Professional Documents
Culture Documents
Throughout the years, people have assumed that the sedimentary lives of
gamers have been determent these gamers. This has become the focal point of
many experiments and studies, the desire to see the fanaticism of school-aged to
videogames and its effect to the social physical, psychological and academic
aspect has its benefit to the lives of the school-aged children. It is the main
objective of a study that it must not be biased to the benefits of the world of
gaming. The researchers developed the liking to conduct this study to provide
student nurses the scheme of videogames and its impact to the lives of school-
aged children. It will benefit student nurses to be able to understand the attitude
of pediatric clients.
Literature on Objective 1
touristic activities they will undertake. Similarly, the role of special events is
discussed as being of high importance to the needs and desires of the fanatic in
providing the right environment to pursue their passions. In a final aspect to the
study, negative aspects of fanatics are highlighted which may affect their travel
behaviours in certain situations. The article examines the implications for those in
the fields of tourism and leisure management, where special interest tourism, or
niche tourism, is of increasing interest.
Literature on Objective 2
Gaming both video and computer has become more than a fad, it is a part
of life. First generation video game players have now become adult and carry
their passion to adulthood. Parents and teachers worry about games having
negative effects on children and a great deal has been written about games
leading to violent behavior and addiction. However, all is not negative about
gaming, studies by Rudon (2005) have shown that video and computer games
have many benefits.
Video games have been criticized and supported in the relation to their
effect on children. Critics maintain that video games keep children from school
work and cause tension, sleeplessness and violence. But this has also benefits
like development of inductive reasoning, improving spatial perception and
learning to handle multiple variable that interact simultaneously (Hockenberry,
2007).
Video games and computer games are known to improve hand-eye co-
ordination and help players gain many skills. It induces decision making and tech
players to think on their feet as they create team players and hone social skills
too. Games are known to enhance creativity and inculcate a taste for graphics,
design and technology. Moreover, many games improve language and math
skills as players have to move at a great speed along with the heroes of the
game. It also helps children gain self confidence and many games are based on
Fanaticism of School-Aged to Videogames 4
history, city building, and governance and so on. Such games indirectly teach
children about aspects of life on earth.
The benefit of the game can help children who are ill or have injuries to
absorb the game and distracts the mind from pain and discomfort. Griffiths a
professor at Nottingham University wrote in a medical journal that playing games
could help children with attention deficit disorders. Research indicates that the
children could gain social skills. Many medical departments are using computer
games as a form of physiotherapy. Games help people who are recovery from
physical injuries gain motor skills and coordination too.
the social, organic and behavioral effects of video games on children and
presents the summary of those findings (Dogan, 2006).
There are many medical benefit of video game as well. Researchers have
reported that video games have proved beneficial result in health care setting. In
fact some mental health professionals felt that a certain sense of proficiency was
developed by some other children after playing video games which otherwise
might not have been achieved. A number of videogames claim to improve
childrens health care. Several games have been developed specifically for
children with chronic medical conditions. One of the best-studied is an
educational game called Packy and Marlon (Brown, 2007). This game was
designed to improved medical compliance and self-care skills in adolescents and
children with diabetes. Players take on the role of characters demonstrating
good diabetes care practices while working to save a summer camp filled with
children having diabetes from mice and rats who have stolen the supplies.
Attention deficit patients can be assisted to modulate brain waves associating
with focusing with the help of computer generated displays. Biofeedback is an
ability to teach patients to control involuntary body functions such as heart rate.
Biofeedback can now be linked to commercial video games and provide
rewarding result for attention deficit patients.
Video games can help with skill such as memorizing, remembering and
inducing, deducing, recognizing patterns, solving problems, and mapping
(Hamilton, 2007). Games teach players problem solving, motivation and cognitive
skills. Most gamers inspire player to strive and reach more difficult levels
presenting challenges each stage (Rudon, 2009).
Literature on Objective 3
Parents should monitor not only how much time their children spend
playing video games but also the contents. The government must assume the
responsibility to regulate the detrimental contents of video games. Many parents
are not aware that a rating system exists for video games (Wright 2005).
Although this system has not been perfected, it provides a help for differentiating
the content of video games while buying them. The American Academy of
Pediatrics recommends that parents limit childrens playing time, keeping
childrens room media free and keeping violent video games out of homes
(Children and Video Games 2002). Before irreversible damages occur, parents
should take precaution against the psychological, educational, social and organic
hazards of video games.
Theoretical Framework
Childrens ages, whether they play with peers or alone and how much they
play are important determiners for the influence of the message explicit video
games. Children mimic and perceive it as approval for adopting it in real life as
well as to their relationship with theirpeers. It also encourages them to accept the
treatment they suffer without seeking help. Finally, it reduces empathy toward the
real-life victims in a violent incident (Brodeur 2005).
Conceptual Framework
For example, active video game players usually indulge in what is called
kosupure or cosplay (costume + play). The act of cosplaying, which is a unique
fan activity, where fans of anim and anim-related products dress and act like
the characters they portray (Asiddao, Moya, Oliveros, & Rentutar, 2008, p.2), is
Fanaticism of School-Aged to Videogames 9
Video games have become one of the major entertainment media for
children growing up today (Gentile & Anderson, 2003). The popularity of video
games combined with the fact that over 50% of the games available on the
market contain some form of violence (Gentile & Anderson, 2003), has caused
some concern among parents, researchers, and policy makers.
Methods
This part presents the method used in this study, the respondents of the
study, the research instrument, data gathering procedure and data analysis
Research Design
Subject
The study will use convenient sampling procedure that will attain 100
school-aged children customers of Quantum and World of Fun at SM Batangas.
Instrument
The data to be gathered for this research will be taken from the
respondents answer from the questionnaire that consists of two parts. The first
part will consist of the level of fanaticism of the respondents towards playing
videogames and the second part will consist of their perceived effects of
videogames to them with regards to socialization, physical, psychological and
academic aspect. Since school aged are the chosen respondents of this study,
the questionnaire were translated to Filipino.
Procedure
The researchers will request permission from the dean of College of
Nursing and management of SM Batangas (supervisors of Quantum and World
of Fun) asking permission to conduct the study. A letter of request will also be
presented to the school aged children attached with the questionnaire.
Distribution of the questionnaire will be personally done by the researchers.
Data Analysis
For analysis of gathered data, the following statistical tools will be used:
Weighted mean to determine the level of fanaticism of the school aged children
to videogames and the effects of videogame in terms of socialization, physical,
psychological and academic aspect.