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Iligan Medical Center College

San Miguel Village, Pala-o, Iligan City

College of Nursing and Midwifery

BS Nursing

A research proposal on How computer games affect students of MSU Baloi Community
Highschool

January 24, 2017

Subject: Sociology Anthropology with Family Planning

Schedule: TF 4:00 – 5:30 PM

Submitted by: Rayan S. Panganting

Amerah G. Mangadang Submitted to: Ms. Precymar Mariquit Manliguez


Chapter 1

Introduction

In recent years, gaming addiction has received a slight increase in attention not only from the
media, but also from psychologists, mental health organizations, and gamers themselves.
Gaming addiction is not yet classified as a mental health disorder or “true” addiction like
gambling or alcohol addiction. Opponents of computer games emphasize on the negative effects
of playing computer games such as stimulating hunger anger or violence costing us a lot of
money, diminished social life etc. various studies have shown that violent content in videogames
exposes people, especially children, to real world violence. This leads to games exhibiting
increase in aggressive behavior and diminish of social life. Other researches however have
indicated among children that computer games do not lead to significant aggressive behavior
since the magnitude of the effect in their analysis may be an outcome of publication bias. Violent
games have been seen to promote feelings of excitement, satisfaction, and empowerment among
players (Hagan, et al 2002) However, Przybyski (et at 2005) carried a study on videogames and
concluded that the desire and enjoyment in playing were linked to competence and not the
experience of autonomy in the videogame and not the level of violence. Different scholars have
argued about the negative and positive effects of playing videogames among children.

II. Statement of the Problem

This study is conducted to let readers be aware of the advantages, as well as disadvantages of
computer games to certain students of MSU-Baloi Community Highschool

III. Significance of the Study

The study shows the reader how can computer games mold a student physically, socially, and
even psychologically. We also believe that future researchers should dwell more to our research
topic and exert extra more to improve the knowledge we have beforehand.
IV. Scope and limitations of the Study

The Study is only limited to Students of MSU-Baloi Community High school which means
anyone not a student of the said institution is automatically not included in the conducted
interview and Participant and non-Participant research.

V. Expected Outputs

We truly expect our research to have fruitful results due to the great potential of our research to
gain results in our said Scope of Study. We also would like future researchers of anything related
to Computer Games to have a source of their case studies which is new and not outdated in
today’s standards.

VI. Definition of terms

Euphoria – a feeling of great happiness and excitement.

Desensitize – to cause someone (or something) to be less sensitive.

Empathy – ability to share someone else’s feelings

Compulsion – a very strong desire to do something.


Speedrun – finishing a game as fast as possible.
REVIEW OF RELATED LITERATURE AND STUDIES

A. Related Literature

This chapter presents all literature and studies of respected authorities which have
provided valuable background to our study.

According to a research by Hagan (2002) among children in United States alone, playing
hours for videogames has drastically increased from 4 hours per day in the 1980’s to
about a staggering 8 hours per DAY in recent years. His studies further showed that
computer games desensitize players, especially children to real-world violence. When
players become desensitized, they tend to increase their aggression which in turn
decreases their empathy. He also stated that Violent Computer Games promote
empowerment, superiority, and even excitement and satisfaction.

Another researcher (Anderson, 2009) further supported Hagan’s research. He stated that
the reason computer games has not witnessed in terms of number of users or consumers
(gamers to be exact) is because the constant changing of present technology to improve
further. With powerful computers, microprocessors, and other computer parts, Games, in
turn, become more detailed and more better, leading to further and longer amount of
playing time. With games right now becoming more and more realistic, it is no doubt
games wont be gone in shelves just yet. Another factor to consider is that some gamers
tend to get addicted to playing is because they seek things, groups, or places where they
could belong. This is especially true to those who are social introvert in real life or even
those constantly bullied. Its because computer games, according to Anderson, provide the
needs or wants they desire that the real world cannot provide them ranging from simple
enjoyment to even friendship or a sense of power. He (Anderson) further stated that some
play computer games too much that they deprive themselves of the real world because
they (gamers) prefer a virtual world than the real world itself, He also stated that “Gamers
may play compulsively, Isolating themselves from others, and focus entirely on in-game
achievements rather than broader life events. They focus all their attention on video
games rather than being with friends and family. They make goals in their lives but not
goals like being a Deans Lister or learn a new hobby but instead make goals connected to
games like Speedrunning a game or setting a High Score to achieve maximum gaming
Euphoria. Anderson also stated: “Symptoms of Computer Gaming addiction are, but not
limited to, are insomnia, depression, anxiety, obsessions, and compulsions to play again”.
“When a person lacks 8 hours of sleep, he or she can develop stress and become moody.
This not only affects gamers themselves but also friends and families.

There are positive sides regarding computer games though. According to Roberson
(2012) , Players show increase in mental skills because some games require critical
thinking and a fast reaction time. Body coordination also improves especially when a
game requires two or more Sense organs working together to play a game effectively.
Economically speaking, The Computer Game industry is a big market for the economy.
According to Forbes Magazine (2008 Edition), citizens in the United States spend
roughly between 16.3 to 16.8 Billion Dollars on Computer Games each year that also
includes other video gaming consoles ( PSP, PS3, PS4) and Mobile Games as well. While
in Korea, 1.8 Billion Dollars were collected from revenues of gaming industries there due
to massive popularity if online games there. This clearly shows that not only people in the
United States buy video games, but also other countries purchase these games that make
people of all ages buy them.
Chapter III
PROCEDURE/METHODOLOGY

In this chapter, the methods will be explained as well as how researchers conduct and
what are the instruments to be used for the research.

A. Types of Research Design


Descriptive and Qualitative design

B. Participants and criteria for selecting


Highschool students of MSU Baloi Community Highschool with an established computer
set and play a minimum of 12 hours per week.

C. Data collection instruments and materials


A 2-page Questionnaire provided by the researcher

D. Data analysis procedure


Survey Questionnaire and participant and non-participant observation

E. What materials will you use


2-page Questionnaire provided by the respondents via the 1-shot survey method.

F. Units of analysis
Students exceeding 12 hours of Computer Games has shown signs similar to
insomnia and compulsion disorders. (Statistical Analysis)

G. Criteria for interpreting the findings


Observance of Effects of Computer Games on Students and how they are affected by
playing to ensure validation of data.

H. How will you validate data?


Data Screening; Screening of all data gathered from respondents to look for questionable
or erroneous errors.

I. Anticipated ethical issue in the Study


Anonymity and Confidentiality
Chapter IV

Schedule of activities

Gantt Chart

JAN FEB MARCH APRIL


Preparation of
thesis proposal
Distribution of
survey
questionnaire
Collection of
answered
questionnaires
Data Analysis
Report Writing
Submission of
Thesis
Presentation of
Thesis
Chapter V
References and Bibliography

 Kafal, Y.B. (2009) Minds in play: Computer game design as a tool for
learning. Hillsdale: Lawrence Erlbaum Associate
 Kafal, Y.B (2013). Playing and making games for learning; Instrutionist and
constructionist perspectives for gaming studies
 Roberson, J (2012) Making games in the classroom; Benefits and
disadvantages Computers and Education, 59, 385 – 389
 Yin, R.K (2009) Case Study research: Design and methods. Thousand Oaks:
Sage publication
 Hagan et al (2009) The attitudes, feelings, and experiences of online gamers: A
qualitative analysis. Cyberpsychology and behavior, 12, 747 – 753
 Anderson et at (2014) Exploring user experiences as predictors of MMORPG
addiction. Computers and Education, 53, 990 - 999

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