MIDWAY MARITIME FOUNDATION
Bitas, Cabanatuan City
A survey on the Effects of Online Gaming to 1st Year BSMT Students
SY. 2013-2014
A research study presented to Ms. Ria Marie V. Robles faculty of the
MIDWAY MARITIME FOUNDATION
By:
GENEVA SP. SUPETRAN
GEMMA LUCAS
ANGEL FRANCES ESCAL
CATHERINE BADUA
REYNANTE SARMIENTO
EFFECTS OF ONLINE GAMING TO 1ST YEAR BSMT STUDENTS
INTRODUCTION
In the past few decades, interactive electronic media has grown from virtual non-existence to one of the primary means of entertainment for college students. In more recent years, the Internet has completely changed the landscape of electronic media from something individual and static into something with the potential to be interactive and social. This article examines the effects of increased student usage of traditional video games as well as online games. The demographics of the typical game player will be examined along with effects on the individual development and sociological perceptions. This article will also look at the potential education utility of video games and the effect of games on student engagement and social development.
Development in technology brings many things that people don't have many years back. One of these things is online gaming that is provided by the internet.
Online gaming is one of the widely used leisure activities by many people. Teenagers who are playing these online 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.
This almost always means the Internet or equivalent technology, but games have always used whatever technology was current: modems before the Internet, and hard wired terminals before modems. The expansion of online gaming has reflected the overall expansion of computer networks from small local networks to the Internet and the growth of Internet access itself. Online games can range from simple text based games to 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.
The rising popularity of Flash and Java led to an Internet revolution where websites could utilize streaming video, audio, and a whole new set of user interactivity.
Thoughts on computer and online gaming came about in the 1950s as computers and their capabilities were discovered, and their innovations have improved along with computer advancements. With their advancements computers have become able to support more complicated computer and online gaming systems. In the beginning these thoughts were being developed for academic modeling purposes, but over time the idea of computer and online gaming has turned into an entertainment phenomenon. The time around the new millennium offered new technologies and design capabilities. Here is when the idea of computer and online gaming really took off and has led to what we see in the gaming world today. Graphics and devices significantly improved which allowed for users to experience games in a more realistic, live way and to share that new experience with multiple players online. Like many other areas within technology, the computer and online gaming world started off simple and became more complex. In 1962 Spacewar! was one of the first games created for computer use. It was developed by a team at Massachusetts Institute of Technology (MIT) using minicomputer and new display technologies in order to produce a space mission type of experience for its users. This initial major development led to developments of home game consoles which helped inspire bringing those games to personal home computers. The late 1970s and 1980s brought the development of these personal computer games made by Infocom, a major computer game developer of the time. Their games were based on role-playing and simulation plot lines that the user was able to control and influence. This led to much advancement in multiplayer capabilities. In 1989 another major development was made as the idea of virtual reality was explored. This presented the idea of using three-dimensional graphics to produce a more realistic environment for users that would make for better role-playing and simulation experiences. This idea significantly influenced the computer and online gaming world and has led to the video games we see today.
STATEMENT OF THE PROBLEM
1. Why some 1st year BSMT students wasting their money playing online games?
2. How could online games turn 1st year BSMT students past time into addiction?
3. What did they get when they are focusing their playing those online games than to focus on their study?
4. When did they realize that their lives destroy by those characters inside the online games?
HYPHOTHESIS
Based on the research we got from some students of 1st year BSMT, they wanted to spend their money on playing online games than buying cigarettes and alcohol that can cause danger in their lives, and some of them answered that they afford to pay on the computer shop.
According to research also I got from some of 1st year BSMT their past time is surfing the net and playing online games, due to the fact that most of them are leaving in a boarding house, apartment of course they don’t have television, and some of them told me “PEER GROUPS” they just wanted to please their friends/group .
Some students from 1st year BSMT told me that they’re having fun, when they are playing online games, they got the satisfaction and contentment, rather than to study their lesson, and they told me some cases, their professors are bored and always saying gossip, that’s why, even they wanted to learn, their attitude become lazy because of those professors way of teaching.
Because of daily habit of those students from 1st year BSMT it can cause danger in their lives and here are some examples
Skipping their meals
Trash talk
Lack of sleep
Blurring of vision because of radiation
Wasting of money
Can cause trouble
Playing online games, according to some research is beneficial. It enables the mind of the players to be more active, especially those puzzle-based games. It helps the player to come up with decisions in tight situations, especially those adventure games that keep the players to be alert, active and strategic.
Playing these types of games makes the player experienced different feelings because it is as if the player is really the one taking the challenges. An online game is a game played over some form of computer network.
Conclusion
It is clear from the literature that the effect of video games on the college campus is negative. Video games can certainly lead to negative effects such as social isolation and increased aggression, but they are going to remain a part of college culture for the foreseeable future.
It is important to understand the positive and negative aspects of video games. . Playing violent games is linked to several negative problems. The portrayal of women in video games can have a negative effect on the gender views of men and the identity and self-worth of women.
Playing games socially as part of balanced lifestyle seems to have some positive effects, when you know how and when to stop, study first before playing those games.
SIGNIFICANCE OF THE STUDY
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