Introduction
In our vast and dynamic world, people are left with no choice but to engage in the transformation brought about by the demands of global competitiveness and progress. The present time known as the time of technological era has been offering people with new and effortless leisure, devices, inventions and ideas. And one of the most famous and influential technological inventions that man has to respond to is in the field of computer where computer gaming among other people has become a rapid activity. Computer games as a leisure time has become an ever-increasing part of human’s daily lives especially to those of young people.
The amount of time children and adolescents spend with computer games has been increasing steadily (Anderson, Gentile and Buckley, 2007).
In 2003, it was estimated that 430 million people worldwide , or 7% of the world’s population played computer games (Zona, 2004).
It is obviously seen that life has never been the same for young and old people. No doubt, computer games presently, has been spreading like a virus and speedily affects the minds, hearts and the thinking ways of people.
Because of technology, the invention of games and entertainment services has rapidly evolve. Moreover, enhancements in technology allow games to become bigger, larger, and more difficult which requires much more time to play leading to rivalry and addictive behavior. Such behavior may lead to anti-social lifestyle, poor eyesight, poor health conditions, poor academic performances and violent acts. Presently people, particularly adolescence, found computer gaming as more exciting way to spend their time. They allow themselves to be occupied by the rewards and satisfactions that these games offer them and unknowingly, this slowly becomes habitual and addictive.
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In Notre Dame University for instance, men and women have been noted to have consumed themselves so much in this habit of playing computer games as a substitute for their time to study, perform academic activities and other related activities. As result, the student have poor academic performance, loss of interest, health-related problems and social and as well as behavioral interests. The conduct of this study will lead the researchers to know how wide is the effect of computer gaming habit to the lives of college students in Notre Dame University particularly the effects of it in the academic and social behavior of students.
Statement of the Problem
Generally, this study aims to find out the effects of computer gaming habit to the academic performance and social behavior of the Notre Dame University (NDU) students in Cotabato City. Specifically, it aimed to answer the following questions:
1. What is the profile of the NDU students in terms of:
a. Academic Performance and;
b. Respondent’s daily allowance
2. What is the computer gaming habit of the students in terms of:
a. Frequency in playing
b. Number of hours spent in playing and;
c. Types of computer games played
3. What are the social and academic problems encountered by the NDU students because of this computer gaming habit?
Importance of the Study
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The conduct of this study provides information to the teachers and staff, parents, students and youth about the negative and positive effects brought by the modernized technology particularly the computer gaming habit. The result may be beneficial to the teachers and staff of Notre Dame University whose primary goal was to offer standardized teachings that will help the students to develop their characters and personalities according to the core values of the institution which is the Faith, Integrity, Respect, Excellence and Service (F.I.R.E.S).
Another recipient of the results are the parents whose love for their children are unconditional and far beyond compare.
This study will help them be aware of the present situation of the youths because of technology and modernization thus, helping them to facilitate their children’s need and problems related to computer gaming. Lastly, this is also advantageous to students who are the main focus of the study for them to be aware of the crucial effects of computer gaming in their academic and as well as social behaviors not only in the school but on the other sectors of the society. This will help them to manage their life and use their time wisely on doing more important and appropriate activities intended for their age.
Scope and Limitation
This study was limited only to men and women students of Notre Dame University in Cotabato City under the six college sectors namely; College of Education, College of Business and Accountancy, College of Arts and Sciences, College of Engineering, College of Health Sciences and College of Computer Studies and are officially enrolled during the 1st semester school year 2014-2015. There were fifteen (15) respondents per college and the range of this study was restricted only to computer gaming habits of NDU students.
Definition of Terms
Computer game – a game in the form of computer software, personal computer or game machine and is played by one or more people using keyboard, mouse, control pad, or joystick. Computer games usually combine sound and graphics and range traditional games such as chess to fast-moving action games or complex puzzles (MSN Encarta).
Computer Gaming Habit – a habit developed through the use of computer games that are often long-term in nature which include the number of times and hours a respondent may spend in playing and the types of computer games played. Academic performance – refers to observable manifestations of knowledge and skills measured through the grade point average a respondent obtained.
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Social behavior – refers to the interpersonal aspect such as peer-relations and friendships, parental relations intimacy, way of participating and socializing to other people and intrapersonal growth of a person such as one’s ability to function independently, engage in solo hobbies and analyze one’s strengths and weaknesses.