Thesis Introduction
Thesis Introduction
Thesis Introduction
Title:
I. General Objectives:
II. Rationale:
“Ayan! Talo na naman Storbo ka kase!”, “napaka feeder mo! wag kana mag
Laro!”, “wag kana sumali, may balat ka sa pwet!”, these Phrases are we
always hear in computer shops or public places as they play mobile
games, because of this habit we Tolerating others to commit crimes and
cause of violence, and sometimes this is the Reason why many people is
have low self esteem. According to some research is beneficial.
Enables the mind of the players to be more active, especially those
puzzle based games. it helps the player to come up with decisions in
tight situations, especially those adventure games that keep the
players to be alert, active and strategic. Despite those benefits,
playing video games also bring negative effects. It requires much of
the players time, leaving school activities and home works unattended.
The youth of today no longer seem to spend their leisure activities
like in the olden Days outdoor games or playing with toys, instead,
they spend their free time in their homes, internet cafes or computer
shops simply to satisfy their hunger and that hunger is video gaming.
Video gaming has such a profound impact on not only the young, but
dynamically every age group as well. So far, virtually anyone is able
to go on a computer and punch through the keys and mouse in order to
get a high score, chat with players, get the rarest items, and level
up as fast as possible.
The purpose of this research is to analyze the effect of the growing
video games popularity on the teenagers. A lot of discussions are
going on around these questions and there is a great variety of
opinions on positive and negative effects of computer video games on
the behavior, education and life style of teenage population of the
United States of America. In this study we would like, however, to
look at the practical implication of the video games and their effect
on the development of teenagers, creativity and innovation. The reason
for the selection of the sample population is the availability
and scale of video games usage.
2. How does Playing Video Games affect the academic performance of the
students in relation with:
A. Class Participation