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Italian Diminutives - Alterati Diminutivi

Italian Diminutives - Alterati Diminutivi In Italian, diminutives (alterati diminutivi) are a classification of adjusted words (alterati)...

Tuesday, April 21, 2020

Summary Of Oedipus Rex Essays (1019 words) - Greek Mythology

Summary Of Oedipus Rex Prologue: The play opens with the citizens of Thebes gathering around the Theban palace. Oedipus the king exits the Theban palace. He inquires to a priest as to why his followers are praying and lamenting. The priest explains that they are praying to the gods to end the plague; which has struck their city. This plague had rendered crops useless, wasted all the pastures, and left woman sterile and unborn children dead. The priest begs for Oedipus help. Oedipus tells the priest that he feels the citys pain. He states the pain he endures is worse for he feels the pain of all the people of Thebes. Oedipus says that he has known of the plague for a while, and has searched the ends of his mind for an answer. He tries to ease the pain of his citizens and give them hope by telling them he has sent his brother-in-law, Creon to the oracle at Delphi. Creon appears bearing good news, the oracle knows the cause of the curse. He says that Thebes houses filth and only when this filth is banished will the plague be lifted. The filth is the murderer of the previous king, Laios. Oedipus asks Creon for the details of the kings death. Creon explains that Laios was killed as he left Thebes on a pilgrimage. He states that the only survivor said robbers killed the king. Oedipus asks why the murder was not investigated fully, and Creon explains that the Sphinx song and the problems of Thebes demanded attention first. Oedipus swears to find the killer of king Laios, not only for the citys sake but to ensure his own safety as well. Sardinha-2 Parodos : It is at this point in the play that we first meet the chorus. The chorus made up of Theban elders, expresses a sense of fear for what Oedipus might uncover. They proceed to describe the plague and the misfortunes that have fallen on the city. They also cry to the gods for their intervention. Scene I: Oedipus exits the palace and asks for the help of the citizens of Thebes in finding Laios killer. He declares that if the killer is among them he should come forward, and his sentence will be lessened. He decrees that anyone housing the truth shall be banished, and does not exclude himself from the punishment. The chorus suggests Oedipus seek the help of Teiresias, the blind prophet who can see the future. Oedipus states that he has already sent for Teiresias on the advice of Creon. When Teiresias arrives Oedipus informs him of the oracles statements and asks for his help. Teiresias says that he never should have come and asks to leave. Oedipus tells Teiresias that he will be an enemy to Thebes if he refuses to help. Once again Teiresias refuses. Oedipus is angered by the silence and lashes out at the prophet. Teiresias tells Oedipus to look within himself before placing blame on others. Oedipus declares that Teiresias is implicated in the murder of the king. Teiresias finally tells Oedipus you yourself are the pollution of this country. Teiresias says I say that you are the murderer whom you seek. These words enrage Oedipus, he calls Teiresias sightless, witless, and senseless. Oedipus charges Teiresias with fraud, and asks why a prophet could not solve the riddle of the Sphinx. Sardinha-3 Teiresias ends the scene with a riddle for Oedipus in which he states the identity of Laios murderer. The scene ends with an ode by the chorus, in which they reiterate these events of the scene. Scene II: The second scene opens with Creon speaking to the men of Thebes. He speaks unhappily of the accusations brought upon him by the king. The chorus attempts to explain the kings behavior by stating that the accusations were made in the moment of anger. Oedipus enters and upon seeing Creon continues his accusations. Creon pleads with Oedipus to believe in him. He explains that he is not after his throne. He asks Oedipus to go to the priestess at Delphi to see if he has quoted her correctly. He tells Oedipus that if he is found guilty of treason to sentence him to death. Oedipus does

