Effects_of_DOTA_Addiction.pdf

December 7, 2017 | Author: Gull smith | Category: Aggression, Violence, Self Control, Self-Improvement, Psychology & Cognitive Science
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Nuestra Señora del Pilar High School 8715 Quezon, Bukidnon

The Effects of DOTA Addiction

Dan Louise Christian Dacillo Ardemer Authors

Ms. Carmela Jagunal Teacher

All Rights Reserved 2015 Page | 1

Table of Contents

I.

Introduction ………………………………………………………...……………. 3 A.

Thesis Statement ………………………………………………………… 5

B.

Definition of Terms ……………………………………………………... 6

C. Significance of the Study ……………………………………………………... 7 D.

Methodology ……………………………………………………………... 9 1.

Type of Research ………………………………………………… 9

2.

Respondents …………………………………………….………... 9

3.

Questionnaire ……………………………….……………………. 10

E. Review of Related Literature …………………………………..…….……….. 11 II.

Body ……………………………………………..…………...……………..…….. 17

III.

Conclusion ………………………………………………………………………… 36

IV.

Recommendations …………………………………………………………………. 37

V.

Bibliography …………………….…………………………………………………. 38

VI.

Acknowledgement …………………………………………………………………. 39

VII.

Appendices …………………………………………………………………………. 43

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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

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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.

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A. Thesis Statement: DOTA Addiction can affect the performance of the students in school especially in their daily activities.

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B. Definition of Terms: DOTA – refers to Defense of the Ancients. - 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 of Nuestra Señora del Pilar High School for the School Year 2014 – 2015. Addiction – refers to the habitual playing of DOTA

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C. Significance of the Study: 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.

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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.

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D. Methodology: 1. Type of Research The study was conducted in Nuestra Señora del Pilar High School in the School Year 2014 – 2015. It is a catholic school under the supervision of the congregation of the MCM Sisters. It was a descriptive research. It used a survey questionnaire to determine the different responses of the selected respondents. 2. Respondents The respondents of the research were the selected students from Grade 7 to 9 of Nuestra Señora del Pilar High School for the school year 2014 – 2015 both players and non-players of DOTA.

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3. Questionnaire: The questionnaire was constructed by the researchers based on the thesis problem. Name: ____________________________________ Grade & Section: ________________ DOTA Player: ________________ QUESTIONS

YES

NO

1. Does DOTA affects your performance in school? 2. Is DOTA beneficial? 3. Can you learn many things while playing the game? 4. Is the DOTA distributor the one to blamed on these changes in our life? 5. Can DOTA change the attitude of the players? 6. Is DOTA considered as a community problem? 7. Do you think that DOTA developers beneficial to this? 8. Does naming demons can stop them from playing? 9. While in studies, did your academic grade grow higher? 10. While in studies, did your academic grade grow lower? 11. Do you think DOTA is preventable? 12. Can DOTA relate to your school topics? 13. Can DOTA be played only by selected levels? 14. Can DOTA make us rich? 15. Can DOTA make you happy?

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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. (Jayvee Aquino) 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

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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.”

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-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 cross-sectional 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 self-control in college students and reduce aggression engendered by playing violent online games. Aggression and self-control,

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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 self-control 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

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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 & Ronen-Shenhav, 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 & Wiemer-Hastings, 2005), and a lack of self-control prevents them from monitoring their online behaviors (Gottfredson & Hirschi, 1990).

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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 selfdirectedness and Internet addiction. Their data suggest a continuum model, in which low selfdirectedness is highly correlated with Internet addiction for first-person-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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II.

Body: This part deals with the presentation, the analysis and the interpretation of data based on

what we have collected answers from the respondents. This is the overall results that we gather from the respondents and will be individually explained in the later topics: QUESTIONS

YES

NO

1. Does DOTA affects your performance in school?

17

12

2. Is DOTA beneficial?

20

9

3. Can you learn many things while playing the game?

14

15

4. Is the DOTA distributor the one to be blamed on these 16

13

changes in our life? 5. Can DOTA change the attitude of the players?

