Thursday, December 5, 2019
The Effects of Computer Games free essay sample
Alcohol, drugs and sex have all been known to bring out the addictive personality trait in some people, but other forms of addictive behaviour, such as exercise, watching television or spending too much time on a computer, have only recently been recognized. Computer addiction, like any addiction, can creep up on a person without one being aware of it. Talk shows are full of people whose relationships have been torn apart by one partners computer addiction. Spending hours chatting online, surfing the web or playing computer games can cause relationships to deteriorate as other parts ofa personââ¬â¢s life are neglected. The researchers found out that according to Funk (1993) identified computer game playing as a relatively high frequency activity among adolescents. Study has indicated gender differences in computer game playing habits, with males playing more frequently than females (Kaplan, 1983). Morlock, Nigolean and Yanto (1985) found reasons for this include: the game content, in that games tend to contain more masculine than feminine characters. There are many reasons why the researchers are conducting this research but the main goal is to find out the effects of computer games to the academic performance of the students, and toknow the perception of the respondents and the way they interact with to their problem and gain knowledge about the problem that the researchers may face someday. As a student the researcher are also concerned to its fellow students to help them and give them ideas about the effects of the computer games on their academic performance. The research desires a deeper and clearer understanding of the problem and the situation to know the effects of computer games to the academic performance and take actions in improving ways to controlling their addiction and give more time to their studies. Statement of the Problem 1. What is the profile of respondents in terms of: 1. 1Year and Section 1. 2Gender 1. 3Course 2. What is the level of usage of the respondents in playing computer games? 2. 1Hours Per Day 2. 2Days Per Week 2. 3Weeks Per Month 3. What is the extent of reasons of the respondents in playing computer games. 3. 1Personal reason 3. 2Peer pressure 3. 3Social Pleasure . What are the effects of computer games to the academic performance of the respondents? 4. 1Class Participation 4. 2Major Examinations 4. 3Others 5. What is the implication of the outcome of the study to the present AIMS students who are engaged in computer gaming? Hypothesis Ho1. There is no effect in level of usage of the college of business stude nts according to the time they spend during hours per day, days per week, and week per month. Ho2. There are no reasons of the respondents in playing computer games in terms of the following:personal reason; peer pressure; and social pleasure to the academic performance of the respondents. Ho3. There is no effect of computer games to the academic performance of the respondents according the following: class participation; major examinations; and others. Significance of the Study The result of this study will prove to be beneficial to the following: Students of Asian Institute of Maritime Studies (AIMS). They are the primary beneficiaries of this study because as of now many students addicted to computer games affected their academic performance. Instructors of Asian Institute of Maritime Studies (AIMS). The findings in this thesis will make the instructors or professors aware regarding on the ow academic performance of the students. Their credibility as an instructor is affected by the way how they teach their students. The findings will also convince and motivate them to share their knowledge and experience to their fullest extent so that students will learn more and will be able to have a good skill. Future Researchers. This study may help so much the researchers to answer some of their question that will benefit the future researchers. This study can also be open for further improvement and development of the study. Conceptual Framework The study was focused in the effects of computer games to the academic performance of Asian Institute of Maritime Studies students. The outline started with the students of Asian Institute of Maritime Studies, next is the independent variable which is the computer games that played by the Asian Institute of Maritime Studies students. The intervening variable here are the students that are playing computer games and the students that are not playing computer games in which it can strengthen or weaken the dependent and independent variable depending on the result. The next variable is the academic performance of Asian Institute of Maritime Studies students in which the researchers will know if it will turn out a positive or negative effect to the students. Figure 1. 1 As shown on the previous figure (Figure 1. 1), the researchers would like to know if the computer games will affect the academic performance of the students, if the students will pass or fail there subjects if they play computer games. The independent variable here is the student of Asian Institute of Maritime Studies, below is the computer games in which we have two kinds of result that will answer to our question. As a result, researchers find out that to have a positive result on our academic performance we have to stop or to control playing computer games to avoid addiction on playing computer games to have a focus on our study and to gain high grades, gain more knowledge and more skills that will help us to competent with others. This is what the positive extent means; on the other hand, if we will continue playing on computer games it will create a problem first on our academic performance and lastly on our physical and mental health. Scope and Limitations of the study This research was conducted to determine the effects of computer games to the academic performance of AIMS students as perceived by the reliable students who are engaged in the problem. The aspects looked into the negative and positive results of through the academic performance of students and proposed solutions to problems. Students who are dealing with the problem were the target of this study: Asian Institute of Maritime Studies students. Topics that will be studied and discuss: The students who are engaged of the problem and the effects of computer games