Professional Documents
Culture Documents
Chapter 1
Introduction
An online game is the video game that is primarily played through the internet or
other computer network available. In many games, There’s a virtual world or some other
imagined playing space where a player of the game control one or more character. Online
games have become increasingly popular because of the opportunity they provide for
Online games have a positive and negative effects to the students. Example of
positive effect of online games are ‘‘improves cognitive functions’’, ‘’Hand and eye
Students are playing online games for them to increase their problem solving skills,
Be mine active, To make their visual tasks better, To increase their processing speed, To
enhance their memory, And to improve their multi-tasking. But it may affect their
behaviour in having this kind of hobby. They may not control themselves and break their
limits just to enjoy and play online games. It’ll lead them into addiction and it can affect
their behaviour. So, It is dangerous to let them play online games become way of living
students. Playing online game is inevitable to students and it cause many health
problems.
Significant
The main aim of the study was to find out the effects of playing online games on
students.
Students
It is important because we identify how many hours a day did the students spend
their time playing online game. For them to realize that there are negative effects on
them. If they control themselves playing online game they can focus on their academic.
Teacher
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Crossing, Calamba City, Laguna
game. Teacher can tell good and bad about online game. This study will sure that playing
online game is have positive and negative effect in students to their teacher.
Parent
It is important because as a parent, they need to know what are the commonly issues
about
addiction on playing online game. So that they can limit their child.
Community
Online games can gain friends to the person they play with. It is important because
This study will aim to identify the psychological well-being of selected grade11 students
Chapter 2
Related literature
introduces the framework for the case study that comprises the main focus of the
research.
Foreign literature
The first example of a online game was unveiled by Dr. Edward Uhler Condon at the
New York World’s Fair in 1940. The game, based on the ancient mathematical game
of Nim. It was played by about 50,000 people during the six months it was on display, with
the computer reportedly winning more than 90 percent of the games.(Riad Chikhani).
not yet well understood. Using games that part of the learning tools for an online
Japan, examined young learners’ game-playing behaviours and the relationship of these
behaviours with learning outcomes. The participants were 3,945 children aged 4 to 12. It
found that games that children played with relative frequency lead to share a set of
SAINT B SAINT BENILDE INTERNATIONAL SCHOOL (CALAMBA) INC.
Crossing, Calamba City, Laguna
features, including being cognitively demanding, evoking one’s curiosity, offering greater
player control, and having multiple players. The frequency of plays decreased as the age
increased in many games that we examined, but gender differences were hardly observed.
We found different relational patterns between young learners’ game scores and English
performance depending on the games and difficulty levels of the assessment. We discuss
the implications for instructional game developers and teachers of young language
learners.
From the 1940s to 1960s, many games were developed and gained popularity among
a lot of people. Computers always have been showing a desire for networking. Games
were played on computer devices simply. But the period of 1960-1990, turned a new
page in the history of video games. Time-sharing and host-based network proved to be
the core elements in the foundation of the internet. Online availability of the games is a
lot cheaper and provides a variety for people to enjoy games according to their tastes.
Thus, the culture of online gaming flourished around the world over the past years.
Taito and Seiga were the first companies released the electro-mechanical games
Periscope and Crown Special Soccer in 1966 and 1967. In 1972, Atari (founded by Nolan
Bushnell, the godfather of gaming) became the first gaming company to really set the
Local literature
The gaming industry introduced by the Philippine Government does have currently
conflicting legislation, and obviously professional legal advice is essential to enter a very
proving to be complicated for both investors and Philippine Government regulators. The
terms online gaming or offshore gaming are interchangeable, and refer to internet based
gaming activity, that involves clients who register and establish accounts with the gaming
operator.
Under PAGCOR regulations, only foreign nationals based in a different country, and
over 21 years of age are permitted to take part in online gaming, that is based in the
Philippines. PAGCOR also states that Philippine Nationals here or abroad, or foreign
nationals legally based in the Philippines are legally not permitted to access Philippine
based online gaming operators. Gaming operators may be either Philippine based
companies, or foreign companies based outside of the Philippines. It is presumed that the
latter means gaming companies who can offer gaming services in the Philippines, or
foreign operators who set up part of their operations here. It is acknowledged that this
legislation can be considered ambiguous, which currently adds to the confusion, although
The gaming industry introduced by the Philippine Government does have currently
conflicting legislation, and obviously professional legal advice is essential to enter a very
proving to be complicated for both investors and Philippine Government regulators. The
terms online gaming or offshore gaming are interchangeable, and refer to internet based
gaming activity, that involves clients who register and establish accounts with the gaming
operator.
Under PAGCOR regulations, only foreign nationals based in a different country, and over
21 years of age are permitted to take part in online gaming, that is based in the
Philippines. PAGCOR also states that Philippine Nationals here or abroad, or foreign
nationals legally based in the Philippines are legally not permitted to access Philippine
based online gaming operators. Gaming operators may be either Philippine based
companies, or foreign companies based outside of the Philippines. It is presumed that the
latter means gaming companies who can offer gaming services in the Philippines, or
foreign operators who set up part of their operations here. It is acknowledged that this
legislation can be considered ambiguous, which currently adds to the confusion, although
According to the real estate industry, the current office space supply is 10.3 million
sqm, of which Metro Manila accounts for 8.8 million sqm or 85%, and the existing office
space outside of Metro Manila amounts to 1.5 million sqm or 15%. The current
estimated plans for increased office space expected to become available by 2023, is a
total of 5.4 million sqm, of which 4 million sqm or 74% will be in Metro Manila, and the
Chapter 3
Research Methodology
This study is discuss the research design, participants of the study, instrumentation,
Research design
This study choose a survey research design because it is the best way to answer the
question of the study. Survey is collecting data and analyzing data from people
Instrumentation
In this study, questionnaires, interview and observation are the tools in gathering
data.
SAINT B SAINT BENILDE INTERNATIONAL SCHOOL (CALAMBA) INC.
Crossing, Calamba City, Laguna
Data Analysis
Questions Yes No
6. How many of hours you spend your time playing online game?
Solo__ Party__
Mobile__ PC__
SAINT B SAINT BENILDE INTERNATIONAL SCHOOL (CALAMBA) INC.
Crossing, Calamba City, Laguna
References
https://scholar.google.com/scholar?
as_y10=2016&q=onlinetgames&hl=en&as_sdt=ojs.
https://www.britannica.com/technology/online_gaming
https://www.google.com/amp/s/www.psychologytoday.com/us/blog/the_mating_gam
e/201603/7_reasons_play_computer_games%3famp
https://www.academia.educ/34349061/theimpact_of_online_games_in_study_habitof
_senior_high_students_in_particial_fulfillmentof_the_requirments_for_the_subject
_research_in_daily_life_the_problem_and_its_background
https://www.quora.com/what_isthe_purpose_of_online_games
https://nacada.ksu.edu/resources/clearinghouse/view_article/game_addicted_student
s.aspx
researchgate.net/publication/275133374_online_games_foryoung_learner_foreign_l
anguage_learning
triveglobal.com/stories/the_history_of_online_gaming_and_itsadvancement_today/
techcrunch.com/2015/10/31/the_history_of_gaming_an_evolving_community/
aseanbriefing.com/news/gaming_industry_phillipines_part_11_online_gaming/
SAINT B SAINT BENILDE INTERNATIONAL SCHOOL (CALAMBA) INC.
Crossing, Calamba City, Laguna