The Effects of online Gaming on the Student of Evsu-Sls
Essay Preview: The Effects of online Gaming on the Student of Evsu-Sls
Report this essay
THE EFFECTS OF ONLINE GAMING ON THE STUDENT OF EVSU-SLSIn Partial Fulfilment of the RequirementsFor the Subject ResearchResearch Proposal WritingByArreglado, Jerome EuvanEspinosa, Jules GarnetGarcia, ElizabethRuiz, Charity AnnVillacortes, Francis MiguelCHAPTER 1INTRODUCTIONBackground of the Study Gaming is the running of specialized applications known as electronic games or video games on game consoles like X-box and Play station or on personal computers. The term “gaming” originated as a synonym for “gambling” although most electronic games today do not involve gambling in the traditional sense Gaming faces criticism by groups who point out that some of the programs have violent, sexually explicit or otherwise objectionable content. Concern has also arisen because some young people seem to become addicted to gaming, spending inordinate amounts of time at the activity. That said, gaming can be useful in a wide variety of professional and educational scenarios, especially in simulations for activities requiring visual and motor coordination such as driving race cars and piloting military fighter aircraft. (
Parents – They will benefit this kind of study because they want their child to focus on their studies rather than playing online games.Teachers – They will benefit this study because they want the student to stop playing online games because it’s affecting their studies.Scope and Delimitation Out of 50 students every section in EVSU-SLS (Eastern Visayas State University-Secondary Laboratory School). Half of the class will be used for conducting our surveys. The purpose of the study is to know what would be the specific effect on EVSU-SLS students and simply to identify how to reduce the population of the students addicted to gaming.Definition of TermsThese terms are defined conceptually:Education – The knowledge, skill, and understanding that you get from attending a school, college, or university.Student – A person who attends a school, college, or university.School – An organization that provides instruction: an institution for the teaching of children.Internet Café- A place where people can surf the world wide web.Online Games – Games that can be played through online devices and is played by people around the world.Chapter IIReview of Related Literature and StudyThis chapter includes the related literature and studies of our research, this was done by immersive and intense in depth search done by the group. This shall serve as a guide for the topic and for better comprehension of the study.Related LiteratureTo begin this chapter, the researchers will define the variables involved in the study. The researchers will also examine other research studies and arcticles that show how the variables are related.“Certain researchers, on the other hand, consider the concept of addiction appropriate, and associate internet addiction with excessively repeated online activities that are similar to the symptoms leading to a substance abuse (Yellowlees & Marks,2007). They highlighted that activities such as excessive online gaming (Kuss & Griffiths, 2012), excessive online gambling (Griffiths & parke,2010), and excessive use of social networking sites (van den Eijnden, Meerkerk, Vermulst, Spijkerman, & Engels,2008) are fairly common. Adolescents, who view the internet as an indispensable part of their daily lives, constitute the most important risk group in terms of problematic internet use (Lam,2015).”