Professional Documents
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2000 study found a negative correlation between GPA and time spent playing
video games (Anderson & Dill, 2000). The correlation was relatively small.
Time alone accounted for a 4% variance in GPA, yet the findings are
research have been mixed. A 1997 study suggests, “there is no clear causal
1997, p. 413). It goes on to say that the research is “sparse and contradictory”
The effect that interactive digital media has on the learning process is
not completely negative. It is not that the medium itself is inherently flawed,
but much of the information that gets transmitted through it may be. As was
appears to be crucial” (Schmidt & Vander water, 2008, p. 63). If the content
been researched fairly well. The majority of people believe that online
computer games have more negative effects on the players and there are
researches that support this belief (Hellström, Nilsson, Leppert, & Åslund,
2012; Anastasia & Chaplain, 2005; Fleming Seay, 2004). There are also
experts that claim the positive effects of online gaming (Prot, S., Anderson, C.
A., Gentile, D. A., Brown, S. C., & Swing, E. L., 2014; McGonigal, J., 2011).
Dill, 2000; Chan & Rabinowitz, 2006; Cordes & Miller, 2000; Gentile, 2009;
Sharif & Sargent, 2006). In a study by Rideout, Foehr & Roberts (2010), 47%
grades due to heavy gaming time. Comparatively, they noted that only 23% of
their respondents who were not heavy game users got low grades. A similar
study involving elementary school children showed that frequent gaming time
The child’s potentials are not maximized in school when a portion of his
challenge is not just to defeat the computer but to defeat real human beings
who have mastered the games. This is the hypothesis of displacement. Online
would have been spent in other educational activities such as reading and
homework (Gentile, Lynch, Linder & Walsh, 2004). Empirical support for this
hypothesis has been written about. American teens who play video games
have been found to spend 30% less time reading and 34% less time doing
homework than non-gamers (Cummings & Vandewater, 2007). A more glaring
finding is found in the study of Prot, McDonald, Anderson & Gentile (2012).
They found out that 90% of American children and teens play video games for
an average of 2 hours per day and 25% of young males reported playing
video games for 4 hours a day or more. The big question now is: how much
young people?
This paper sought to find out the degree of negative effects of online
students. Its humble attempt is not just to confirm the claim that online gaming
has negative effects on students but also to determine the level of the
positive effects of video games on students. One aspect of their study is the
grades. The present study mirrored the self-reporting method of their study
and examinations.
and other mental health professionals initially adapted the diagnostic criteria
for gambling addiction and used this as a rough assessment tool for computer
game addiction. This classification approach is rarely used today and for
to define the symptoms of computer addiction. Still, there are some signs and
social invitations in favor of gaming, Using most or all of one's free time for
gaming, Regularly playing late into the night and which results in poor sleep
Intelligence Benefits
be all that bad for your children. Peng Wei states that educational games can
and science. If you choose the right educational computer games, your child
may learn better problem-solving skills and eye-hand coordination. Your child
may also get the ability to think fast and think of multiple things all at once.
Skills obtained from playing computer games may help your child learn
quickly when it comes to his studies. If your child is struggling in one of his
school subjects, there are many educational computer games available for
him. There are math and reading related games that may help boost your
child’s skills. These games can be both fun and educational for your children.
Positive Effects of Video/Online Games
When your child plays video games, it gives his brain a real workout.
In many video games, the skills required to win involve abstract and high level
thinking. These skills are not even taught at school. Some of the mental
solving and logic (When a child plays a game such as The Incredible
Machine, Angry Birds or Cut The Rope, he trains his brain to come up with
creative ways to solve puzzles and other problems in short bursts), Hand-eye
coordination, fine motor and spatial skills. In shooting games, the character
may be running and shooting at the same time. This requires the real-world
player to keep track of the position of the character, where he/she is heading,
his speed, where the gun is aiming, if the gunfire is hitting the enemy, and so
on. All these factors need to be taken into account, and then the player must
then coordinate the brain's interpretation and reaction with the movement in
his hands and fingertips. This process requires a great deal of eye-hand
suggests that people can learn iconic, spatial, and visual attention skills from
video games. There have been even studies with adults showing that
experience with video games is related to better surgical skills. Also, a reason
given by experts as to why fighter pilots of today are more skillful is that this
management and logistics. The player learns to manage resources that are
limited, and decide the best use of resources, the same way as in real life.
