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Effects of Computer Games to Third Year High School Student’s Academic Studies

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Effects of Computer Games to Third Year High School Student’s Academic Studies
Effects of Computer Games to Third Year High School Student’s
Academic Studies

Mary Jane B. Perrera
Gouvernaille Krishna C. Diezmo
Liezl B. Ciar

Camarines Norte State College

Abstract

This study is focus on the effects of computer games to the third year high school students on their academic studies. To know the different effects of computer games, the researchers conducted a survey to the said respondents. The researchers prepared three questions to the students to answer on how they really affect in playing computer games. The questions are focus on the benefits that they get from playing computer games and the negative effects of these games. And also, if the said issue affect their studies by playing computer games. This research will answer all the problems given regarding in playing computer games among the third year high school’s academic studies. It will provide all the information needed to conduct this study.

Introduction The purpose of this study is to determine the effects of computer games among the third year high school students on their academic studies. The researchers choose to conduct the research at Abaño Laboratory High School and conducted a survey to them to figure out these effects. Specifically, the research should answer the following questions: 1st, to know the benefits that they get by playing computer games, 2nd, the negative effects that they experienced from these games, and 3rd, if their studies are affected by playing computer games.
The researchers found out that according to Funk (1993) identified computer game playing as a relatively high frequency activity among adolescents. Study has indicated gender differences in computer game playing habits, with males playing more frequently than females (Kaplan, 1983). Morlock, Nigolean and Yanto (1985) found reasons for this include: the game content, in that games tend to contain more masculine than feminine characters.
Some studies suggested that the playing



Bibliography: Anderson, Carl and Chris Ford. “Affect of the game player: Short term effects of highly and mildly aggressive computer games.” Personality and Social Psychology Bulletin. 12 (1986): 390–402. Bowman, Roger and Joseph C. Rotter. “Computer games: Friend or foe?” Elementary School Guidance and Counselling. 18 (1983): 25–34. Favaro, Pauline J. ”Games for co-operation and growth – an alternative for designers.” Softside. 6 (1982): 18–21. Funk, Johnson B. “Re-evaluating the impact of computer games.” Clinical Paediatrics. 25 (1993): 86–90. Kaplan, Steve J. “The image of amusement arcades and differences in male and female computer game playing.” Journal of Popular Culture. 16 (1983): 93–98. Kestenbaum, George I. and Lloyd Weinstein. “Personality, psychopathology and developmental issues in male adolescent computer game use.” Journal of the American Academy of Child Psychiatry. 24 (1985): 208–212. Lin, Shad and Mike R. Lepper. “Correlates of children’s usage of video games and computers.” Journal of Applied Social Psychology. 17 (1987): 72–93. Morlock, Harry, et al. “Motivation of computer game players.” Psychological Reports. 57(1985): 247–250. Silverne, Stephen B. and Peter A. Williamson. “The effects of computer game play on young children’s aggression, fantasy and prosocial behaviour.” Journal of Applied Developmental Psychology. 8 (1987): 453–462.

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