everyday life; up to the point where they are affected physically, psychologically, and their respective careers. Because of DOTA, the computer shops in the country have been growing massively since its release; the youth are gathered there to play informally and to show their enthusiasm and foster friendship, teamwork and camaraderie. It follows the ‘booming’ computer shop industry and culture in the country. Also, some people handle DOTA tournaments to encourage...
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...development using time series of informative attributes. We then find the thresholds to separate fast and slow attribute growth rates using clustering and linear regression. We create a set of categorical attribute growth rates by comparing against the thresholds. If the growth rate is greater than the threshold it is categorized as fast growth rate; if the growth rate is less than the threshold it is categorized as slow growth rate. After obtaining the set of categorical attribute growth rates, we build a decision tree on the set. Finally, we characterize the patterns of team success in terms of rules which describe team members’ character attribute growth rates. We present an evaluation of our methodology on three real games: DotA,1 Warcraft III,2 and Starcraft II.3 A standard machine-learning-style evaluation of the experimental results shows the discovered patterns are highly related to successful team strategies and achieve an average 86% prediction accuracy when testing on new game logs. I. I NTRODUCTION With the development of eSports, post-competition...
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...DOTA (Defence of the Ancient), DOTA 2, LOL (League of Legends) and other offline and online games are some of the most played computer games in the Philippines according from the website http://gamesinasia.com. Many people including students are playing this game for enjoyment, for fun and to forget their problems even just for an hour. But some students are not just playing it but they are now living with this computer games. Some students feel that their days are not complete if they cannot play this game for just a day. Some students cancel some of their important activities so that they can play this computer games. And because of their addiction in this computer games some students fail in their studies because of not studying before the exam because instead of reviewing they are playing computer games. Some students fail also because of attending classes instead they choose to skip classes so that they can play computer games. Because of their addiction in this computer games they don’t know the consequences that can happen and also because of this addiction many parents now are concerned about the future of their children because of computer addiction. So because of this rising problems of the concerned parents to their children I choose the topic computer addiction so that it can help the problems of the concerned parents to their children. It can help the concerned parents and the students by knowing the causes of this computer addiction so that it can be prevented. It...
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...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 instructional delivery strategies on children’s learning achievement. Research results from the Kaiser Family Foundation and the Children’s Digital Media Centers pioneered by Riedeout et. al. (2003) found in their study “Electronic Media in the Lives of Infants, Toddlers and preschoolers” that children...
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...The Market Research Encyclopedia by Vincent E Barabba To market well, you have to satisfy and at times exceed the expeetations of the customer. But how do you know what the customer wants; According to the textbooks, market research ought to provide the answer. Unfortunately, heeause of the way most traditional marketing research is conducted, it has fallen short of this important objective. At the core of the problem is the practice of using marketing research to confirm that a decision already made is the right decision rather than using market research to identify alternative choices and to support the process hy which the hest alternative is ehosen. In this series of foldout tables, I present a guide for managers who want to use market research to develop and support market-based decisions. The tables form a decision-support framework that uses research tools to help companies develop a balanced approach to the "technology push/demand pull" product development process. The structural components of the framework are accountable management, the company's decision process, marketplace reality, and the market research function. The five sections of the gateiold identify the steps researchers must take: (1) Assess market information needs; (2) Measure the marketplace; (3) Store, retrieve, and display the data; (4) Descrihe and analyze HARVARD BUSINESS REVTEW laiuuirv-Febiiiatv 1 ^ market information; (5) Evaluate the research and assess its usefulness. The reference material...
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...Impacts of Multiplayer Online Battle Arena (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...
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...PROLOGUE: The Adventure Begins When this homework was assigned last Saturday, I knew then that this was going to be an adventure. I have never played Warcraft-DOTA before but, I am aware that it is an addictive game. I know this because my 20-year old nephew, still a third year industrial engineering student up to this day, was an excessively avid player. Two years of his college life were wasted because of his addiction with the game. He could have been graduating this year if not for the addiction. Thus, when I heard from Professor Nicart that the game has been lauded by no less than The Harvard School of Business because of its contribution in developing management skills, I was intrigued. Then, she said we have to play the game at least 30 minutes a day for the next 5 to 6 days, I was amused and thought to myself that my nephew would have a blast when he hears about this. Hence, the adventure for me began even before I would play the game. CHAPTER ONE: Acquiring The Warcraft-DOTA File I had a very busy schedule ahead of me this week. I thought that in order to have this homework done, I had to finish it as soon as possible. So, as soon as I got back home last Saturday, which was about 7:30 PM because electricity in our area only came back around that time, I immediately searched if the “Warcraft-DOTA” file was installed in our computer. It was not. I also searched the other laptops we had at home and I didn’t find one. I went online to search a downloadable...
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...STATEMENT OF THE PROBLEM This survey on online games user of San Gabriel elementary school specifically question shall be answered: 1. What is the profile of the respondents in terms of: 1. Age 2. Gender 3. Family income 2. What are the effects computer online games on the study habits of selected grade VI pupils at San Gabriel Elementary School? 3. Is there any significant difference on the effects of computer online games to the respondents’’ study habits in terms of their profile? HYPOTHESIS This study tested the null hypothesis that there is no significant difference on the perception of the respondent between the effects of computer online games and the study habit of grade VI pupils of San Gabriel Elementary school. SIGNIFICANCE OF THE STUDY This research is important to the Parents of the youth. For them to know what are thing that influence using online games. Also to prevent the bad influence of online games to their children, for parents to be able to protect their children from influence of online games. To the youth, they should know the effects of online games to their study habit. Children should know the limitation of using online games and set their priorities. To the teacher, the second parents of the youth. This research is important to guide them to handle this kind of situation and to know how to assess their pupils. Future researchers can make use the results of this study...
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