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Computer Games, Influence

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Computer Games, Influence
Chapter 1
The Problem and its Background
Introduction
The advent of the computer age, a new metaphor has developed to understand to our human nature:
“Man as computer” This model attributes properties of both machines and fields to people”. From the middle 1960’s through the Present , psychologist have explored the limit of this metaphor. Does the essence of a person lie in her ability to process information according to rules and strategies. There why this metaphor is popular
Computers are sufficiently complex to do justice to the complexity we attribute to people.
The ease with which it can be assimilated to ways of thinking already established within psychology.
Information or data readily correspond to stimuli in the environment. Output is analogous to behaviour. Hardwire has its counterpart in the neurons

and organs to comprise our physical body, while software is akin to what we learn – attitudes opinions, beliefs, values, and so on.
Programming is learning; feedback loops are trial-and-error user friendly is social facility. Glitches are minor character flaws; consultants are psychotherapist infinite do-loops are self- defeating habits; and so on.
Since the 1950’s people have turned to the computer for help in solving problem a computer is a machine that process facts and figures to produce useful information. Through the years computer have become (skilled) smaller and less expensive as more computer are sold, people become more skilled in their use. As a result computer influenced the ways people think about and approach a problem the average person depends on is served by or actually same time of computers several times each days.
Computers are installed in cars, toys, and appliances they are used by musicians, waiters, bank tellers, and identify stolen cars. People research write, and edit book with and aid of computers they print cut the words may miles away in the blink of an eye. Doctors lawyer pilot auto mechanics and saves clerk all depends also and computers. Computer helps people to organize and save their thoughts. Thought itself can be stimulated by computers that serve as storehouse of fact and figures. This day the use of computer is not just the said

things, but instead computers are now also use for programs which we called computer games or video games. Computer game is a computer- controlled game where players inter ach with object of entertainment. A video game is essentially the game form of entertainment , but refers not only the game run by

a console or arcade machine the term “Computer game” also includes games which display only text or which other methods such as sound or vibration.
Computer games have instances that may help or not help the everyday living. In fact the video games are able have several positive effect. It should come as no surprise that they also can have the negative effects. Research has documented effects of video game on children physical health including obesity, video included seizures and postural, muscular and skeletal disorder, such as tendonitis nerve compression and carpal tunnel syndrome. However these effects are not likely to occur for most children (Gental,2000-2012)
What really is the harm in playing video games ? Over dependence on video games foster social isolation as they are often played alone. They practicing violent acts may contribute more to aggressive behaviour than passive television watching and behaviour; women are often portrayed as weaker

character that are heelless or sexually provocative ; game environment are often based on plots of violence, aggression and gender bias ; many games only often an arena of weapons killings, kicking, stabbing, and shooting ; playing violent video games do not offer action that requires independent thought or creativity ; games can confuse reality and fantasy.

This study is intended to know the reasons, outcomes and the influences of computer games to the adolescence of Barangay Sampaloc Tanay, Rizal. There are many computer shop in Barangay Sampaloc, in every computer shop, there are costumer who’s at the age of 10-19 (adolescence period). Those costumers have their own reason why they play computer games. There are computer gamers who play computer games daily, spending number of hours and money. Every gamers finds computer games as an enjoying past time but as they get much into the game they sometimes think that what happen to the game also happens in the reality which affects and influence them, mentally, physically and emotional.

Theoretical Framework According to the theory of Learning of Bandura Mischel and Shoda as they cite the Learning Theory which learns by observing people in the same room, on television, in movies, or in video games. When we observe people behave, we also see whether that behavior is rewarded or punished. People are more likely to initiate behaviors is they also witness that behavior being punished by researcher. And Buckey and Anderson cited people can learn many complicated behaviors, attitudes, expectations, beliefs and perceptual schemata through observation and participation in video games. And as they observe and perform this new behavior, they are also learning scripts. Scripts are recognized sets of knowledge that define situation and guide behavior.
Conceptual Framework

The conceptual model is prescribed as conceptual and analytical model framework featuring the input, process ant output.

The first frame indicates the input; it refers to the computer games which are commonly played. The word “Computer Games “ inside the first frame refers to the games like Dota, counter strike, League of Legend and Cabal.
The second frame is the process which includes the things that they do just to play computer games like; Spending money , time, effort and cutting classes.
The third frame is the output that refers to the effects of the process that includes; failing of grades, illness, social isolation, aggressive behavior, confuse on reality and fantasy.
The feedback arrows show the interconnection to the reasons and outcome of the influences of computer games in the adolescence of Barangay Sampaloc, Tanay, Rizal.

Figure 1
Conceptual Model showing the reasons and outcome of the influences of computer games in the adolescence of Barangay Sampaloc, Tanay , Rizal.

Statement of the problem The main objective of this study was to evaluate the computer games and the influences to the adolescence of Barangay Sampaloc. Specifically, this study sought to answer the question:
1. What is the profile of the respondents in terms of:
1.1. Age,
1.2. Sex

2. How do the respondents influence by the computer games.
2.1 Grades
2.2 Relationship

3. Reasons why they are playing computer games.

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