Professional Documents
Culture Documents
computers. It is not only limited to the use of personal computers but also to
video games and Internet usage. It affects a person’s life in different aspects.
The studies of students who become addict to online games have been
shops and spend their time in a virtual world of their own. This situation if not
Manaois (2008)
game industry has grown considerably over the past decade. In 2005 a study
video game player in their home. The widespread use of video games has led
FCC Commissioner Deborah Taylor Tate stated that online gaming, more
specifically “World of Warcraft,” was one of the top reasons for college
dropouts in the U.S. A commonly held notion about gaming is that it is bad - it
causes a disruption in the leisure time of today’s youth, barring them from
Lanuza (2003) cited that the Philippines was connected to the Internet
only in March 30, 1994.The Angus Reid study shows that there are more than
1 million Filipino Internet users. In Metro Manila alone, ten percent of the
population is Internet users. As a result, more and more young people are
seen in many internet cafes especially during classes hours are students from
different levels of education. Most of these students are in high school and
1.1 Age;
The popularity of video games has grown tremendously over the past
20 years. Video games now rival television and film as entertainment media
for leisure time use. Contemporary youth report watching between 2 and 3
hours of TV per day and playing video games between 23 and 60 minutes per
day (Marshall, Gorely, & Biddle, 2006). Video games are a fairly recent new
types of games (Heintz-Knowles et al., 2001) and its potential association with
game use and other behaviors like school performance. Before TV viewing
educators and parents expressed concern that this entertainment might begin
(Gentile & Anderson, 2003; Shin, 2004). As video games become more
an era of digital and advanced world of computers. Not only are computers
used in studies, research and work, it is now being used as part of leisure and
entertainment. Most of the youth today know how computers work and even a
3 year old child who is still yet to learn how to read and write knows how to
software that computers use excites and attract students and this makes them
learn to use and play with the computers. The higher level of involvement may
mean that violence in computer games has a much bigger impact than
violence on television (Dill & Dill, 1998, p. 411; Griffiths, 1999; Anderson &
Dill, 2000, p.772; Sherry, 2001, p. 411). A number of studies have shown a
increasing aggressive behavior (Anderson & Dill, 2000). Many current college
age students grew up playing video games, whereas twenty years ago this
would not have been the norm. Huesmann (1986, 1998) proposed that when
students observe violence in the mass media, they learn aggressive scripts.
Scripts define situations and guide behavior: these scripts are oftentimes
well-versed in video games. The person first selects a script to represent the
situation and then assumes a role in the script. Once a script has been
learned, it may be retrieved at some later time and used as a guide for
behavior. This approach can be seen as a more specific and detailed account
highly associated concepts in memory, often involving causal links, goals, and
action plans.
Peek (2013), pointed out that the allure of video games seems to be
stronger among men than women. Although women appear to play games
just as much as men, men are far more likely to play games on consoles such
as the Xbox 360 or Playstation 3. A 2008 Pew Internet & American Life
Project report reveals that 35 percent of men play console games, compared
impact of the Internet is being looked at. One social problem that has been
observed is that the Internet café has become mainly game centres. About
one study, are devoted to games (violent and gory games). According to one
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. (Maslog C.
(1998)
entertainments, are the ones who were affected worst. These students fall to
games is nascent, but critical. Games play to such excess that they die in the
game playing kills the role-playing variety, they tend to have risk failing grades
performances. On school days, keen boy who intend to play online games
appear to have less time reading than those who didn’t (Sciencedaily, Cyber
students who play computer games more frequently get poorer grades in
college. However, some computer game promoters argue that video games
contain elements that can increase student learning. Since computer games
motivate students more than learning by itself, these computer games might
(Killing Time Online, October 2006) which appeared in the Asian edition of
Readers Digest, Cebu journalist Mars W. Mosqueda, Jr. explored the story of
exams, thus failing to graduate on schedule. For almost three years, the
was no longer living his own life, to quote the words of Mosqueda. He had lost
contact with friends, failed behind in his studies and had spent about 100,000
pesos playing online games more than enough to finance a year of his
education.
utilized the internet and started benefiting from it. It has advanced
internet cafés. There are 114 million people around the world who play online
games and most of them come from Asia, according to research firm DFC
Intelligence. Tacio (2009) also cited that in the Philippines, more and more
teenagers most of them students (high school and college) and even
elementary pupils are hooked on online games as internet cafe’s, which are
readily accessible day and night, are proliferating not only in the cities but in
Davao City. Widely known game DOTA which is played online is just one of
these video games that made students become addicted to playing video
games. Most students found inside the internet cafes do not go there for the
purpose of research studying but instead to play online games. Majority of the
absenteeism and poor performance students. Most often than never, these
students always come home past midnight because they spend time in
internet cafes after school. Vice Mayor Rodrigo Duterte said if the situation
comes to worse, City Hall may be forced to close down internet cafes. Duterte
agreed that many students are addicted to playing games in internet cafes as
others are addicted to drugs. Many of them go home in the wee hours of the
regarding this concern. Through this study, this will serve as an eye-opener to
each and every one of us the effects of video game addiction to students and
the proponents were optimistic that this study will contribute suggestions and
school performance.
(1997), which are based on the Social Cognitive Theory, scholars hypothesize
media or content, the choice between a given set of options, or the strategies
lead to milieu specific lifestyles with typical patterns of action which are also
Academic performance of
the Criminology students
• School Attendance
Computer/Video Games
• Examinations
Moderator Variable
• Age
• Gender
• Year Level
focus more in their studies than wasting precious time playing computer
video/computer games.
guidance to their students about the effects of computer games towards their
studies.
monitored when playing computer games. Parents should be the more careful
and
that this study can be useful as sources of reference for future study.
Definition of Terms
laptop, PSP, XBOX and etc.. This game can be played either without internet
connection so that players can play with their opponents from any place in
the world.
METHOD
The following methods and procedure used in this study are the
proponents.
Research Design
is one that helps to determine if two or more variables are associated with
each other by explaining their relationship but not necessarily implying that
this relationship is also a cause. The focal point of this research study is to
Criminology students.
Research Subjects
Research Instruments
The questions were measured in a five (5) Likert scale. Likert scale is
whole. It's widely used in statistics, and finance to define probability, rate of
return etc.
take in a sample. Each entry in the table contains the frequency or count of
the occurrences of values within a particular group or interval, and in this way,