Computer Gaming

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COMPUTER GAMING

Computer Gaming

Chapter 1: Introduction

Statement of the Problem

Perhaps we can consider computer gaming as one of the most widely adapted technologically mediated leisure activity nowadays. Its popularity made it impossible to disappear in the future market scene. However, that same factor made it a favourite discussion for critics. Aside from being just a mere pastime, many believe that it can be an effective tool for learning, while others disagree and only emphasize the danger that it poses to the academic performance of individuals. Education and computer gaming may contradict each other. However, we can now experience the combination of both because of technological innovation and modernization.

Computer gaming is undeniably entertaining, exciting, and engaging. However, its addictiveness potential put it in an unsure ground. According to Tony Rudd, a student of the Ohio University, it “simply promotes solitude and antisocialism”. As a result, individuals may neglect other areas of their life and exhibit “low self-esteem and aggressive attitudes and behaviours such as gambling and stealing to finance play”. These findings are very disturbing since computer games cater to almost all age brackets, particularly the youth and children, who are susceptible to copying behaviours. What is even more alarming is the fact that this activity exposes gamers to health risks. Users tend to develop a sedentary lifestyle and easily start to slip into obesity. Chronic players may also exhibit physical maladies, which include eyestrain, headaches, fatigue, and repetitive strain injury (Facer, 2003: 61).

From its disadvantages given above, one can't help but ask: “What made this activity so fascinating for gamers?” This research paper is dedicated to answer that same question, but most importantly, to prove that aside from being just a pastime, or even a bad habit, it can serve as an academic tool as well. Moreover, this study intends to introduce ideas on how computer gaming can be applied in educating men and present the benefits that we can anticipate from its combination with education.

Objectives

A promising innovation, computer gaming can be very beneficial if the society can just find ways on how to use it to its highest potential. This study aims to:

Determine the impact of computer games in revolutionizing the learning experience.

Find out whether computer games make learning an enjoyable experience.

Identify the advantages of educating individuals through computer gaming.

To provide ideas on how we can effectively apply computer gaming to education.

Scope and Delimitation

This study will look mainly into the impact of computer gaming in revolutionizing the learning experience of individuals. Aside from that, this will also present proof that it can be a valuable part of an academic curriculum, as well as, feature the expediencies that we can gain from combining it with education. This study is limited to LPU students, but their courses did not limit the scope. Their ages were, 16-19 years. With 50 respondents coming from random courses and sections, the study will be broader and unbiased.

Background of the Study

Computer gaming is an activity enjoyed by young and young-at-heart people. Its development never stopped since its debut on ...
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