26

3

6. Is DOTA considered as a community problem?

22

7

7. Do you think that DOTA developers beneficial to this?

21

8

8. Does naming demons can stop them from playing?

8

21

9. While in studies, did your academic grade grow higher?

14

15

10. While in studies, did your academic grade grow lower?

17

12

11. Do you think DOTA is preventable?

14

15

12. Can DOTA relate to your school topics?

10

19

13. Can DOTA be played only by selected levels?

10

19

14. Can DOTA make us rich?

8

21

15. Can DOTA make you happy?

23

6

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30 25 20 15 10 5 0

YES NO

The results of our survey are orderly laddered from one to fifteen respectively. The 59% of the 29 respondents answer in the first question is YES, means that DOTA can not affect their performance in school and the other 41% tells that DOTA really can affect their school performance especially those who did not try DOTA yet. This part proves that DOTA is not really that kind of distraction and will not really be a big impact in the student’s performance in school.

Percentage of the Respondents 60 50 40 30 Percentage of the Respondents 20 10

0 YES NO

(Column Graph shows that 59% of the answers in the first question were YES and the other 41% is NO)

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The 69% of the 29 respondents answer in the second question is YES, means that DOTA is beneficial and useful to them in some way or another like learning teamwork and other things that only the players know while playing the game and the other 31% tells that DOTA has never been beneficial and can never be useful to them in any ways because they never played the game and they know that it can turn students to addict. The majority answer of this part shows us that DOTA is beneficial maybe in some ways or another like what they say the teamwork of both teams.

Percentage of the Respondents 70 60 50 40 Percentage of the Respondents

30 20 10 0 YES NO

(Column Graph shows that 69% of the answers in the second question were YES and the other 31% is NO)

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The 52% of the 29 respondents answer in the third question is NO, means that DOTA has never been like a teacher that you can learn many things from and not reliable in studying. The other 48% tells that DOTA is like a teacher and maybe they can learn many things while playing the game. The majority answer of this part shows us that DOTA can’t teach us many important things while we are playing it like lessons that you have to study in school with the teachers conducting it – in short, DOTA is not like nor never been like a teacher to any students because the game is not made for self studies but just for fun.

Percentage of the Respondents 52 51 50 49 Percentage of the Respondents 48 47 46 YES NO

(Column Graph shows that 52% of the answers in the third question were NO and the other 48% is YES)

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The 55% of the 29 respondents answer in the fourth question is YES, means that the DOTA distributors are one to be blamed in all of these changes that happens to their lives especially the one who plays it every time. The other 45% tells that the DOTA distributors are not the one to be blamed on these things especially in the changes of their lives. The majority answer of this part shows us that that the DOTA distributors are the one to be blamed on these things that changed into us and with us while playing the game Defense of the Ancients.

Percentage of the Respondents 60 50 40 30 Percentage of the Respondents

20 10 0 YES NO

(Column Graph shows that 55% of the answers in the fourth question were YES and the other 45% is NO)

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The 90% of the 29 respondents answer in the fifth question is YES, means that the game DOTA changes the attitude of the people that are playing it. The other 10% tells that the game DOTA won’t be a reason for people’s attitude to change in playing the game. The majority answer of this part shows us that that playing the game DOTA can really change someone’s attitude and the common victims are the players.

Percentage of the Respondents 90 80 70 60

50 40 Percentage of the Respondents

30 20 10

0 YES NO

(Column Graph shows that 90% of the answers in the fifth question were YES and the other 10% is NO)

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The 76% of the 29 respondents answer in the sixth question is YES, means that the game DOTA is really considered as a community problem and the other 24% tells that the game DOTA is not really that serious to be considered as a community problem. The majority answer of this part shows us that that the game DOTA is really considered as a community problem nowadays specially in some leading cities and towns.

