As years passed by, new generations starter to grow. Our world right now is different than before. At this time, modern technologies are patronized by people specially students because of its advantages. Without looking on the other side, these innovations can also cause and bad effects. Because of technology, new thing were created that sustains and lightens human work. Computers were created because of technology. Computers were the greatest thing ever invented by man itself. Some researcher wants to know the effects of playing online games on the academic performances of the students.
The reason why the researcher have chosen this particular research topic was know the advantages of playing computer games on the academic performances of the selected high school students. Online games can have bad effects on people’s life specially the learners. Online game addiction has become popular in society which seriously influences children both physically and mentally. Students can spend most of their time sitting by the computer, playing games, being hooked up in playing from early morning until midnight without eating anything.
This leads to the lack of physical activities among the students which makes them less active and getting low grades from school. They ignore everything around them, talking no one and have no interaction with the outside world. They even tell lies to their parents like going outside without permission, which becomes a bad habit that needs to be prevented. (James Brown) When the internet was first created programmers from all over the world, created different games that could be play over the internet. Internet games (also known as online games) are games that are played online via the internet.
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They are distinct from video and computer games in that they are normally platform independent relying solely on client-side technology (normally called (‘plug-ins’). Normally all that Is required to play internet games are a web browser and the appropriate plugin (normally available for free via plug-in makers website).
Development in technology brings many things that people don’t have many years back. One of these things is online gaming that is provided by the internet. According to Wikipedia, Online game is a video games played over some form of computer network, using a personal computer, video game console or handheld game console. This network is usually the internet or equivalent technology, but games have always used whatever technology was current: modems before the Internet, and hard-wired terminals before modems.
The expansion of online gaming has reflected the overall expansion of computer networks from small local networks to the Internet and the growth of Internet access itself. Online games can range from simple text-based games to games incorporating complex graphics and virtual worlds populated by many players simultaneously.
Many online games have associated online communities, making online games a form of social activity beyond single player games. Online gaming one of the widely used leisure activities by many people including students. Students who are playing these online games said that they are playing these games just for fun, to keep away from the heat of the sun, without knowing that there are a lot of effects of playing these games that are more that what they think. Playing online games, according to some research is beneficial.
It enables the mind of the players to be more active especially those puzzle-based games. It helps the player to come up with decisions in tight situation, especially those adventure games that keep the players to be alert, active and strategic. An online game affects the management of the students. Students with addiction to it give more time on online gaming that studying. For the minors, it can affect their behavior. They might imitate those characters on the games which can make them think of violent actions. Because sometimes character on online game are violent.
Chapter I Background
- a) GLOBAL
According to the latest research from Japan, prolonged periods playing with game consoles can lead to decreased brain activity and cause users to suffer form severe emotional and behavioral problems. The study, conducted at Tokyo’s Nihon University, has revealed that people who spend long periods playing video games demonstrate less activity in the prefrontal region of their brain which governs emotion and creativity that their peers. Researchers claim that side effects can include loss of concentrations, an inability to control temper and problems socializing or associating with others.
Some of the physical effects of online games are “Social isolation”, players often play alone and the games have little real-world application. They may spend less time in other activities such as sports, reading, interacting with family, or doing homework. Increased aggressive behavior, despite the limitation of the studies, most experts agree on the basic link between games and increased aggression. Desensitization to gender issues, women are often portrayed as weak, ineffective, or having exaggerated chests.
Rewarding violent behavior, in violent online games, the winners are usually the ones who have more violent options at their command, and use them. ” Some students are more prone to flashes of light when they occur at certain frequencies” says Walsh, a scientist. Recent data from UCLA’s Higher Education Research Institute provides useful information about online game usage on high school campuses. The data show that most high school students have played video games, many played online games, many play them regularly, and a small percentage use them as a primary means of entertainment and leisure.
In the 2009 Freshmen Survey, around 1% of respondents admitted to playing over 20 hours of online games per week. Over 35% of the respondents stated that they play at least one hour per week. The trend toward increased online game and other interactive digital media usage does not appear to be going away. The upcoming high school students are even more likely to be tightly tried to their technology than students are today. The current generation is exceedingly comfortable with technology and electronic entertainment.
One study noted that the average American youngster now spend one-third of each day with some form of electronic media. (Escobar-Chaves and Anderson, 2008) Some studies have yielded no significant online game effects, just as some smoking studies failed to find a significant link to lung cancer. But when one combines all relevant empirical studies using meta-analytic techniques, five separate effects emerge with considerable consistency.
Violent online games are significantly associated with: increased aggressive behavior, thoughts and affect: increased physiological arousal; and decreased prosocial behavior. Anderson, 2003, Myths and Facts, para. 1) In another study which considers available research on media violence, several relevant conclusions were reached (Anderson, et al. , 2003).
It was found that there are “sufficient studies with sufficient consistency” to back up several important finding (Anderson, et al. , 2003, p. 93). Online games violence is linked to aggression in the short term. Cross-sectional studies have been able to how a correlation between long term exposures to online games violence and real world violence.
