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Chapter 1
INTRODUCTION
While these games are based upon bloody and violent warfare and shooting, etc,
video games are so much more than that. They are a form of entertainment and
storytelling which is unique from any film or book you will find.
“When we watch a film we are simply watching events unfold. In a video game
we are part of the story. The game becomes so much more than bullets and wounding
Influence of computer games is prevalent among poor and middle class students,
although the rich ones are also greatly affected. As observed by teachers and parents,
They spend their food allowances on computer games and sacrifice their health as they
would always miss food since their little money goes to computer games. They are
already lazy to study at home since they are preoccupied with either watching or playing
computer games.
One negative influence that video games have is that they can foster violence.
This means that when kids play these games and see their favorite character commit
some type of violent action, they want to repeat it. Social isolation is also negative
influence of video games. It causes the student not to care about grades or learning and
to want to stay as far away from the real world as possible because of how much the
physiological arousal, increases aggressive thoughts, emotions and actions. Some who
spent most of their time on computer games tend to exercise nothing more than their
fingers. This causes a person to be lazy and the lack of exercise is responsible for the
obesity epidemic and the luring away from sports and other similar outdoor activities.
Some video games have a positive influence on children. For example, Pac Man
was a fantastically popular game when it came out. However, this game was an
educational game that put puzzles into the game and caused you to have to use your
Spatial skills are also involved in playing computer games. Adventure games
draw upon lateral thinking (within a generic repertoire) for problem-solving. Strategic
Positive influences of video games are that they improve hand eye coordination
hence they are increasingly used for simulation purpose, highly effective in increasing
practical skills among surgeons, thus, improving strategy formation and decision making
sills such games are widely used by management students and practicing managers
Kooijmans’ (2004) states that in the past 30 years, video games have had a
major impact on how people spend their leisure time. The first generation of video
games were nothing more than simple geometric shapes, one or more of which could
be controlled by the game player. Each generation of games always uses the newest
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Along with these new technologies come more realistic violent acts and situations.
Kooijman also says that the most “positive” impact video games are said to have on
children, is that they may improve a player’s manual dexterity and computer literacy.
Ever-improving technology also provides players with better graphics that gives a more
“realistic” virtual playing experience which is what the current generation wants. Also
with each new generation of video games, people are spending more time and money
on them.
Furthermore, Kooijmans uses the term video games to define any interactive
multimedia in which the human game player has control over the main character in a
simulated game world. Interactive multimedia can include all types of video games such
as those played on arcade machines like the Tekken series, home consoles such as
computers like the Doom series. He said that the video game industry has grown by
leaps and bounds since its inception in the 1970s. One of the industry's giants,
Nintendo, sold an average of three games every second from 1983 to 1995. That adds
up to over one billion games. That is equal to one game for every teenager on earth, or
enough games that, lay end to end, scan the entire equator two and a half times. An
industry war has begun to see who can build the newest, fastest, most popular game.
As today's kids are more computer-literate, educators are now more open to introduce
computer games and interactive simulations to make it easier and interesting for
students to understand concepts in Science, Math, English, and even ethics Escaña
(English instructor at Ateneo de Manila University (ADMU)) was, in fact, part of a new
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program in Ateneo that used Role-Playing Games (RPG) like Neverwinter Nights to
Department of Information Systems and Computer Science (DISCS) said that teachers
are seeing computers games as a 'weapon.' Rodrigo also stressed that computer
games have broad applications in e-learning, the most evident of which is that computer
games make learning fun. "It is easier to learn when you are having fun," As number of
student with learning disabilities and emotional problem are rising each year.
effective method of giving such students opportunities to engage in basic drill and
individual needs and abilities. Ongoing research works indicates that use of computer
can enhance a student's acquisition of skills and content knowledge when the computer
multimedia presentation tools can provide students with opportunities to use their skills
to engage in projects that address true-world problems. Many top-selling video games
However, videogames are popular with youth and have many characteristics that
make them excellent teaching tools. Educators can take advantage of the positive
learning characteristics of games with the use of well-designed software, but should
also be aware of potential negative issues such as anti-social content and cyber
addiction. Super Mario Brothers, Sonic the Hedgehog, and Street Fighter are familiar
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names to nearly all of us. They are all best selling games of major video game
consoles. Over 9.8 billion dollars were spent on video games in the United States during
2001 alone, and video game consoles are present in 36 million homes in the United
States. With the increasing amount of time that people are spending on video games,
one is left to wonder if it is possible to become addicted to video games. There is also
the influence of computer video games on youth and the addiction what may come with
it. A recent article published in the journal Psychological Science indicates that youth in
the United States may be at risk for addiction to video games. According to a 2007
Harris poll of 1,178 American children and teens from ages 8 to 18, 8.5 percent of those
who played video games exhibited six of 11 addiction symptoms. These symptoms
Fromme (2001-2004) says that there is no evidence that suggests you need to
be alarmed about children's gaming cultures. Even children, who are quite engaged, in
terms of frequency and general interest in playing computer games, apparently do not
give up other activities and interests like outdoor and sport activities. Their findings also
do not suggest that electronic gaming leads to social isolation. In most cases it seems
to be fully integrated into existing peer relationships. To be together with friends for the
great majority of children remains the favored leisure activity. The interactive qualities of
computer technology are quite attractive in situations when children are alone, however.
