Background of the study
The youth of today no longer seem to spend their leisure activities like in the olden days; outdoor games or playing with toys, instead, they spend their free time in their homes, internet cafés or computer shops simply to satisfy their hunger; and that hunger is Online Gaming. Online gaming has such a profound impact on not only the young, but dynamically every age group as well. So far, virtually anyone is able to go on a computer and punch through the keys and mouse in order to get a high score, chat with players, get the rarest items, and level up as fast as possible. Yes, there seems to be no restriction as to whom, how or what online gaming can extend to. As in any situation where new technology is introduced, the social impact of the Internet is being looked at. One social problem that has been observed is that the Internet café has become mainly game centres. About one-half to two-thirds of the computers in a typical Internet café, according to one study, are devoted to games (violent and gory games). The use of the remaining computers was roughly split between browsing, email, online chat, word processing and research. The Internet cafés have become not just game centres. They are becoming centres off addiction among the youth, mostly boys, including elementary school pupils. According to one concerned Internet café entrepreneur, “Internet cafés are seducing youths to a new form of addiction, one which may not destroy their bodies as drugs do, but which is certainly twisting their minds. To the young play is reality and reality is play.” (Maslog C. (1998) Internet and Social Issues, Philippine Communication Today, Quezon City: New Day Publishers). Games come in many forms and style; like clothes, but unlike clothes however, you cannot wear them and it isn’t food so you cannot eat them. So why are people going gaga over such an ironically powerful phenomena? The answer lies in ourselves, as human beings, we are naturally drawn to things that dazzle or amaze us, we are naturally competitive, we are drawn to violence, we have an inescapable need to interact with other people, we have a sense of accomplishing something, we also have a natural need to seek amusement. Many of these factors only elaborate a fraction of what online gaming is about, online gaming serves as a means to a whole new world of interaction, as it is a way for people to come together through an avatar, a username, a digital car, a character, etc. The most amazing thing about online gaming is that it is virtually everywhere, it is a global phenomena that has overtaken society general. Today, modern online games are becoming more and more popular, and more are still coming. In fact, most online games tend to get old too quickly and lose their appeal. It is because of the ever growing number of online games being developed from time to time. It is here that people have become more headstrong in their pursuits for the ultimate online gaming experience. There are already many video/online games that the Filipino youth play today. As more new games arise and take the stage, there seems to be no apparent limit to the average Filipino’s choice. Online games are practically anywhere with a medium; a computer with a LAN, Internet modem or dial-up connection, etc. Some of the most well known online games are played in internet cafés and sometimes at home; like DotA, RAN Online, Dragonica and WoW. There are also numerous online games in the popular social network Facebook; some well known are FarmVille, CityVille, CarVille, MafiaWars and Ninja Saga.
Objectives of the study
This study assessed the popularity of Online Gaming, specifically DotA All-Stars, World of Warcraft and StarCraft II: Wings of Liberty in the Philippines. Specifically, this study aimed to:
1. Identify the characteristics of DotA All-Stars, World of Warcraft and StarCraft II: Wings of Liberty in terms of:
a. Game play...
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