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Saturday, September 14, 2019

Dota Addiction Effects in Academic Performance Essay

INTRODUCTION As time continues to run, our world keeps getting more advance and modernize and until now, it doesn’t stop. One of the finished products of modernization is the machine called â€Å"Computer†. Since, it was invented and being developed, it gives us benefits and brings significance and importance to our lives. But as we all know that when things are not used properly, there’s always a negative effect that occurs. It can be in our thoughts, behaviors, actions, and or in other ways. Computer games are slowly arousing and it is one of the things that bring the negative effect. Many people are playing and having so much fun with this that can be a form of entertainment. DOTA is one of the examples of computer games. And this is whereour topic began to star. DOTA means Defense of the Ancients. It is commonly the word that we can hear on most people especially the youth and some actually doesn’t have any idea about it. We usually observed some students talking about â€Å"Laro tayo DOTA mamaya.† or â€Å"We play DOTA later.† not going straight at home after school. It captures our attention when we are hearing those students talking about the thing DOTA .and actually; we observed that it affects their behavior especially in academic standing. Defense of the Ancients (DOTA) is a custom scenario for Warcraft III, based on the â€Å"Aeon of Strife† map for StarCraft .The objective of the scenario is to destroytheopponents†Ancient.† The two team’s ancients are heavily guarded structures at opposing corners of the map. Players use powerful units known as heroes, and are assisted by allied heroes and AI-controlled fighters called â€Å"creeps†. As in role-playing games, players level up their hero and use gold to buy equipment during the mission. The scenario was developed with the â€Å"World Editor† of Warcraft III: Reign of Chaos, and was updated upon the release of the Warcraft III: The Frozen Throne. There have been many variations of the original concept; currently, the most popular is DOTA All-stars, which has been maintained by several authors during development.Since its release, Allstars has become a featureat several worldwidetournaments, including Blizzard Entertainmentâ€℠¢s Blizz Conand the Asian World Cyber Games, as well as the Cyber athlete Amateur and Cyber Evolution leagues; Gama sutra declared that DOTA was perhaps the most popular â€Å"free, non-supported game mod in the world†. The map has gone on to influence other maps and games, including the upcoming strategy game Demigod. DOTA GAMES have now been with us for over 30 years. The Atari 2600 is nearly 25 years old. Civilization is now nearly 10 years old. Yet, many Americans fail to recognize these complex achievements as more than fads or child’s play. Ask most people what they think about video games, DOTA and many will respond that they’re a waste of time. Many critics argue that games produce socially isolated people or promote violent behavior. DOTA games are simple, mind numbing entertainment. Playing games is a waste of time. Some of these criticisms may (or may not) be true, but to view all game playing through this lens is to ignore the broader history of games and the diverse range of game playing experiences available. In fact, the DOTA games sales charts reflect this diversity. The Sims Theâ€Å"animated dollhouse† game where players create and play out digital fantasy hous eholds has dominated the charts for 18 months straight. There are so many computer games which is being addicted by the children or students either in high school and college and even the elementary really like the DOTA games or video games. Today millions of students has been playing DOTA games and become their habits it is so hard for them to avoid playing DOTA games. It is a big Physical and Psychological effects for them mostly to their studies. According to Guinsoo, the creator and the first head developer of Ice frog, he and his men (including â€Å"Buff Me Please† who had retired a few months ago) created DOTA in 2003 as a customized game in Warcraft 3: Reign of Chaos created by Blizzard Entertainment. DOTA is popular not only here in the Philippines but also in other countries like Germany, United States of America, Canada, Slovenia and England. This phenomenal PC game had released many versions, and the latest version of DOTA is DOTA All-stars 6.70. Most of its players are males, for about 94%, and the remaining players ar e females. From elementary, high school, college, out of school youth and even adults, DOTA dominates the gaming life of most gamers. DOTA offers a variety of game modes, selected by the game host at the beginning of the match. The game modes dictate the difficulty of the scenario, as well as whether people can choose their hero or are assigned one randomly. Many game modes can be combined, allowing more flexible options. As DOTA arises, many issues also arise. It may be about on relationships, peers, foes, and most especially, education. This introductory message will begin to tackle the effects of playing Defense of the Ancients in academic performance among male freshmen college students of freshmen in academic year of 2010-2011. Backgrounds of the Study Technology today is very advanced and widely used by people in working, studying, communicating, and even for games and entertainment. Games are very popular with teenagers these days. It entertains them and made them have fun. â€Å"Responsible gaming is an attitude we need if we are engage into Computer Game. Developing this attitude is not a personal choice alone, it requires the participation of society (parents, school, game developer and government). Statement of the problem This research seeks to evaluate the effect of DOTA game in academic Performance of Information Technology Students of STI Education Services Group Inc. Semester 2012 – 2013. 