A few longitudinal studies are also able to suggest that online game exposure has long term effects on aggression. It should be noted that Craig Anderson, on of the author of this study has been criticized for overstating the data on online games and its link to aggression and violent behavior. (Block and Crain, 2007)
- b) NATIONAL
Online game it has an effect t on the students here in the Philippines as well as their lifestyle, job, health and school performance. One of the online games here in Philippines that students are really addicted with it, is World of Warcraft also known as DOTA.
Playing this game also triggers the player to lose his/her temper and values, it is because of the different languages used during the game or what we called “trash talks”. Trash talks such as foul languages can really lose their temper and values. As a result, the both sides will fight against each other. Online game is an outlet for the player to be who they really are inside unlike in the real world; we are expected to act a certain way or do thing a certain way. In online game, a player can be anything and everything they’ve ever imagine or believed.
This can be extremely harmful because players have said they forget about what’s going on around them or dealing with real life situation or problems. When gamer starts to play the online game more often and longer, it can have some lasting effects on their life. Students have reported relationships failures to their parents and low school performance due to their online game addiction. Some of them have become addicted, they’ve actually lost their concentration in their studies and resulting into school life failures and worst of all they always have final grades which are so badly and cause for them to retain.
Long term online game addiction can have lasting bad effects on the gamer’s health. Gamers become depressed because the virtual world and genuine line between real world and virtual world. They tend not to ask out for help because their ashamed. They are hesitating that the game has so ashamed their life is out of their control due to an online games. Aside from addiction, gambling is also one of the results of online games to the students here in the Philippines. The country’s President Ninoy Aquino said that “Online games is another source of gambling here in our country”.
Aquino sited a particular place where gambling in online games is rampant. “Parents should watch out for their children because most common participants in internet gambling are student form High Secondary have and College even Elementary pupils (“Television”, 2012) It can very difficult for someone, who had not playing an online game, to understand how someone becomes addicted. Addicted gamers change their way of thinking about reality. Everything in the real world starts to look fake but the game becomes reality. Addicted gamers sometimes lose everything and have to begin their lives over in a sense.
They have to start getting back the basics and work back into life. For some with help that thinking can go back to normal. While others need a lot more help. There is online gamers anonymous which is a 12 step self help group. They have a 24 hours meeting place online in a forum setup. In some communities, there’s place a gamer can go to work through and addiction. As in any situation where new technology is introduced, the social impact of the Internet is being looked at. One social problem that has been observed is that the Internet cafe has become mainly game centers.
About one-half to two-thirds of the computers in a typical Internet cafe, according to one study, are devoted to games (violent and gory games). The use of the remaining computers was roughly split between browsing, email, online chat, word processing and research. The Internet cafes have become not just game centers.
They are becoming centers off addiction among the youth, mostly boys, including elementary school pupils. According to one concerned Internet cafe entrepreneur, “Internet cafes are seducing youths to a new form of addiction, one which may not destroy their bodies as drugs do, but which is certainly twisting their minds. To the young play is reality and reality is play. ” (Maslog C., 1998)
Chapter II REVIEW OF RELATED LITERATURE
Computer had its own origin in the late 1940s. Originally, computers were considered as machines meant exclusively for doing calculations. The name computer was derived from the word Compute based on the fact that the machine was meant for doing computation. I course of time, computers were being used for a number of wide and varied applications ranging from playing games, downloading application and documents, communicating with remote methods of using computers also took a new direction during the past years.
Initially computers were used as single standalone machines kept isolated from other computers. Gradually, computers were interconnected to from computer networks. This networking provides several advantages. Networking allows sharing data as well as resources between the networked computers. Soon the number of networks began to grow. More and more networks were formed in different areas. Later, the various small computer networks located in different places were interconnected to form large networks. Finally, a large network several computer networks, spreading across the world, was formed.
This network came to be known as the Internet. Thus, the Internet is a worldwide, publicly accessible interconnected computer network that transmits data based on the standard protocols. Due to the large availability of information, the Internet is sometimes referred to as a Information Superhighway. The Internet influences our day-to-day lives indifferent ways. We will see and experience this technology benefits us in different activities. Perhaps this is the only technology that has affected the people irrespective of their location, language or profession.
In the modern age, computers have become a part of man’s life. Almost all the things around us were made by computers with the aid of modern machines. Form the edited books, design, special effects in the movies and televisions etc. , were all made by computers. In the past few decades, interactive electronic media has grown form virtual non-existence t one of the primary means of entertainment for the learners. In more recent years, the Internet has completely changed the landscape of electronic media from something individual and static into something with potential to be interactive and social.
This research examines the effects of increased student usage of traditional video games as well as online games. The demographics of the typical game player will be examined along with effects on the individual development and sociological perceptions. This research will also look at the potential education utility of online games and the effect of games on student engagement and social development.
References
- (Maslog C. (1998) Internet and Social Issues, Philippine Communication Today, Quezon City: New Day Publishers).
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