RESEARCH PROPOSAL SUBMITTED TO CHRIST UNIVERSITY
IN PARTIAL FULFILLMENT OF THE AWARD OF THE DEGREE OF
MASTER OF APPLIED SOCIOLOGY
BY
LALRINDIKA
RESEARCH GUIDE VICTOR PAUL
DEPARTMENT OF SOCIOLOGY CHRIST UNIVERSITY, BANGALORE
AUGUST 2014
TABLE OF CONTENTS:
1) Introduction
2) Statement of the problem
3) Significance of study
4) Research design
5) Respondents
6) Instruments used
7) Review of literature
8) Limitations
1) INTRODUCTION:
Defense of the Ancients was released in 2003 by a video game mapmaker under the alias of Eul. It’s a modified game from Warcraft that was released by Blizzard. It’s a game where five players go against its other. Its requires years of playing to be good with the game and understanding the mechanics.
Many of us have stayed up late more than once playing our favorite computer or online games. And some of us have even heard complaints from our families and significant others about the amount of time we spend playing online games rather than with them and their studies. Maybe a few of us have even wished we could sneak in a game while we were at work. But this is really a problem nowadays.
Research done by Rachel Kowert from thethe University of Münster, Germany have found that the results provide support for the emergence of social displacement effects. Increased social online video game play, but not social offline video game play, was found to correspond with smaller, and lower quality, offline social circles. However, further research is needed to assess the impact of these declines on everyday socialization, such its potential negative influence on the development and maintenance of social skills.
And the research done by Shumeng Hou from Institute of Developmental Psychology, Beijing Normal University have found that Explicit outcome were correlated with present levels of addiction and indulgence, whereas implicit outcome were related to the length of time that an individual maintained Internet gaming behavior.
2) STATEMENT OF THE PROBLEM
A. General What are the effects of playing online games towards the academic performance of college students.
B. Specific
This study aims to investigate the effects of playing online games to the college students. It analyzes the possible effects of playing online games and the possible ways to avoid it. Particularly, this study is conducted to answer the following problems:
1. What are the physical effects of playing online games to the Students. What type of games do the students play in majority?
3. Is playing online game hindrance on the students’ such as: a. doing of assignments/homework b. attending college matters/activities
4. Does the students affect their academic performance at college?
3) SIGNIFICANCE OF STUDY
In an increasingly technology-dependent based society, people will continue to use computers not only for business but also for pleasure. Computers have become a social and economic necessity that permeates every part of our lives; it is feasible that in the future, every person in the world may own or use a computer. The main purpose of this research is to know the effects of playing online games towards the academic performance of the selected students. Furthermore, this research aims to give significance the following: For the students, they will know what are the emotional and physical effects of playing online games. They will be more conscious on the said effects. They will know what are the bad impacts of playing online games every time and they will realize that playing too much online games is not worth their money.
Teachers, they will be giving more attention to the students. There are also teachers who tried and played online games too. They can help and let their students explore deeper words, meanings and thoughts that the students learned from different online games. In longer time, they will have fun and at the same time they are also learning.
School, students usually get to know more of their classmates or schoolmates in other grade levels when the play online games.
Community, most online gamers gain friends within the games they play, even though they haven't seen those friends in person. There is a bonding happening and it can build a strong relationship.
And parents, they will be benefited by they will have more time and communication with their children. They surely know how to limit their child from playing online games by guiding them wisely.
4)RESEARCH DESIGN
The researcher design would specifically be descriptive survey method to gather information of the related study.
The Research Locality
Study would be conducted in St.Joseph’s College as well as candidates from Koramangala 8th Block specifically from boys PG.
5)RESPONDENTS
Respondents would be from age 18-25 mostly college students.
6)INSTRUMENTS USED
Questionaries/Survey would be used for this research
Focus group method.