This skill is honed in strategy games such as SimCity, Age of Empires, and
SimCity has inspired a lot of its players to take a career in urban planning and
forces the player to be flexible and quickly change tactics. (Daphne Bavalier)
player does this almost every second of the game giving the brain a real
as those found in battle or action games could be a training tool for real-world
situations. The study suggests that playing action video games primes the
brain to make quick decisions. Video games can be used to train soldiers and
"Action game players make more correct decisions per unit time. If you are a
surgeon or you are in the middle of a battlefield, which can make all the
of Rochester, train the player's brain to make faster decisions without losing
Bad is Good For You: How Today's Popular Culture is Actually Making Us
Smarter, calls this "telescoping." The gamer must deal with immediate
Defense News reported that the Army include video games to train
and get information from the game texts. Also, using math skills is important
resources. In higher levels of a game, the player usually fails the first time
around, but he keeps on trying until he succeeds and move on to the next
level. Games have internal logic in them, and the player figures it out by
science problem. Like a student in a laboratory, the gamer must come up with
a hypothesis. For example, the gamer must constantly try out combinations of
weapons and powers to use to defeat an enemy. If one does not work, he
changes hypothesis and try the next one. Video games are goal-driven
gamer use in-game maps or build maps on his head to navigate around virtual
worlds.)
Memory
Playing first person shooter games such as Call of Duty and Battlefield
stored in his working memory and what can be discarded considering the task
study from Beth Israel Medical Center NY, found a direct link between skill at
take risks. Most games do not reward players who play safely. How to
rethink goals.
with other online players in order to win. These games encourage players to
make the most of their individual skills to contribute to the team. According to
a survey by Joan Ganz Cooney Center, teachers report that their students
performance of the students. It also show what online games change their
Lives obesity.
(Brown, Collins & Duguid, 1989). The focus of a scoping study is to place
relevant literature, and present what is known and unknown (Anderson, Allen,
Peckham, 2008). The broad range of data can be inclusive of both material
learners’ experiences and mistakes form the foundation for learning; adult
the research study and this is where the significant contribution of the result
was enumerated. This will discuss the benefits of the following subjects
Students
online games and how it can affect our academic performance. It will also give
us the realization that playing online games can destroy our mind and maybe
Parents
They will profit from this study, since the parents will be aware of the
problems of their children and the effects of online games to their academic
performance. It will help them to speak for their children and motivate them in
Teacher
students who are always absent on the classes due to hanging out in the
computer shop all day. The teachers would be able to understand on why
This study aims to know the perceived effects of online games to the
a. Class Participation
METHODOLOGY
study.
Research Design
The research design adopted for the study is a descriptive survey. This
Research Respondents
The participants of this study are students from BSIS. They will answer
Research Instrument
of Online Gaming towards the Academic Performance” was used to get the
desired information from the this students of BSIS. The questionnaire was
divided into two sections (A and B). Section A was for collection of information
the respondent
always play
online games.
4 3-3.99 Often This means that
the respondent
games.
3 2-2.99 Average This means that
the respondent
averagely play
online games.
2 1-1.99 Sometimes This means that
the respondent
sometimes play
online games.
1 0-0.99 Not at all This means that
the respondent
online games.
Research Procedure
social media and its health effects. The following chapters will relate in detail
how this information was collected. First, the research gathered information
from internet and other articles. Second, the researcher conducted a survey
with the use of survey questionnaire which consist of questions. There were
should be present to entertain any questions and see to it that the data
needed are filled up. The respondents were informed regarding the data and
information provided will be treated with strict confidentiality and will solely be
used for the purpose of the study. Questionnaires will be then gathered after
Third, the retrieval of data, these will be collated, tabulated and subjected for
Statistical Task
Ethical Consideration
Just like other students from different courses, BSIS students also face ethical
1999:132-134).
first year BSIS students were informed about the study and asked to respond
promised.
The principles of beneficence and respect for human dignity were observed
during data collection. This principle encompasses freedom from harm and
research report. Any participant who wished to obtain a research report could
contact the researcher who would supply such a report. The results of the
respondents were confidential and were only used to help the researchers
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