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
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 students in North Carolina are obsessed in playing Yugioh, Most of them spent most of their allowances in buying Yugioh cards, be it single cards or structure deck. (Anne Allison, 2003) Recently, Yugioh became famous in Makati Science High School. Most of the population of players were third year and grade seven students. In this study, the researcher wanted to know the effects of playing Yugioh on the Academic performance of the Makati Science High School Students, be it positive or negative effect. B. Statement of the Problem
This study aims know the effects on the academic performance of Maksci students who play Yugioh. Specifically this study aims to answer the following specific questions: 1. What are the positive and negative effects of playing Yugioh on the Academic performance of Makati Science students who plays Yugioh?
C. Significance of the Problem
High School Students. This study can inform high school students about the effects of playing Yugioh in their academic performance Parents. Parents may be able to know the negative effects of Yugioh on the academic performance of their children. On the other hand, this can help them do necessary actions to discipline their children. Future researchers. This study will help future researchers in their upcoming researches similar to this topic.
D. Scope and Limitations of the Study
The study is focused on the negative and positive effects of playing Yugioh on the academic performance of Maksci students. Interviewees and respondents will be selected students from Grade Seven and Third Year who play Yugioh. Other card games would be tackled no more in this study.
E. Materials and Methods
This research employs a descriptive method. The researcher will make use of surveys and interviews in order to gather data.Respondents would be Yugioh players from Grade 7 and Third year batch. Information essential to this study will be gathered from previous studies, books and other references.
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