Chapter 1
Introduction
In this present situation, the researchers can never deny the fact that, as level of technology continue to develop; everything around it grows with it. And so, the educational tools, work equipment and all others found remedies through technology as great help by using them more efficiency. Games also, from being just an ordinary one-set game or a video game with the use of joysticks now had evolved into a modernize online games, which links players from across the world together in the same type of game.
The popular term, online, was originally called the Massively Multiplayer Online Game (MMOG or MMO). MMOG is capable of supporting hundreds or even thousands of players simultaneously, and is played with the internet. Typically, this type of game is played in a giant persistent world. MMO’s can enable players to be with and/or against each other on a grand scale, and sometimes to interact meaningfully with people around the world. Most MMO’s require players to invest large amounts of their time into the game (http://www.wikipedia.com)
In relation, youth, especially students who are most likely exposed to entertainments, are the ones who were affected worst. They fall to be on the stage of addiction in online games. Research and analysis to these games is nascent, but critical. Games play to such excess that they die in the worlds, which is having the potential to draw almost everybody. Compulsive game playing kills the role-playing variety, they tend to have risk failing grades and withdrawal of financial results from tuition-paying parents.
Thus, online gaming does interfere some aspects in our life- including academic performances (Cyber Psychology & Behavior, Vol. 10, 2007 issue). On school days, keen boy who intend to play online games appear to have less time reading than those who didn’t (Sciencedaily, July 4, 2007).
Opposing to the above statements, an alternative possibility is that game play may be associated with positive features of development, as the games reflect and contribute to participation in a challenging and stimulating voluntary leisure environment. On several measures-including family closeness, activity involvement, positive school engagement, positive mental health, substance use, self-concept, friendship network, and disobedience to parents-game players scored more favorably than did peers who never played computer games. It is concluded that computer games can be a positive feature of healthy adolescence (K. Durkin & B. Barber, 2002).
Researchers in fields as divers of psychology, neurobiology and communication are all trying to know if games really affect the behaviors as well as the academic performances of the gamers, but these people didn’t have the answers yet. So for all concerns can assume is that a student who play too much, in a pattern that is similar to many behavioral addiction, which affects them academically and socially.
In the process of learning, a student may be well-equipped though not exposed on computers and computer games. And being one of the citizens of this country, where education is a very important variable in the acquisition and use of English. Mastery of English is the primarily function of length of schooling and quality education (IJBEB Vol. 5, 2002 issue). Well, obviously, such things will happen if the youth of this country didn’t know how to balance their time, as well as didn’t know that they should put their studies prior to other things, excluding family.
Thus, the study’s concern is the value of each topic presented and discussed in the simplest possible manner to help the reader learn the truth between the academic performance of online gamers and non gamers of BSIT-1 in their English 1 subject.
Review of Related Literature
The researchers were able to gather literatures that are related to the study which gives background to present study.
Computer gaming is an activity that is fought in United States as children and youth spend hours doing such routine. In fact, same victims suffer from addiction; the habit of online gaming was quadrupled when it became integrated with the Internet: resulting the concept of online gaming. In online gaming, user use the Internet in coordination with their personal computers to connect with other players in the world and then play the same game, which makes it more exciting and more time consuming. Thus, every student whom addictively drawn by such computer games will be likely looses their attention on their studies (http://www.wikipedia.com).
But before having a deeper understanding on what computer game does, the researchers and the readers must first be aware where it came from and where it started.
As being discussed by www.wikipedia.com, the first MMOG, and a major milestone in the creation of the genre, was the multiplayer flight combat simulation game Air Warrior, which first appeared in 1987, by Kesmai on Genie online service. They had gained acceptance in the late 1980s and early 1990s. It was then pioneered by gem Stone series on Genie, also created by Kesmai, and Never Winter Nights, the first such game include graphics, which debuted an AOL in 1991.
