Also, the average American will play 10, hours of video games before he or she hits the age of 21 McGonial. The amount of time. To them, navigating the internet is second nature, and that is where the real danger. Now, the internet, since its inception remains one of the world 's most revolutionary piece of technology.
Emanuel It is hard to control addictions, especially when smartphones provide everything that is needed with a click of a button. People today literally use their smartphone for just about everything from online banking to dating.
As we are the young generation being brought up with smartphones, it is important that people are well educated on the impact these devices are causing and how it is changing the world.
There are. This means that women has started playing games as early as 4 years old as the time of engagement of men revealed, and they women also spent closely 5 to 8 hrs on the average everyday just like men does. However as the term addict is a strong description DA is seen as a general misuse of the internet in various forms, as no formal definition exists the author sees the disorder as problematic computer usage resulting in.
Youth violence is an overwhelming problem as realization occurs on the horrifying fact that children are killing other children. Sixteen year old honor student Derrion Albert from Chicago was attacked on his way to school at the bus stop. A mob of teens attacked him and clubbed him in the head with a piece of wood, pushed him down and stomped on him. The beating was fatal and five suspects. Improvement of quality and variety of games increasingly spread it in the society especially adolescences.
Computers of that age were very large and very inconvenient to own because they were just likened to a big calculator, so computer industries like Apple, Microsoft and IBM had to look for ways to market these machines. One of their biggest ideas to lure consumers was to put games into these computers as to attract more people to buying them.
And true enough computers become selling like hotcakes. Since then computers had evolved into a very sophisticated and versatile machine, wherein it can connect a person to another person at any part of the world at different time zones. Also the gaming industry has evolved to be at par with the connection.
A study done by Morrision M andKrugman DM, saying that computer games are the most popular entertainments in modern societies and they target a variety of people in different ages.
Challenging with the obstacles and reaching a higher level in the game, make the players excited and losing the game make them anxious. Through this, computer gaming has made man very lazy from doing physical exercises and has become very complacent with their work. It usually distracts them from finishing tasks that are given. Aside from that, people nowadays are becoming more morbidly obese and are experiencing anxiety attacks. You are commenting using your WordPress. You are commenting using your Google account.
Percentage - used to determine the ratio of respondents that have same answers with general number of respondents. Ranking — used to determine the order of the results according to their percentage. Profile of the Respondents The study included several profile variables to gain the information about the respondents of the study.
These were presented in the following table. Table 2 shows the characteristics of respondents in terms of age. Table 3 shows the profile of the respondents in terms of gender. The findings revealed that majority of the respondents who are playing online games were male.
Table 4 shows the profile of the respondents in terms of educational status. In this result, it is revealed that all the respondents are studying even they are fond of playing online games. The most played online game is the Y8 game which has a frequency of 21 and the Cabal, MU Zhyper and Guitar god are games not played by the respondents.
Five out of eight online games are played by the respondents. It indicates that half of the respondents are playing online games for about 6 months only. Table 7 Length of time the respondents play online games in a week in terms of hour Hours Frequency Percentage Rank hours 31 It shows that 31 out of 40 respondents are spending hours for playing online games in a week which is equivalent to It indicates that almost all of the respondents are spending hours in a week in playing online games.
Table 8 Amount of money the respondents spend for online gaming per day Money Frequency Percentage Rank Php 37 It indicates that 37 out of 40 respondents are spending almost Php 50 for playing online games which is equivalent to It indicates that almost all of the respondents are spending almost Php 50 for online gaming. Advantages of Online Games 2. Children learn the importance and fun of sharing and taking turns.
Playing team games help the kids to learn how to cooperate in a team. Kids who play online games improve their technological abilities. Playing games like brain challenge, etc. Children who play online games can learn how to multitask in an effective manner.
It shows that almost all of the advantages listed above are agreed by the respondents. The game play improve various thinking skills but that it can also boost cognitive speed for those who play action games and can also improve cognitive accuracy for players who solve puzzle and strategy games.
Disadvantages of Online Games 3. Children are getting addicted to 39 or Children spend most of their 37 or Online games can influence kids 37 or Table 10 shows disadvantages of online gaming.
It shows that almost all of the disadvantages listed above are agreed by the respondents. Banay-Banay, Lipa City Year Summary of Findings This study was conducted to determine the impacts of online gaming among the children, ages This research was conducted during the year Specifically, the study attempted to answer the following questions: 1. The profile of the respondents in terms of: 1.
Out of 40 respondents, 31 of them are male which is equivalent to Educational Status. All of the respondents are studying even they are fond of playing online games. Online games commonly played. The most played online game is the Y8 games and the Cabal, MU Zhyper and Guitar god are games that are not played by the respondents. Five out of 8 online games are played by the respondents.
Length of time the respondents play online games in terms of months. Length of time the respondents play online games in a week in terms of hour. Amount of money the respondents spend for online gaming per day.
Online games are prevalent, and the children are not that addicted to the popular online games. The education of the children is not greatly affected by playing online games; however online games are seen as good learning tool because many think that they can teach children in many ways.
Recommendations After a careful and thorough evaluation of the results of the research conducted, the following recommendations are hereby given: 1. Children should know their limitation in playing online games.
Children should know the consequences that they might get from too much playing of online games. Children should know that online games are not just for fun but it could also give them the learning that they may apply in their lives. Parents must guide them on choosing the most appropriate online games that their children should play. Parents must know how to limit their children in playing online games. Related Papers. M of R Guide. By Francis Jesoro. By Ethyl R. By Angelica Z. Teens, Video Games and Civics.
By Jessica Vitak. By Rejien Asnan. Download file.
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