You are on page 1of 4

Chapter1

Introduction

1.1Background of the Study

Oxford dictionary (2014) defined effect as a change that is a result or

consequence of an action or other cause while Cambridge dictionary (2014)

defined effect as the result of a particular influence. The definition of addiction

according to the Oxford dictionary (2014) is the fact or condition of being

addicted to a particular substance or activity. Other definition defined addiction as

the state of being enslaved to a habit or practice or to something that is

psychologically or physically habit-forming, as narcotics, to such an extent that its

cessation causes severe trauma.

Online video game is defined as a video game played over some form of

computer network. This network is usually the internet or equivalent technology,

but games have always used whatever technology was current for example

modems before the Internet, and hard wired terminals before modems. Online

gaming is also a technology rather than a genre that it is a mechanism for

connecting players together rather than a particular pattern of gameplay.

In this new era of technology, online gaming has become more popular among

teenager as it can be played whether on smartphone, tablet or computer. As it

become accessible almost anywhere at any time, all range of age are now

1|Page
possible to be addicted into playing online video game which at the end of the

day they become less care about themselves, their performance at school or

workplace and their social life. In addition to that, player can also now access

their game progress anywhere they went as most of the online gaming nowadays

enable player to store and save their data on cloud storage.

Several types of online gaming are massively multiplayer online games

(MMOGs) and massively multiplayer online role-playing game (MMORPGs)

which involves millions player playing the game at the same time. Online game

are now also come in many genre such as action, adventure, simulator and many

more. Some of the online gaming that are popular.

1.2 : History and nature of the study.

In early 1950s, when academic computer scientists began designing simple

games and simulations as part of their research. in the among teenagers

nowadays is Dota, Clash of Clan and Hay Day. The total of daily active player in

Dota 2 is 800, 000 concurrent users2 and almost 8.5 million users have

registered in Clash of Clan and also Hay Day combined. 3 There are actually

several cases involve a teen die while playing online game in China and as a

result their government has built a facility where parent can send their children to

overcome online gaming addiction.

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. Video gaming did not reach

2|Page
mainstream popularity until the 1970s and 1980s, when video arcade games and

gaming consoles using joysticks, buttons, and other controllers, along with

graphics on computer screens and home computer games were introduced to

the general public. Since the 1980s, video gaming has become a popular form of

entertainment and a part of modern popular culture in most parts of the world.

One of the early games was Spacewar!, which was developed by computer

scientists. 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.

1.3 : Tell Your readers

This Research is about the effect on the grade 10 students on their studies

because of the online gaming addiction and how they distructed by this

application on their everyday works and lives.

This is for the grade 10 students to know the effect of this online gaming

addiction in their studies and to learn how to avoid to playing those games and to

3|Page
avoid addiction on those games so you and they can focus on their lives in

school(in the reality) and not in the Virtual world that can make them ranked

down on the competition on reality.

1.4 : importance of the subject

This is to help and promote every individuals to do what is the real, to know what

is correct and to do it, to learned more about the online gaming addiction and

happenings on that application on every individuals who tried to do it and cannot

live what did they started.

1.5 : The scope of the study.

There are millions of individuals that are playing video games and thousands of

players are addicted on each server of an online video games because thousand

of person can’t avoid what they started and sometimes it can made you on killing

your self.

1.6 : Hypothesis

This Purpose of this research is to know and to avoid in being an online gaming

addict and to promote the personality of every individual on focusing their real

life works and projects to reach their goals.

4|Page

You might also like