The debuts of The Realm Online, Meridian 59 (the first 3D MMOG), Ultimate Online, Underlight and Ever Quest in the late 1990s popularized the Massively Multiplayer Online Role-palying Game (MMORPG) genre. The growth in technology meant that Never Winter Nights in 1991 had been limited to 50 simultaneous players (a number that grew to 500 by 1995), by the year 2000, a multitude of MMORPGs were each serving thousands of simultaneous players and in December 2007 EVE Online achieved new record with 41, 690. Retrieved on January 8, 2008, concurrent accounts logged on to the same server (http://www.wikipedia.com).
The popularity of MMORGs were mostly restricted to the computer game market until sixth-generation consoles, with the launch of Phantasy Star Online on Dreamcast and the emergence and growth of online service Xbox Live. There have been a number of console MMOGs, including Ever Quest Online Adventures (Play Station 2), and the multiconsole Final Fantasy XI. On personal computers the MMOG market has alway been dominated by successful fantasy MMORPGs (http://www.wikipedia.com).
MMOGs have only recently begun to break into the mobile phone market, beginning with Clip Soft’s TibiaME, which is the first MMORPG to arrive on a mobile device. Smart Cell Technology is in development of Shadow of Legend, which will allow gamers to continue their game on their mobile device when away from personal computer (http://www.wikipedia.com).
World of Warcraft is currently the dominant MMOG in America, and with 10 million monthly subscribers worldwide, is the most popular Western title among MMOGs. The biggest MMOG in the world is Lineage 2 from South Korea, with over 14 milllion registered gamers, mostly in various Asian countries (http://www.wikipedia.com).
Cited above as years went by, and developers continue developing games, that will probably tempt everyone to switch on a new routine that includes online computer gaming. In addition, it does bring huge impact, which may result negatively to the studies of the students for the reason that they tend to give less time studying (Sciencedaily, 2007).
Theory Base
D.B. Weiss
If anyone has doubts that video games warrant serious reflection and examination as a creative medium, The Video Game Theory Reader will dispel them. If anyone involved in the creation of video games is looking for fresh perspectives on their art, they'll find them right here (http://www.wikipedia.com/Lucky-Wander-Boy-D-B-Weis/dp).
Eric Zimmerman
Computer and video games have been with us for only a few short decades. As with any young medium, important questions remain unanswered: What exactly are video games and how do they function? How do video games relate to other forms of media and culture? What is their effect on the minds and lives of players? And what are the larger implications for society? The Video Game Theory Reader begins to answer these questions, and in doing so, sketches out an exciting, emerging field of vital importance for the future of design, technology, and culture (http://www.wikipedia.org/wiki/Eric_Zimmerman).
Robert T. Wood
The Video Game Theory Reader is a crucial and timely edited volume which focuses exclusively on the theorization of video games, and thereby makes great strides towards ameliorating a persisting gap in the academic literature (http://www.wikipedia.org/wiki/R-T-Wood).
Laurie Taylor
The Video Game Theory Reader serves as an excellent introduction to video game studies, the current positions in the field, and the current problems with video game studies (http://www.wikipedia.org/wiki/LaurieTaylor).
Conceptual Framework
Introduction
In this present situation, the researchers can never deny the fact that, as level of technology continue to develop; everything around it grows with it. And so, the educational tools, work equipment and all others found remedies through technology as great help by using them more efficiency. Games also, from being just an ordinary one-set game or a video game with the use of joysticks now had evolved into a modernize online games, which links players from across the world together in the same type of game.
The popular term, online, was originally called the Massively Multiplayer Online Game (MMOG or MMO). MMOG is capable of supporting hundreds or even thousands of players simultaneously, and is played with the internet. Typically, this type of game is played in a giant persistent world. MMO’s can enable players to be with and/or against each other on a grand scale, and sometimes to interact meaningfully with people around the world. Most MMO’s require players to invest large amounts of their time into the game (http://www.wikipedia.com)
In relation, youth, especially students who are most likely exposed to entertainments, are the ones who were affected worst. They fall to be on the stage of addiction in online games. Research and analysis to these games is nascent, but critical. Games play to such excess that they die in the worlds, which is having the potential to draw almost everybody. Compulsive game playing kills the role-playing variety, they tend to have risk failing grades and withdrawal of financial results from tuition-paying parents.
