The mall purpose of the study was to address the association between computer games and students’ academic achievement. The exceptional growth In numbers of children playing computer games, the uneasiness and Incomplete understanding foundation when starting the discussion on computer games have stimulated this study to be conducted. From a survey conducted on 236 form one students in one of the Malaysian secondary school, 75. 8 percent were gamers. Playing computer games seemed to be more stereotypically boy’s activity with 91. Recent of the boys engaged in computer games compared to 54. 1 percent among the girls. They spent an average of 8. 47 hours per week playing computer games. Parents and teachers’ concern about computer games was not something that went unwarranted as an overall result was predicting computer games as having negative associations with students’ academic achievement. However, in-depth analyses by combinations of classes done step by step Indicated that the Initial results could be overruled by dents from the last class, whom need extra attentions.
As a conclusion, the findings In this study suggest some Interesting yet ultimately weak associations between playing computer games and students’ academic achievement. Nevertheless, caution is warranted in making any generalization as looking at the population as a whole will be different from its components. The generalization of this stud’s findings is limited by the nature of the sample. Even so, blaming computer games for the students’ bad academic performance in school is unjustified s there are many more other factors to look into before finding computer games as the scapegoat. Typed. ACM. Org/citation. CFML? Id=1613551 Effects of Video Games to the Academic Performance A video game Is an electronic game that Involves Interaction with a user Interface to generate visual feedback on a video device. Different platforms can be used to play video games, an example Is personal computers. Video games typically use other ways of providing interaction and information to the players allowing them to feel like we’re really in to the game allowing it to be more addictive and fun.
Video games, like most other media, may be categorized into genres based on many factors such as method of game play, types of goals, art style and more. Because genres are dependent on content for definition, genres have changed and evolved as newer styles of video games have come into existence. Ever advancing technology and production values related to video game development have fostered more life-like and complex games which have in turn introduced or enhanced genre possibilities e. G. Virtual pets), pushed the boundaries of existing video gaming or In some cases add new possibilities In play (such as that seen with titles specifically designed for devices Like Sonny’s Eye Toy).