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LOCAL
According to the study of “Mixed Up E-games”, (Micheal Detablan, et. al, ACLC taguig
October 2013) the project has different categories: different shapes, math games, colouring
games, typing games and more. By creating various games that are fun yet educational, kids
can learn skills like problem-solving and boosting creativity so they’ll have advance learning
before they go to school. Parents also benefit from it since they don’t have to persuade their
children to learn new things. By letting the kids play educational games, they will be able to
software company estrablished on April 2001 and Specializes in game development for various
platforms, is also a casual-mind game. The goal is to get the yellow beetle out of the traffic jam
by moving vehicles out of its way. There a lots of puzzle to breeze through and compare time
records to friends to know who are the quickest in solving traffic jams.
The youth of today no longer seem to spend their leisure activities like the olden days,
outdoor games or playing with toys, instead, they spend their free time in their homes, internet
cafes or computer shop simply to satisfy their hunger; and that hunger is Online Gaming. Online
Gaming has such a profound impact on not only the young, but dynamically every age as group
as well. So far, virtually anyone is able to go on a computer and punch through the keys and
mouse in order to get high score, chat with players, get the rarest items, and level up as fast as
possible. Yes. There seems to be no restriction as to whom, how or what online gaming can
extend to.
As in any situation where new technology is introduced, the social impac the internet
is being looked at. One social problem that has been observed is that internet café has become
mainly game centres. About one-half to two-thirds of the computers in a typical internet café,
according to one study, are devoted to games (violent and gory games). The use of the
remaining computers was roughly split between browsing, email, online chat, word processing
and research.
language, one of the many traditional games in the Philippines It involves an object which is
made out of rubber and washer, or sometimes a 5 centavo coin and a piece of candy wrapper.
The objective of the game is to kick the object upwards as long as it takes by alliance without
Since this game is widely played by Filipinos in their childhood days the developers of
this game team buthchokoy were inspired to make “Sipa” a mobile app to show their love for
the game itself and to cater their nationalistic efforts in introducing Filipino culture to the
Global market. According to their main website the inspiration here is not just to develop a
mobile game , but to prove and inspire other Filipinos, that even with a limited resources and
not know-how, one can create something if you put your heart and soul for it. (Buthchokoy.com
2011).
INTERNATIONAL
academic performance and social behavior of the students in the Polytechnic University of the
Philippines-Laboratory High School. Furthermore, this study sought answers on the significant
relationship between playing on-line games and academic performance and to social behavior
of the students.
The study revealed that boys are more of a player compared to girls who often play
games that require three or more players like League of Legends, Clash of Clans, Crossfire and
many more to mention. It is also stated that those who play online games are around 14-15
years old who are believed to be in the Grade 8 level. These students who often play games
have an average weekly allowance of 101 pesos to 500 pesos. Playing online games do not
affect their grades badly for they know how to limit themselves. They know that they need to
control themselves in order to function well in their class that is why they only play games
during vacation and weekends with a lot of time compared when they have classes.
Even though they play online games; they know how to socialize well and they can
perform very well when it comes to academic performance. However, it is inevitable not to play
even for half an hour especially when they are accustomed to it. Therefore, it is just a matter of
discipline.
Online Games, Addiction and Overuse of
interest. Since the early 2000s, there has been a significant increase in the number of empirical
studies examining various aspects of problematic online gaming and online gaming addiction.
This entry examines the contemporary research literature by analyzing (1) the prevalence of
problematic online gaming use and online gaming addiction; (2) the negative consequences of
excessive online gaming; (3) the factors associated with problematic online gaming and online
gaming addiction; and (4) the treatment of problematic online gaming and online gaming
addiction. The entry concludes by looking at the trends in the field and a consideration of what
This study has been prepared with the aim of to find out the (a) relationship between online
games and vocabulary learning and (b) whether gender effects vocabulary learning through the online
games. As one of the outcomes of technology, computer assisted language learning (CALL) increased the
popularity of using computers in the classroom environments as a tool for learning languages. Along
with the development of internet, the games started to appear in the form of online games.
Correlatively this paper investigated five international articles related to online games and vocabulary
learning from Iran, Turkey and China in which different methods have been employed including
quantitative and qualitative measurements. The evaluation of the articles showed that adopting online
games in language teaching for vocabulary learning is more efficient than rote learning; however the
success depends on the gender. Male students do better in gaining vocabulary through online games