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Exploration paper about computer craving essay

Chapter 1 in Exploration About Video games Addiction

EFFECTS OF ENGAGEMENT IN COMPUTER GAMES TO THE ANALYZE HABITS WITH THE MARIAN FRESHMEN STUDENTS THROUGHOUT THE FIRST SESSION OF

SCHOOL 12 MONTHS 2012-2013

A Research

Presented to

Mr. Paul C. Morales

Saint Mary’s University

Bayombong, Nueva Viscaya

In Partially Fulfilment

Of the Requirements in

_________________________

Submitted By simply:

Kimberly Anne Martinez

Lloyd Rico Antonio

Manuel Douglas Inaldo

Leigrich Salvador

Herman Anthony Aseron

February 2013

Phase 1

THE PROBLEM AS WELL AS ITS BACKGROUND

Rationale

Modernization of living has a great impact to just one of us, especially in the field of technologythat introduces us to this, computer system age due to the many benefits which enables our lives better and helps all of us do work much better.

One data is the increased of use of computers of some Marian students, it provides us a faster access to the world and is very good for our studies like carrying out paper works and at the same time, entertainment.

But as computers started to be more popular, a few students overused it and turn into a bad amusement for them causing them to skip their classes, they could hardly concentrate, plus they become irresponsible, they don’t do their school stuffs and obliviously overspending all their allowance in paying a gaming computer unit and a bet.

Minimize, determine preventing computer addiction, are inside the mind with the researchers in conducting this kind of study. AFFIRMATION OF THE ISSUE

The primary purpose of this research is to get hold of relevant data in the engagement of the college freshmen students towards video games. Specifically, it sought to reply to the following questions: 1 . Precisely what is the account of the participants in terms of the next factors: 1 . 1 Amenability of clinging with computer system

1 . 2 Interest in computer gaming

1 . several Awareness in the possible effects of too much publicity in computer games 1 . four Self-control

2 . What are the most common elements which make entail them in computer games? installment payments on your 1 Leisure time

installment payments on your 2 Hobby

installment payments on your 3 Good friends

three or more. What are the most pressing challenges in their research habits as they go and play computer games in terms of the following: 3. one time for studying

several. 2 Attention

3. 3 Inspiration of learning

four. What are their very own ways to balance their gambling habit and study habit if there is, with regards to the following: 4. 1 Time managing

some. 2 Self-control

SIGNIFICANCE OF THE STUDY

The predicted result in the event this analysis endeavour can benefit the next: Students of St Mary’s College or university and its students

As vital data, results of the study can help make the pupils become aware of their particular involvement in computer games, and become develop their study habits and to focus more issues studies. Foreseeable future researchers

The results on this study can serve as a baseline info for producing topics and also creating ideas about their topics.

RANGE OF DELIMITATIONS

This study was conducted during the first semester of the school year 2012-2013 to identify the factors that affect the engagement to video game addiction from the Marian Freshmen students and to determine how that wouldaffect their study practices. Respondents of the study are limited to the school freshmen students of the eight departments of the University namely: School of Accountancy, University Arts and sciences, College of Organization, School of Education, College of Engineering and Architecture, School of Computing Technology and I . t, School of Public Government and Governance, and College of Wellness Sciences. There are ten at random selected participants of each of the eight departments. DEFINITION OF CONDITIONS

The following conditions are identified to aid the comprehension of the research: Computers.

Computer game.

DEFINITION OF TERMS

The following conditions are identified to help the understanding of the research: Computers.

Computer game.

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