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I.

Introduction:
DOTA or Defense of the Ancients is a game that rose in the age of

the modern technology. It is a LAN game or Local Area Network Mode.


DOTA started in early 2000s in the program Warcraft; it was revised in
around 2006 in the program Warcraft III and later on they launched an
online based application of DOTA which can be played not only by the LAN
Users but also the WWAN Users, it was named as DOTA 2.
DOTA has been a great impact to some group of people in the
society. It affects the students, the creator of the game, the sponsors and
LAN Owners, the National Telecommunications Subscriber and Distributor,
the Players and gamers and most of all are the developers. That entire
group of people in the society that has/is concerned in DOTA has both the
positive and negative affections.
One of the greatest factors on being affected in DOTA is addiction.
DOTA Addiction is considered as one of the deadliest game in the world.
One of the most targeted places in DOTA Distribution is Asia, specifically in
China, Korea, Philippines, Thailand, Burma, Vietnam and Malaysia. The
game datum had been distributed in these countries and later on became
one

of

the

most

unwanted

games

by

some

local

and

spiritual

organizations.
Addiction to DOTA changes life. Being addicted to this game changes
the flow of your time management. Due to playing, eating is irrelevant; the
satisfaction they get from playing is the same as the satisfaction they get
from eating. As a result, the bodys immune systems are getting weaker
and now expose the different viruses and diseases.

Playing this game also triggers the player to lose his/her temper and
values. It simply because of the different languages used during the game
or what we called Trash talks. Trash talks such as fool languages can
really lose their temper and values. As a result, both sides will fight against
each other.
All in all, DOTA really affects the life style of the youth who are in to
this game, although it has one good benefit, but it corrupts the mind and
the way the youth think. It also weakened the body system, money and
moral values were not given importance because of this game (Engineer
Clarence).
The game DOTA has been so famous these days, too and we have
many reasons for us, the authors to conduct a research about this topic.
The purpose of this research is to analyze and identify the factors and
effects that the game DOTA contributed to the students specifically in their
daily activities.

A. Significance of the study


To the education is an important investment in human in which
dedication and commitment to study serve as the capital. Secondary
education as being the link between elementary and tertiary education, it is
significant to build a strong sense of responsibilities among secondary
students.
To the school administrators this study will provide them a frame of
reference in formulating programs and projects for basic education. This will
provide them the baseline data for the provision of technology resources for
the school. This will strengthened on the strategy of computer assisted
instruction.

To the teachers, the findings of the study may help them understand the
different characteristic secondary age students. This will give them insights
on why students have to leave their classes just to play online games. It will
help them also create a certain teaching strategies using technology. This will
broaden their imagination on the disadvantages and disadvantages of online
games.
To the pupils, the findings of the study may help them understand and
realized that online games have good and bad effects to their studies. This
will help them to balance their time of playing online games with their
academic schooling. It will help them realized how useful the modern
technology in achieving quality basic education.
To the parents, the findings of the study may help them in guiding their
children as far as playing online game and the important of their studies is
concerned. This will help them realized that this technology is one way of
developing the minds of their children provided with limitation to play.
To the computer shop owners, the findings of the study may help them
understand that online games are only a part of total learning of pupils. They
must limit students time in playing these games.
B. Thesis statement
DOTA Addiction can affect the performance of the students in school
especially in their daily activities.
C. Definition of terms
DOTA refers to Defense of the Ancients is a custom scenario for the

real-time strategy game Warcraft III: Reign of Chaos and its expansion,
Warcraft III: The Frozen Throne, based on the "Aeon of Strife" map for
StarCraft.
-- It is a 3 Dimensional game which can be viewed in all
directions.

-- It is compatible in computers video cards.


Students refers to the learners Davao Doctors College for the School
Year 2015 2016.

Addiction refers to the habitual playing of

DOTA.
D. Scope and limitations
The researchers want to realize on the things that DOTA can do to

destroy the studies of every student. There are many students and even
some young professional are addicted to Defense of the Ancients or Dota.
This is a kind of computer games that can be played by many players and
is one of the most popular games to young students.
E. Review of Related Literature
Today millions of students has been playing DOTA games and become
their habits it is so hard for them to avoid playing DOTA games. It is a big
Physical and Psychological effects for them mostly to their studies.
DOTA can make the students addict and are the main reason that
their academic performances are greatly affected. These studies show
concrete evidences why the game is very popular in our country and may
be very harmful. The people are not only playing the game, but also they
are helping the developers to improve the game.
The research paper actually shows how DOTA influenced the Filipino
people not only the gamers but also the people who do not play it. As you
can see in the arguments presented, we can conclude that the culture of
DOTA in the Philippines is rich, because it affects our daily lives and
serves as a connection between the gamers. In the first place, there are
no other games which have the same game play of DOTA; its origin, Star
craft, have never been popular here in the country. People continue to
embrace its influence and apply it to our everyday lives. It covers vast