Thus, online gaming does interfere some aspects in our life- including academic performances (Cyber Psychology & Behavior, Vol. 10, 2007 issue). On school days, keen boy who intend to play online games appear to have less time reading than those who didn’t (Sciencedaily, July 4, 2007).
Opposing to the above statements, an alternative possibility is that game play may be associated with positive features of development, as the games reflect and contribute to participation in a challenging and stimulating voluntary leisure environment. On several measures-including family closeness, activity involvement, positive school engagement, positive mental health, substance use, self-concept, friendship network, and disobedience to parents-game players scored more favorably than did peers who never played computer games. It is concluded that computer games can be a positive feature of healthy adolescence (K. Durkin & B. Barber, 2002).
Researchers in fields as divers of psychology, neurobiology and communication are all trying to know if games really affect the behaviors as well as the academic performances of the gamers, but these people didn’t have the answers yet. So for all concerns can assume is that a student who play too much, in a pattern that is similar to many behavioral addiction, which affects them academically and socially.
In the process of learning, a student may be well-equipped though not exposed on computers and computer games. And being one of the citizens of this country, where education is a very important variable in the acquisition and use of English. Mastery of English is the primarily function of length of schooling and quality education (IJBEB Vol. 5, 2002 issue). Well, obviously, such things will happen if the youth of this country didn’t know how to balance their time, as well as didn’t know that they should put their studies prior to other things, excluding family.
Thus, the study’s concern is the value of each topic presented and discussed in the simplest possible manner to help the reader learn the truth between the academic performance of online gamers and non gamers of BSIT-1 in their English 1 subject.
Review of Related Literature
The researchers were able to gather literatures that are related to the study which gives background to present study.
Computer gaming is an activity that is fought in United States as children and youth spend hours doing such routine. In fact, same victims suffer from addiction; the habit of online gaming was quadrupled when it became integrated with the Internet: resulting the concept of online gaming. In online gaming, user use the Internet in coordination with their personal computers to connect with other players in the world and then play the same game, which makes it more exciting and more time consuming. Thus, every student whom addictively drawn by such computer games will be likely looses their attention on their studies (http://www.wikipedia.com).
But before having a deeper understanding on what computer game does, the researchers and the readers must first be aware where it came from and where it started.
As being discussed by www.wikipedia.com, the first MMOG, and a major milestone in the creation of the genre, was the multiplayer flight combat simulation game Air Warrior, which first appeared in 1987, by Kesmai on Genie online service. They had gained acceptance in the late 1980s and early 1990s. It was then pioneered by gem Stone series on Genie, also created by Kesmai, and Never Winter Nights, the first such game include graphics, which debuted an AOL in 1991.
The debuts of The Realm Online, Meridian 59 (the first 3D MMOG), Ultimate Online, Underlight and Ever Quest in the late 1990s popularized the Massively Multiplayer Online Role-palying Game (MMORPG) genre. The growth in technology meant that Never Winter Nights in 1991 had been limited to 50 simultaneous players (a number that grew to 500 by 1995), by the year 2000, a multitude of MMORPGs were each serving thousands of simultaneous players and in December 2007 EVE Online achieved new record with 41, 690. Retrieved on January 8, 2008, concurrent accounts logged on to the same server (http://www.wikipedia.com).
The popularity of MMORGs were mostly restricted to the computer game market until sixth-generation consoles, with the launch of Phantasy Star Online on Dreamcast and the emergence and growth of online service Xbox Live. There have been a number of console MMOGs, including Ever Quest Online Adventures (Play Station 2), and the multiconsole Final Fantasy XI. On personal computers the MMOG market has alway been dominated by successful fantasy MMORPGs (http://www.wikipedia.com).
MMOGs have only recently begun to break into the mobile phone market, beginning with Clip Soft’s TibiaME, which is the first MMORPG to arrive on a mobile device. Smart Cell Technology is in development of Shadow of Legend, which will allow gamers to continue their game on their mobile device when away from personal computer (http://www.wikipedia.com).
World of Warcraft is currently the dominant MMOG in America, and with 10 million monthly subscribers worldwide, is the most popular Western title among MMOGs. The biggest MMOG in the world is Lineage 2 from South Korea, with over 14 milllion registered gamers, mostly in various Asian countries (http://www.wikipedia.com).
