Effects Of Online Gaming In The Studies Of The Students

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    Dota

    A. Definition of terms DOTA - is a multiplayer online battle arena game in a three-dimensional environment, presented from an oblique high-angle perspective. The player commands one of 110 controllable character "Heroes. Each Hero begins the match at level one and becomes more powerful by accumulating experience points through combat, thereby leveling up to the maximum level of twenty-five. With every level gained the player either selects a new ability for their Hero to learn or enhance their general

    Words: 2974 - Pages: 12

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    Video Game and Caffiene Addiction

    particular situation, I‘m keeping my thoughts and opinions at rest In order to give an audience an opinion that is not bias. Ever since gaming has become a viral for by becoming viral all over the internet there has been a monumental boom in the gaming industry. Imagine when you first got your hands on gaming materials that you are new to, a gaming system such as xbox or Playstation 4,that provide you with scenery and graphics you would never though would even be a possibility of

    Words: 1765 - Pages: 8

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    Excalibur

    ENCEPHALOS 51, 10-14, 2014 INTERNET GAMING ADDICTION. REASONS, DIAGNOSIS, PREVENTION AND TREATMENT ARGIRIS V. KARAPETSAS*, VASILIOS A. KARAPETSAS**, NIKOS X. ZYGOURIS***, APOSTOLOS I. FOTIS**** Abstract We define electronic games addiction as the excessive and morbid use of electronic games (especially those taking advantage of social networking to become accessible to many users). In cases of addiction, this excessive use tends to interfere with everyday reality and to significantly

    Words: 3134 - Pages: 13

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    Chapter 2 Review of Related Literature and Studies

    AND STUDIES This chapter presents a review of literature and studies both local and foreign which are relevant to the present study. Local Studies Foreign Studies According to Waldbridge, "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, and game developer and government)." As a computer game user, player and fan, it has led me to study the effects

    Words: 2104 - Pages: 9

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    The Effects of Computer Games to the Study Habits of Grade Three Pupils in Relation to Their Academic Performance

    “THE EFFECTS OF COMPUTER GAMES TO THE STUDY HABITS OF GRADE THREE PUPILS IN RELATION TO THEIR ACADEMIC PERFORMANCE” A research proposal Presented to: In Partial Fulfillment Of the Requirements for the Subject Research Seminar 1 By: September 9, 2012 INTRODUCTION As time passes by, technology continues to evolve. Because of technology, new things were created that sustains and lightens human work. Computers were created because of technology. Computers

    Words: 2261 - Pages: 10

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    Playing Computer Games and Study Habits of Hcdc Students

    to their health. One of the main reasons why students are attracted to computers is because of computer games. Modern technology is now very accessible to people especially students, they can easily go to computer shops near the school to play and most of them spend the whole time with it and forgot their responsibilities as a student which is one of the disadvantages of playing video games. There are also good things that a student can benefit in playing computer games because there is

    Words: 4528 - Pages: 19

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    Scscscsc

    How does Online/Video Gaming affect its Players and Society? North Carolina State University. “Online gaming augments players’ social lives, study shows.” ScienceDaily. 27 Mar 2014. Web. 21 Jul 2014. The new research shows that online social behavior is not replacing offline social behavior in the gaming community. Instead, online gaming is expanding players’ social lives. This article shows several tracking results to prove this point. “Gamers are not the antisocial basement-dwellers we see

    Words: 1303 - Pages: 6

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    Authors

    a way that the educational system could adapt to the new generation’s method of learning or even differentiate between when to use bad grammar and correct grammar. * The author uses quantitative research by preforming an experiment suing 228 students. Also, the research is qualitative because the research is than analyzed to assume a new method of learning. * The author is examining 228 sixth, seventh, and eighth graders. * The author asks, “Does the increased use of text messaging engender

    Words: 910 - Pages: 4

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    Video Game Addiction

    isolation, excessive amounts of time spent on gaming, diminished imagination, irregular mood swings, too much focus on the in-game achievements, behavior, which is modeled by the rules and realities of any given game (Lindsey 2007). Video game addiction is not going anywhere, as it recently acquired enough infamy to make it worthy of inclusion into the Diagnostic and Statistical Manual of Mental Disorders, under the “Conditions for Further Study” heading. It was deemed worthy of inclusion by

    Words: 1004 - Pages: 5

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    Online Games

    us. From the edited books, computers made all design, special effects in movies, and televisions etc. Along with the evolution of technology, computers continue to upgrade as well until the time that computer has now become a part of man’s everyday life that are hooked to computers. Computers can now edit documents to your PC, play mini games, search information you need using the internet, save documents to your PC and play online games. It’s like an all-in-one gadget that can do all the things

    Words: 381 - Pages: 2

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