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RESERCHPAPER
CHAPTER 1
Introduction
As time continues to run, our world keeps getting more advance and modernize and until now, it doesn’t stop. One of the finished products of modernization is the machine called “Computer”. Since, it was invented and being developed, it gives us benefits and brings significance and importance to our lives. But as we all know that when things are not used properly, there’s always a negative effect that occurs. It can be in our thoughts, behaviors, actions, and or in other ways. Computer games are slowly arousing and it is one of the things that bring the negative effect. Many people are playing and having so much fun with this that can be a form of entertainment. Defense of the Ancient (DOTA) is one of the examples of computer games. And this is where our topic began to start. On this study, it will helps us to find the Psychological effects of DOTA games among students especially Holy Cross of the Davao City students. DOTA means Defense of the Ancients. It is commonly the word that we can hear on most people especially the youth and some actually doesn’t have any idea about it. We usually observed some students talking about “Laro tayo Dota mamaya.” or “We play Dota later. “Not going straight at home after school. It captures our attention when we are hearing those students talking about the thing “Dota.” And actually, we observed that it affects their behavior especially in academic standing. They become an addicted and when they become addicted, it will be hard for the parents and to them to end what has been started. Defense of the Ancients (DOTA) is a custom scenario for Warcraft III, based on the "Aeon of Strife" map for StarCraft. It is a team-strategy-game. The objective of the scenario is to destroy the opponents "Ancient". 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

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