...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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... computers continue to upgrade as well until the time that computer has now become a part of man’s everyday life that are hooked to computers. Computers can now edit documents to your PC, play mini games, search information you need using the internet, save documents to your PC and play online games. It’s like an all-in-one gadget that can do all the things you want anytime you need it. Based on the facts on Wikipedia, from 1990 to the present year, online games had a big impact to us especially teenagers. Online games have many genres, including FPS games, MMORPG, Casual games and multiplayer games. A game will become an online game if it involves in using a computer or a series of computers with one player in each computer to battle it out with other players using the Internet depending on the game genre. According to Wikipedia, an online game is a game played over some form of computer network. Online games can range from simple text based games incorporating complex graphics and virtual worlds populated by many players simultaneously. Many online games have associated online communities, making online games a form of social activity. Beyond single player games. That’s why online games are addictive to teenagers. A. Significance of the study We know that playing online...
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...Massive Multiplayer Online Games 1) Dave – intro 2) Andrew – Demogrpahics 3) Elijah – Positive effects 4) Colby – Negative effects / Addition 5) Chris. – Intrinsic / Extrinsic 6) Nicholas – Why people play MMOG 7) Sean – Conclusion Skit 1) Dave : Yall wanna go study for the test? a) Sean: No, I studied already b) Nicholas: Dude, I just PWND him so bad! c) Dave: (shrugs, presents my part.) 2) Andrew: You going to your sister’s graduation? a) Sean: She wasn’t there for mine, why go to her’s? b) Nicholas: Who needs graduation, I’m schooling these noobs on guild wars. PWNage 101! c) Andrew: (shrugs, presents his part.) 3) Elijah: Have you gone to work? a) Nicholas: I called in sick, I got an important guild war. b) Sean: No, I’m not hungry c) Elijah: (shrugs, presents his part.) 4) Colby: Do you guys want to go to the party? a) Sean: No b) Colby: They got beer. c) Sean: I got beer here. d) Colby: There will HOT girls. e) Nicholas: I just met a HOT girl here. f) Colby: (shrugs, presents his part.) 5) Christ.: Your mom is having your baby brother, you going? a) Nicholas: Tell her to hold that baby in, I’m almost max level! b) Sean: I thought she had an abortion? 6) Dave: Did you guys do anything for this presentation!?! 7) Nicholas: FINE! I’ll do it, I just finished it 30mins ago anyways. a) Nicholas: (presents his part.) 8) Sean: In conclusion, THE END! a) Sean: Did you really think that was...
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...Running Head: Online Game Addiction Perception of and Addiction to Online Games as a Function of Personality Traits Searle Huh University of Southern California and Nicholas David Bowman Michigan State University Online Publication Date: April 26, 2008 Journal of Media Psychology, V 13, No. 2, Spring, 2008 Abstract With the growing popularity of online video games, there have been anecdotal reports suggesting that these games are highly addictive, with some gamers spending in excess of 40 to 50 hours per week playing. Thus, research into the individual characteristics that lead to excessive play is warranted. This paper examines two individual variables – personality and perceptions of media – and explores how they relate to online game play, specifically online game addiction. By presenting a revised metric for online game addiction, this paper explores the relationship between addiction and both personality and perception. Online addiction is presented in this paper as a process addiction with four unique factors: perceived social sanctions, excessive play, uncontrollable play, and displacement. Both personality and perception are found to be significantly associated with online game addiction. These results are interpreted and discussed, and future research direction is suggested. Keywords: online game addiction, Big Five personality traits, media perception, MMOs Perception and Addiction of Online Games as a Function...
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...Assignment #1 – Advertising Campaign Marketing Communications Lori Scott Professor: Mimi Kawwaff, DBA Marketing 312 May 25, 2015 Promoting a Massive Multiplayer Online Game (MMOG) Marketers are inclined to focus on the generation called the Millennials. This typical demographic description is of customers for the MMOG that are males 18-34 years old. This group has always been a highly used category because they have disposal income and are not yet married with families or homes that they would have fixed expenses as would an older demographic group. Men 18 to 34 are an enormous target for the MMOG market and are considered to be one of its primary core targets for gaming developers and the model they use when developing the programming. It is suggested that for the males aged 18 to 24, game play seems to be their primary focus and what the majority of them in this range are engaged with the most. A study of MMORPG players were identified, 60% of MMO players are male, 36% of MMORPG players are married and 50% of MMORPG players are working full-time, while 22% are full-time students, and 12% are part-time students/workers. The lifetime earnings are reported to be $80,000/year for males in this category. Data shows that half (51%) of all young male adults aged 18-34 had never married, and only one-third (32%) had children. It also revealed that over one-third (36%) were married, another 8% were cohabiting, and 5% were divorced or separated. Age 20-24: 68% were...
