Ama Computer College - Cavite Campus Senior High School Department
Ama Computer College - Cavite Campus Senior High School Department
Ama Computer College - Cavite Campus Senior High School Department
RESEARCH PROJECT
TITLE PROPOSAL
PROPONENTS:
Armado Darwin V.
Cenzon Ranzel T.
Edgar John Mark Y.
Nicole Berog
Berenguela John Paul
PROPOSED TITLE:
PROJECT DESCRIPTION:
Games graphics are became more advance since the release of game called
But sometimes games we call for fun became our greatest bad treats in
our mind. Cause the games became more competitive that we become more
addicted to it and which why we spend a lot of time and money at the point we
Approved by:
__________________________________
Ms. Sarah Joy H. Manalaysay, MCP, LPT
Research Adviser
AMA COMPUTER COLLEGE – CAVITE CAMPUS
SENIOR HIGH SCHOOL DEPARTMENT
CHAPTER 1
The history of video games goes as far back as the early 1950s, when
part of their research or just for fun. At M.I.T. in the 1960s, professors and
students played games such as 3D tic-tac-toe and Moon Landing. These games
were played on computer such as the IBM 1560, and moves were made by
means of punch cards. Cause of this game emerge on our world then
Early arcade video games developed from 1972 to 1978. During the 1970s, the
first generation of home consoles emerged, including the popular game Pong
and various "clones". The 1970s was also the era of mainframe computer games.
The golden age of arcade video games was from 1978 to 1982. Video
malls and popular, affordable home consoles such as the Atari 2600 and
Intellivision enabled people to play games on their home TVs. During the 1980s,
gaming computers, early online gaming and handheld LCD games emerged; this
era was affected by the video game crash of 1983. From 1976 to 1992, the
The third generation of consoles, which were 8-bit units, emerged from
1983 to 1995. The fourth generation of consoles, which were 16-bit models,
emerged from 1987 to 1999. The 1990s saw the resurgence and decline of
gaming. The fifth generation of consoles, which were 32 and 64-bit units, was
from 1993 to 2006. During this era, mobile phone gaming emerged. During the
online gaming and mobile games became major aspects of gaming culture. The
seventh generation of consoles was from 2005 to 2012. This era was marked by
huge development budgets for some games, with some having cinematic
graphics; the launch of the top-selling Wii console, in which the user could control
the game actions with real-life movement of the controller; the rise of casual PC
Impacts of games on people are amazing cause it only take a few years
Environment.
AMA COMPUTER COLLEGE – CAVITE CAMPUS
SENIOR HIGH SCHOOL DEPARTMENT
1987 to 1999 arcade games such as 2nd to 3rd generation console like coin
decorated game and other console that only can play 1 game have been decline
1960 to 1978 developers can’t keep up with the demanded advance games.
2. When handheld LCD games Appeared Video games like game boys and
3. When online fighting emerge in 2000 to 2012 people became more and more
Intervening variable
1. To know how fast can a single technology and satisfactory revolutionise the hall
society.
2. Games Helps people to do things that will never happen in this world and many things
Like creating the impossible and doing things that can’t be done in reality.
AMA COMPUTER COLLEGE – CAVITE CAMPUS
SENIOR HIGH SCHOOL DEPARTMENT
3. People are now warned that playing too much games can be bad in mental
4. The students are now know how dangerous can games affect there study’s
And homework.
5. The society will now know how games can get addicted and cause obsession.
1.Findings of our study is to ensure that people are aware that gaming
mental awareness and games can cause a severe obsession that cannot be
treated without help of other people and for them to understand how fast does
2.Understanding the nature of games for people to know what kind of bad
and good treats can it will give and for them to show how to have some restrain
in games.
3.Providing a good information to everyone and for any parents that have
children that playing games and sharing a good vibes for games on our
classtmates that playing to much games can be addictive so you need some self
control.
AMA COMPUTER COLLEGE – CAVITE CAMPUS
SENIOR HIGH SCHOOL DEPARTMENT
1.6 Hypothesis
We learn that this study has more importantly evaluation a person that
play games and learning that games are helping our technology to improve more
on graphics improvements.
This study was an action and information we will share for other people
for them to get know what kind of research and study did we tell.
Findings of this study was only main for graphics of games and bahavioral
change that will people get after they play to much games.
Our research also provide history for graphics of games and mental changes of
people and how does a fun thing provide a huge advancement for our daily
entertainment.
person's everyday life. Video game addiction may present itself as compulsive
area of computer science. The phrase was coined in 1960, by computer graphics
Researchers:
Armado Darwin V.
Cenzon Ranzel T.
Edgar John Mark Y.
Nicole Berog
Berenguela John Paul
PROJECT DESCRIPTION:
Approved by:
__________________________________
Ms. Sarah Joy H. Manalaysay, MCP, LPT