to the academic performance and how effective this study in solving the problem and how it affects the academic performance of AIMS students. The population or universe of the study is the students of Asian Institute of Maritime Studies. And locale of the studyis the college students of Asian Institute of Maritime Studies and the period of the study is in month of July to August 2012. Definition of Terms The following terms and variables will be defined in the context of their use in this particular proposal: Academic Performance. Is the ability to study and remember facts and being able to communicate your knowledge verbally or down on paper, also refers to how students deal with their studies and how they cope with or accomplish different tasks given to them by their teachers. Addiction. the state of being enslaved to a habit or practice or to somethingthat is psychologically or physically habit- -forming, as narcotics, tosuch an extent that its cessation causes severe trauma. Computer. A computer is a device that accepts information (in the form of digitalized data) and manipulates it for some result based on a program or sequence of instructions on how the data is to be processed. Complex computers also include the means for storing data (including the program, which is also a form of data) for some necessary duration. A program may be invariable and built into the computer (and called logic circuitry as it is onmicroprocessors) or different programs may be provided to the computer (loaded into its storage and then started by an administrator or user). Todays computers have both kinds of programming. Effects. A phenomenon that follows and is caused by some previous phenomenon; the magnetic effect was greater when the rod was lengthwise; his decision had depressing consequences for business; he acted very wise after the event. That which is produced by an agent or cause; the event which follows immediately from an antecedent, called the cause; result; consequence; outcome; fruit; as the effect of luxury. Internet. A vast computer network linking smaller computer networks worldwide (usually preceded by the). The Internet includes commercial, educational, governmental, and other networks, all of which use the same set of communications protocols. Internet Addiction Disorder (IAD). Or, more broadly, Internet overuse, problematic computer use or pathological computer use, is excessive computer use that interferes with daily life. These terms avoid the distracting and divisive term addiction and are not limited to any single cause. Online games. Is a video game played over some form of computer network or on a video game console such as the Xbox 360 and PlayStation 3. This almost always means the Internet or equivalent technology, but games have always used whatever technology was current: modemsbefore the Internet, and hard wired terminals before modems. PC games. They are played on the personal computer with standard computer interface devices such as the keyboard and mouse, or ajoystick or gamepad. Video feedback is received by the gamer through the computer screen, and sound through speakers or headphones. Technology. Is the making, modification, usage, and knowledge of tools, machines, techniques, crafts, systems, methods of organization, in order to solve a problem, improve a pre-existing solution to a problem, achieve a goal or perform a specific function. CHAPTER 2 REVIEW OF RELATED LITERATURE Related Studies Many studies indicate that violent computer games can have very negative effects on teenagers. New studies indicate that even the non-violent games may have negative effects on teens. Games can have some positive results in helping teens deal with stress and to learn difficult school subjects such as math and reading. Based on the previous research, the computer has also disadvantages aside from the fact that it provides the students informationââ¬â¢s and other features. In that research they conclude many students spent more time playing rather than researching and doing other academic works. This is result to computer addiction. From these students, huge percentage of them is male. This shows that male students are more prone to be affected by computer disadvantages. The research goal is to inform the students about what computer can really do to them, how can it affects them and what it is that affects them. The researchers proved that the research made is really true and precise because they are also once addicted in using these so called computers (Justin Vista, Hienson Tan and Bryan Yaranon, 2009). There is evidence that playing computer games helps with eye-hand coordination. Teens who play computer games must learn to use hand controls and steer their way through complex game environments. Also, computer games often initiate exposure to various types of technology that have applications in other areas of life and work. According to Fisher (2006) stated that theres also another type of computer addiction thatââ¬â¢s been identified, which has been labelled ââ¬Å"positive addiction. â⬠Having it is an obsessive behaviour that in terms are purpose and the outcome of addiction. Not all the stuff in the internet is bad in fact some of them might be helpful as well. Further, it is important to remember that even if a person spends a significant amount of time on the computer every day, that doesnt necessarily mean that the person is negatively addicted. Spending a considerable amount of time online doesnt always ruin a persons life or the lives of the other people. There are people who use their computers to reach out to others in a meaningful way and use the awesome power and positive aspects of the Internet to learn and grow in every area. In addition, there are a growing number of researchers who argues that meeting someone online may actually be a more intimate and revealing experience than face to face contact, because youre communicating your thoughts, feelings, and emotions in a more real way, free of the game playing and posturing that often accompanies real world dating. You get to know the inner person in a more direct, spontaneous way without worrying about facial expressions or inflections of the other persons voice. In a very real way, couples who made their first contact online often know each other in a deeper, more intimate way than couples who meet in the outside world. Related Literature According to the