dota ADDICTED thesis english.docx
January 20, 2017 | Author: Jenny Artiaga | Category: N/A
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I.
Introduction: DOTA or Defense of the Ancients is a game that rose in the age of
the modern technology. It is a LAN game or Local Area Network Mode. DOTA started in early 2000’s in the program Warcraft; it was revised in around 2006 in the program Warcraft III and later on they launched an online based application of DOTA which can be played not only by the LAN Users but also the WWAN Users, it was named as DOTA 2. DOTA has been a great impact to some group of people in the society. It affects the students, the creator of the game, the sponsors and LAN Owners, the National Telecommunications Subscriber and Distributor, the Players and gamers and most of all are the developers. That entire group of people in the society that has/is concerned in DOTA has both the positive and negative affections. One of the greatest factors on being affected in DOTA is addiction. DOTA Addiction is considered as one of the deadliest game in the world. One of the most targeted places in DOTA Distribution is Asia, specifically in China, Korea, Philippines, Thailand, Burma, Vietnam and Malaysia. The game datum had been distributed in these countries and later on became one
of
the
most
unwanted
games
by
some
local
and
spiritual
organizations. Addiction to DOTA changes life. Being addicted to this game changes the flow of your time management. Due to playing, eating is irrelevant; the satisfaction they get from playing is the same as the satisfaction they get from eating. As a result, the body’s immune systems are getting weaker and now expose the different viruses and diseases.
Playing this game also triggers the player to lose his/her temper and values. It simply because of the different languages used during the game or what we called “Trash talks”. Trash talks such as fool languages can really lose their temper and values. As a result, both sides will fight against each other. All in all, DOTA really affects the life style of the youth who are in to this game, although it has one good benefit, but it corrupts the mind and the way the youth think. It also weakened the body system, money and moral values were not given importance because of this game (Engineer Clarence). The game DOTA has been so famous these days, too and we have many reasons for us, the authors to conduct a research about this topic. The purpose of this research is to analyze and identify the factors and effects that the game DOTA contributed to the students specifically in their daily activities.
A. Significance of the study To the education is an important investment in human in which dedication and commitment to study serve as the capital. Secondary education as being the link between elementary and tertiary education, it is significant to build a strong sense of responsibilities among secondary students. To the school administrators this study will provide them a frame of reference in formulating programs and projects for basic education. This will provide them the baseline data for the provision of technology resources for the school. This will strengthened on the strategy of computer assisted instruction.
To the teachers, the findings of the study may help them understand the different characteristic secondary age students. This will give them insights on why students have to leave their classes just to play online games. It will help them also create a certain teaching strategies using technology. This will broaden their imagination on the disadvantages and disadvantages of online games. To the pupils, the findings of the study may help them understand and realized that online games have good and bad effects to their studies. This will help them to balance their time of playing online games with their academic schooling. It will help them realized how useful the modern technology in achieving quality basic education. To the parents, the findings of the study may help them in guiding their children as far as playing online game and the important of their studies is concerned. This will help them realized that this technology is one way of developing the minds of their children provided with limitation to play. To the computer shop owners, the findings of the study may help them understand that online games are only a part of total learning of pupils. They must limit student’s time in playing these games. B. Thesis statement DOTA Addiction can affect the performance of the students in school especially in their daily activities. C. Definition of terms DOTA – refers to “Defense of the Ancients” is a custom scenario for the
real-time strategy game Warcraft III: Reign of Chaos and its expansion, Warcraft III: The Frozen Throne, based on the "Aeon of Strife" map for StarCraft. -- It is a 3 Dimensional game which can be viewed in all directions.
-- It is compatible in computers video cards. Students – refers to the learners Davao Doctors College for the School Year 2015 – 2016.
