It was a gathering of players with a common game using a local area network LAN where they could be on the same settings. It indicates that 37 out of 40 respondents are spending almost Php 50 for playing online games which is equivalent to The findings revealed that majority of the respondents who are playing online games were male.
After choosing the respondents, each of them were given a survey questionnaire to answer. Specifically, this study sought answers to the following questions: The findings revealed that majority of the respondents who are playing online games were male. creative writing service vancouver island Research shows that kids who play violent video games showed on increased in emotional arousal and a corresponding decrease of activity in brain areas involving self-control, inhabitation and attention. Table 10 shows disadvantages of online gaming.
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Parents must know how to limit their children in playing online games. Stated by Hassan , online gaming is good and bad. Percentage - used to determine the ratio of respondents that have same answers with general number of respondents. Children should know that online games are not just for fun but it could also give them the learning that they may apply in their lives. Computers play a major role in shaping the future of the kids.
The profile of the respondents in terms of: Retrieval of the questionnaires was done after two days. After the questionnaire was sent back to the researchers, the responses were analyzed and interpreted. Five out of 8 online games are played by the respondents.
Rheingold stated that the one reason for the popularity of online games was that they meld the fun and challenge of video games with the rewarding social aspects of online community. Taking into consideration, it is positively a great mind exercise and helps kids explore many new things. The descriptive statistics used frequency, percentage, and ranking. On the other hand, online gamers can also benefit on playing online games.
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A benefit or gain. Turkle found out that online games enabled self-exploration and discovery that users extended and idealized their existing personalities or try out new ways of relating to one another that can positively affect real life relationships. us essay writing service high school What is the profile of the respondents in terms of: The researchers initially distributed the survey questionnaire among the children ages in Transville Homes Subd. This study is primarily important to children, for it will give them information about the impacts they may get from online gaming.
Associated with the computers is the internet where we can find online games. Malone, Conceptual Framework of the Study Research indicates that there are many impacts of online gaming among the children ages of Transville Homes Subdivision, Banay-banay, Lipa City. m tech thesis on software engineering Online game is the most sought leisure activity followed by kids nowadays. Everyone who plays video games has a different reason for playing, and the usage of the game leads to different effects for each individual. A lot of research is conducted to study its effect on lifestyle and behavior of the wow power leveling gamer especially kids.
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Scope and Delimitations of the Study This study was mainly concerned and limited only with the impacts of online gaming among the children ages of Transville Homes Subdivision, Banay-banay, Lipa City. The most played online game is the Y8 game which has a frequency of 21 and the Cabal, MU Zhyper and Guitar god are games not played by the respondents. Studies have been conducted assessing the impacts of online gaming. In that case, children imitate online characters.
Today, one can see the impact of computer and video games in politics, television, popular music and Hollywood. What are the advantages of online gaming among years old children? The descriptive statistics used frequency, percentage, and ranking. Table 10 shows disadvantages of online gaming. The questionnaire was prepared by the researchers themselves after doing a research and intensive reading from the internet and asking opinions from the online game players.
It shows that almost all of the advantages listed above are agreed by the respondents. Frequency - pertains to the number of respondents that have the same answer in a specific question. Remember me on this computer.