It was also observed that poverty may be remedied such that high school students can
attend classes in the evening by doing some part time job during daytime by selling
newspapers; act as errand boys in the stores, etc. As for girls, they can be useful as
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carenderias. As observed by teachers and parents, students cut classes in the mid-
food allowances on computer games and sacrifice their health as they would always
miss food since their little money goes to computer games. They are already lazy to
study at home since they are preoccupied with either watching or playing computer
games. The explosion of the video game industry in the past decade has had
many people questioning the content of the games being released. The main concern is
that of violence and violent acts within the games. The newest generation of games is
so realistic that the line between "simulations" and video games has greatly been
blurred. They are so realistic that the United States government has even released a
game, entitled America's Army, to help train the next generation of military specialists.
In addition to what Kooijman wrote, he also stated that in the late 1990's a large
number of high-school shootings were blamed on violent video games, the most
devastating being the shooting at Columbine High School in Colorado in 1999. These
shootings raise a valid concern that violent video games may be affecting the
aggression of children and developing. This quality makes the video game industry a
powerful force in many adolescent lives. However, numerous studies show that video
games, especially ones with violent content, make teens more aggressive. In addition to
symptoms, other symptoms of gaming addiction exhibited by youth who played video
games includes excessive thinking about playing games, excessive planning for the
next opportunity to play, trying to play less and failing to do so, becoming restless or
irritable when trying to play less or stop playing, lying about how much they play, and
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stealing a game or stealing money to buy a game. Four times as many boys as girls
Uber141 (2011), the owner and creator of the Furtiveness Skill says that there
are several games that are better online rather than offline, and vice versa. According to
the preferences of Uber141, several examples games that are better offline are the
Elder Scrolls series, Fallout series, and Assassin's Creed series since they all provide in
depth storylines, where you can have feelings for the character, and it makes it more
personal. Each player has their own specific preferences on which games for them are
better. And, as for whether or not video games are bad, it is debatable. Most parents
say "no" to video games, because on the news they hear about other children going out
and killing people because they were inspired by Grand Theft Auto. This is actually the
parents fault, for they do not monitor their children, and ensure that they clearly
understand it is a fake environment, where generally speaking what they say is not true
for the most part, with exceptions here and there. It has been proven that it inspires
creativity.
Cameron (2008) says that the reason why students prefer computer games over
anything else is that the addiction to it comes easily because of factors like dance
moves, steady advancement with just rewards. The games provide an escape from
reality with the opportunity to be violent without really hurting anyone physically.
Gentile (2004) of Iowa State University said he started his research on media
influences with doubts about the possibility of addiction. Gentile thought that it was
parental histrionics – which kids are playing a lot and parents do not understand the
motivation, so they label it an addiction and it turns out that he was wrong. What he
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found was that children considered pathological gamers did worse in school, had
trouble paying attention in class and reported feeling “addicted”. These students were
non-profit National Institute on Media and the Family, said that it is not the games are
bad, it is not that the games are addictive, it is that some kids use them in a way that is
Moreover, Dr. Ungerleider (2006) explains that these games are very compelling
with increasing complexity, so a child becomes more facile, yet wants to know more and
apply new skills. According to Dr. Orzack, the Director of Computer Addiction Services
at McLean Hospital, social pressure or lack of social skills can also lead to video game
addiction. Dr. Orzack suggests that many video game addicts have struggled with
finding their place in society and as a result play video games in order to become part of
a crowd. The players may feel compelled to reach the next level achievement in the
game in order to flaunt their abilities in front of their peer group. While these social
effects are important to consider when investigating the development of excessive video
game playing, it is equally important to discuss the neurological effects as well. Not only
can excessive video game playing cause behavioral and social changes in a person,
However, Craven (2010) wrote that when people watch a film they are simply
watching events unfold. But in a video game they are a part of the story. The game
becomes so much more than bullets and wounding enemies, it is about strategy and
storytelling.