Addiction – refers to the habitual playing of
DOTA. D. Scope and limitations The researchers want to realize on the things that DOTA can do to
destroy the studies of every student. There are many students and even some young professional are addicted to Defense of the Ancients or Dota. This is a kind of computer games that can be played by many players and is one of the most popular games to young students. E. Review of Related Literature 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. DOTA can make the students addict and are the main reason that their academic performances are greatly affected. These studies show concrete evidences why the game is very popular in our country and may be very harmful. The people are not only playing the game, but also they are helping the developers to improve the game. The research paper actually shows how DOTA influenced the Filipino people not only the gamers but also the people who do not play it. As you can see in the arguments presented, we can conclude that the culture of DOTA in the Philippines is rich, because it affects our daily lives and serves as a connection between the gamers. In the first place, there are no other games which have the same game play of DOTA; its origin, Star craft, have never been popular here in the country. People continue to embrace its influence and apply it to our everyday lives. It covers vast
array of topics, which every people should know such as its origin and its concept. Every people should also know how gamers behave when they are playing informally and formally. People should also know that there is no gender exclusivity in playing DOTA. People should also knowhow DOTA invades the country, and its effects to us. If every people know all of these, he can establish a clear understanding regarding the topic. He can clear things out, and know people’s opinions about it. He can also help other curious people of what is the game all about. The main purpose of this paper is to inform and remove negative thoughts about DOTA to The reader. Everyone must not be alarmed, but rather be informed. Since the game was released, everything followed like a domino: the rise of the computer shops and its culture, the popularity of the game, the hosting of several DOTA competitions, and its total invasion in the country. Jack Rodriguez wrote an article about balancing studies and playing DOTA. He presents 8ways to control time between studying and playing. “Pay attention at school; play moderately; pay attention to your game; observe the factors that can affect your studies; know when not to play; don’t mind the insults; cutting class is a drug; know when to quit”. These eight simple ideas can greatly help a student in organizing his time. Parents can also guide their children if they will be informed about playing DOTA. The trend of gamers in provinces is that the more they are expert in playing the game, the more they flunk at school. But in the cities it does not mean that you flunk at school it you are expert in playing DOTA. As you can see
in the survey, some people Time is also very essential when it comes to work. I’ll recommend that employees must not play while at work; because 1 game is not enough to satisfy him. Just play at your vacant time while you are not at work. Aside from playing DOTA, there are more worthwhile tasks that you can do like playing sports, helping in household chores, helping the community and serve the people. Every person in a relationship must also
understand
what
consequences will happen if one of them is playing DOTA. As said earlier, time is very important in a relationship, and one must reduce the time in playing the game. Also keep in mind that DOTA cannot be compared to your partner; it is only a game while your partner must be treasured of. Their partners must not be replaced by a game. “Just like any sport, DOTA should not be treated as apriority. Play it for fun and play moderately.” -Rodriguez, Jack. 2011The game promotes many advantages to many individuals that can boost their self-esteem and social skills. But also, we must not forget the risks that can brought bad effects to the gamer. Everything has its own advantages and disadvantages. It’s up to you if you will adapt to its dynamic effects brought to the country. It’s up to you if you will embrace it or not. It’s up to you if you will use it for good or for bad things. At the end of the day, you yourself should decide whether you will explore the game or not. What’s very important thing is setting priorities
in
everything
you
do:
in
studies,
time
management,
relationships and at work. We must be conscious of our time, because we cannot go back to correct our mistakes anymore. Also, DOTA is only a
game. So what’s the point if you are expert or not? The point here is, the culture of DOTA is generally not harmful; rather it serves as a significant challenge to the youth, to filter responsible persons and make a twist to the individual’s journey to success. Even though the General Aggression Model suggests that personality and situational variables can influence aggression, it is not clear if the model can be applied to Eastern cultures. The present study examined the mediating role of low self-control in the relationships between violent online gaming, Internet addiction, and aggression. We conducted a crosssectional study using online self-report questionnaires to assess violent online game exposure, Internet addiction, low self-control, and aggression in 211 Chinese male students. We found that the majority of the 10 most popular games reported by the participants were violent. There were positive correlations between violent online game exposure, Internet addiction, low self-control, and aggression. Aggression was not only directly predicted by violent online game exposure and Internet addiction, but also mediated by low self-control. These findings support the development of educational programs and measures to cultivate selfcontrol in college students and reduce aggression engendered by playing violent online games. Aggression and self-control, which is conducive to educational interventions, are related. The implications and limitations of this study are discussed. With the growth of the Internet, more people have access to online games. Online gaming is a popular form of entertainment that influences the quality of life of players (Shen &
