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YUGIOH
THE EFFECTS OF PLAYING YU-GI-OH! CARD GAME ON THE ACADEMIC PERFORMANCE OF MAKATI SCIENCE HIGH SCHOOL STUDENTS

A Research Paper Presented to
The Faculty of the English Language Department,
Makati Science High School,
Poblacion, Makati City

In Partial Fulfilment of the Requirements for the Course
Discourse Academic Writing

Miguel P. Lasola
III – Bohr

March 2014

CHAPTER I
INTRODUCTION

A. Background of the Study
Yu-Gi-Oh! Official Card Game is a media mix content series which started as manga series in Shonen Jump magazine in 1996. It is a game developed and published by Konami. It is based on a fictional card game of Duel Monsters created by manga artist Kazuki Takashi. It was first launched by Konami in 1999. It has become the top selling trading card game in the world by Guinness World Records in 2009. The trading card game continues to gain popularity as it is played around Asia. Yugioh cards are released in a variety of forms, including ready-to-play packs, vending machine versions, and limited release versions packaged withgame boy software, in books, and distributed at trade shows. The most common form of purchase is in five card packs costing ¥150 in Japan. These packs are sold at convenience stores, toy stores, bookstores, and stationary stores, often right at the checkout counter. They are sold at a price point and locations that make it an easy purchase for a parent to appease a child while out shopping, or for a child to make on his own with a bit of allowance. ( Mizuko Ito, 2002)
Like most other kinds of anime and game content, Yugioh has an avid teenager and adult fans. These fans frequent the specialty hobby and card shops that buy and sell single cards, and which sometimes provide duel spaces for players to gather and play. With the advent of the Internet, the communication and organization of core gamers has exploded. In a study conducted in 2003, most of the

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