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Background of The Study

The document summarizes research on online gaming addiction among Grade 12 students at Iligan City National School of Fisheries. It discusses background on online gaming and its growth. The research aims to determine the number of addicted students by answering questions about hours spent gaming, who usually games online, and what percentage of Grade 12 students games online. The document provides context on the history and development of video games and online gaming.

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0% found this document useful (0 votes)
84 views

Background of The Study

The document summarizes research on online gaming addiction among Grade 12 students at Iligan City National School of Fisheries. It discusses background on online gaming and its growth. The research aims to determine the number of addicted students by answering questions about hours spent gaming, who usually games online, and what percentage of Grade 12 students games online. The document provides context on the history and development of video games and online gaming.

Uploaded by

ibantoy
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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The number of Grade 12 students in Iligan

City National School of Fisheries who are


addicted in online gaming

Prepaired by:

ALAG, HONEYLEN
CANETE, CRIS JANE
CANOY, NORALYN
DEVIVAR, MICHELLE
GENERALAO, NOURINE
MAGHINAY, KEVIN
MALA, SITTIE AINAH
MAMUGAY, DANIELA
MANZANADIS, JOSHUA REY
MONTECILLO, CHERRY ANN
SASIL, KATHRINA
Background of the study
An online game is a video game that is either partially or primarily
played through the Internet or any other computer network available.[1] Online
games are ubiquitous on modern gaming platforms, including PCs, consoles
and mobile devices, and span many genres, including first-person shooters,
strategy games and massively multiplayer online role-playing games
(MMORPG).[2] In 2019, revenue in the online games segment reached $16.9
billion, with $4.2 billion generated by China and $3.5 billion in the United
States.[3] Since 2010s, a common trend among online games has been
operating them as games as a service, using monetization schemes such as
loot boxes and battle passes as purchasable items atop freely-offered games.
[4][5] Unlike purchased retail games, online games have the problem of not
being permanently playable, as they require special servers in order to
function. The design of online games can range from simple text-based
environments to the incorporation of complex graphics and virtual worlds.[6]
The existence of online components within a game can range from being
minor features, such as an online leaderboard, to being part of core
gameplay, such as directly playing against other players. Many online games
create their own online communities, while other games, especially social
games, integrate the players' existing real-life communities.[7] Online gaming
has drastically increased the scope and size of video game culture. Online
games have attracted players from a variety of ages, nationalities, and
occupations.[8][9][10] The online game content can also be studied in the
scientific field, especially gamers' interactions within virtual societies in
relation to the behavior and social phenomena of everyday life.[8][9] As in
other cultures, the community has developed a gamut of slang words or
phrases that can be used for communication in or outside of games. Due to
their growing online nature, modern video game slang overlaps heavily with
internet slang, as well as let speak, with many words such "pwn", "GG", and
"noob".[11] The culture of online gaming sometimes faces criticisms for an
environment that can promote cyberbullying, violence, and xenophobia. Some
are also concerned about gaming addiction or social stigma.[12] However, it
has been argued that, since the players of an online game are strangers to
each other and have limited communication, the individual player's experience
in an online game is not necessarily different from playing with artificial
intelligence players.[
The first video and computer games, such as NIMROD (1951), OXO (1952),
and Space war! (1962), were for one or two players sitting at a single
computer which was being used only to play the game. Later in the 1960s,
computers began to support time-sharing, which allowed multiple users to
share the use of a computer simultaneously. Systems of computer terminals
were created allowing users to operate the computer from a different room
than where the computer was housed. Soon after, Modem links further
expanded this range so that users did not have to be in the same building as
the computer; terminals could connect to their host computers via dial-up or
leased telephone lines. With the increased remote access, "host-based"
games were created, in which users on remote systems connected to a
central computer to play single-player, and soon after, multiplayer games.
[citation needed] Later, in the 1970s, packet-based computer networking
technology began to mature. Between 1973 and 1975, Xerox PARC
developed Local Area Networks based on Ethernet. Additionally, the Wide
Area Network ARPANET further developed from its 1969 roots, lead to the
creation of the Internet on January 1, 1983. These LANs and WANS allowed
for network games, where the game created and received network packets;
Systems located across LANs or the Internet could run games with each other
in peer-to-peer or client–server models.
The mobile technology boom in recent years has revolutionized the industry
and opened the doors to a new generation of gamers. Indeed, gaming has
become so integrated with modern popular culture that now even grandmas
know what Angry Birds is, and more than 42 percent of Americans are
gamers and four out of five U.S. households have a console. The Early Years
The first recognized example of a game machine was unveiled by Dr. Edward
Uhler Condon at the New York World’s Fair in 1940. The game, based on the
ancient mathematical game of Nim, was played by about 50,000 people
during the six months it was on display, with the computer reportedly winning
more than 90 percent of the games. However, the first game system designed
for commercial home use did not emerge until nearly three decades later,
when Ralph Baer and his team released his prototype, the “Brown Box,” in
1967. The “Brown Box” was a vacuum tube-circuit that could be connected to
a television set and allowed two users to control cubes that chased each other
on the screen. The “Brown Box” could be programmed to play a variety of
games, including ping pong, checkers and four sports games. Using
advanced technology for this time, added accessories included a lightgun for
a target shooting game, and a special attachment used for a golf putting
game. According to the National Museum of American History, Baer recalled,
“The minute we played ping-pong, we knew we had a product. Before that we
weren’t too sure.”
Statement of the Problem

This research aims to determine the number of Grade 12 students in Iligan


City National School of Fisheries who are addicted in online gaming. The
following questions are to be answered throughout reading this research
paper.
1. How many hours spend in online gaming?

2. Who usually do online gaming?

3. Whatpercentage of the total number of grade 12 students does online


gaming?

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