Percentage of Respondents 80 70 60 50 40 Percentage of Respondents 30 20 10 0 YES NO

(Column Graph shows that 76% of the answers in the sixth question were YES and the other 24% is NO)

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The 72% of the 29 respondents answer in the seventh question is YES, means that the DOTA developers are far too beneficial in launching the game and until the game is streamed on and the other 28% tells that the DOTA developer’s are not beneficial in launching their game. The majority answer of this part shows us that that the DOTA developers are beneficial in some sorts in having the game.

Percentage of Respondents 80 70 60 50 40 Percentage of Respondents 30 20 10 0 YES

NO

(Column Graph shows that 72% of the answers in the seventh question were YES and the other 28% is NO)

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The 72% of the 29 respondents answer in the eighth question is NO, means that the naming of the demons in the game DOTA won’t stop them from playing it and the other 28% tells us that some of the people stopped playing the game when they knew about the names of the demons. The majority answer of this part shows us that the game DOTA is being addicted too much that even having the demonic names won’t stop them from playing.

Percentage of Respondents 80 70 60 50 40

Percentage of Respondents

30 20 10 0 YES NO

(Column Graph shows that 72% of the answers in the eighth question were NO and the other 28% is YES)

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The 52% of the 29 respondents answer in the ninth question is NO, means that even while in studies along with playing DOTA their academic profanity grew higher and the other 48% tells us that it’s the opposite. The majority answer of this part shows us that in playing DOTA the average student’s profanity just leapt higher.

Percentage of Respondents 52 51 50 49 Percentage of Respondents 48 47 46 YES NO

(Doughnut Graph shows that 52% of the answers in the ninth question were NO and the other 48% is YES)

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The 59% of the 29 respondents answer in the tenth question is YES, means that when playing DOTA and studying are done together their profanity just grew lower and the other 41% tells us that it won’t make their grades leapt to the lowest. The majority answer of this part shows us that playing DOTA is a very bad thing to do especially when you are still in your studies.

Percentage of Respondents 60 50 40 30 Percentage of Respondents 20 10 0 YES NO

(Column Graph shows that 59% of the answers in the tenth question were YES and the other 41% is NO)

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The 52% of the 29 respondents answer in the eleventh question is NO, it means that the game DOTA is unpreventable and the other 48% says that it is possible though. The majority answer of this part shows us that the game DOTA is unpreventable based on the results.

52 51 50 49

Percentage of Respondents 48 47 46 YES NO

(Column Graph shows that 52% of the answers in the eleventh question were NO and the other 48% is YES)

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The 66% of the 29 respondents answer in the twelfth question is NO, it means that the game DOTA does not relate to their school subjects and never has and the other 34% tells us that it relates to theirs. The majority answer of this part shows us that the game DOTA is unrelated to the subjects and lessons taught in school.

70 60 50 40 Percentage of Respondents

30 20 10 0 YES NO

(Column Graph shows that 66% of the answers in the twelfth question were NO and the other 34% is YES)

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The 66% of the 29 respondents answer in the thirteenth question is NO, it means that the game DOTA is being played by anyone today and not just being selected from different grade levels and the other 34% says that the game is only played by players selected. The majority answer of this part shows us that the game DOTA is open to the public.

70 60 50 40 Percentage of Respondents

30 20 10 0 YES NO

(Column Graph shows that 66% of the answers in the thirteenth question were NO and the other 34% is YES )

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The 72% of the 29 respondents answer in the fourteenth question is NO, means that the game DOTA could never make the players rich even if they are playing it every time and then instead of working and the other 28% says that playing the game could make us rich . The majority answer of this part shows us that the game DOTA is not some kind of work that of the player’s can earn anything.

