Effects of Modern Online Games Chapter 2
Effects of Modern Online Games Chapter 2
Effects of Modern Online Games Chapter 2
As of today, most people relate online games to low academic performance. Through the
years, studies have yielded different results. Some of them say that they are co-related when
some say that they are not. According to Anderson and Dill (2000), there is a negative
correlation between the two. Thus, meaning that there is no relation between the number of hours
played by a player and his grades. At times, the students defend the games they are playing by
saying that they do learn something from it. A paper from EDUCAUSE backs these students up
by suggesting that the faculty learn and know about these games so as to help students in in class
learning experience (Hitch and Duncan, 2005). Furthermore, another paper claims that these
games are not just for entertainment (Shaffer, Squire, Halverson, & Gee, 2005). They claim that
these games may be used to learn and experience different things and interact with other people
The rapid advancement of computer technology and its continuous invasion of the world
are inevitable. The package of computer technology comes with a lot of features that influence
many aspects of life in a variety of ways. Time and again, computer technology has exposed to
us and made us experience its positive and negative effects. In this article, we are going to
examine the good and the bad effects of computer games, specifically to education and student
achievement. Computer gaming is one of the fast developing sectors of this generation of
computer technology. Computer games offer their patrons with a new dimension of virtual
entertainment. The youth especially, college students are the usual patrons of computer games.
According to NIKO Media Research, the projected number of online computer gamers in the
Philippines rose from 21 million in 2012 to 28.72 million in 2014. Meanwhile, statistics from
Juha Sompinmaki of Tech In Asia show that about 409, of the gaming population of the
Philippines is aged 18-24 years old. Computer games receive a generally negative reception from
people especially parents, because for them, there are wastes of time. Additionally, critics and
researches have linked computer gaming to video game addiction, violence, anti-social behavior,
and attention problems, among others. These researches are supported by their analyses on the
usually violent content and the addictive implications of these games on the brain.
As founded in the study of Gentile, Lynch and Walsh in 2004, academic achievement
may be negatively related to overall time spent playing video games. Studies have shown that the
more time a kid spends playing video games, the poorer is his or her performance in school.
Also, a study by Argosy University’s Minnesota School on Professional Psychology found that
video game addicts argue a lot with their teachers, fight a lot with their friends, and score lower
grades than others who play video games less often. Other studies show that many game players
routinely skip their homework to play games, and many students admitted that their video game
habits are often responsible for poor school grades. However, there are also researches that
support the positive effects of video games, especially on the brain. According to University of
Wisconsin psychologist C. Shawn Green, “video games change the brain.” Video games change
the structure of the brain and can help release beneficial neurotransmitter surges that can build
the brain. Furthermore, many multiplayer games such as DOTA or Defense of the Ancients and
LOL or League of Legends involve cooperation with other online players in order to win. These
games encourage players to make the most of their individual skills to contribute to the team.
Moreover, a study in United Kingdom found out that students who played online games almost
every day scored 15 points above average in maths and reading tests and 17 points above average
Online games have both positive and negative effects on people,especially students. One of the
negatives is this. Many cases among students are addiction.And this addiction may lead to worse
problems. The students might steal money. They may become lazy when it comes to studying
and prefer playing the whole day long. Some may even skip school in order to have more playing
time. (SujatAli Hamzah) Addicted gamers spend so much time playing that their personal
relationships get neglected and sometimes disappear altogether. Among addicted gamers who are
married, up to 50 percent report a strain in their marriage as a result of their addiction. Addicted
gamers also neglect the responsibilities of everyday life such as school and work. (UNC-
OASIS).In the world of today, there are different genres of online games. First are the console
games. Console games are more commonly referred to as video games. They are played on a
device specially made for game play called a videogame console. The player interacts with the
game through a controller, a hand-held device with buttons and joysticks or pads. Video and
sound are received by the gamer though a television. Examples of consoles include the Microsoft
IOS, Xbox,Sony Playstation,, Nintendo GameCube, and Nintendo Wii. Second are the real-time
strategy games. This is a type of video game in which players exercise strategy along the way,
typically to conquer enemies and reach a final destination without being eradicated. For example,
to win, players decide which routes to take, what needs to be done and how to do it. Contrast
with first-person shooter.Third are the cross-platform online games. Developing software for, or
running software on, more than one type of hardware platform. The most universal cross
platform application is the Web browser. Written for every desktop and mobile platforms, Web
browsers render Web pages “almost” the same no matter which computer they run on.
In the Philippines, the population of gamers is very huge. Beginning from the simple
cartoon games played by the toddlers up until the riot playing games played by the college
students and the older ones too. An article posted in PhilCare in 2014 pointed out that
researchers found that video games, particularly shooter games, have the tendency to strengthen
the cognitive skills of their test subjects, especially in the areas of spatial navigation, reasoning,
memory, and perception. These effects shooter games have on test subjects were not evident on
other types of safe video games like puzzles or role-playing games. Gamers can utilize these
advantages of computer games provided they play in moderation. They should not allow
themselves to be enslaved by these games. Priority setting and proper guidance by parents,
teachers, and other elders can play a part in this goal. The effects of computer games on gamers
are influenced not only by the game content, but most especially, by the manner on which the
gamers play them. Video gaming is not bad for the health as well as the well-being of the
individual. It may also give some benefits depending on the frequency of the gaming of the
person. In proper moderation and supervision, video gaming might be a tool for enhancing the
cognitive and social skills of an individual. Technology aims to generally be helpful to us and the
whole world. It is really up to us how we will use technology, while its features to our advantage,
The reviews of related literature and studies have some similarities and differences with
the present study. The related literature and studies reviewed will provide the researchers insights
which proved in the line with the proposed research. It will provide the researcher objective to
determine the possible Effects of Modern Online Games to the High School Students of Escuela
Conceptual Framework
In this study, several concepts will be taken its consideration that will serve as the basis
for the present study design. The effects of the modern online games to the students will be the
consist of correlating the dependent variable and independent variable. The independent
variables are the personal profile of the respondents in terms of age, gender, type of device using,
years of playing, and time consumption. Under the Dependent variables are the possible effects
of Modern Online Games of the respondents in terms of Physical and Social Factor, Personal
Factor (Intellectual, Mental, and Emotional). The arrow in the middle represents that the two
The Paradigm shows the relationship between the profile variables and the possible effects of
Playing Modern Online Games of the students .
Referrences :
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3905489/
https://www.bartleby.com/essay/The-Effect-of-Online-Games-on-the-PKYRW29KRYYS