...EFFECTS OF COMPUTER GAMING ON NEUST STUDENTS’ IN CABANATUAN CITY 1. FOREWORD ....................................................................................................................................................................... 3 2. INTRODUCTION ....................................................................................................................................................................... 4 2.1. THE REPORT ....................................................................................................................................................................... 5 2.2. BACKGROUND ....................................................................................................................................................................... 5 3. RESEARCH DIRECTIONS ....................................................................................................................................................................... 8 3.1. ACTIVE USER PERSPECTIVES ....................................................................................................................................................................... 9 3.1.1. Important studies ..................................................................................................................................................................... 11 3.1.2. Problems with the Active User perspective ............................................
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...The computer became irreplaceable tool in every life of almost each person. The adult users generally use it for business purposes while youngster for computer games, computer became the part of our life in every important component in many spheres of modern life so it somehow influences on people one of the life leisure. And now a day’s majority of young people spend their leisure in playing computer games, surfing through internet, computer games have become the one of the favorite time spending of young people all ages, and even some adults with permanent development of computer technology the quantity of people using computer either for working purpose or entertaining purposes or increasing speedily. A personal computer games is a kind of game plated on a personal computer, rather than a video game console or arcade machine. Computer games have involved from the simple graphics and games play early titles like space war to a wide range of more usually advance titles. In this study, the effect of being addictive in playing computer games on the selected students aims to describe computer games affect our lives. It aims to seek how to lessen their attention to it. Statement of the problem The study aims the effect of computer games to the academic performance of the selected students of Santo Rosario Academy school year 2013-2014 1. What types of computer games attract most of the students of Santo Rosario Academy? 2. What are the effects of these computer games...
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...Playing a computer game every day can have more negative than positive effects on children. Do you agree or disagree? Video games are developing rapidly, and many children like playing them. Unfortunately some of children play them all day without taking a break or speaking with other people. This essay will describe the negative and positive effects of playing computer games every day on young people, and then compare them. The young can learn educational subjects from playing games. For example, they can learn problem-solving skills. If they cannot finish a stage in a game, they have to think of how to play it to finish the stage and to try it again. If they still cannot finish the stage, they have to think of another method. Furthermore, some computer games are for education and through playing these games, children can learn math and spelling. However, negative effects of playing computer games every day are often researched and discussed. Firstly, playing games every day for a long time is unhealthy for the young. In my opinion, children should play sports outside, which make them healthy. Subsequently, playing games every day may cause bad eye sights. Moreover, playing games may make adolescents aggressive. Young people are developing and don’t have appropriate moral values. Children enjoy the sense of accomplishment when they kill a character, then they can become violent or might not recognize the differences between real and virtual worlds. I Japan...
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...ago, a Filipino consider his/her childhood complete if he experienced playingtrumpo (top), playing sipa (the Philippines' national sport), playing taya-tayaan (a game of tag)or playing other physical games. Filipino children really loves hide and seek which we call tagu-taguan. I also experienced playing these games which made me consider my childhoodcomplete. Today, the children here in the Philippines consider computer games more fun thanthe physical games which I used to play. If a person asked a kid if which of these he/she prefers,the kid will likely answer computer games. I admit that these games are really addicting whichmade me think if these things have good effect on a person.Computer games can be dangerous to children. It can be a threat to their physical healthbecause these computer games can lead to obesity, seizures, muscular, postural or evenskeletal disorders. These things happen due to overindulgence and addiction to a certain game.Another disadvantage of computer gaming to a child is seen in playing violent games. Violentgames can cause physiological arousal, increased aggressiveness behavior of a child anddecreases a child's pro social helping. (Gentile, D.)Even though video games are harmful, there are also things which computer games canprovide which can be beneficiary to children. Computer games can develop better following of instruction; improve problem-solving, hand-eye coordination, fine motor, spatial, planning,resource management and management skills...