1. Is there a significant effect in DOTA addiction to the academic performance of Information Technology Student of 2nd semester 2012- 2013? 2. Number of time spent in playing DOTA games. CONCEPTUAL FRAMEWORK This chapter presents different approaches which may be necessary to the development of this paper work. For better understanding, the researchers have sought other perspective to further discussion. Independent variableDependent variable Number of time spent in playing DOTA games Academic Performance of Information Technology Student ASSUMPTION Assumptions The researcher came up with following assumption as the basis of their studies: DOTA game affects the academic performance of Information Technology students of STI Education Services Group Inc. 2nd semester 2012-2013. HYPOTHESIS There is no significant effect DOTA game to the academic performance of Information Technology Student of STI Education Services Group Inc. 2nd semester 2012-2013. Significance of the Study The findings of this research may benefit the students, teachers as well the researcher. The result of this study will lead to the improvement of the academic performance of Information Technology Students. The result will benefit the student the awareness the effect DOTA addiction to their Academic performance and knowledge on the magnitude of effects whether it is health, study, social, and family and even money issues. SCOPE AND THE LIMITATION The study to determine the significant effect of DOTA to the academic performance of INFORMATION TECHNOLOGY Students of STI Education Services Group Inc. 2nd semester 2012-2013. The available Academic Performance Rating of Students Of 2nd semester 2012-2013 in the registrar’s Office will be used a basis of research study. Scope of Key Terms These terms are defined operationally for in depth understanding on the use of the words in the research DOTA– is a game expanded from version of War of War Craft, defense of the Ancients is a custom scenario for Warcraft III Information technology (also referred to as IT)- is the application of computers and telecommunications equipment to store, retrieve, transmit and manipulate data, often in the context of a business or other enterprise. The term is commonly used as a synonym for computers and computer networks, but it also encompasses other information distribution technologies such as television and telephones. Humans have been storing, retrieving, manipulating and communicating information since the Sumerians in Mesopotamia developed writing in about 3000 BC, but the term â€Å"Information Technology† in its modern sense first appeared in a 1958 article published in the Harvard Business Review; authors Leavitt and Whisler commented that â€Å"the new technology does not yet have a single established name. We shall call it information technology (IT).† Based on the storage and processing technology employed, it is possible to distinguish four distinct phases of IT development: pre-mech anical (3000 BC – 1450 AD), mechanical (1450–1840), electromechanical (1840–1940) and electronic (1940-present). This article focuses on the most recent period, (electronic) which began around the year 1940. CHAPTER II Review of Related Literature The researcher cited related studies in local setting and foreign setting in order to support the present study. This will help the researcher to determine the similarities and differences of past studies obtain the aspect of the problem that is critical. And to determine the importance of this study. Concept of Intelligence Individuals differ from one another in their ability to understand complex ideas, to adapt effectively to the environment, to learn from experience, to engage in various forms of reasoning, to overcome obstacles by taking thought. Although these individual differences can be substantial, they are never entirely consistent: a given person’s intellectual performance will vary on different occasions, in different domains, as judged by different criteria. Concepts of â€Å"intelligence† are attempts to clarify and organize this complex set of phenomena. (Sternberg & Detterman, 1986). Such disagreements are not cause for dismay. Scientific research rarely begins with fully agreed definitions, though it may eventually lead to them. The Psychometric approach ever since Alfred Binet’s great success in devising tests to distinguish mentally retarded children from those with behavior