Monday, March 16, 2020

Domestication and Spread of the Sweet Potato

Domestication and Spread of the Sweet Potato The sweet potato (Ipomoea batatas) is a root crop, probably first domesticated somewhere between the Orinoco river in Venezuela north to the Yucatan Peninsula of Mexico. The oldest sweet potato discovered to date was in the Tres Ventanas cave in the Chilca Canyon region of Peru, ca. 8000 BCE, but it is believed to have been a wild form. Recent genetic research suggests that Ipomoea trifida, native to Colombia, Venezuela, and Costa Rica, is the closest living relative of I. batantas, and maybe its progenitor. The oldest remains of domesticated sweet potato in the Americas were found in Peru, about 2500 BCE. In Polynesia, decidedly Precolumbian sweet potato remains have been found in the Cook Islands by CE 1000-1100, Hawaii by CE 1290-1430, and Easter Island by CE 1525. Sweet potato pollen, phytoliths, and starch residues have been identified in agricultural plots alongside maize in South Auckland. Sweet Potato Transmissions Transmission of the sweet potato around the planet was primarily the work of the Spanish and Portuguese, who got it from the South Americans and spread it to Europe. That doesnt work for Polynesia, though; its too early by 500 years. Scholars generally assume that either seed of the potato were brought to Polynesia by birds such as the Golden Plover that regularly cross the Pacific; or by accidental raft drift by lost sailors from the South American coast. A recent computer simulation study indicates that raft drift is, in fact, a possibility. Source This article on the domestication of sweet potatoes is part of the About.com Guide to Plant Domestications, and part of the Dictionary of Archaeology. Bovell-Benjamin, Adelia. 2007. Sweet potato: A review of its past, present and future role in human nutrition. Advances in Food and Nutrition Research 52:1-59. Horrocks, Mark and Ian Lawlor 2006 Plant microfossil analysis of soils from Polynesian Journal of Archaeological Science 33(2):200-217.stonefields in South Auckland, New Zealand. Horrocks, Mark and Robert B. Rechtman 2009 Sweet potato (Ipomoea batatas) and banana (Musa sp.) microfossils in deposits from the Kona Field System, Island of Hawaii. Journal of Archaeological Science 36(5):1115-1126. Horrocks, Mark, Ian W. G. Smith, Scott L. Nichol, and Rod Wallace 2008 Sediment, soil and plant . Journal of Archaeological Science 35(9):2446-2464.microfossil analysis of Maori gardens at Anaura Bay, eastern North Island, New Zealand: comparison with descriptions made in 1769 by Captain Cooks expedition Montenegro, lvaro, Chris Avis, and Andrew Weaver. Modeling the prehistoric arrival of the sweet potato in Polynesia. 2008. Journal of Archaeological Science 35(2):355-367. OBrien, Patricia J. 1972. The Sweet Potato: Its Origin and Dispersal. American Anthropologist 74(3):342-365. Piperno, Dolores R. and Irene Holst. 1998. The Presence of Starch Grains on Prehistoric Stone Tools from the Humid Neotropics: Indications of Early Tuber Use and Agriculture in Panama. Journal of Archaeological Science 35:765-776. Srisuwan, Saranya, Darasinh Sihachakr, and Sonja Siljak-Yakovlev. 2006. The origin and evolution of sweet potato (Ipomoea batatas Lam.) and its wild relatives throughout the cytogenetic approaches. Plant Science 171:424–433. Ugent, Donald and Linda W. Peterson. 1988. Archaeological remains of potato and sweet potato in Peru. Circular of the International Potato Center 16(3):1-10.

Friday, February 28, 2020

Child Development Essay Example | Topics and Well Written Essays - 1500 words

Child Development - Essay Example For the realization of an optimal development, the cognitive, social, emotional, and language development of children needs to be well understood. There was the need to establish an in-depth understanding towards the development of a child cutting across cognitive, emotional, social and language development. This paper explores a case study of Kevin’s development explaining the areas where Kevin achieves the developmental steps every day. This case study will refer to Kevin as the main subject of the paper in order to maintain confidentiality. Kevin is 9 months years old and resides with his mother and father, in their home, in the country. He was born in UK. His father is an African where as his mother is an Arab. Kevin’s parents have full time employment. They not only speak English as a second language but also French and Arabic. Kevin lives with his parents, two older brothers of ages eight and six years old, and a sister who is nine years old. They also have neighb ors who do not speak English as their first language. Kevin has toys that he likes to play with them. He also likes to eat biscuits. Kevin does not like a separation from the mother and finds it difficult to adjust to his mother’s attempts to live him in the kitchen alone. In this study, Kevin’s observation shall take place in their quiet home environment. This observation would be carried out in different stages. First, Kevin shall be observed with his mother in the kitchen. The second observation will be done in the presence of Kevin’s brothers and sister. Cognitive development. According to the cognitive development observation (Appendix A) Kevin could be able to repeat actions intentionally so as to trigger environmental responses. For instance, Kevin moved his legs and smiled when his mother showed him his milk bottle. In this case, Kevin was confidence to identify his milk bottle. In this case, Kevin demonstrated figurative intelligence by perceiving his m ilk bottle. Figurative intelligence involves a static intelligence aspect which involves the representations that are used to retain the state of mind. Like for the case of Kevin, figurative intelligence involved the mental imagery, and perception of the milk bottle. When his mother shows him his milk bottle a mental picture is created in his mind thus making him perceive the milk bottle. When he identifies the shape of his milk bottle and smiles he shows that he obtained intervened transformation in his mind. Piaget (2001, p .7) points out that the figurative intelligence aspects obtain their meaning from the operative intelligence aspects. Operative intelligence in this case involves covert or overt actions that are undertaken so as to anticipate objects transformation for the interest of a child. In addition to this, Kevin identification of his milk bottle was a representative aspect of intelligence development. This was also a clear indication of assimilation of new ideas. Piage t (2001, p.8) argues out that assimilation occurs in children when they come across unfamiliar ideas and refers to the information learnt previously so as to make sense out of it. When Kevin saw his milk bottle, he remembered using it some other time hence making sense of it. To recognize the milk bottle, Kevin focused on the objects contours, recognize the size of the object, thus developing mental schema of the milk bottle thus operative intelligence. This was evidenced when he looked at the milk bottle and smiled, showing out that he had gained enough object performance, and, therefore, reaction coordination. This was also an indication of a construction of knowledge that is new without the knowledge being poured into a child's head. During observation, when Kevin realized that his bottle was missing, his face changed,