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...Computer Game Controversy Task: Video games are seen as a way of stress release and recreational activity. However in recent times the violent content of particular games has hit the headlines in a storm of controversy. Discuss the impact violent computer games has had on young people. In today’s world, there is an outrageous demand for video games that provide entertainment for millions across the globe. However in recent times, the so called ‘recreational activity’ seems to be stirring up a huge, on going debate over the controversy of its violent content. Now, more than ever the violence within some games is both offensive and mentally harmful to people ; but is it really as negative as the media is telling us? Today, video games are in a colossal industry all their own, making billions annually for major companies such as Microsoft, Nintendo and Sony. You may ask yourself why there is such a demand for these products. The reason is simple; video games are highly entertaining. Through the evolution of, what is in my opinion, an astounding invention, a variety of genres have also developed which makes these games so fantastic. One minute you could be storming a medieval castle, fighting a fire-breathing dragon. The next you could be flying a Spitfire in World War Two; or even scoring the winning goal in the World Cup Final. To simplify, the possibilities are endless and thus, the reason why the industry in so successful. Despite the industry having a majorly positive...
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...Effect of Addiction to Computer Games on Physical and Mental Health of Students INTRODUCTION Computer diversions are the most prominent excitements in present day social orders and they focus on an assortment of individuals in various ages. The dependence on the competition and fervors of the amusements make them the most widely recognized recreational projects throughout today's young people, with the goal that they do anything to achieve a larger amount of the diversion, they submerge in the diversion so much that they totally isolate from their environment. Testing with the hindrances and achieving a larger amount in the diversion, make the players energized and losing the amusement make them anxious. Computer amusements began in 1972 with Pang, a computer tennis diversion, and afterward created in equipment and programming frameworks. Change of value and assortment of recreations progressively spread it in the general public particularly adolescences.2 It is trusted that computer diversions like sitting in front of the TV gives chances to visual learning. Particularly on the grounds that these amusements are more dynamic contrasted with staring at the TV, they are viewed as more effective.3 Since these diversions are known as the second excitement after TV, rivals of these recreations underscore on their negative impacts, for example, invigorating resentment and savagery, costing a great deal of cash and having negative impacts of physical and psychological wellness,...
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...ANG EPEKTO NG COMPUTER GAMES SA PAG-AARAL NG MGA ESTUDYANTE MGA NILALAMAN Kabanata Pahina 1. Ang Suliranin at ang Saligang Pag-aaral Nito Panimula 1 Layunin ng Pag-aaral 7 Kahalagahan ng Pag-aaral 8 Saklaw at Limitasyon ng Pag-aaral 9 Depinisyon ng mga Terminolohiya 9 2. Ang Kaugnay ng Pag-aaral 13 3. Disenyo at Paraan ng Pananaliksik Disenyo ng Pananaliksik 19 Mga Respondente (Subjek) 19 Paglalarawan ng Instrumentong Kagamitan 21 Paglilikom ng Datos 21 Estatikong Pagtrato 21 4. Pagsusuri, Paglalahad at Interpretasyon Ng mga Datos 23 5. Lagom, Kongklusyon at Rekomendasyon Lagom 30 Kongklusyon 30 Rekomendasyon 34 BIBLIOGRAPHY 45 – 46 Questionnaires 47 Kabanata 1 ANG SULIRANIN AT ANG SALIGANG PAG-AARAL NITO Panimula Sa pagpasok ng ika-20 siglo, nagsimula ang panahon ng Electronic Devices. Paglipas lang ng ilang dekada ito ay lumago at nakilala at naging isang pangkaraniwang bahagi na ng pangaraw-araw na pamumuhay ng tao. Habang lumalago ang industriyang ito, isinilang ang isa sa pinakamagandang nilikha ng tao para sa kanyang sarili – ang Computers. Isa itong aparato na gumagawa ng trabaho ng tao nang mas mabilis. Ang mga...
