Impact of Online Gaming on the Students

Topics: Addiction, Video game, Massively multiplayer online game Pages: 16 (4418 words) Published: March 4, 2010

Online gaming has emerged as a popular and successful source of entertainment and play for people of all ages, especially for the students. It refers to the games that are played over some forms of computer network, typically on the internet. These games are played online, in which you can connect with multiple players. It is normally platform independent, relying on the web browser and appropriate plug-in.

It is one of the best inventions that is made ever by human beings. It has the ability to link players together. It has been one of the most popular activities in entertaining for younger people. Because of this, almost everybody is into it. Its fantastic characteristic makes a lot of students become hook on it. It provides entertainment and at the same time, online socialization with different kind of people. But sometimes, it causes negative effects.

It has two kinds of impacts: the good and bad. It depends on the player itself.

Studies show that online gaming is a major source of addiction, especially to college students. Because of its ability to link multi-players together, most students become hooked on it. They keep on playing and playing because it gives them thrill until it becomes an addiction.

This research study shows how online gaming can be an addiction and its possible effects on the students.

Background of the study

For most gamers, the era of online games started with the release of the four-player game Doom in 1994. However, the very first multiplayer game was actually developed in 1969 by Rick Blomme who wrote a two-player game. Then, in 1979, Roy Trubshaw and Rich Bartle developed the first multi-user dungeon (MUD) interactive game. MUDs were role-playing computer games that run on a bulletin board system or Internet server. Through MUDs, players see textual descriptions of rooms, objects, other characters, and computer-controlled creatures in a virtual world. The introduction of MUDs saw the taking off of online gaming in the late 80's to early 90's.

The creation of the World Wide Web in December 1990 by a CERN scientist Tim Berners-Lee's marked the next major milestone in online gaming, allowing players to move from MUD servers to the Internet. As computer systems became more powerful and allowed for 3D graphics and lightning-fast multiplayer capabilities, online gaming became more appealing, even to those without much technical knowledge.

The modern era of online gaming began in 1997 with the release of Ultima Online for play across the Internet. Despite some initial teething problems with bugs and gameplay lag, the game soon had over 50,000 paying customers within the first three months. Ultima Online proved there was a large pool of gamers waiting for massively multiplayer online role playing games (MMORPGs). Soon, games like EverQuest and Asheron's Call began to fight for the dollars of gamers.

You can now play everything from online first-person shooters to real-time strategy games against your friends or even someone on the other side of the world. This is a far cry from having only the computer as an opponent or having to wait your turn in old turn-based games.

Statement of the Problem

Through the productive use of survey questionnaires and interview, we were able to know the bad impact of online gaming on the students.

General Problem: Online gaming causes addiction. It refers to the excessive and uncontrollable online gaming that interferes with daily life.

Effects of Online Gaming Addiction:

Destruction on studies

Students get into online gaming, they start to neglect their studies. They prioritized more the online gaming than studying. Their grades start to drop and it seems that they don’t care.

Avoid playing online games too much. Balance your time for studying and online gaming.

Time Consuming

Time really passes so fast when...
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