Cited above as years went by, and developers continue developing games, that will probably tempt everyone to switch on a new routine that includes online computer gaming. In addition, it does bring huge impact, which may result negatively to the studies of the students for the reason that they tend to give less time studying (Sciencedaily, 2007).
Theory Base
D.B. Weiss
If anyone has doubts that video games warrant serious reflection and examination as a creative medium, The Video Game Theory Reader will dispel them. If anyone involved in the creation of video games is looking for fresh perspectives on their art, they'll find them right here (http://www.wikipedia.com/Lucky-Wander-Boy-D-B-Weis/dp).
Eric Zimmerman
Computer and video games have been with us for only a few short decades. As with any young medium, important questions remain unanswered: What exactly are video games and how do they function? How do video games relate to other forms of media and culture? What is their effect on the minds and lives of players? And what are the larger implications for society? The Video Game Theory Reader begins to answer these questions, and in doing so, sketches out an exciting, emerging field of vital importance for the future of design, technology, and culture (http://www.wikipedia.org/wiki/Eric_Zimmerman).
Robert T. Wood
The Video Game Theory Reader is a crucial and timely edited volume which focuses exclusively on the theorization of video games, and thereby makes great strides towards ameliorating a persisting gap in the academic literature (http://www.wikipedia.org/wiki/R-T-Wood).
Laurie Taylor
The Video Game Theory Reader serves as an excellent introduction to video game studies, the current positions in the field, and the current problems with video game studies (http://www.wikipedia.org/wiki/LaurieTaylor).
Conceptual Framework
Shown above is the schematic diagram in determining the effect of online gaming and not indulging these games to student’s academic performance in English 1. The independent variables are the Online Gamers and Non-gamers and the dependent variable is the Academic performance.
Significance of the Study
This research will be done in order for the concerned people to know whether online games really affect the studies of the students who intend to play. If it does, how huge would be the impact of playing online computer games on the academic performances of the gamers, specifically on their English 1 subject. We choose to find out the effect of online games by looking on the grades of the online gamers and non-gamers to prevent parents from being numb, when their advices are needed and to prevent the students as well as the researcher’s parents from worrying when there’s really nothing to worry. This research will leave learning about the truth of the impact of the playing online games prior to studies. We’ve conducted this study, so students like us would be able to know and to warn themselves about the consequences when student’s try doing new things, that when not controlled and handled well will soon became the student’s vises, which will then become the student’s greatest enemy, but student’s can’t just throw away because it is already the student’s best friend.
Statement of the Problem
The studies concern is to determine the negative or positive impact of engaging online games to BSIT-1 student’s academic performance particularly English 1 subject.
1. What are the average grades of all the online gamers and non gamers?
2. Is there a significant difference between the average scores of online gamers and non gamers?
3. What is the rate of their academic performance?
Authors:
Significance of the Study
This research will be done in order for the concerned people to know whether online games really affect the studies of the students who intend to play. If it does, how huge would be the impact of playing online computer games on the academic performances of the gamers, specifically on their English 1 subject. We choose to find out the effect of online games by looking on the grades of the online gamers and non-gamers to prevent parents from being numb, when their advices are needed and to prevent the students as well as the researcher’s parents from worrying when there’s really nothing to worry. This research will leave learning about the truth of the impact of the playing online games prior to studies. We’ve conducted this study, so students like us would be able to know and to warn themselves about the consequences when student’s try doing new things, that when not controlled and handled well will soon became the student’s vises, which will then become the student’s greatest enemy, but student’s can’t just throw away because it is already the student’s best friend.
Statement of the Problem
The studies concern is to determine the negative or positive impact of engaging online games to BSIT-1 student’s academic performance particularly English 1 subject.
1. What are the average grades of all the online gamers and non gamers?
2. Is there a significant difference between the average scores of online gamers and non gamers?
3. What is the rate of their academic performance?
Authors:
Pulido, John Paul
Sacramento, Shane
Sanchez, Jonalyn
Sacramento, Shane
Sanchez, Jonalyn
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