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...Approval Sheet This thesis entitled “The Effects of Computer-Game Playing to the Academic Performance of the Grade 10 students of Don Bosco College – Basic Education Department High School Level School Year 2015-2016”, prepared and submitted by Syrell B. Almazan, Axl B. Cantil, Jorish B. Del Rosario, and Cyrihl C. Velasquez, in partial fulfillment of the requirements in English X, is hereby recommended for oral examination. Mr. Artell L. Almonte Subject Teacher Approved by the Committee on Oral Examination with a grade of _____. Mrs. Ma. Fatima A. Alarcon Mr. Joseph Christopher DT. Briana Member Member Mrs. Carolina B. Campos Ms. Vilma Rosa R. Dorado Member Member Mrs. Anita V. Maullion Mr. Wally A. Micosa Member Member Mr. Erbert V. dela Resma Chairman Accepted and approved in partial fulfillment of the requirements in English X. Rev. Fr. Regulus M. Porlucas, SDB Principal Date: __________ Acknowledgment Thanks to those teachers who helped us, especially Sir Erbert Dela Resma who gave the formula and Ma’am Joyce Bacuyag for helping us on how to compute the data. Also thanks to the aunt of Cyrihl Velasques for helping us on how to create a thesis Thank you. Dedication We dedicate this research to our Almighty Father for giving us strength in making this thesis. Next, to our beloved teachers and also to our classmates, the Grade 10 Caravario...
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...THE EFFECTS OF COMPUTER GAMES ON THE ACADEMIC PERFORMANCE OF CSC134 STUDENTS IN UiTM TERENGGANU DUNGUN CAMPUS BY: NOR AZILA AWANG ABU BAKAR NAZATUL AZLEEN ZAINAL ABIDIN NORLINA MOHD SABRI MARCH 2008 COPYRIGHT © UiTM Tarikh No. Fail Projek 19 Mac 2008 Penolong Naib Canselor (Penyelidikan) Institut Penyelidikan, Pembangunan dan Pengkomersilan (lRDC) Universiti Teknologi MARA 40450 Shah Alam YBhg. Prof., LAPORAN AKHIR PENYELIDIKAN "THE EFFECTS OF COMPUTER GAMES ON THE ACADEMIC PERFORMANCE OF CSC134 (COMPUTERS AND INFORMATION PROCESSING) STUDENTS IN UiTM TERENGGANU DUNGUN CAMPUS" Merujuk kepada perkara di atas, bersama-sama ini disertakan 2 (dua) naskah Laporan Akhir Penyelidikan bertajuk 'The Effects of Computer Games on the Academic Performance of CSC 134 (Computers and Information Processing) Students in UiTM Terengganu Dungun Campus' oleh kumpulan Penyelidik dari Fakulti Teknologi Maklumat dan Sains Kuantitatif, UiTM Terengganu (kampus Dungun) untuk makluman pihak Prof. Sekian, terima kasih. Yang benar, NOR AZILA AWANG ABU BAKAR Ketua Projek Penyelidikan ii COPYRIGHT © UiTM PROJECT TEAM MEMBERS NOR AZILA AWANG ABU BAKAR Project Leader ................................................: 11 ~ / Sig at t'e . NAZATUL AZLEEN ZAINAL ABIDIN Project Member ~ .............................. . NORLINA MOHD SABRI Project Member ............................................ 1':f?~ Signature iii COPYRIGHT © UiTM . ACKNOWLEDGEMENT First and foremost we thank Allah...
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...As almost any gamer can tell you, video games are apparently on the rise of popularity while every other medium of entertainment and leisure including music, movies, television, books, magazines and 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...
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...Registrant’s Common Equity, Related, Stockholder Matters and Issuer Purchases of Equity Securities is a main section of the annual report as well. Selected Financial data is also another main section of the annual report. The business section describes the company which is GameStop. GameStop is the world's largest multichannel retailer of video game products and PC entertainment software. We sell new and used video game hardware, video game software and accessories, as well as PC entertainment software and other merchandise. The Risk Factors section tells the stockholders the high degree of risk there is when investing in GameStop. Below are a few risk factors for GameStop Stockholders: • We depend upon our key personnel and they would be difficult to replace. • We depend upon the timely delivery of products. • We depend upon third parties to develop products and software. • Our ability to obtain favorable terms from our suppliers may impact our financial results. • If our vendors fail to provide marketing and merchandising support at historical levels, our sales and earnings could be negatively impacted. • The electronic game industry is cyclical, which could cause significant fluctuation in our earnings. • Pressure from our competitors may force us to reduce our prices or increase spending, which could decrease our profitability. • International events could delay or prevent the delivery of products to our suppliers. • There may be possible changes in our global...