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...Chapter I THE PROBLEM Introduction Millions of people play online games around the world, in April 2013 it was estimated that 671 million people worldwide played online games. Almost a quarter of these individuals did so on a daily basis and that number as a percentage of total online gamers continue to grow (comScore, 2013). An online game is a video game played over some forms of computer network, using a personal computer or video game console typically on the Internet. This network is usually the Internet or any equivalent technology; but games have always used whatever technology was current: modems before the Internet, and hard wired terminals before modems. One advantage of online games is the ability to connect to multiplayer games in which thousands of people can participate in a shared world and can return to that world day after day to see it grows and changes in response to one’s own actions, although single-player online games are quite common as well. A second advantage of online games is that a great percentage of games do not require payment. Third, that is worth noting, is the availability of a wide variety of games for all types of game players. While it may be true that online games are perceived to have advantages to players, their effect on behavior is worth looking into. As defined by McLeod (2008), human behavior is experienced throughout an individual’s entire lifetime. It includes the way they act based on different factors such as genetics, social...
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...Online Media and Role-Playing Games The evolution of video games has come a long way from the medieval days of Atari’s Pong circa early 1970s to the vastly interactive world of the Internet today. Early video games presented the player with one-dimensional problems, for example, Pong simulated Ping-Pong; the players only objective was to hit the rectangle back and forth. Eventually video games transformed into Role-Playing Games, which were multi-dimensional and allowed the player(s) to immerse themselves completely in a fantasy world. The new RPGs allowed the player to problem-solve, strategize, work within a community, and use cognitive skills. According to Squidoo, (2011), RPG’s consist of “a storyline, which usually evolves an epic battle between the forces of good and evil, with the player’s characters fighting on the good side to avert an apocalypse” (What Are Role Playing Games? para.2). A recent trend in video games has immerged into MMORPG, which is an acronym for Massively Multi-Player Online Game. An ideal example is World of Warcraft in which the player is introduced into a new realm of reality. World of Warcraft was first released in November 2004; it currently holds the most subscribed MMORPG title and the Guinness Book of World Records for the most popular MMORPG. WoW crosses age and gender demographics, it helps create communities that involve players, writers, artists, and animation programmers. For example the players are integral in the creation...
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...Massively Multiplayer Online Role-Playing Games (MMORPGs) XXXXXX X XXXX Prof. XXX X XXXXXXX Human Computer Interaction May 5 2005 There are major differences when playing chess in person to playing chess in cyberspace. Playing massively multiplayer online role-playing games (MMORPGs) can become very addictive to the user especially if they are playing from home. Playing chess face-to-face with another person (called OTB, Over the Board) you get a sense of competition where there is tension in the air. I would say the first and most obvious thing that you could have happened playing online chess that would never happen playing face-to-face is losing your Internet connection. Whether you just made your first move our ready to call checkmate once your Internet connection has been severed it is unlikely you can recall that game. With two individual computers connected to the game server, any one of the three could lose connection at any time. Another, thing that you would not have in a face-to-face chess game would be a lot of conversation. In an online chess game you and your opponent have the ability to communicate by text or by voice while playing the game. To further expand on this point of conversation during the game, some opponents use the conversation to taunt and ridicule their opponent. They do this in an effort to distract you hoping you will make a mistake that they can capitalize on...
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...Title of the Study: Computer addiction when it comes to online games Purpose of the Study: To provide additional information of the disadvantages if one is addicted to computer games. To be a reference of one of those future researchers and also can be used by many of the students. The purpose of study is to: 1. Identify the effects of computer addiction. 2. Interview the young people in how they engaged with the computer games. 3. Give the examples of the games where the teenagers become addicted. 4. Identify what makes teenagers addicted. 5. Know what are the risks for the teenagers is. Significance of the Study This research or study regarding to the computer addiction is made to know what the effects of computer games are for the youths today. Online games are the favourite past times of the teens and even to the children. Therefore, this study will give an advantage on how they will be aware to the consequences. To the Parents. This study will help them to become conscious of this computer games. Inform their children about the effect of the computer addiction to the mental thinking of one individual. To the Teenagers. This study will help them to control their addiction on computer games. This study will also make them aware in what will be the bad effects of it. To the Future Researchers. This study will help them to have more information or an additional reference on their research. Conceptual Framework 1st try ...
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...only interested in toys but are also into playing computer games. In getting the child’s attention, these computer games come in various approach in drawing the child towards playing it over again. Although there are a lot of games available over the Internet, those do not guarantee that such computer games would be educational and appropriate for preschool toddlers. In line with this, the researchers closely examined the problems that comprise this topic. One of the main concerns is that there are games that are not good and wholesome for children. Another concern is that toddlers are most likely to be uninterested of studying using their books. Lastly, the methods of teaching of preschool teachers are inadequate when it comes to incorporating the use of computers. Based on the problems observed, the researchers come up with a study to develop a system that will address the mentioned concerns. The study entitled “Online Toddler Educational Games,” fits together with educational and gaming website systems. The researchers will integrate the former and the latter system to come up with an online system which makes it possible to have interaction and playful learning in the sense that toddlers are highly involved and essentially motivated. Thus, the system will then serve as one of the excellent foundations in enriching the knowledge of a preschool toddler. Purpose and Description Online Toddler Educational Games are not only for preschooler ages 3 to 5 years old, but their...