7)REVIEW OF LITERATURE
Play isa ninnate human drive thatbegins invery earlychild-hood (Caillois, 1961). Today, much game play has been transferred from the real (i.e.,theembodiedworld) to the on-line world and is verified by software sales. In 2010, bothvideo and PC game software retail sales amounted to ap- proximately $15.5 (US) billion (Johnson, 2011). The most popular online game is The Sims 3 followed by World of Warcraft’s Wrath of the Lich King
This suggests that ‘Sim-ulation Games’ and ‘Massively-Multiplayer Online Role-Playing Games’ (MMORPGs) are favored by gaming com-munities (The NPD Group, 2010). These games allow play-ers to (i) inhabit massive game worlds concurrently, (ii) de-velop virtual alter egos, namely avatars, and (iii) play with others all over the world anytime and anywhere. Further-more, they enable immersion in a reality that is both simulta-neously fantastic and poignantly real. Therefore, these gamescan be seen as “systems[s] in which reality itself […] is en-tirely captured, fully immersed in a virtual image setting, inthe world of make believe, in which appearances are not juston the screen through which experience is communicated, but they become the experience” (Castells, 1996, p. 404).The manifold possibilities that online games offer for aficionados and novices alike clearly highlight the wide ap-pealof thesegames. Moreover, according to the latest report of the Entertainment Software Association (ESA), 25% of the computer and video game players are under the age of 18 years and 60% are male. The ESA also reported that 25% of parents do not impose time limits on their children’s Internetuse in general and 17% of parents do not impose time limitson video and computer game playing (ESA, 2010). Fromthese statistics, it appears that gaming, and particularly on-line gaming, is an integral element of children and adoles-cents’ leisure time activities.
Whilst gaming is a pleasurablepastime activity, research suggests that excessive online gaming may in extreme caseslead to symptoms commonly experienced by substance ad-dicts, namely salience, mood modification, craving, and tol-erance (Wölfling, Grüsser and Thalemann, 2008; Young,2009; Hsu, Wen and Wu, 2009; Ko et al., 2009; Mehroof and Griffiths, 2010). A recent systematic literature review suggests that it is particularly excessive engagement with MMORPGs that can lead to addiction in a small minority of players (KussandGriffiths,2011b). Since online and offline video and computer games are particularly appealing tochildren and adolescents (ESA, 2010), it appears reasonable to suggest that these groups may be particularly at risk (i.e.,more vulnerable and susceptible) of developing gaming ad-diction. Furthermore, it has been argued that because of the 24/7 nature and almost mandatory excessive play required in playing MMORPGS (such as World of Warcraft and Ever-quest), online gaming may be more problematic for ‘at risk’ individuals than offline gaming (Griffiths and Meredith,2009). Assessing online gaming addiction in children and ado-lescents is relevant for several reasons. With regards to develop mental psychopathological findings, it appears that addictions tend to have precursors during adolescence (Hawkins and Fitzgibbon, 1993). Also, it is relatively com-mon that substance dependencies develop in early adulthood (APA, 2000). Therefore, prevention efforts must be established that target adolescents who have their first experiences with addictive substances and behaviors during their pubescence. During this period of time, adolescents are con-fronted with a variety of cumulated stressors, such as physical and hormonal changes, as well as shifts in personal value and belief systems. Parental influence is diminished where as the peer group gains more importance. Peer pressure may lead toa variety of problems (SilbereisenandKastner,1998)that may eventuate in the development of pathological be-haviors, such as chemical and behavioral addictions (Wölfling and Müller, 2009).
Source: Source:
Kuss, D.J. & Griffiths, M.D. (2012)
Online gaming addiction in adolescenece: A Literature review of empirical research. http://www.academia.edu/1146881/Kuss_D.J._and_Griffiths_M.D._2012_._Online_gaming_addiction_in_adolescence_A_literature_review_of_empirical_research._Journal_of_Behavioural_Addiction_1_3-22 8)LIMITATIONS
The scope of our study is for finding effects of playing online games to the academic performance of the students.
The study is delimited only for the selected candidates. The main purpose of our study is to point out the effects of playing online games and aims are determining whether playing online games hinders their accomplishment of their assignments. The study only focuses on online games and its relation to the academic performance of the selected students. However, the study excludes the effects of online games to their behavior.
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