Wednesday, February 12, 2020

Ethical Breakdown and Leadership Essay Example | Topics and Well Written Essays - 500 words

Ethical Breakdown and Leadership - Essay Example Although the vice has changed dramatically in the past decade, consider the past infamous Ford Pinto case which was produced during the 1970s. The car brand became disreputable for its tendency to leak fuel and explode into flames. Many deaths and injuries were recorded due to the manufacturing faults before they were recalled to correct the hitch. Investigations revealed that due to competition from Volkswagen, and other manufacturers the production of the cars was rushed, although the engineers noticed the mishaps during the reproduction crash tests, they went on with the production (Bazerman & Tenbrunsel, 2011). The main reason for the leaders of Ford to go on with the production is mere greed rather than a marketing decision which was highly unethical. US Secretary of Defense Chuck Hagel recently commented on the unethical behavior of the military, after it emerged that 30 officers of the US navy cheated on an exam for nuclear reactor instructors. The test in question is expected to gauge knack by launch officers in handling â€Å"emergency war orders†. The Pentagon describes the scandal as an ethical issue, although others may view it differently. Others may see the problem as more of a cultural problem (Ortiz, 2014). Personally, the breakdown mainly occurs due to the high standards that have been put by the system for the officers to achieve. The pressure to get good grades and a zero tolerance for wrong answers can be one of the reasons that the officers decided to cheat during exams. The failure by the authorities to notice the breakdown also raises some questions about their leadership abilities (Ortiz, 2014). This is due to the fact that it took one sailor who saw this as unethical to report the matter to the seniors.

Friday, January 31, 2020

Organisational Behaviour Assignment Example | Topics and Well Written Essays - 1500 words

Organisational Behaviour - Assignment Example pre-entry and post-entry individual-level criteria. This paper contains information collected from a series of published articles, presentations from different conferences, working papers and dissertation projects. Unpublished works and in-press research works are also a part of data collection for this paper. Strengths The meta-analysis is conducted after considering a large collection of resources and keeping aside certain aspects of the variables as exclusions. One can find noteworthy heterogeneity in the process of conceptualizing and measuring the fit. This comes from a thorough understanding of the fit’s impact on individual level outcomes. In the later part of this paper, an underlying principle, drawn from the existing theories, has been provided for the conceptual and methodological issues. It is expected that these issues would moderate the relationships between fit-outcome. The meta analyses, the criteria and moderator analyses for the four kinds of fit are represen ted in a well structured tabular form. This makes it easy to study the outcomes and make a comparison among the results. Weaknesses This paper is a qualitative review of literature existing on person-interaction fit. However, the relationships cannot be flawlessly captured by running polynomial regression. Besides, in metadata analysis measurement errors remain due to lack of reliability of measurement of fits. The paper does not contain any first hand data or primary research. Nor does it contain any raw data collected and analyzed. It is rather a survey of literatures and quantification of the information gathered. Above all methodological flaws do exist in the studies considered. For instance, the reliabilities for the variables were not reported and not corrected for measurement error. Again, polynomial regression does not support fit analysis at times. Practically no research has been conducted on validation of multidimensional approaches. Suggestions for improvement Criteria l eading to the results of the meta analysis are found to have been predicted by the different sorts of relationships in person-environment interaction. These relationships are subject to change with continuous flow of modernization. Thus these relationships would not adhere to the symmetrical notions of good fit. Hence this research can be revisited after exploring the individuals’ cognitive schemas. More attention could be focused on other dimensions of fit which are unexplored. This could include the different types of PG and PS fit along with the types of PO fit. The idea of taking fit as a dependent variable also needs to be reconsidered. Knowledge sharing, organizational climate, and innovative behavior: cross-level analysis of effects Yu, Yu and Yu (2013) have presented their paper titled â€Å"Knowledge sharing, organizational climate, and innovative behavior: cross-level analysis of effects† with the purpose of investigating behavior of employees, interaction am ong the employees and their level of knowledge and the climate of innovation in the organization. Primary research has been conducted for the methodology of research. Through the study, it has been discovered that there is a positive a positive relationship between the climate of organizational behavior and innovative behavior. There were two levels of instrument for the collection

