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subject.
DOMINIC A. MAGPANTAY
Author
YEAR : 2022
ABSTRACT
This paper entitled “The Behavioral Effect of Digital Games for every
character and such. Further, the paper has been developed to explore, ascertain
upon their experienced related to digital games and how their parents reacted
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and dealt with them which pointed out the complimentary and adverse issues of
games which gave them enough instance to reflect on how to handle themselves
behavior. Having enough knowledge about the effects of digital games if not
done in a proper manner is such a great help for everyone especially the students
to makes their doings lightly. Moreover, the researchers is also intended to delve
accurately.
and fastidious gathering data, the researchers came up with the conclusion of the
paper which affirms the possible effects of digital games on proper sides with
proper needs and vague sides because of losing boundaries. Herewith, the digital
games can be said to have been discussed and elaborated properly where the
connection will be seen with the help of the explicit evidences that are stated by
the different authors. Occasionally, the researchers occurred that digital games
can be good and not that will depend to the players, so play moderately for the
betterment of all.
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INTRODUCTION
shopping, there are now new ways which involve digital intervention. Even
leisurely activities have been digitalized, such as mobile and other console
games. As console games further developed, the size of devices in which these
games can be played even became more compact. And from games with local
online, utilizing the internet to virtually limitless connectivity. Thus, the age of
connectivity is easier, and games have become more diverse. From puzzle
formats of previously offline games can now be played online. This makes
among its users. However, due to lack of controls and inability to properly
enforce controls, online games have gone down to be socially toxic to some
extent, and games have become more addicting, then refreshing. Without proper
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time-management habits, players tend to be online more, rather than spending
time with family and doing activities outdoors. This has been a problem for
some time now, since the dawn of the digital games industry, as some
consumers tend to isolate themselves into playing video games. As time went
through, the isolation that these games have brought to users lead them to a path
The shared experience in the virtual society, the collaborative nature of most
activities, makes players different experience from in the offline games. Despite
lonely and depression and so on, a few researches the relationship between
social experience in the digital game and in the real world. The best way to
world of their children. Play together, help set healthy limits and actively find a
variety of activities for children to consume online. The results of the study
showed that playing online games leads students away from stress, enhances
teamwork, and makes them listen actively to class activities. In terms of their
academic performance, students can relate to the lesson based on the online
forgets self-limitation and the importance of having boundaries. This will affect
becomes the person's escape when facing with problems particularly, those
problems that cannot be overcome immediately where the person becomes more
improper because playing online games further triggers the thoughts that are
buried and hidden which makes the tension and such. In addition, online matters
or digital games affect a person's behavior especially students but the effect of it
will depends on how long the gadgets are used because it cannot be denied that
changed due to the lack of traditional games and it caused by the online games
and also the limit space to play the traditional games, this is also due to
online has been investigated. The social behavior related to social bonding
which support their play tend to report enjoyment of their game online. The
intensive or “hardcore” games force gamers to behave and judge their behavior
with certain positive and negative way, so it becomes the cause which underlie
the relationship between social support and involvement and experience in game
online However, Kim, Namkoong, Ku, and Kim, (2008) stated that the level of
online game addiction among adolescents is strongly related to their attitude and
time they spend to play the game. It is confirmed by the facts that personality
online game addiction. Whilst, Ellis and Fisher (1994) explain that the influence
behavior as the consequence of playing violent game. On the other hand, Perry,
et al. (2018) states that playing game online supports welfare by contributing to
involvement suitable with the game. In addition, the social interaction in video
and play the game that is suitable with the aim and value.
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Subsequently, digital games affects the behavioral aspects of anyone
most especially the students with the fact that the essence of having such
involves the idea of investment and recognition of the value of learning” (p.
student’s feelings towards the class, teachers, and peers. Cognitive engagement
being open to challenges (Chang et al., 2016). It proves that our engagement,
participation or involvement becomes the way for us to show our true behavior
where we cannot say if it is good or bad like some students who choose to
changes. In fact, digital games affect a person's behavior in different aspects and
manipulate their virtual presence in the game environment satisfies not only
their need for self-expression, but at the same time reinforces the merge of
identity between the player and the game protagonist leading to higher
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motivation. On the one hand, Rigby and Ryan (2011) self-expression generates
tend to construct a virtual identity closer to their ideal self, constituting the
cause many mental, physical and social problems for them. These effects are
stimulating anger and violence, obesity, epilepsy due to games, social isolation,
and other physical and mental damages. Many psychologists and mental health
games, etc.) is a relevant topic that attracts the attention of many scientists.
Research has shown mixed results in terms of how digital games affect player’s
aggressiveness, health issues, and psychosocial struggles, and others found that
video games were able to improve hand eye coordination and self-esteem.
Digital games that require teamwork make learners communicate with each
other to discuss and agree upon the following steps, thereby improving their
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social skills. A well-designed digital game can provide powerful interactive
peer rejection and lower school performance than children who are more
aggressive) behaviors.
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CONCLUSION
Some of the authors stated that digital games can be good and bad. This
their children whenever they play and they can also bond using digital games by
a proper manner. Digital games are beneficial in terms of reducing stress from a
tiring work because it helps to divert oneself to something else that helps to
forget the problem for a while. Meanwhile, the description of digital games will
be adversely, if the player loses control and limitations because instead of just
running around and turning around when there is free time, it may be led to
accustomed and this might even be the cause of other conflicts because the
of stress, anxiety, depression and many more. It should be remembered that the
limitations is require to everything and keep in mind the purpose of the things to
something that we like, we have a freedom because it is our right but every right
divided into two parts especially if there is no basis and limitations. It cannot be
issue. However, it should be noted that digital games has a definitely good
intention why it is thoroughly recognized and keep increasing and grow. In fact,
digital games are really good not until it changes our characters, so to avoid this,
to students, it cannot say bad or good because it really depends on the purpose
anything else, many people can think of negative things that can be avoided
with the help of digital games because this is where they turn their attention and
emotions which can be considered good because they are free to think out of the
box but they still need someone to remind them of the limitations that are
required when playing. It is a fact that digital games are spreading in our
country particularly around the world but we cannot remove it and ignore it
because it helps a lot in different ways. Just play digital games in the right way
and keep in mind the appropriate behavior for mental stability towards the
common good.
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BIBLIOGRAPHY
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