The effects of computer games in Student Habits


The rise of digital technology and social media has expanded the ways we can communicate with each other, different application from the computer have taken over. Of course, technology has tremendously transformed the youth’s hobby and has contributed a lot in everyday activities. The Generation Z is matching in numbers without gadgets or computer their lives will be dulled.

Specifically, it gave a big leap to business, the government, and education. According Albert Einstein. “It has become more appalling obvious that our technology exceeded our humanity.

” Humans nowadays have learned to become dependent on the technology available today. A research by the ASEAN Institute stated that Filipino school children are computer literate as almost (74%) have access to the internet.

Subsequent technology provides the ability to transfer information freely and quickly. Students could now browse information on the World Wide Web, the learning tool at many educational levels. Eventually, as the internet evolves,itisalsocapableofinfluencing bothgoodandbadsocietalinformationandbehaviors.

In learning tool, it is known that the field of Education has been affected by Information and Communication Technologies (ICT) and the emergence of internet in our computers, media dominate activities of student and youth.

The trend today is computer games. The term “computer games” is usually identified with the term “video game” (playing games utilizing a computer or other device).

Both offline and online gaming are fascinating, powerful and fast-growing trends in today’s generation. It is now pervasive throughout our society.

The Improvement in quality and variety of games is also increasing and accessible.

Get quality help now

Proficient in: Educational Technology

4.7 (348)

“ Amazing as always, gave her a week to finish a big assignment and came through way ahead of time. ”

+84 relevant experts are online
Hire writer

Computer games and educational television (TV) provide opportunities for visual learning. Because on these games are more active compared to watching TV, they are considered more effective. These games are known as the second entertainment, after TV.

Moreover, student may improve their coordination and initiative while playing games, and can track objects around the world. They also have freedom to decide and design tasks then with a Multi-tasking (the availability to simultaneously perform several acts) is now mainstream: listening to music, searching on the web for their assignment, chatting on Facebook, Twitter and Instagram with their friends, for example.

As Klein and Keepers mentioned in their research reports in Addict health 2009, students who prefer computer games to other entertainment have more behavioral problems that other students (cited also from Patton). Playing computer games to some extent can be useful, but long-term playing can lead to various physical and mental complications, especially if the games include some type of violence. Long term involvement with these games could lead the players not to focus include some type of violence. Long term involvement with these games could lead the players to anxiety, restlessness and worries.

Also, Griffiths, M. D. (2010b). cited that Research into online gaming addiction is a relatively new area of psychological study and have claimed that online gaming addiction may be addictive because of self-report accounts of very excessive use of up to 80 h a week.

This study uses data from two case studies are both gamers in this study claimed to be playing for up to 14 h a day yet and although they were behaviorally identical in terms of their game playing. It is argued that online gaming addiction should be characterized by the extent to which excessive gaming impacts negatively on other areas of the gamers’ lives rather than the amount of time spent playing. It is also concluded that an activity cannot be described as an addiction if there are few (or no) negative consequences in the player’s life even if the gamer is playing 14 h a day. (PsycINFO Database Record (c) 2019 APA, all rights reserved)

In Philippines’ setting nowadays, computers are becoming more affordable. Internet caf? businesses and piso-nets are expanding. Desktops, laptops, Ipods, tablets and even mobile phones as well as in the entertainment gaming centers inside the malls provide many opportunities to avail video games. The same is true with the widespread subscription plans to internet services that are offered by telecommunication companies.

In Mindanao, particularly in Koronadal City reported by Allen V. Estabillo, MindaNews/05 June 2013 at 5:13 p.m. —Internet caf? regulators here rounded up 25 elementary and high school students who were found playing computer games during regular school hours in the last three days and Judith Amido, city public information officer, said the 25 minors were held by members of the city’s Internet Operation Regulatory Board (IORB) after they were caught in the act of playing various computer-based games during random school hour inspections conducted by the board on internet cafes and computer shops in the city.

It may even substitute for outdoor activities, which eventually affect thegameplayers’study h

abits, physicalhealthandmentalhealth.The youngsters have no longer seem to spend their leisure activities like in the olden days; outdoor games or playing with toys, instead, they spend their free time in their homes, internet caf?s or computer shops simply to satisfy their hunger; and that hunger is Online Gaming. Online gaming has such a profound impact on not only the young, but dynamically every age group as well.

Sadly, computer games have also been considered a virtual entertainment leading to addiction and bring negative effects. It requires much of the players’ time, the warning signs for addictions can generally be applied to computer use as well. Considering the symptoms of video game addiction, each of which generalize to computer addiction such as, but not limited to, costs to play,possibly theft to finance the habit, misuse of school lunch money or transportation fare, playing to escape personal problems, falling out with their family, leaving school activities and home works unattended or jeopardizing education.

The relationships between online games and study habit of Grade 8 students is most of them are already engage of playing a video game that’s why computer games have effects on the study habit. As per happening is that most of the students who engaged most of time in computer games are always came late to the school and has no assignment while those who are non-users has good grades compared from the one who are addicted. More research is needed to determine the long- term effects for high school student

Cite this page

The effects of computer games in Student Habits. (2019, Dec 04). Retrieved from

The effects of computer games in Student Habits
Let’s chat?  We're online 24/7