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Republic of the Philippines

EULOGIO “AMANG” RODRIGUEZ


INSTITUTE OF SCIENCE AND TECHNOLOGY 1
CAVITE CAMPUS
General Mariano Alvarez, Cavite

Chapter 1

THE PROBLEM AND ITS BACKGROUND

INTRODUCTION

Now Games are Abundant in the World, Here in the Philippines


many people get addicted to the Games and some of them they
committed a Crime. Video Games are played when you’re bored
but sometimes People get addicted to that.

Here is an Example of a Boy who Commit Crime because of the


Popular Games “Defense of the Ancients (DOTA)” because
Grandmother interrupting while he Playing Games, a Teenager
beat to death of his own Grandmother in Quezon City. The 17
years old Boy could not remember what actually happened,
Police Officer III “Jaime De Jesus” said. De Jesus said the
68 years old Grandmother died on the scene due to wounds in
the Head, Neck and Chest. She also had Defense Wound on her
Arms.

Here is what you called Gaming Disorder. Gaming Disorder is


defined in the 11th Revision of the International
Classification of Disease as a Pattern of Gaming Behaviour
(“Digital Gaming or Video Gaming) Characterized by Impaired
control over Gaming, Increasing priority given to Gaming
over other activities to the extent that gaming takes
Precedence over other Interests and Continuation or
Escalation of gaming despite the occurrence of negative
consequences.
Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 2
CAVITE CAMPUS
General Mariano Alvarez, Cavite

Computer Game is dangerous when you get addicted because it


may affect your Brain and also your Behaviour, Addiction to
Computer games changes the Structure of your Brain. The
Research wants to know why People get addicted to Computer
Games and cause Violent to Others.

FIGURE 1 Conceptual Framework

The Primary concern of this study is to know why People


addicted to Video Games became Violent.

INPUT PROCESS OUTPUT

Formulating
Questionnaires Identify how
Profile of
the Person in Collecting the many Persons
GMA, Cavite Data on the get Addicted
Profile of to the
Persons in Computer Games
GMA, Cavite in General
Age
Mariano
Civil Status Administering Alvarez,
the Cavite
Gender Questionnaire,
Analyze and
Interpret the
Data Gathered
Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 3
CAVITE CAMPUS
General Mariano Alvarez, Cavite

FIGURE 2 Theoretical Framework

Social
Learning
A

Social
Learning
Social Social
Learning
D Learning B

Social
Learning
C

There are popular theories for how violent video games may
influence behaviour.

This study was anchored to “The Social Learning


Theory” according to Albert Bandura research into
observational learning in children and his development of
the Social Learning Theory has been at the root of several
arguments of video games causing violent behaviour.
Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 4
CAVITE CAMPUS
General Mariano Alvarez, Cavite

According to Bandura, behavior is learned from the


environment through observational learning. With his Bobo
experiment, Bandura found that children would mimic violent
behavior after seeing an adult model such behavior. This
theory would suggest that playing violent video games would
inspire children to become violent, but there is much more
going on than simply observational learning and that is
where Bandura’s theory finds its limitations.

Statement of the Problem

This study seeks to answer the following questions:

What is the demographic profile of the respondents in terms


of:
1.1 Age;
1.2 Course and year level;
1.3 Gender;
1.4 Frequency of Playing Video Games;
1.5 Length of Period of Playing Games;
1.6 Video Games that commonly Played;

How does Playing Video Games can affect the Behaviour of


Students in Related to:
2.1 Parents;
2.2 Teachers;
2.3 Classmates;
Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 5
CAVITE CAMPUS
General Mariano Alvarez, Cavite

What are the common problems encountered by the gamers if


they always play, problem such as;

3.1 Changes of weight;


3.2 Condition of Eyesight;
3.3 Proper Hygiene of Gamers;
3.4 Not eating properly at the Right time;

Hypothesis

This study hypothesizes the following:

There is no effect of video game content on an individual’s


personality.

Individuals that play violent video games are more likely to


exhibit aggressive behaviour than individuals that play non-
violent video games.

Individuals that play video games are more likely to have


committed an aggressive act than individuals that do not
play video games.

Scope and Limitation of the Study


This study was conducted at General Mariano Alvarez, Cavite,
where in the research will get the population of the study.
The research will choose 5 internet cafes and 3 schools in
the said municipality. The result at the study helps the
researcher to prevent the so called Gaming syndrome.
Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 6
CAVITE CAMPUS
General Mariano Alvarez, Cavite

Significance of the Studies

This study will discuss the importance of the effects of


engaging Violent Video Games on the adolescent’s aggression.
Specifically, the study will signify why researchers need to
study this topic. Also, this study is beneficial in the
following personnel involved.

This is important to the following:


Students. This study is beneficial to the students’
awareness on the effect of playing Video Games. This study
seeks to inform the students and the adolescents about the
effect of too much exposure on the Violent Video Games.

Parents/ Guardians. Other beneficiaries in this study are


the parents and guardians. This study can be helpful to them
by understanding the effects of Video Games to their
Children. Hence, they can monitor their Children and
minimize the frequency of time played by their children in
engaging Violent Video Games.

Department of Education. This experiment can be helpful to


the Department of Education in influencing the teachers’ way
of teaching and in promoting educational activities that
will prevent from the students’ to be addicted in Video
Games.

Future Researchers. This study can be a good source of


information that can help them in their future works about
students who Playing Video Games.
Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 7
CAVITE CAMPUS
General Mariano Alvarez, Cavite

Definition of Terms

Addicted - Physically and mentally dependent on a particular


substance, and unable to stop taking it without incurring
adverse effects.

Behaviour - The way in which one acts or conducts oneself,


especially toward others.

Crime - An action or omission that constitutes an offense


that may be prosecuted by the state and is punishable by
law.

Computer - an electronic device for storing and processing


data, typically in binary form, according to instructions
given to it in a variable program.

Influence - the capacity to have an effect on the character,


development, or behavior of someone or something, or the
effect itself.

Video Games - A game played by electronically manipulating


images produced by a computer program on a television screen
or other display screen.

Violence - The exercise or an instance of physical force,


usually effecting or intended to affect injuries,
destruction, etc.: is a social and health problem for all
who experience and witness it.
Republic of the Philippines
EULOGIO “AMANG” RODRIGUEZ
INSTITUTE OF SCIENCE AND TECHNOLOGY 8
CAVITE CAMPUS
General Mariano Alvarez, Cavite

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