A Correlational Analysis Between Time Spent on Playing Video Games and Real-Life Skills of 1st Year and 2nd Year Students of National University-Manila's Wizard's Circle

Cassandra Maria Heyu Dumpit, John Michael Elbambo, Jezreel Carl Gatanela, Noebi Campana, Joseph Maranoc, Angelique Lacasandile
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Abstract

Video game is an electronic game that involves interaction among users or other players within a specific platform. Video gaming has been around for a long time that it became one of the most significant money-making industries. Moreover, most people who do not understand how the game works might think that reading books or listening to podcast is much better than playing video games, not realizing that it is a coping mechanism for some individuals. The researchers conducted a correlational study analysis between time spent on playing video games and real-life skills. A lot of students find comfort and relaxation while playing these games, not realizing the skills they could acquire and enhance. Several studies suggest that playing video games can enhance real-life skills, which we use in school, work, or in a daily basis. As Barr discussed, playing video games for an average of fourteen (14) hours per day can improve one's graduate attributes. Various studies also concluded that video games could exercise students’ logical skills, resilience, and critical thinking skills. This research comprises six (6) real-life skills: Problem-Solving Skills, Strategical-Thinking Skills, Reaction Time, Communication Skills, Decision-Making Skills, and Critical-Thinking Skills. The three (3) skills were interpreted by a six (6) point-Likert Scale. While the reaction time skill was tested thru the use of the human benchmark website reaction time test. On the other hand, the critical thinking skill was divided into five (5) sections: Arguments, Assumptions, Deductions, Interpreting information, and Inferences. The researchers chose the quantitative approach by conducting an online survey and the sampling technique used to acquire the data is the voluntary response sampling technique. Once data is gathered, each skill's overall correlation coefficient was computed using Pearson's' R formula. Results show that out of the six (6) skills the greatest improvement goes to the communication skill, followed by the strategical thinking skill, the reaction time, the critical thinking, the decision making and lastly, the problem-solving skill. This study's objective is to determine whether players’ long hours of gaming enhance real-life skills and use it in real-life situations.
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马尼拉国立大学巫师圈一、二年级学生玩电子游戏时间与现实技能的相关性分析
视频游戏是一种涉及用户或其他玩家在特定平台上互动的电子游戏。电子游戏已经存在很长时间了,它已经成为最重要的赚钱行业之一。此外,大多数不了解游戏如何运作的人可能会认为读书或听播客比玩电子游戏好得多,而没有意识到这是某些人的应对机制。研究人员对花在玩电子游戏上的时间与现实生活技能之间的相关性进行了研究分析。许多学生在玩这些游戏时找到了舒适和放松,没有意识到他们可以获得和提高的技能。几项研究表明,玩电子游戏可以提高我们在学校、工作或日常生活中使用的现实技能。正如巴尔所讨论的那样,平均每天玩14个小时的电子游戏可以提高一个人的毕业生素质。各种研究还得出结论,电子游戏可以锻炼学生的逻辑能力、适应力和批判性思维能力。本研究包含六(6)项现实生活技能:解决问题的能力、战略思维能力、反应时间、沟通能力、决策能力和批判性思维能力。三(3)项技能由六(6)点李克特量表解释。而反应时间技能是通过使用人类基准网站反应时间测试来测试的。另一方面,批判性思维技能被分为五(5)部分:论证、假设、推论、解释信息和推论。研究人员选择了定量的方法,进行在线调查,使用的抽样技术来获取数据是自愿响应抽样技术。收集数据后,使用Pearson's R公式计算每种技能的总体相关系数。结果显示,在6项技能中,沟通能力的提高最大,其次是战略思维能力、反应时间、批判性思维、决策能力,最后是解决问题的能力。这项研究的目的是确定玩家长时间玩游戏是否能提高他们在现实生活中的技能,并在现实生活中运用这些技能。
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