80 70 60 50

40 Percentage of Respondents 30 20 10 0 YES NO

(Column Graph shows that 72% of the answers in the fourteenth question were NO and the other 28% is YES)

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The 79% of the 29 respondents answer in the fifteenth question is YES, means that the game DOTA can make the player’s happy while playing it and the other 21% says that it can never make them especially the non-players of the game. The majority answer of this part shows us that the game DOTA is a pleasure to some gamers’ and a nightmare to others.

80 70 60 50 40 Percentage of Respondents 30 20 10 0 YES NO

(Column Graph shows that 79% of the answers in the fifteenth question were YES and the other 21% is NO)

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The game DOTA is mentioned as a game of total addiction and death for its record as the most deadly game in many parts of the world and no matter what the majorities of the respondent’s answers the TRUTH shall always be both the answer and the key for understanding. The game DOTA affects your performance in school because it makes you tired from playing or talks about your winnings and losses during the class discussions and the reason why you can’t listen to your teacher well. Even in the extracurricular activities or not, you intend to cut your class schedule just because you want to play DOTA outside the campus and some are not yet contented they even play during night. The game DOTA has never been beneficial to anyone. It only makes the young students and players’ addict. It never helps in one’s growth and profanity advancement. In playing the game DOTA you may either have something to earn or something to lose but never have something to learn – in positive way. In playing DOTA, the only lessons you can take is to mention trash talks and when you became used to it, you are just going to say it anywhere without thinking that it is not right to do such things. The DOTA distributor is the one to be blamed on these things that happens in our community just in playing DOTA especially Addiction Cases and Illness Cases caused by it. In playing the game, as mentioned in the earlier paragraphs, the game can change the attitude of the people that are playing this game and one of its examples are learning what so we called “trash talks”, “demonic words”, selfishness, underestimation and discrimination. The game is considered as a community problem because students are turning addict instead of being a good example to the community by being the leaders for the good changes and

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organizations that stops addiction. When all the young people become addicts then the saying “The Youth is the only hope of the future” are just nonsense word of the fake hope? The developers of the game sure are beneficial to this because many company are signing a contract with them to sell it to people especially the new game DOTA 2 which is being addicted in some places in the world particularly in the Asia and the Pacific. They have earned billions of money already even from the very day the first DOTA had been launched. True, DOTA has characters, defenders and heroes that are named from the demons particularly the seven princes of hell such as – Abaddon, Lucifer, Necromancer, Baratrum, Balanar, Jah’ rahkal and Vol’ Jin but it never became a hindrance to people and is still continues to play besides the fact that it has some demonic sides. In studies, the academic profanity of an average student playing the game is more or less 80% and might go lower and lower if being addicted to the game but the academic profanity of a student that balances the studies and the playing might me more or less 87% and might go higher or lower depending on what they interest the most. The game DOTA has been like the Great War that happened to the world before that invaded most of the lands. DOTA is now one of the TOP 5 games that might go into banning because of its deadly sides especially when we talk about the youth’s safety. DOTA is a great game – yes I tell to you but yet in its greatness it is still preventable and stoppable. The game either can be unrelated or related to your subjects and lessons in school but it is best to keep away from risks and just go with the one who hold a 101.99% assurance of success in life and that is focusing on your studies. The game DOTA is not a game that only selected people can play. It can be played by anyone as long as they know the rules, the objectives, the usage and the functions.

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Even though the distributors of the game becoming richer and richer. The player’s of the game are not like the distributors and the game may be good for earning some money especially in wages but it can never make the players rich – not to count those people who wages billions per game. The game DOTA despite of the risks can sure make us happy while playing it. The game whether it is good or bad the people who looks for pleasure and happiness – in a positive thinking prefers to play the game than to stay at home alone and doing nothing. The game DOTA indeed has no positive effects that can affect people. The game causes some students to turn into addicts, stop them from going to school because of addiction, getting sick because they are lacking the nutrients by skipping meals due to the game addiction and worse of it is dying due to the reasons mentioned above – especially when they don’t pay their wage amount. All in all the game is being addicted almost by all and it is up to the people to prevent it or to spread it but the best thing to do is follow you hearts’ content – but yet it is a LOT better if people prevents it. As the critic says, “The game is intended for a term project only yet it is distributed and sold and now our era of worries has begun. Stopping it is not our problem but the problem is who is going to start?”