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that the influence of computer games is prevalent among poor and middle class
students, although the rich ones are also greatly affected. It seems that poverty is not
The students would rather spend their food allowances on computer games and
sacrifice their health as they would always miss food since their little money goes to
computer games are already too lazy to study at home since they are preoccupied with
Kathy (2006) states in her article that the level of violence in popular media is
both hard to miss and easy to ignore. The increasingly realistic and exciting nature of
electronic games has helped to make them enormously popular with children and youth.
Children between the ages of seven and 17 play for an average of eight hours a week.
Moreover, Kathy wrote that studies have shown excessive exposure can result in
increased anti-social behavior and aggression, violence desensitization and lower levels
of empathy toward others, increased levels of fear due to perceiving the world as
violent, acceptance of violence as a way of settling conflict and a higher tolerance and
and real life. While these facts have been known for some time, more violent media gets
produced and marketed every day. Video games have taken center stage as an
especially powerful and violent influence. Players actively engage in maiming, killing,
and raping victims in an effort for a high score or to "win" the game. Exposure to violent
games, have shown that violent games increase physiological arousal. Heart rate,
systolic blood pressure, and diastolic blood pressure all increase when playing violent
games. The same studies showed that playing a violent game like Mortal Kombat,
resulted in higher systolic blood pressure increases than playing a non-violent game.
These physiological effects are important because these are the same types of
physiological reactions bodies have when engaged in a fight. The interaction with trait
hostility is important because it suggests that the effects of playing violent games may
be even greater for children who are already at risk for aggressive behavior.
measuring cognitive responses to playing violent video games, compared with cognitive
responses to non-violent games, have shown that violent games increase aggressive
thoughts. These findings have been found for males and females, children and adults,
and in experimental and correlation studies. This exposure to violent games also
playing violent video games compared with emotional responses to non-violent games
have shown that violent games increase aggressive emotions. Adolescents themselves
often seem to recognize this. When asked to name the "bad things" about computer
games, many students reported that they make people more moody and aggressive. In
this study, students who were more "addicted" to video games were significantly more
likely to be in a bad mood before, during, and after play than were non-addicted
students. This exposure to violent games also increases aggressive actions. Kathy’s
Article also states that in one study of college students, students played either a violent
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or non-violent game. After playing this game, they were given a competitive reaction
time task in which they played against another student. If they beat the other student,
they got to deliver a loud "noise blast," and were able to control how loud and how long
the noise blast would be. Students who had previously played the violent video game
Smith (2006) also states that video games can foster violence and negativity on
women. This means that when kids play these games and see their favorite character
commit some type of violent action, they want to repeat it. These games also influence
the youth negatively by giving children a negative image of women. Women are not
usually used in video games, and when they are, their purpose is usually sex appeal.
Social isolation is a negative influence of video games. It causes the student not to care
about grades or learning and to want to stay as far away from the real world as possible
Moreover, Faulkner (2008) wrote that ailments related to sedentary life as boys
spend more time on computer games their body suffers from lack of exercise. Some
boys who spent most of their time on computer games tend to exercise nothing more
than their fingers. Lack of exercise is responsible for the obesity epidemic among young
boys. Tendonitis and Carpel Tunnel Syndrome are other physical conditions which
young adolescent boys are increasingly effected by. Computer games are responsible
for luring adolescent boys away from sports and other similar outdoor activities. In
addition to these, computer Games are very effective teaching and skill building tools.
Interactive educational softwares have been found to be very effective and help young
children to grasp subject matter with ease. Computer games improve hand eye
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coordination hence they are increasingly used for simulation purposes. Faulkner also
says that computer games are effective in increasing practical skills among surgeons.
Games have been designed for improving strategy formation and decision making sills
such games are widely used by management students and practicing managers. These
online multiplayer games are hugely popular among college students .Games such as
opportunity to build long term friendship with other players. Chandler’s (1994) states
that spatial skills are also involved in playing computer games: two-dimensional
graphical representations may have to be reinterpreted into three dimensions using the
achieve spatial integration. Adventure games draw upon lateral thinking within a generic
repertoire for problem-solving. Strategic skills include knowing when to switch from
offensive to defensive strategies. Working out your game strategy involves a process of
deciphering the logic of the game, of understanding the intent of the game's designer, of
achieving a "meeting of minds" with the program. Despite varying in their openness,
however, computer games rarely offer much scope for individual initiative or
Moreover, Craven (2010) explains that some games might be suitable for kids,
and then some games should not have been made. Video games are only suitable for
certain ages and they have them written on the box. The reason young kids are being
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influenced by these games is because they are too young to be playing them in the first
place. Parent who allows their 7 year old to play a game which clearly says on the box
that it contains blood, violence and sexual themes need to guide or watch their children
In like manner, Gumabong (2000-2005) states that City Councilors should pass
an ordinance prohibiting computer houses within the radius of one or two kilometers
from school as many students are tempted to play computer games as these are in front
of the schools, colleges and universities. This ordinance should requiring computer
houses not to admit students during classes in the morning and the afternoon may help
prevent them from cutting classes or be absent in school. The necessary penalty for
computer houses violating the city ordinance may cause the closure of the
establishment if the violation is repeated for three times. City school officials should do
something before the situation runs out of control and the students' dropout is in
alarming proportion. Parents and guardians can also help by requiring their children to
come home after classes and limiting their daily allowances to transportation expenses.
