2. Chapter 1
Introduction
Background of the Study
Since the 1990’s a number of computer, video and online games have been
developed. Some of these are what we call RPG’s (Role Playing Games) of these
some are relatively small and have a small number of players. Others are what
MMP (for Massive Multi Player) are online games, in which people around the
world. There can be thousands of people involved in these games, in what make
up a virtual world (Silin, 2017). Electronic game worlds have generated billions of
dollars, with millions of players around the world fighting, buying, crafting, and
selling in a variety of online environment (Ray, 2016). (Ben Kim; February 4, 2017)
MOBA games (Multiplayer Online Battle Arena) had been popular in different
places since the last past years. Dota2 (Defense of the Ancients) and LoL (League
of Legends) are the first to have a great numbers of online games like 329, 977
concurrent users on Dota2 and over 500,000 concurrent players every day on just
EU West in League of Legends.
3. Online games right now is known because a lot of youth and even adults
play. Playing online games is their way to leisure time. Dota2 and LoL is one of
the most popular online game. Dota2 is popular in the Philippines in which
Filipinos want to be a professional and compete in a tournament to win cash.
Same goes to LoL is a popular game in the Philippines and players here are so
many. Mineski (LoL) and TNC (Dota2) were some of the well known group that
plays online game here in the Philippines.
Because of the continuous popularity of online games, Dota2 and LoL
specifically the researchers wants to conduct a study of it to Technological
University of the Philippines Visayas students. The researchers aims to know if
what game will prevail to TUPV students, Dota2 or LoL.
4. OBJECTIVE/STATEMENT OF THE PROBLEM
General objectives:
The aim of this study is to determine which online game (Dota2 or LoL) will
prevail to the students of Technological University of the Philippines Visayas.
Specific objectives:
To determine the specific reasons of the Technological University of the
Philippines Visayas, playing the specific online game
To determine the effect of the specific online games to the students of
TUPV
To determine the perspective of the student of the TUPV to the specific
online game
5. SCOPE AND LIMITATION
This study only focuses on the two online games, Dota2 and LoL, which is
undeniably popular in all over the world. The goal of this study is to know the
perceptions of the students playing the certain online games. This study also aims
to know the reason behind why the students play that game and the different
effects of the stated online game to student
The study will only be conducted to the students of the Technological
University of the Philippines Visayas. This study is only applicable to these student
who plays the certain game.
7. Chapter 1
Introduction
Background of the Study
A study from Georgetown University Center on Education and the
Workforce (Oct 2015), finds that over the past 25 years, more than 70 percent of
college students have worked while attending school. And the number of working
students has grown as college enrollment and tuition have increased.
According to Rappler.com (Dec. 22, 2015), Hundreds of thousands of
students benefited from the labor department's short-term employment program
in 2015. This was according to the Department of Labor and Employment (DOLE),
which helped 202,272 students – 81% of the 250,000 target in 2015 – to get work
experience under the Special Program for Employment of Students (SPES) and the
Government Internship Program (GIP) as of December.
8. The Commission on Audit (COA) (2015), noted that more than 50,000
beneficiaries of the government’s Special Program for Employment of Students
(SPES) received their salaries later than the period prescribed by law in 2013.
Under the SPES, close to 700,000 qualified beneficiaries were hired as food
service crew members, customer touch points, office clerks, gasoline attendants,
cashiers, sales ladies, "promodizers", as well as in clerical, encoding,
messengerial, computer and programming jobs.
Most of the students right now is involve in the field of work. The increase
of working students grows rapidly, most of them are teenagers and students who
live in slumped areas. Being a working student you can gain a salary and it is quite
enough to pay for your tuition fees.
Because the population of working students getting bigger. The
researchers comes up with an idea to conduct a study in TUPV working students
why they choose to be a working students and what are their common reasons.
9. OBJECTIVE/STATEMENT OF THE PROBLEM
General objectives:
The aim of this study is to determine why the students of Technological
University of the Philippines Visayas choose to be a working student.
Specific objectives:
To determine the common reasons of working students in TUPV
To determine the benefits of being a working student
To determine the percentage of working students in TUPV
To determine how it can affect the students in forms of their grades and
financial
10. SCOPE AND LIMITATION
This study focuses on the reasons why the students of Technological
University of the Philippines Visayas choose to be a working students. The
researchers wants to know the advantages and disadvantages of being a working
students. This study also aims to show the percentage of students engaging in the
field of work here in TUPV.
This study will only takes place inside the Technological University of the
Philippines Visayas Campus and the respondents are those who are classified as
working students.