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The Correlation of Duration of Playing online Games to the Visual Acuity of the Grade 12 Stem Students

Essay by   •  January 27, 2018  •  Research Paper  •  7,420 Words (30 Pages)  •  1,784 Views

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Introduction

Ever since the computer has introduced, the accessibility of electronic entertainment has increased rapidly. It became a part of everyone’s life, together with the internet where people can find online games.  In our fast growing society, online gaming has now become one of the most popular leisure activities worldwide (Asnan, Manalo, Maningas, 2013).

Nowadays, computer games are the most popular entertainments and it targets a variety of people in different ages. The addiction to the competition and excitement of the games make the most leisure programs for today's teenagers, they engage in the game so much that they completely separate from their surroundings. Challenging with the obstacles and aiming a higher level in the game make the players thrilled and losing make them anxious (Chashmi, Hedayati, Zamani, 2009).

Everything that people see, hear, or the things they hold is technology. In this generation, many people are having those trending technologies which are seem to be interesting for them, one of them are young people who are more attached to these technologies such as computer games, PSP's, smart phones and many more. Computers are well-known for entertainment, especially for online games, according to Forbes (2016): “League of Legends has 100 million players with 67 million monthly players and 27 million playing daily, DOTA 2 which has 13 million players (as of June 2016), Call of Duty which has 55 million monthly players and Over watch which has 10-15 million players monthly. According to Dr. Brent Conrad, clinical psychologist for TechAddiction, there are 15 reasons and theories why players are getting addicted to play.”

        Since the demand for computer online games gradually increased, reports and researches regarding the impact started to arise. There are studies and literatures profound to the study of positive and negative impact of computer online games.

This study is intended for the purpose of finding the existence of these claims to the Grade 12 Science, Technology, Engineering, and Mathematics (STEM) strand students of Technological Institute of the Philippines – Quezon City (TIP-QC) campus of the academic year 2017-2018-1, since it is located in an urbanized area, surrounded of series of computer shops that can be related to this research. Well-known computer shops can be found such as Mineski which is located literally in front of TIP-QC, Pacific on the right and Trinix on the left, there are also hidden and local computer shops can be founded near the campus.

Statement of the problem

        Playing online games has been one of the addictions that students can have. Computers are well-known for entertainment, especially for online games, according to Forbes (2016): “League of Legends has 100 million players with 67 million monthly players and 27 million playing daily, DOTA 2 which has 13 million players (as of June 2016), Call of Duty which has 55 million monthly players and Over watch which has 10-15 million players monthly. According to Dr. Brent Conrad, clinical psychologist for TechAddiction, there are 15 reasons and theories why players are getting addicted to play that may affect the eyes. The researchers will come up to study the relationship of the duration of playing online games to the visual acuity of the TIP – QC Grade 12 STEM students.

Purpose of the study

        Computers are well-known for entertainment, especially for online games, according to Forbes (2016): “League of Legends has 100 million players with 67 million monthly players and 27 million playing daily, DOTA 2 which has 13 million players (as of June 2016), Call of Duty which has 55 million monthly players and Over watch which has 10-15 million players monthly. According to Dr. Brent Conrad, clinical psychologist for TechAddiction, there are 15 reasons and theories why players are getting addicted to play that may affect the eyes. Thus, this research intended to determine the connections between the modern technology and physical health. In specific terms, this study aimed to gain more information regarding the relationship of duration of playing online games and optical health problems.

Significance of the study

This study gave a benefit to the following but not limited to :

For students: The findings of this research redounded to TIP-QC students considering that playing online games may affect their visual acuity. This study helped the students to have deeper thoughts about the relationship of duration of playing online games to the visual acuity of TIP-QC students who are playing online games and to value their time and health. Moreover, this research became a tool for these students to be fully aware about the relationship of the variables for them to have knowledge about technologies that can affect people’s physical health.

For school: This research helped the school to solve the problems regarding the academic performance of their students. Since TIP-QC is located in an urbanized area, it is surrounded by well-known computer shops such as Mineski which is located in front of the campus, Pacific on the right, Trinix on the left, and there are also hidden and local shops located near the campus, the school may prevent the online game desire of the students to avoid having problems to their academic performances.

For future researchers. This research is dedicated to the future researchers to develop and enhance their knowledge in studying the relationship of duration of playing online games to the visual acuity of players and it can help them to spread the deeper information about its relationship.

For community. This research also became a tool for disseminating information and cognizance to the community about the relationship of duration of playing online games to the visual acuity of players.

Theoretical Perspective

This study intended to know the relationship between playing videogames games to our visual acuity. Visual Acuity refers to the sharpness of the eye, it can be measured by means of discerning figures at given distance according to a fixed standard. The visual acuity has several factors that could affect them. According to UKEssays, these are, the refractive error, size of the pupil, illumination, time exposure of target, area of retina stimulated, state of adaptation of the eye, and eye movements. Playing computer games triggers these factors have a great effect into our visual acuity.  These several effects can be explained through the theories revolving around the concept of causality.

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