problems, psychometric instruments have played an important part in European and American life. Tests are used for many purposes, such as selection, diagnosis, and evaluation. Many of the most widely used tests are not intended to measure intelligence itself but some closely related construct: scholastic attitude, school achievement, specific abilities, etc. Tests of intelligence itself (in the psychometric sense) come in many forms. Some use only a single type of item or question; while some instruments have different types of items, both verbal and nonverbal tests. Test-takers may be asked to give the meanings of words, to complete a series of pictures, to indicate which of several words does not belong with the others, and the like. Local setting As in any situation where new technology is introduced to the Filipino youth, the social impact of the Internet is being looked at. One social problem that has been observed is that the Internet cafà © has become mainly game centres. About one-half to two-thirds of the computers in a typical Internet cafà ©, 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 cafà ©s have become not just game centres. They are becoming centres off addiction among the youth, mostly boys, including elementary school pupils. Accordingto one concerned Internet cafà © entrepreneur, â€Å"Internet cafà ©s 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 us, as human. Foreign Setting Lepper, M. R. &Gurtner, J (2000), states that prolonged and excessive use of these games can cause, mainly upon children, a number of physical and psychological problems which may include obsessive, addictive behavior, dehumanization of the player, desensitizing of feelings, personality changes, hyperactivity learning disorders, premature maturing of children, psychomotor disorders, health problems (due to lack of exercise & tendonitis), Development of anti-social behavior and loss of free thinking and will. Anderson and Bushman (2001), found that across 54 independent tests of the relation between video game violence and aggression, involving 4262 participants, there appear to be five consistent results of playing games with violent contents. Playing violent games increase aggressive behaviors, increases aggressive cognitions, increases aggressive emotions, increases physiological arousal, and decreases pro-social behaviors. Since most electronic games are violent, children below legal ages are emotionally disturbed and caused several changes on their behavior. Austin, Pinkleton & Fujioka (2000), quoted that â€Å"parental meditation is correlated with better academic performance. And has been shown to increase beliefs in social norms, and to decrease fear.†Which refers to the parental consent of the player as they play a violent-oriented game. Gentile & Walsh (2002), wherein 55% of parents said that â€Å"always† or â€Å"often† should parents put limits on the amount of the time their children may play computer and video games, and 40% said they â€Å"always† or â€Å"often† check the video game rating before allowing their children to buy or rent computer or video games. Even through these numbers are not particularly high, they may overestimate the amount of parental monitoring of children’s video game play. DOTA basically is a game expanded from version of War of War Craft, which initially a strategic game similar to Red Alert series. But eventually evolved into current state. Gamers can play DOTA on a wide range; from single player, local LAN, or LANover internet connection with various countries’ gamers. There contain variety of Heroes to be chosen as your character, there are many type of gaming modes, and different type of map for the game modes. There’s no need for me to explain how the game is conducted and the features of the game. Because there are lots of gamers who are more expert than me exist in the DOTA community. For me, this DOTA is not a difficult game for amateur; you can start play DOTA anytime and familiar with this game easily over 2 or 3 days. But one thing to remind you is, DOTA is not easy to master and play like a Pro. You can take up to several years spent on this game but still behave like amateur. There are lots of effects which DOTA brings to our society, to be particular, the youth. Bibliography * ](2011, 02). The Effects of Playing Defense of the Ancients in Academic Performance Among Male Freshmen College Students of Freshmen in Academic Year of 2010-2011.. StudyMode.com. Retrieved 02, 2011, from http://www.studymode.com/essays/The-Effects-Of-Playing-Defense-Of-580808.html * http://www.scribd.com/doc/43813815/Impacts-of-Dota-in-Students * (2011, 03). The Effects of Dota. StudyMode.com. Retrieved 03, 2011, from http://www.studymode.com/essays/The-Effects-Of-Dota-626652.html * (2011, 04). Dota: Recreation or Addiction?. StudyMode.com. Retrieved 04, 2011, from * â€Å"//en.wikipedia.org/wiki/defense_of_ancients† * (Maslog C. (1998) Internet and Social Issues, Philippine Communication Today,Quezon City: New Day Publishers) * Lepper, M. R. &Gurtner, J (2000), United States= * Anderson and Bushman (2001) * Austin, Pinkleton& Fujioka (2000) * Gentile & Walsh (2002)

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