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III.

Conclusion: Displayed in this chapter is the relevant conclusions drawn by the researchers from the

results obtained from the respondents. The study dealt with the Effects of DOTA Addiction to the student’s performance in school and their daily life. Premised on the aforementioned findings of the study mentioned above, these following conclusions were drawn: DOTA affects the Academic performance of student’s playing the game. The academic grade of pupils playing DOTA becomes lower. Their attitudes have changed. They have the pleasure of playing the game to the extent that their studies have been affected. DOTA also is considered as a community problem. It can be played by anybody regardless of the level of education. Once they started playing this game it is hard for them to stop. Although, DOTA games cannot relate any school topics, it cannot be prevented. This game is easily being addressed for as long as there is a computer system that runs compatibly with the game requirements or as long as there is a computer shop. The one who benefitted much of this game is the developer and the owner of the Computer Shop with a game DOTA.

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IV.

Recommendations The following recommendations are presented based on the findings and conclusions of

the study: 1. Students have to limit their time playing online games (DOTA) in order to have a focus on their studies. 2. Schools and local officials must have to formulate policies regulating the operation of computer shops. 3. Teachers must inform immediately the absences and cutting classes of students by calling the attention of their parents. 4. Parents must have the regular follow-up of their children.

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V.

Bibliography (Aquino, JV. The Effect of DOTA to Filipino Students. March 18, 2012) http://www.scribd.com/doc/43813815/Impacts-of-Dota-in-Students

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VI.

Acknowledgement Research Paper and Thesis writing is a tough work that the researchers has enjoyed doing

experiencing challenging times in accomplishing it. In so doing, many hands have helped in its accomplishment hence we express our deepest gratitude and appreciation to the following persons whose contribution, assistance and encouragement have made this research study possible: Ms. Carmela Lasaca Jagunal – School Registrar, School Paper Adviser and researcher’s adviser and critic, for thoughtfully sharing her proficiency, patience, time and understanding towards the improvement and progress of this research study; Mr. Dante Bastasa Ardemer – Public Elementary School Principal for giving out some of his time checking the progress and correcting some errors in this research study and giving out his suggestions and insights for the betterment of this enterprise; Mrs. Janneth Pajalla Cantila – School English Adviser and English Club Moderator, for helping the researchers choose their topic, allowed the researchers to conduct a survey in her classroom students and contributed little help for the improvement of the research study; Mr. Rengie Anciano – Computer Laboratory I In-Charge and Mr. Reynard Aldwin Barcelona – Computer Laboratory II In-Charge, for allowing the researchers use the computers in both laboratories in encoding their research studies, allowing the researchers to use the internet for their reliable topic sources and references and also allowing the researchers conduct a survey in the classrooms; Ms. Remedios Madulin – Assistant School Principal and School Librarian, Mrs. Lelian Villaluna, Ms. Junabelle Montejo, Mrs. Conchita Taylaran, Ms. Myrene Colero, Mr. Marjohn Painit, Ms. Julita Ranario – Official School Yearbook Adviser, Mr. Nestor Sundo – C.A.T.