array of topics, which every people should know such as its origin and its
concept. Every people should also know how gamers behave when they
are playing informally and formally. People should also know that there is
no gender exclusivity in playing DOTA. People should also knowhow DOTA
invades the country, and its effects to us. If every people know all of
these, he can establish a clear understanding regarding the topic. He can
clear things out, and know peoples opinions about it. He can also help
other curious people of what is the game all about. The main purpose of
this paper is to inform and remove negative thoughts about DOTA to The
reader. Everyone must not be alarmed, but rather be informed. Since the
game was released, everything followed like a domino: the rise of the
computer shops and its culture, the popularity of the game, the hosting of
several DOTA competitions, and its total invasion in the country. Jack
Rodriguez wrote an article about balancing studies and playing DOTA. He
presents 8ways to control time between studying and playing. Pay
attention at school; play moderately; pay attention to your game; observe
the factors that can affect your studies; know when not to play; dont
mind the insults; cutting class is a drug; know when to quit. These eight
simple ideas can greatly help a student in organizing his time. Parents can
also guide their children if they will be informed about playing DOTA. The
trend of gamers in provinces is that the more they are expert in playing
the game, the more they flunk at school. But in the cities it does not mean
that you flunk at school it you are expert in playing DOTA. As you can see

in the survey, some people Time is also very essential when it comes to
work. Ill recommend that employees must not play while at work;
because 1 game is not enough to satisfy him. Just play at your vacant
time while you are not at work. Aside from playing DOTA, there are more
worthwhile tasks that you can do like playing sports, helping in household
chores, helping the community and serve the people.
Every person in a relationship must also

understand

what

consequences will happen if one of them is playing DOTA. As said earlier,


time is very important in a relationship, and one must reduce the time in
playing the game. Also keep in mind that DOTA cannot be compared to
your partner; it is only a game while your partner must be treasured of.
Their partners must not be replaced by a game.
Just like any sport, DOTA should not be treated as apriority. Play it for
fun and play moderately.
-Rodriguez, Jack. 2011The game promotes many advantages to many
individuals that can boost their self-esteem and social skills. But also, we
must not forget the risks that can brought bad effects to the gamer.
Everything has its own advantages and disadvantages. Its up to you if
you will adapt to its dynamic effects brought to the country. Its up to you
if you will embrace it or not. Its up to you if you will use it for good or for
bad things. At the end of the day, you yourself should decide whether you
will explore the game or not. Whats very important thing is setting
priorities

in

everything

you

do:

in

studies,

time

management,

relationships and at work. We must be conscious of our time, because we


cannot go back to correct our mistakes anymore. Also, DOTA is only a

game. So whats the point if you are expert or not? The point here is, the
culture of DOTA is generally not harmful; rather it serves as a significant
challenge to the youth, to filter responsible persons and make a twist to
the individuals journey to success.
Even though the General Aggression Model suggests that personality
and situational variables can influence aggression, it is not clear if the
model can be applied to Eastern cultures. The present study examined the
mediating role of low self-control in the relationships between violent
online gaming, Internet addiction, and aggression. We conducted a crosssectional study using online self-report questionnaires to assess violent
online game exposure, Internet addiction, low self-control, and aggression
in 211 Chinese male students. We found that the majority of the 10 most
popular games reported by the participants were violent. There were
positive correlations between violent online game exposure, Internet
addiction, low self-control, and aggression. Aggression was not only
directly predicted by violent online game exposure and Internet addiction,
but also mediated by low self-control. These findings support the
development of educational programs and measures to cultivate selfcontrol in college students and reduce aggression engendered by playing
violent online games. Aggression and self-control, which is conducive to
educational interventions, are related. The implications and limitations of
this study are discussed. With the growth of the Internet, more people
have access to online games. Online gaming is a popular form of
entertainment that influences the quality of life of players (Shen &

