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AMA COMPUTER COLLEGE – CAVITE CAMPUS

SENIOR HIGH SCHOOL DEPARTMENT


Information Communications and Technology Strand
2nd Semester School Year 2018-2019

RESEARCH PROJECT

TITLE PROPOSAL

PROPONENTS:
Armado Darwin V.
Cenzon Ranzel T.
Edgar John Mark Y.
Nicole Berog
Berenguela John Paul
PROPOSED TITLE:

Gaming Advancement of Graphics and Impacts on People

PROJECT DESCRIPTION:

Games graphics are became more advance since the release of game called

Super Mario which Publish by Nintendo company and years by pass.

Games became more revolutionise,realistic and great story impacts.

But sometimes games we call for fun became our greatest bad treats in

our mind. Cause the games became more competitive that we become more

addicted to it and which why we spend a lot of time and money at the point we

neglect study’s and work on games.

Approved by:

__________________________________
Ms. Sarah Joy H. Manalaysay, MCP, LPT
Research Adviser
AMA COMPUTER COLLEGE – CAVITE CAMPUS
SENIOR HIGH SCHOOL DEPARTMENT
CHAPTER 1

THE PROBLEM AND ITS BACKROUND

1.1 Background of the Study

The history of video games goes as far back as the early 1950s, when

academic computer scientists began designing simple games and simulations as

part of their research or just for fun. At M.I.T. in the 1960s, professors and

students played games such as 3D tic-tac-toe and Moon Landing. These games

were played on computer such as the IBM 1560, and moves were made by

means of punch cards. Cause of this game emerge on our world then

Early arcade video games developed from 1972 to 1978. During the 1970s, the

first generation of home consoles emerged, including the popular game Pong

and various "clones". The 1970s was also the era of mainframe computer games.

The golden age of arcade video games was from 1978 to 1982. Video

arcades with large, graphics-decorated coin-operated machines were common at

malls and popular, affordable home consoles such as the Atari 2600 and

Intellivision enabled people to play games on their home TVs. During the 1980s,

gaming computers, early online gaming and handheld LCD games emerged; this

era was affected by the video game crash of 1983. From 1976 to 1992, the

second generation of video consoles emerged.


AMA COMPUTER COLLEGE – CAVITE CAMPUS
SENIOR HIGH SCHOOL DEPARTMENT

The third generation of consoles, which were 8-bit units, emerged from

1983 to 1995. The fourth generation of consoles, which were 16-bit models,

emerged from 1987 to 1999. The 1990s saw the resurgence and decline of

arcades, the transition to 3D video games, improved handheld games, and PC

gaming. The fifth generation of consoles, which were 32 and 64-bit units, was

from 1993 to 2006. During this era, mobile phone gaming emerged. During the

2000s, the sixth generation of consoles emerged (1998–2013). During this


period,

online gaming and mobile games became major aspects of gaming culture. The

seventh generation of consoles was from 2005 to 2012. This era was marked by

huge development budgets for some games, with some having cinematic

graphics; the launch of the top-selling Wii console, in which the user could control

the game actions with real-life movement of the controller; the rise of casual PC

games marketed to non-gamers and the emergence of cloud

computing in video games.

Impacts of games on people are amazing cause it only take a few years

to dots to realistic function,degree of development and change on people’s

Environment.
AMA COMPUTER COLLEGE – CAVITE CAMPUS
SENIOR HIGH SCHOOL DEPARTMENT

1.2 Statement of the Problem

1.2.1 General Problem: Cause of the immediate advancement of game in

1987 to 1999 arcade games such as 2nd to 3rd generation console like coin

decorated game and other console that only can play 1 game have been decline

cause of appearance of 3d games on computer’s.

1.2.2 Specific Problems:

1. Demanded highly when first an second game console emerge back in

1960 to 1978 developers can’t keep up with the demanded advance games.

2. When handheld LCD games Appeared Video games like game boys and

arcade decorated coin games got crash.

3. When online fighting emerge in 2000 to 2012 people became more and more

addicted on games that they become obsessive on online games.

4. High Degree of impact of story,violence and goriness of games that cause

innocent kids and teengers make crimes.

5. People neglect there work and study’s cause of games.


AMA COMPUTER COLLEGE – CAVITE CAMPUS
SENIOR HIGH SCHOOL DEPARTMENT

1.3 Conceptual Framework of the Study

Independent Variable Dependent Variable


1. Games became competency. 1.As of now Games is still growing
in rapid rate.
2. Used on further Graphics
Advancement. 2.Some Games can be Educational
or Bad treats for other people.
3.Games that lead people to
addiction and obsession. 3.Games helps people to relieve
some stress .

1.Games can be helpful on stress


but need control.

2.People taking games to far on


reality.

3.Games helps people to attain


unnatural things that not
happening in real world.

Intervening variable

1.4 Objective of the Study

1. To know how fast can a single technology and satisfactory revolutionise the hall

society.

2. Games Helps people to do things that will never happen in this world and many things

Like creating the impossible and doing things that can’t be done in reality.
AMA COMPUTER COLLEGE – CAVITE CAMPUS
SENIOR HIGH SCHOOL DEPARTMENT

3. People are now warned that playing too much games can be bad in mental

and physical health.

4. The students are now know how dangerous can games affect there study’s

And homework.

5. The society will now know how games can get addicted and cause obsession.

1.5 Significance of the Study

1.Findings of our study is to ensure that people are aware that gaming

addiction is becoming behavioral problem on our society which destroy our

mental awareness and games can cause a severe obsession that cannot be

treated without help of other people and for them to understand how fast does

graphics of gaming take advance .

2.Understanding the nature of games for people to know what kind of bad

and good treats can it will give and for them to show how to have some restrain

in games.

3.Providing a good information to everyone and for any parents that have

children that playing games and sharing a good vibes for games on our

classtmates that playing to much games can be addictive so you need some self

control.
AMA COMPUTER COLLEGE – CAVITE CAMPUS
SENIOR HIGH SCHOOL DEPARTMENT

1.6 Hypothesis

We learn that this study has more importantly evaluation a person that

play games and learning that games are helping our technology to improve more

on graphics improvements.

1.7 Scope and Limitations of the Study

This study was an action and information we will share for other people

for them to get know what kind of research and study did we tell.

Findings of this study was only main for graphics of games and bahavioral

change that will people get after they play to much games.

Our research also provide history for graphics of games and mental changes of

people and how does a fun thing provide a huge advancement for our daily

entertainment.

1.8 Definition of Terms

Video game addiction (VGA) has been suggested by some in the

medical community as a distinct behavioral addiction characterized by excessive

or compulsive use of computer games or video games that interferes with a

person's everyday life. Video game addiction may present itself as compulsive

specialized graphical hardware and software. It is a vast and recently develop.


AMA COMPUTER COLLEGE – CAVITE CAMPUS
SENIOR HIGH SCHOOL DEPARTMENT

area of computer science. The phrase was coined in 1960, by computer graphics

researchers Verne Hudson and William Fetter of Boeing. It is often abbreviated

as CG, though sometimes erroneously referred to as computer-generated


imagery (CGI).
AMA COMPUTER COLLEGE – CAVITE CAMPUS
SENIOR HIGH SCHOOL DEPARTMENT

TITLE: Gaming Advancement of Graphics and Impacts on People

Researchers:
Armado Darwin V.
Cenzon Ranzel T.
Edgar John Mark Y.
Nicole Berog
Berenguela John Paul
PROJECT DESCRIPTION:

DATE COMMENTS REMARKS

Approved by:

__________________________________
Ms. Sarah Joy H. Manalaysay, MCP, LPT

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