Williams, 2011). A specific type of gaming that involves violent online game exposure (VOGE) is of considerable concern to researchers, regulators, and the public. A particular concern is that playing online violent games can influence aggression in both the short and long term (Anderson & Bushman, 2002) by influencing cognitive and emotional beliefs (Anderson et al., 2010). According to the General Aggression Model, people exposed to highly violent video games are more likely to exhibit aggressive cognitions and beliefs (Anderson & Bushman, 2002). Aggression is defined as any behavior directed toward another individual carried out with the proximate intent to cause harm (Anderson & Bushman, 2002). Aggression is affected by personality variables (e.g., self-control) and situational variables (e.g., media exposure to violence). People with personality traits such as neuroticism, depression, and low self-control are believed to be more susceptible to developing aggressive behavior (Jones, Miller, & Lynam, 2009; Teng & Liu, 2013; Verona, Patrick, & Lang, 2002). Another concern is that long periods of online game playing may lead to online game addiction (or Internet Gaming Disorder, according to the DSM- IV). Online game addiction has a negative correlation with selfcontrol and a positive correlation with aggression (Kim, Namkoong, Ku, & Kim, 2008). Self-control is a personality variable often negatively linked to online game addiction and VOGE, presumably because it results in playing online violent games for long periods, which, in turn, could have a further
detrimental effect on self-control (Frostling-Henningsson, 2009; Kim et al., 2008). Low self-control (i.e., not monitoring behaviors and impulses) may result in aggressive actions, anger, and general aggressive tendencies (Mehroof & Griffiths, 2010); such aggressive and violent behaviors can be restrained by self-control (Chen, Liu, www.ccsenet.org/ijps International Journal of Psychological Studies Vol. 6, No. 2; 2014 90 Lei, & Cui, 2012; Denson, Capper, Oaten, Friese, & Schofield, 2011; DeWall, Deckman, Gailliot, & Bushman, 2011). Increasing self-control could reduce aggression (Hamama & RonenShenhav, 2012). Moreover, low self-control as a mediator between situational variables and aggression is supported by a wealth of research (DeWall et al., 2011; Li, Li, & Newman, 2013; Runions, 2013; Winstok, 2009). Low self-control could also play a mediating role in predicting aggression and violence (DeWall et al., 2011; Ozdemir, Vazsonyi, & Cok, 2013; Qu & Zou, 2009) as it has been shown to play a mediating role in situational variables (e.g., parenting processes) that predict aggression (Ozdemir et al., 2013). Other studies have demonstrated the mediating effect of parental behavior on aggression (Kim et al., 2008; Ronen, Abuelaish, Rosenbaum, Agbaria, & Hamama, 2012). The findings cited above support self-control theory (Gottfredson & Hirschi, 1990; Grasmick, Tittle, Bursik, & Arneklev, 1993); low self-control may be a key predictor of deviant behaviors and is hypothesized to be the main cause of long-term online gaming or Internet addiction. Students with Internet addiction are generally less able to alter
their environments because of the side effects of addiction (Ng & WiemerHastings, 2005), and a lack of self-control prevents them from monitoring their online behaviors (Gottfredson & Hirschi, 1990). Violent online gaming has been associated with an increased risk of Internet addiction disorder and aggression (Grusser, Thalemann, & Griffiths, 2007; Kim et al., 2008; Ng, & Wiemer-Hastings, 2005). Previous studies found that aggression was positively correlated with low self-control (Grusser et al., 2007; Mehroof & Griffiths, 2010; Kim et al., 2008; Ko, Yen, Liu, Huang, & Yen, 2009). Montag et al. (2011) found bidirectional predictive variables aligned with low self-directedness and Internet addiction. Their data suggest a continuum model, in which low self-directedness is highly correlated with Internet addiction for firstperson-shooter video gamers and college students. The interrelationships between Internet use, self-control, and aggression can be explained in light of the work of Young (1998), who postulated that Internet addiction is an impulse control disorder (as defined by DSM-IV criteria). Specifically, using the Internet for long periods and spending an excessive amount of time
playing
online
games
could
lead
to
impaired
self-control
characteristics, such as those in impulse control disorders. Impulsive individuals have difficulty constraining their attempts to satisfy their desires, and, as a result, they are more likely to become aggressive. In summary, the literature suggests that online violent gaming may increase the risk of aggression by increasing angry feelings and hostile thoughts
through
the
combination
of
situational
and
personality
variables
(Anderson & Bushman, 2002). Despite extensive research on the psychological effects of online gaming in Western cultures, little research has been carried out with Chinese participants, even though a recent Chinese video game marketing report showed that 95% of online games in China contain violent, aggressive, and provocative content (Yan, 2013). A preliminary study in China suggested that online game dependency predicted various problems, such as physical, personal life, and academic problems. These problems were usually associated with poor human performance.
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