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CHAPTER I

INTRODUCTION

Background of the Study

According to Techbead.com the rise in the use of the internet has led to many changes in

our daily life. In particular, this rise has also led to the rise of online gaming. Online gaming can

refer to any type of game that someone can play through the internet or over a computer network.

Most of the time, online gaming refers to the video games played over the video game, where

multiple players are in different locations around the world. In most cases, online games are

freeware programs that can be used for unlimited time and are available for free. Because of that,

they feature more primitive gameplay than downloadable games.

Having an online gaming experience typically requires a high-speed internet connection.

Some online games require a specific piece of controlling hardware such as joystick or a game

controller, but these days gaming technology has progress to an amazing extent. Things like 3D

animation graphics with super surround sound stereo now can make all addicted to gaming. In

terms of video games, online gaming is growing in popularity for a variety of reasons. Gamers

can easily find opponents of a similar skill level when playing a head to head game over the

internet.

Today, one can see the impact of computers and video games in politics, television,

popular music, and Hollywood. A lot of research is conducted to study its effect on lifestyle and

behavior of the power levelling gamer especially teens. Computers play a major role in shaping

the future of teens. Days are gone when teens loved to indulge in outdoor activities, rather than

running or playing outside, teens spend most of their time playing online games. Taking into
consideration, it is positively a great mind exercise and help teens explore many things. It

includes improvement in recursive and proactive thinking, increased sociability, and improved

interpretive skills. Some research shows that the teens who play online games are more active

and sharper minds than their other counterparts. However online games can also receive much

more negative critics because games are often coined with an issue such as mindless

entertainment, enhanced social recluse, sexism, and consumerism. Research shows that teens

who play violent video games showed an increase in emotional arousal and corresponding

decrease of activity in brain areas involving self control, inhabitation, and attention.

Everyone who plays video games has different reasons for playing and the usage of the

game leads the different effects for each individual. Childhood upbringing, peer influences,

pressures at school, and family issues are all factors that have a strong connection with the

effects of gaming individuals.

Statement of the Problem

This study aimed to know the impacts of online gaming among Senior High School

students in Sunbeam Christian school of Mati Inc., though everyone underwent stages in life,

everyone also faced struggles that need to be overcome. Hence, this study sought to answer the

following questions :

Research Questions

1. Does playing online games affect your daily life? How?

2. What are the reasons, why students play games?

3. Do online games help in their daily living?


Purpose of the study

The purpose of this study is the following

1. To investigate the advantages and disadvantages of online gaming;

2. To determine the reasons for playing games; and

3. To identify the good things that will help them in their daily life.

Significance of the study

This study will be valuable and significant to students, teachers administration, parents,

readers, and future researchers.

Students. This study will help them to monitor their academic achievements in case if found

affected. Further, they will be guided on how to be a responsible online gamer.

Teachers. This will help the teachers to monitor students who were engaged in online games.

Further, this will help them to make strategies so that students may know how to balance their

studies and recreational activities.

Administration. This will help the administration in crafting rules and regulations in managing

the rampant online games in and outside school.

Parent. This study will help the parents to have enough knowledge about the impacts of online

gaming among their children and to continually guide and monitor their daily undertakings.

Readers. This study will help the readers to have an understanding of the impact of online

games.

Future Researchers. This may serve as a basis for future research that they will conduct.
Definition of key terms

The following terms are defined for the smooth progress of understanding and clarity of

the major concepts used in the study.

1. Online -conducted to a computer, a computer network, or the internet.

2. Game - physical or mental activity or consent that has rules and that people do for pleasure,

one of the games that are part of a larger contest.

3. Addicted - a person who likes or enjoys something very much and spends a large amount of

time doing it.

4. Solution - something that is used or done to deal with and end a problem. Something that

solves the problem.

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