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...THE EFFECT OF PLAYING ONLINE GAMES ON PRODUCTIVITY LEVELS An Interactive Qualifying Project Report Submitted to the Faculty Of the WORCESTER POLYTECHNIC INSTITUTE In partial fulfillment of the requirements for the Degree of Bachelor of Science by Michael Anastasia AND Jeremiah Chaplin Date: May 5, 2005 Professor Mark Claypool, Advisor Abstract Playing computer games at work is often discouraged, even though there is evidence that work breaks increases productivity and that computer games can be beneficial. We investigated the effects of computer games, particularly short Internetbased games, on productivity, especially when games are played during short breaks. We conducted two studies simulating work in an office environment, and examined the impact of computer game breaks. Although our investigations proved inconclusive, our methodology can be used for future investigations into this subject. Chapter 1: Introduction 1.1 - Preface Computer games have existed as a major recreational activity since the introduction of Pong in the 1970’s. Since the introduction of the personal computer the availability of electronic entertainment has increased drastically, becoming available in locations where it was previously unaccessible. The sheer number of personal computers in the workplace and presence of games on the World Wide Web have made computer games easily accessible to employee's in the workplace. Like most entertainment, the use of computer games in the workplace is frowned...
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...A chunk of solid rock in the hand--let alone a snowy peak on the horizon--might seem permanent and unchanging, an indestructible bone of Earth. Yet, like water or organic matter, rocks are constantly transformed. Temperature is an essential part of rock creation, modification, destruction and ultimate rebirth. And, weathering is the first step in the breakdown of rock into smaller fragments. This process is critical to the the formation of landscapes and many other geological processes. Rocks may decompose or dissolve and at the same time changes in composition through a certain chemical process to form residual materials. This is called chemical weathering. There are three very common chemical processes involved with chemical weathering. First is dissolution which occurs when water such as rain reacts with minerals and dissolving the rock changing its chemical composition. Oxidation is another process wherein oxygen reacts with the minerals in a rock, specifically iron, to form rust. This is why we sometimes see red-colored rocks. Hydrolysis takes effect when water reacts with Feldspar, the most common mineral in rocks, and forms another product, usually clay, that can be easily dissolved later on. Mechanical weathering Mechanical weathering happens when rocks disintegrate or breaks down into smaller pieces through physical forces which could be any of the following: exfoliation, abrasion and freeze and thaw weathering. Exfoliation happens when rock sheds off sheets of it...
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...computer games or online gaming” August 19, 2013 Presented by: Rey Pahunang Presented to: Ms. Michelle Odchigue Introduction Playing game is a natural part of growing up. It is one way that person can learn to socialize and compete. Computer and online games , in most instances are no more dangerous than other games that people plays. But sometimes computer and online games become more than just play. They become an addiction and when they become in addiction teenagers psychological and physical well being may be in danger. Addiction to computer and online games is a real and growing problem. It affects both kids and adults specially teenagers. Often the most addictive games are the online multi-player game they include role playing and endless of achievements and an IM or a chat function. Groups of players play and chats online, creating a fantasy world that provides an escape from real life. Kids can get caught up in this fantasy world to the exclusion of their real life responsibilities. Playing online games is an innocent hobby that can become a pathological behavioral problem, in which playing games becomes more important than other aspects of life. Addicted teenagers spend hours on the computer to the exclusion of other activities. They lose interest in their school, fail to turn in homework assignments and their grades suffer. They turn their backs on their friends, preferring to stay at home on the computer with their “online friends”...
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...COMPUTER AND 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...
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...world, there have been alarming cases about security issues via the use of online social networks among the youngsters today, in Malaysia and globally. As a Muslim, we need to remind each other especially the young ones not to engage in online activities that can jeopardize our safety and security. In this Group Project, you are required to come up with a community service program while playing our roles to educate and inculcate awareness among the schoolchildren aged 10-12 years old in dealing with the risks of the cyber world particularly social media. You are assigned to a group of 4-5. The running of the project is based on problem-based learning (PBL). The best groups will be chosen and will represent IIUM in this community service program with the schoolchildren aged 10-12 years old of Bukit Rahman Putra Primary School (a school in excellent cluster) at Sg Buloh, Selangor on 6th May 2016 from 9am – 1.00pm. Project Guidelines (but not limited to the following): 1. Introduction (about the current phenomenon) 2. Contents * the benefits of online activities to children * the downside of online activities to children (i.e. popular attacks on children & teenagers) * how children should engage in online activities safely and securely * how Islamic principles can help 3. Demonstrate your plan on how to effectively educate and inculcate awareness among the children to practice online activities in safe and secure manners. Use your creativity to engage their...
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