Professional Documents
Culture Documents
CHAPTER 1
INTRODUCTION
cellphones and other devices. These are used by the society especially the
youth. The youth are the children of this century. Thus, they are the most
exposed to said technologies. Everything has its pros and cons and so is
technology. Since the youth are the most exposed to these, they are also the
most affected.
locally and globally. These online games are under the umbrella of technology.
Thus, it also has its pros and cons. Unfortunately, not all people engaged in
these games are aware of all these. In fact, most gamers are not aware of the
physically. This study aims to gather and impart knowledge of the pros and cons
(AIMS).
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and study habits. According to the University of New South Wales of Australia,
you graduating in minimum time or in more extreme cases may prevent you
Now, most of the youth are hooked on online games. Majority of the online
players are male though there are players who are female. Online games are
The early 70’s gave birth to online gaming systems. At this time, people
communication with other players. This is the mother of what we now know as
languages were used by programmers in making their games. In the year 1990s,
flash and java were utilized in making such games. This is the start of the mania
of online games to young players. Some of the sites are accessed through
subscription but most are free-to-play. Up until now, free-to-play games are
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available. In fact, most of the MMORPGs are free-to-play and makes their
revenue out of various advertisements. Because of this, young players had easy
The main objective of this research is to know the effects of online games
know these said effects, the proponents also seek to answer the following
questions:
1. What are the games commonly played by the students and why do
3. What are the effects of online games to the students in terms of:
computers not only for business, but also for pleasure. Computers have become
a social and economic necessity that permeates every part of our lives. It is
plausible that in the future, every person in the world may own or use a
computer.
under the program BSMT. In view of this, the results of this study may be
Gamers and non-gamers. This would share knowledge about the effects
of online gaming to the physical and mental aspects of the students which in turn
Students. The study seeks to raise the awareness of the said students
opener to how greatly the life of being a student is affected whenever they play
provides some ways to prevent their children from getting hooked on online
games.
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gaming.
Conceptual Framework
Online
Online Games
Games
1.
1. Mental
Mental
2.
2. Physical
Physical
Academic
Academic
Performance
Performance
Online games are the core of this study. Under the online games, we have two
factors which are the physical and mental health. It means that the effects
searched for. Under these is the academic performance which means that the
This study seeks to know the effects of online games to the academic
know what the games commonly played by the students. Another is to know the
frequency of playing of the students and how many hours do they put into
playing. Lastly, it seeks to know their average grade and, how many hours do
Definition of Terms
being. It affects how people think, feel, and act. It also helps determine
how people handle stress, relate to others, and make choices. Mental
through adulthood.