Williams, 2011). A specific type of gaming that involves violent online


game exposure (VOGE) is of considerable concern to researchers,
regulators, and the public. A particular concern is that playing online
violent games can influence aggression in both the short and long term
(Anderson & Bushman, 2002) by influencing cognitive and emotional
beliefs (Anderson et al., 2010).
According to the General Aggression Model, people exposed to highly
violent video games are more likely to exhibit aggressive cognitions and
beliefs (Anderson & Bushman, 2002). Aggression is defined as any
behavior directed toward another individual carried out with the
proximate intent to cause harm (Anderson & Bushman, 2002). Aggression
is affected by personality variables (e.g., self-control) and situational
variables (e.g., media exposure to violence). People with personality traits
such as neuroticism, depression, and low self-control are believed to be
more susceptible to developing aggressive behavior (Jones, Miller, &
Lynam, 2009; Teng & Liu, 2013; Verona, Patrick, & Lang, 2002).
Another concern is that long periods of online game playing may lead
to online game addiction (or Internet Gaming Disorder, according to the
DSM- IV). Online game addiction has a negative correlation with selfcontrol and a positive correlation with aggression (Kim, Namkoong, Ku, &
Kim, 2008).
Self-control is a personality variable often negatively linked to online
game addiction and VOGE, presumably because it results in playing online
violent games for long periods, which, in turn, could have a further

detrimental effect on self-control (Frostling-Henningsson, 2009; Kim et al.,


2008).
Low self-control (i.e., not monitoring behaviors and impulses) may
result in aggressive actions, anger, and general aggressive tendencies
(Mehroof & Griffiths, 2010); such aggressive and violent behaviors can be
restrained by self-control (Chen, Liu, www.ccsenet.org/ijps International
Journal of Psychological Studies Vol. 6, No. 2; 2014 90 Lei, & Cui, 2012;
Denson, Capper, Oaten, Friese, & Schofield, 2011; DeWall, Deckman,
Gailliot, & Bushman, 2011).
Increasing self-control could reduce aggression (Hamama & RonenShenhav, 2012). Moreover, low self-control as a mediator between
situational variables and aggression is supported by a wealth of research
(DeWall et al., 2011; Li, Li, & Newman, 2013; Runions, 2013; Winstok,
2009). Low self-control could also play a mediating role in predicting
aggression and violence (DeWall et al., 2011; Ozdemir, Vazsonyi, & Cok,
2013; Qu & Zou, 2009) as it has been shown to play a mediating role in
situational variables (e.g., parenting processes) that predict aggression
(Ozdemir et al., 2013).
Other studies have demonstrated the mediating effect of parental
behavior on aggression (Kim et al., 2008; Ronen, Abuelaish, Rosenbaum,
Agbaria, & Hamama, 2012). The findings cited above support self-control
theory (Gottfredson & Hirschi, 1990; Grasmick, Tittle, Bursik, & Arneklev,
1993); low self-control may be a key predictor of deviant behaviors and is
hypothesized to be the main cause of long-term online gaming or Internet
addiction. Students with Internet addiction are generally less able to alter

their environments because of the side effects of addiction (Ng & WiemerHastings, 2005), and a lack of self-control prevents them from monitoring
their online behaviors (Gottfredson & Hirschi, 1990).
Violent online gaming has been associated with an increased risk of
Internet addiction disorder and aggression (Grusser, Thalemann, &
Griffiths, 2007; Kim et al., 2008; Ng, & Wiemer-Hastings, 2005).
Previous studies found that aggression was positively correlated with
low self-control (Grusser et al., 2007; Mehroof & Griffiths, 2010; Kim et al.,
2008; Ko, Yen, Liu, Huang, & Yen, 2009). Montag et al. (2011) found
bidirectional predictive variables aligned with low self-directedness and
Internet addiction. Their data suggest a continuum model, in which low
self-directedness is highly correlated with Internet addiction for firstperson-shooter video gamers and college students. The interrelationships
between Internet use, self-control, and aggression can be explained in
light of the work of Young (1998), who postulated that Internet addiction is
an impulse control disorder (as defined by DSM-IV criteria). Specifically,
using the Internet for long periods and spending an excessive amount of
time

playing

online

games

could

lead

to

impaired

self-control

characteristics, such as those in impulse control disorders. Impulsive


individuals have difficulty constraining their attempts to satisfy their
desires, and, as a result, they are more likely to become aggressive. In
summary, the literature suggests that online violent gaming may increase
the risk of aggression by increasing angry feelings and hostile thoughts

through

the

combination

of

situational

and

personality

variables

(Anderson & Bushman, 2002).


Despite extensive research on the psychological effects of online
gaming in Western cultures, little research has been carried out with
Chinese participants, even though a recent Chinese video game
marketing report showed that 95% of online games in China contain
violent, aggressive, and provocative content (Yan, 2013). A preliminary
study in China suggested that online game dependency predicted various
problems, such as physical, personal life, and academic problems. These
problems were usually associated with poor human performance.

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