Australasian Journal of Educational Technology: ââ¬Å"Gaming Frequency and Academic Performanceâ⬠individuals who spend two or more hours playing games on a daily basis score lower in every subject than their non-gaming counterparts. By spending a high percentage of time on video games there is not enough time left to spend in studying for classes. The study found that there was ââ¬Å"not a single significant positive correlation between gaming and academic performance. â⬠According to 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 behaviorââ¬â¢s, increases aggressive cognitions, increases aggressive emotions, increases physiological arousal, and decreases pro-social behaviorââ¬â¢s. Since most electronic games are violent, children below legal ages are emotionally disturbed and caused several changes on their behavior. According to Austin, Pinkleton Fujioka (2000), quoted that ââ¬Å"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? According to Gentile Walsh (2002), wherein 55% of parents said that ââ¬Å"alwaysâ⬠or ââ¬Å"oftenâ⬠should parents put limits on the amount of the time their children may play computer and video games, and 40% said they ââ¬Å"alwaysâ⬠or ââ¬Å"oftenâ⬠check the video game rating before allowing their children to buy or rent compu ter or video games. Even through these numbers are not particularly high, they may overestimate the amount of parental monitoring of childrenââ¬â¢s video game play. Moreover,Kranz (2008) stated that the seriousness of the issues caused bycomputer game addiction and video game addiction was even claimed to have created a new face of addiction in modern-day societies. Since this kind of addiction roots from seemingly harmless sources, what leads to addiction is the peoples abuse to the effects or benefits that they bring. Since no one will ever prevent using computer these days, at work or in school, theorists predict that this kind of disorder will be much harder to manage. When time spent on the computer, playing computer games or cruising the internet reaches a point that is harm a childââ¬â¢s or adultââ¬â¢s family and social relationships, or disrupt school or work life, that person may be caught in a circle of addiction. Like other addiction, the computer or video game has replaced friends and family as a source of personââ¬â¢s emotional life. Increasingly, to feel good, the addicted person spends more time playing video games or searching the internet. Time away from the computer or game causes moodiness or withdrawal. According to 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 behavior, dehumanization of the player, desensitizing of feelings, personality changes, hyperactivity learning disorders, premature maturing of children, psychomotor disorders, health problems (due to lack o f exercise tendonitis), Development of anti-social behaviour and loss of free thinking and will. According to Portal (2007)stated that, compulsive gaming is already considered a psychological disorder. The growing number of students suffering fromComputer games addiction can be puzzling for many people. What the people donââ¬â¢t realize is that any form of addiction roots from the things that used to be harmless the seriousness of computer games addiction has gone unnoticed. It is a good thing that turned bad due to bad usage. Justification of the Study According to research, that computer games can become addictive, which few teens would find surprising. The complex nature and advanced graphics of many computer games make them compelling entertainment. Both gaming experts and parenting support groups agree that for teenagers, computer games should be played in moderation. Today almost all of us have electronic devices at home for us to be comfortable and handy at times. But it also has a negative effect on children, especially teenagers. Parents usually buy computers for their children educational resource. But teenagers who always seek to fun activities around them use computer to play games, chat with their friends. And before they know it theyââ¬â¢ are already addicted to computer. Computer can cause teenagers to be physically, and mentally ill, and the more the child spends more time on the computer, the more he or she loses time to focus on academics. Computers, video games, and the internet have become entrenched features of our daily lives. Computer use has reached beyond work and is now a major source of fun and entertainment for many people. For most people, computer use and video game play integrated into their lives in a balanced healthy manner. For other time spent on the computer or video game is out of balance, and has displaced work, school, friends, and even family. Many studies indicate that violent computer games can have very negative effects on teenagers. New studies indicate that even the non-violent games may have negative effects on teens. Games can have some positive results in helping teens deal with stress and to learn difficult school subjects such as math and reading. Based on the previous research, the computer has also disadvantages aside from the fact that it provides the students informationââ¬â¢s and other features. In that research they conclude many students spent more time playing rather than researching and doing other academic works. This is result to computer addiction. From these students, huge percentage of them is male. This shows that male students are more prone to be affected by computer disadvantages. The research goal is to inform the students about what computer can really do to them, how can it affects them and what it is that affects them. The researchers proved that the research made is really true and precise because they are also once addicted in using these so called computers (Justin Vista, Hienson Tan and Bryan Yaranon, 2009). There is evidence that playing computer games helps with eye-hand coordination. Teens who play computer games must learn to use hand controls and steer their way through complex game environments. Also, computer games often initiate exposure to various types of technology that have applications in other areas of life and work. According to the Australasian Journal of Educational Technology: ââ¬Å"Gaming Frequency and Academic Performanceâ⬠individuals who spend two or more hours playing games on a daily basis score lower in every subject than their non-gaming counterparts.
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