A Research Proposal of the Effects of Online Gaming

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De La Salle Araneta University College of Arts Sciences Education and Technology Electronics II: A Research Proposal of the Effects of Online Gaming Submitted By: Taha, Jackilyn A. Avanzado, Annabelle Submitted To: Eng’r. Aga Madelo Chapter 1- The title and its Background Introduction: Over the past two decades, electronic games have become ingrained in our culture. Children’s fixation with these games initially alarmed parents and educators, but educational researchers soon questioned whether the motivation to play could be tapped and harnessed for educational purposes. However, although many claim that educational potential lies within video games, they still have not been universally been regarded as a quality learning tool.…show more content…
Chapter II- Review of related Literature Summary: Online gaming has faced and still faces many problems. The main reason for this is that the Internet was not designed for such a medium. “The Internet was designed to provide redundant points of communication, not to provide high-speed arcade action (Bates, "Lag and the Game Reviewers" 175).” A few technological barriers stand in the way of a vision of ideal multi-player gaming over the Internet. The most significant of these technological problems are the problems of latency and reliability. Internet latency is inevitable data transfer delays that create lag in games, keeping an online game from running smoothly. Some also feel that because of this lag, true interactive gaming will never be possible over the Internet. Bandwidth issues are also a problem. Receiving data is difficult over the Internet, particularly collecting data from several players in a multi-player game. Another problem that online gamers face is finding people to play with online. Dedicated game server sites have helped answer this problem. MPath, TEN, and BattleNet are some such game systems whose principal mission is match-making. However, some of these dedicated game servers charge

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