Professional Documents
Culture Documents
Activity #3
A. Introduction:
shares similarities to interaction in face-to-face groups. Shared values and goals are the basis on
which a shared understanding and a sense of community are built on. Negotiating values and
goals is an ongoing process that takes place throughout the existence of a community. They are
reflected e.g. by how new members are accepted in the community and by how the role
s that are significant to the operation of the community are cast. Disagreement concerning these
issues may lead to conflicts within communities, yet solving these conflicts can serve the purpose
susceptible to changes. Old communities perish and new ones are born constantly, and gamers
frequently shift between communities. However, the social networks and personal relationships
that form the base of these communities may survive even though the disbandment of a
community. It is possible that a new multiplayer community rises out of the old one’s ashes.
However, Situations in which they have to choose whether to interact with the real world or
continue living in their virtual one. Sadly, the real world often doesn’t prevail. Social
consequences are a very real part of gaming addiction. Addicted gamers spend so much time
playing that their personal relationships get neglected and sometimes disappear altogether.
Addicted gamers who are married often strain their marriage as a result of their compulsive play.
The Aims of this research is to explore the usage of Virtual Game in Social Interaction.
Firstly, this research aims to know how do Senior HIgh School students use Virtual Game in
Social Intercation. Lastly, this research aims to know the benefits of using virtual game in social
interaction.
This study is a qualitative case study research. According to, Baxter, Pamela Elizabeth Jack,
Susan M (2010), Qualitative case study methodology provides tools for researchers to study
complex phenomena within their contexts. When the approach is applied correctly, it becomes a
valuable method for health science research to develop theory, evaluate programs, and develop
interventions.
Virtual reality (VR) is a brand new user interface unlike the conventional one, immersing a person in a
digital 3D environment, instead of watching on a display. Computer-generated imagery and content aim at
simulating a real presence through senses (sight, hearing, touch). Virtual reality simulation requires two
main components: a source of content and a user device. Software and hardware, in other words. Currently,
such systems include headsets, all-directions treadmills, special gloves, goggles. VR tools should be
providing realistic, natural, high-quality images and interaction possibilities. For this, devices rely on
measurements like: image resolution, field of view, refresh rate, motion delay, pixel persistence,
According to Stuart Dredge (2016), The current age of virtual reality began in 2010, when American
teenager Palmer Luckey created the first prototype of a VR headset that would evolve into the Oculus Rift.
Two years later, he launched a $250,000 Kickstarter crowdfunding campaign to commercialise it – and
$2.4m of pledges later, the tech industry’s interest in VR was reborn. Two years after that, Facebook’s
CEO, Mark Zuckerberg, liked the Rift so much he bought the company for $2bn. Several competitors have
emerged since then, from the HTC Vive and Sony’s PlayStation VR to smartphone-powered headsets such
as Samsung’s Gear VR and Google Cardboard. Meanwhile, hundreds of developers are making VR games
and apps, film-makers are exploring the potential for documentaries and animation, and Facebook and
According, to University of Jyvaeskylae (2007), Online multiplayer communities are social networks
built around multiplayer online computer games. Members of these communities typically share an interest
in online gaming and a great deal of the interaction between them is technologically mediated. Typical
online games can be played fairly independently, without seeking closer contact with other gamers.
However, social interaction is a strong motive not only for playing multiplayer games, but also for forming
The study aims to explore the uses and benefits of the usage of virtual gaming in social
interaction to students. It dwells on the advantages of using virtual gaming in social interaction,
mainly to, Senior High School students in St. Patrick School. The students in this grade level are
most knowledgeable in virtual gaming. The problems of this study will be answered by the
following questions
D. Research Question/s:
1. How does Senior High School students use virtual game in social interaction?
2. What are the benefits of using virtual game in social interaction among senior high school
students?