BSIT MALE STUDENTS IN THEIR STUDIES
Julnie S. Orozco
Chesca S. Salino
Bachelor of Science in business Education Major in
Marketing Management
Surigao Education Center
CHAPTER 1
INTRODUCTION
Technology nowadays has brought man to era of digital and advanced world of computers. Computers are not only used in studies, research and work, since it is now being practiced as part of leisure and entertainment especially to the young genration of this modern world. Playing online games just like Dota is not new to the youth today. For in it, youth learns to socialize, to entertain, to have fun, to compete and most of all, a way to escape from depression.
RELATED LITERATURE
Gaming addicts experience huge fluctuations in behavior as stated by Chin & Wen-Bin (2007). Online games can create a separate and unique world that helps identify the user of his preferences, goals, dislikes, settings, team goals and organizations (Chin & Wen-Bin 2007). Video game addiction has become a major problem in our society. Many children and teenagers play an excessive amount of hours of video games a day that they develop countless problems such as violent behavior, hostility and social isolation. These are but few of many examples of problems young teenagers face when they have gotten to the point of addiction. However, video game addiction is proven to be associated with academic achievements and social skills as well. (Chui et al., 2004). Gentile & Walsh (2002), wherein 55% of parents said that “always” or “often” should parents put limits on the amount of the time their children may play computer and video games, and 40% said they “always” or “often” check the video game rating before allowing their children to buy or rent computer or video games. Even through these numbers are not particularly high, they may overestimate the amount of parental monitoring of children’s video game play. addiction “…behaviours include failure to stop playing games, difficulties in work or school, telling lies to loved ones, decreased attention to personal hygiene, decreased attention to family and friends, and disturbances in the sleep cycle. Withdrawal symptoms can even include behaviors as severe as shakingâ€? (Schlimme, 2002) Anderson and Bushman (2001), found that across 54 independent tests of the relation between video game violence and aggression, involving 4262 participants, there appear to be five consistent results of playing games with violent contents. Playing violent games increase aggressive behaviours, increases aggressive cognitions, increases aggressive emotions, increases physiological arousal, and decreases pro-social behaviours. Since most electronic games are violent, children below legal ages are emotionally disturbed and caused several changes on their behaviour. Lepper, M. R. & Gurtner, J (2000), states that prolonged and excessive use of these games can cause, mainly upon children, a number of physical and psychological problems which may include obsessive, addictive behaviour, dehumanization of the player, desensitizing of feelings, personality changes, hyperactivity learning disorders, premature maturing of children, psychomotor disorders, health problems (due to lack of exercise & tendonitis), Development of anti-social behaviour and loss of free thinking and will. Austin, Pinkleton & Fujioka (2000), quoted that “parental meditation is correlated with better academic performance. And has been shown to increase beliefs in social norms, and to decrease fear.” Which refers to the parental consent of the player as they play a violent-oriented game.
STATEMENT OF THE PROBLEM
We know that many are obsessed in playing computer games especially men. The researchers conducted a research why BSIT male students of Surigao Education Center are obsessed in playing computer games. Why they don't leave it. What is the contribution of computer games in their studies? What are the possible results of playing computer games on their studies?
SIGNIFICANT OF THE STUDY
This study will be a significant endeavor in promoting a proper time management between playing & study hours spent by the student. This study will also beneficial to parents whom experiencing their child on having similar addictions, by understanding the needs of the students and benefit of the quality education, these students be assured of a competitive advantages, and more productive college life. Moreover, this study will also serve as a future reference for researchers on the subject of computer addiction or other related research to school management/organization implementary certain restrictions to computer shop near the premises. And the most importantly, this research will educate students , computer shop owners and school managements in the effect of dota or any other online or video games on BSIT students related, in their studies.
SCOPE AND LIMITATION OF THE STUDY
This investigation was conducted to determine the status of the studies of the selected BSIT students, whom engage in dotaspecifically 1st semester in school year 2013. The aspects looked into were the number of hours spent playing, recent grades as compared to players & non-players & money spent during those times. This investigation is limited only to the BSIT students; computer facilities/shop, within or outside near premises of the school, SURIGAO EDUCATION CENTER.
DEFINITION OF TERMS
Premises land and the improvements on it, a building, store, shop, apartment, or other designated structure. The exact premises may be important in determining if an outbuilding (shed, cabana, detached garage) is insured or whether a person accused of burglary has actually entered a structure.
Dota
It means defense of the ancients. Dota is a custom scenario for warcraptthe frozen throne. 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 Al- controlled fighters called “ creeps” As in role playing games, players level up their hero and use gold to buy equipment during the mission.
Video games
:an electronic game played by means of images on a video screen and often emphasizing fast action.
Computer addiction Is the excessive use of computers to the extent that it interferes with daily life. Excessive use may explain problems in social interaction, mood, personality, work ethic, relationships, thought processes, or sleep deprivation. Some people develop bad habits in their computer use that cause them significant problems in their lives. The types of behavior and negative consequences are similar to those of known addictive disorders.
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