2009
Online games are one of the medium of entertainment especially in the youth of m
odern era in Batangas. Virtual or cyber games over internet are direct personall
y to each individual user. It encourages and requires the participation of indiv
idual user or gamester. It is an inexpensive in the sense that the internet conn
ections for the online games are easily accessible everywhere and anywhere and a
ffordable these days. This aspect works in association with the personal charact
eristic and importance of discipline to the individual (student) gamester. The e
ffective advertisement and promotions of online games developers caught the yout
h or students attention to response. These qualities of online games advertisemen
t give it immense influence over a vast range and sizeable number of youth or st
udent gamester. Certainly, it is not just a matter of a single flick. The online
game is an industry. An industry is any grouping of businesses that share a com
mon method of generating profit. Online game is a business and profit has to gen
erate. Apparently, businesses, or anyone for that matter, do not see many moneta
ry profits from hardcore developmental animation, graphic development, and as bu
sinesses, they must do everything to maximize profits. The children, teenager or
students are where the money is at, and corporate boards of many online game si
tes decided that these are the ones who must be targeted. The more children, tee
nager or students playing at strategic times of the day, the more they could adv
ertise and give promos. This sole mercantile purpose sparked the first ever prot
otype of an online games in 1999. But then, is the online games industry all abo
ut commercialization, all about making profit? Certainly, it is yes. As the onli
ne game developers states, there is amount of charge that internet caf and compute
r shop should hold. That is the idea behind the online games that the student ca
nnot understand.
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Copyrighted 2009
The Affect of Online Games to the Student of AHRM 1F THEORETICAL AND CONCEPTUAL
FRAMEWORK
2009
This part presents a review of some studies undertaken in the local setting and
abroad. It also includes Literature and Theories, which serve as underpinnings o
f the present study. A discussion of the Conceptual Framework is also part of th
is part. THEORETICAL FRAMEWORK This study further concerned on cognitive ability
of the students and their performance in the actual classroom interaction. The
following are the three theories of motivation that supports the idea on how to
arouse the attention of the students: 1. Instrumental/operant learning: (Skinner
) it states that the primary factor is consequences: rein forcers are incentives
to increase behavior and punishers are disincentives that result in a decrease
in behavior. (Stimulus => response => reward)
2. The desire of reward is one of the strongest incentives of human conduct; ...
the best security for the fidelity of humankind is to make their interest coinc
ide with their duty. --Alexander Hamilton (The Federalist Papers)
3. Observational/social learning: (Bandura) it suggests that modeling (imitating
others) and vicarious learning (watching others have consequences applied to th
eir behavior) are important motivators of behavior.
CONCEPTUAL FRAMEWORK
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Figure 1 presents the paradigm of the study. Playing Online Games is the Indepen
dent Variable while the Students Academic Performance is the Dependent Variable.
Spending more time playing online games may affect the students academic perform
ance.
PLAYING ONLINE GAMES
(INDEPENDENT VARIABLE)
STUDENT ACADEMIC PERFORMANCE
(DEPENDENT VARIABLE)
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The Affect of Online Games to the Student of AHRM 1F Gamer: A person who plays o
nline games.
2009
Internet:
The worldwide system of linked computer networks.
Media:
A collective term for outfits of mass communication such as television, radio, p
rint, and internet.
REVIEW OF FOREIGN LITERATURE Girls and Online Games Review Literature. Considera
ble research has been conducted on gender differences and games. This chapter in
tersperses a literature review of this domain with expectations of how girls and
boys in the research experiment will compare in their reactions when they are r
equired to play six different space-related games in same-sex, same level, small
group settings of OG addicts. Throughout this section, game is used to refer to d
igital forms of games, including ones played on computers and consoles such as P
layStation Portable, unless otherwise noted. REVIEW OF FOREIGN STUDIES The Natio
nal Bureau of Economic Research (USA) study followed 210 students at Berea Colle
ge, which was chosen because it eliminated many distracting and variable factors
from
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Copyrighted 2009