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Adviser and Mrs. Anilyn Nepomuceno, for understanding the researcher’s disturbances during class hours and allowing the researchers to conduct a survey in the classrooms and patience; Sr. Gina L. Dahan, MCM – School Principal and Finance In-Charge, Ms. Haziel Maribao – School Cashier, Sr. Gina Molina, MCM – School Guidance Counselor and all the school’s faculty and staff, for allowing the researchers conduct their research study and survey’s inside the campus and in the classrooms; Our high school friends specially Honey Grace Baguio, Pearl Geesreal Thea Abao, Lady Jane Digang, Kim Isabel Bañaga, Vincent Siton, Jude Gunhuran, Joshua Gabales, Arianne Lacubtan, Dominic Refesada, Daryl Tampus, Christy Alo, Jade Ryan Rojo, Jessa Gabales, Renjiren Joy Omas-as, Jocer Labador, Nice Jane Excelise, Honey Zuleika Vamenta, Christian Jade Indac, Judilyn Arceo, Daphne Sabit, Ian Uson, Charles Baroro Trixie Remoroza, Francisco Sulita III, Franklin Sulita, Aljon Igcalinos, Riva Rulida, Jasper Navales, Alea Siton, Arlon Sabolbora, Bryan Sonsona, Calvin Siapoc, Faye Monteron,Dawn Paggao, John Lloyd Caballes, Ian Villegas, Jan Mae Clarice Prosia, Jehrome Bago, Jessa Lagaras, Lorenlouise Zhydelle Minerales, Monique Piodos, Ruicelle Maglunsod, Sealtiel Garcia, Ruel Maglunsod and Bobby Adrian Abao for their support and encouragement; Special thanks to the following respondents: Prince Eddie Densing, Jocerlo Labador, Gabriel Dajao, Troy Dave Densing, John Michael Boh, Ralph Chester Palahang, Axl Maximus Tapay, Sheraz Hajbi, Dave Bryan Sonsona, Christian Keith Alforque, Francis John Montejo, Carlo Estrada, John Glend Tagra, Ian Jasper Uson, Ruel Maglunsod Jr., Alea Czarina Siton, Bobby Adrian Abao, Wyn-dell Yuson, Venus Montejo, Karen Louise Naquila, Jea Mae Linganay, Sikorsky Efondo, Chemvirlee Chael Caballes, Ian Lemuel Sotto, Arah Sofia

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Cassandra Ofima, Jerome Alima, Clouie Prosia, Arlon Sabolbora and Fenella Angela Uayan for contributing and playing a great part in this research study as the respondents; To the houses especially House Alampayan, House Ardemer, House Dacillo, House Cal, House Colita, House Aureo, House Bastasa, House Prosia, House Patulilic, House Smith, House Jagunal and Houses Abao, Baguio, Bañaga, Digang and Lacubtan for encouraging and helping the researchers both financially and materially; Countless thanks to the family of Ms. Julie Ann Cal Alampayan, her mother, sisters, cousins and relatives for showing her the importance of life and studies; Unending thanks to the family of Mr. Dan Louise Christian Dacillo Ardemer, Mama Vanz, Papa Dan, Ate Danica, Elouisa, Anne Chlouie, Tita Anne, Kuya John Francis, Kuya James Paul, Kuya John Carlo, Ate Jerah, Ate Nica, Kuya Lyndon Cris, Alyanna, Aunt Analyn, Aunt Angelie, Konno, Russ, Andrea, J Christsienne, Tito Mhervyn, Uncle’s Nono, Andot, Lolong, Pepit, Bobong, Tata, Enel and the rest of both Dacillo and Ardemer families who showed him the truth about the people around him and the betterment of an educated person through their love and support; The organizations especially Siam Entertainments since 2014, The Pillars Magazine since 2012, The Pillars Online Magazine since 2013, Art Club since 2012, Marian Club, Choir, Knights of the Altar, Official School Yearbook since 1965 and Students Body Organization A.Y. 2013-2014 and A.Y. 2014-2015 for the moral support and the root of encouragement in this research study; To the Virgin Mary Our Mother and all the Angels and Saints, who guided the researchers through the progress and protected them from any negative ailments that might be taken by them during the making of the research study;

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And above all, to God Almighty, for without His immeasurable blessings, divine guidance and heavenly supervision; this piece could not have been doable.

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Nuestra Señora del Pilar High School 8715 Quezon, Bukidnon

The Effects of DOTA Addiction Research Study Title

APPENDICES

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