The Effect of Online Games on the Filipino Youth

1653 Words Feb 22nd, 2011 7 Pages
CHAPTER I
INTRODUCTION
Background of the study
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 cafés or computer shops simply to satisfy their hunger; and that hunger is Online Gaming. Online 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. Yes, there seems to be no restriction as to whom, how or what online gaming can extend to.
As in any situation where new
…show more content…
Devising strategies c. Gaining more resources

3. Determine the relevance of these games in Filipino youth.

Theoretical Framework This study utilized the theory of computer and video game by Jennings (1985). According to Jennings video games are insidiously hard to regulate, their very nature resists the imposition of time limit. Every game player would want to finish a certain video game once they started just to satisfy themselves. But if they can’t, the players will always continue trying to finish it, as long as it takes and only then will they be able to feel a sense of accomplishment. That is why video games are hard to regulate; only time and the range of the game could stop it.
There are however, conflicting views on the effect of video games and computer games. Some experts say that when used wisely, computer games could sharpen student’s memories and improve their abilities.
The extent of utilization of video games, are assumed to vary according to gender, daily allowance, year level, and place of residence. Female students are expected to spend less than boys would in computer games because boy are more familiar with computer games, and since it’s a boys game and they gravitate more to action games. On the other hand, since one needs money to play video games, a student with bigger allowance will probably spend more time in video games than one who has otherwise. Students in higher year level play more than those in the lower level, probably because
Open Document