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THE PROBLEM
2. Why would students spend more of their allowance on internet cafes rather than
on food?
To the gamers that they may know whether there is such a thing as an addiction
to computer games, the positive or negative effects of it, and if limiting the hours in
To the game developer that they may stop making violent games, and start
developing games that can harness the positive skills of the youth.
To the parents that they may guide and watch their children while playing these
games. This data may serve as their guide on what games they should let their children
play.
To the teachers that they may become aware of the entertainment that these
video games cause that makes their students choose gaming over studying.
RESEARCH METHODOLOGY
This study uses a quantitative style of research for its reliance on the frequency
counts and other numerical data the researchers aim to achieve through the use of a
students prefer computer games over their academic responsibilities. Data was being
counted by how many tallies in the overall results, and by a ranking system in which the
students choose which genre of games the participants are interested in.
Research Environment
The University of San Carlos – Talamban Campus is the locale of the study.
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colleges and to name a few, the College of Architecture and Fine Arts, the College of
Arts and Sciences, the College of Commerce, the College of Education, , the College of
Nursing and the College of Pharmacy. The College of Arts and Sciences (also known as
CAS) houses the Department of Computer Science, in which the Bachelor of Science
conducted on the 4th floor of the Bunzel Building, most commonly known as the
Engineering building.
Research Participants
The participants of the study are students who are enrolled in Bachelor of
Science of the College of Arts and Sciences during the second semester of the
Academic Year 2010 – 2011. These students regularly visit internet cafes. Their ages
range from 18-23. One hundred (100) participants were considered, disregarding their
Research Instruments
The questionnaire is our source of data for the study for the research instrument.
The researchers give out questionnaires to a hundred ICT students. This will be the
researchers’ way to examine why the students prefer computer games over academics,
why the respondents spend most of their allowances on internet cafes and which kinds
of the participants prefer. The method of data collection through questionnaires is much
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to our advantage because the distribution, answering, collection and tabulation process
be easy and all the needed data will be acquired with lesser complaints and hindrances.
Research Procedures
Gathering Data. This study was conducted by selecting one hundred (100) ICT
students at random, regardless of gender, and the respondents are asked to answer the
To ensure that the questionnaires are answered precisely and completely, the
The respondents were assured of the confidentiality and anonymity, in cases where
they write their names, given the personal nature of some of the questions.
From the questionnaires collected, all data are tallied and tabulated by the
researchers. This was done to observe the behavioural influences of computer games
to the students.
Treatment of Data. The data that will be gathered from the respondents will be
tallied and tabulated to answer the problems which will find out why the students would
rather play computer games rather than academics, why the students would spend their
allowances on internet cafes and what kind of games these respondents like.
All data will then be graphically presented for frequency, percentages and ranks
for better understanding of all data the researchers will have gathered.
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DEFINITION OF TERMS
The important terms used in this study were defined for better understanding and
Online Games refer to games that can be played individually or multi-player all
Offline Games are games that can be played solo or multi-player but can only be
computers so that file sharing, internet access and gaming with computers that the
Adventure games refer to a genre of games wherein the player is a part of the
game, and has to solve puzzles or find things in order to finish quests.
Combat / Fighting games pertain to a genre of games games wherein the player
Games are a genre of games with subscription-based virtual worlds wherein thousands
Puzzle games refers to a genre of games wherein the player solves logic puzzles
or mazes.
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Role-playing games refer to a genre of games wherein the player acts the role of
casting magic spells.
Sports games is a genre of games wherein the player plays physical sports like
baseball, soccer, football, boxing, golf, basketball, ice hockey, tennis, bowling, etc.
Survival horror games is a genre of games that focus on fear and attempt to
scare the player via traditional horror fiction elements such as atmospherics, death, the
Strategy games pertain to a genre of games wherein the player carefully plans