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...Computer Games 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. Although personal computers only became popular with the development of the microprocessor and microcomputer, computer gaming on mainframes andminicomputers had previously already existed. OXO, an adaptation of tic-tac-toe for the EDSAC, debuted in 1952. Another pioneer computer game was developed in 1961, when MIT students Martin Graetz and Alan Kotok, with MIT student Steve Russell, developed Spacewar! on a PDP-1 mainframe computer used for statistical calculations.[3] The first generation of computer games were often text adventures or interactive fiction, in which the player communicated with the computer by entering commands through a keyboard. An early text-adventure, Adventure, was developed for the PDP-11 minicomputer by Will Crowther in 1976...
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...creativity in the business Game station, which is one of the UK’s leading computer and video games retailer. The definition of an aim is a target or to intend to move towards a certain goal. An objective is a goal that an individual or a team works toward to attain the end target. My objective for this particular research activity is to investigate different ways and ideas the business company Game station uses to improve creativity to attract customers. Primary research includes collecting data that does not already exist and therefore this could be data collected first hand. Examples could be conducting interviews or handing out questionnaires or observations. I will use secondary research which is data that already exists; this could be through published or recorded data that has already been collected for some other purpose rather than the current study. Therefore my research methods will consist of research from the internet and various websites. Game station provides customer service through numerous branches around the UK. Their products range from video games to electronic gadgets such as X-Box or Nintendo Wii, which are displayed throughout the shop for customers to observe and enquire about. The consumers for such products in Game station include children, teenagers as well as adults as most gadgets are designed for all ages while games on the other hand can specifically target a certain age group. Brand- Retail store Industry- Video games Founded- 1993 Headquarters...
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...Discussion I. Definition of Computer Gaming II. Reasons why people play computer games a. Entertainment and fun b. Camaraderie and Connectedness c. Emotional Satisfaction d. Escapism e. Practice or learn life skills f. Challenge g. Visible Rewards and feeling of achievement III. Benefits of playing computer games A. Mental Skill development B. Social Skill development C. Reading and Comprehension Skills development IV. Learning Components of Computer gaming A. Problem Component a.1. Logical Situation a.2. Problem Solving a.3. Multitasking events B. Social Applications b.1. Need of party /guild b.2. Chat capability C. Reading and Comprehension Skill Necessity Component c.1. Following instructions and directions c.2. Vocabularies Chapter III. Summary, Conclusion, Recommendation DMMA College Of Sothern Philippines Tigatto Road Buhangin, Davao City Benefits of Computer Gaming In partial fulfillment of the requirements for English 3A (Technical Writing) Submitted To: Mrs. Editha C. Alagaban Submitted by: Cdt 3/C Barrios, Junrey C. Cdt 3/C Estorpe, Darrel C. March 2013 Chapter 1 THE PROBLEM AND ITS BACKGROUND In the beginning computers were created only as a means to make life easy for government and private organizations. Modernization of living has a great impact to mankind, specifically in the field of technology that introduces people to this computer age because of its many benefits...
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...have negative effect on children, and especially on teenager’s parents usually buy computers for their children’s educational resource. But teenagers, who always seek fun activities around the, use computer to play game, chat with friends and to catch up with the latest gossip on celebrities, and before they know it, they are addicted to computer. Computer can cause teenagers to be physically, mentally ill, and the more the child spends more time on computer, the more he loses time to focus on his academics, and time to communicate with his/her family. Technical is a good tool if we use its own advantage, but it would be the worst if it is used to own disadvantage. Purpose and Description of the Project The purpose of this study will provide information about students in ISU-R who are engaged in the use of computer. This show cases the statistic of students who are spending their time in online/offline games, social networking, chatting, researching or simply browsing the net. This further shows how many percent of students in ISU-R are addicted in computer. Objectives of the Project The study on the Online Survey on Computer Addiction Among ISU-R Students was conducted at the Isabela State University, Roxas Campus. This study shows how many percent of students in ISU-R are addicted in computer. Specific Objectives: * To show how many percent of students in ISU-R are addicted in computer? * To provide easier and faster transactions to the user. * To sustain the...
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