Thursday, January 23, 2020

Antigone: A Woman Who Believes In The Power Of Women :: essays research papers

A Woman Who Believes In The Power of Women Scene I: The Trial Introduction At the law firm of Theban Associates, one of the lead partners is Antigone, she is a hard worker whose intentions usually consist of reaching a compromise between the government and her client. As a defense attorney, her line of work is quite demanding and difficult since she is a female working in a male dominated world. While being placed in this position, Antigone is able to appreciate how difficult things are for a woman in society, even in today's world. She realizes that regardless of the anti-gender bias laws that have been passed, society still views women as baby-machines and they are constantly degraded and viewed as inferior to man. Antigone's new client, Medea, is responsible for the brutal murder of her two children and of her husband's new bride to be. Although Antigone disagrees with Medea's actions, she takes the case because she feels that it is a way to show the world that even today, in the new millennium, women's actions are still measured harsher than those of men. In other words, Medea claims that she took drastic measures in order to retaliate against her husband for leaving her alone in the world, but it was the only way that she could truly finish him and make everyone think about they way the world is run today. When the case is taken to trial Antigone takes an excessive amount of criticism and beating from her friends and colleagues as well as the media. She is said to be inhuman and her prerogative to why she has chosen to defend this demand woman, Medea is questioned. In addition, her place in society as a prominent "female" attorney is disregarded because her moral and ethical values are questioned. Yet, despite these terrible things, Antigone holds her head up high and walks into the courtroom determined to defend her client as best she could. In this courtroom it is inexplicable to anyone how somebody could murder her own children to teach her husband a lesson, every individual has forgotten their oath and placed their own personal opinion into their work, including Judge Good. Before starting, Antigone turns to the Chorus for moral support. In reply they tell her to do her job as she has in the past, and to remember what is the true reason why she has decided to take this case.

Wednesday, January 15, 2020

Online Games Effects

INTRODUCTION As years passed by, new generations starter to grow. Our world right now is different than before. At this time, modern technologies are patronized by people specially students because of its advantages. Without looking on the other side, these innovations can also cause and bad effects. Because of technology, new thing were created that sustains and lightens human work. Computers were created because of technology. Computers were the greatest thing ever invented by man itself. Some researcher wants to know the effects of playing online games on the academic performances of the students.The reason why the researcher have chosen this particular research topic was know the advantages of playing computer games on the academic performances of the selected high school students. Online games can have bad effects on people’s life specially the learners. Online game addiction has become popular in society which seriously influences children both physically and mentally. S tudents can spend most of their time sitting by the computer, playing games, being hooked up in playing from early morning until midnight without eating anything.This leads to the lack of physical activities among the students which makes them less active and getting low grades from school. They ignore everything around them, talking no one and have no interaction with the outside world. They even tell lies to their parents like going outside without permission, which becomes a bad habit that needs to be prevented. (James Brown) When the internet was first created programmers from all over the world, created different games that could be play over the internet. Internet games (also known as online games) are games that are played online via the internet.They are distinct from video and computer games in that they are normally platform independent relying solely on client side technology (normally called (‘plug-ins’). Normally all that Is required to play internet games are a web browser and the appropriate plug in (normally available for free via plug-in makers website). Development in technology brings many things that people don’t have many years back. One of these things is online gaming that is provided by the internet. According to Wikipedia, Online game is a video games played over some form of computer network, using a personal computer, video game console or hand held game onsole. This network is usually the internet or equivalent technology, but games have always used whatever technology was current: modems before the Internet, and hard wired terminals before modems. The expansion of online of online gaming has reflected the overall expansion of computer networks from small local networks to the Internet and the growth of Internet access itself. Online games can range from simple text based games to games incorporating complex graphics and virtual worlds populated by many players simultaneously.Many online games have associated onl ine communities, making online games a form of social activity beyond single player games. Online gaming one of the widely used leisure activities by many people including students. Students who are playing these online games said that they are playing these games just for fun, to keep away from the heat of the sun, without knowing that there are a lot of effects of playing these games that are more that what they think. Playing online games, according to some research is beneficial.It enables the mind of the players to be more active especially those puzzle-based games. It helps the player to come up with decisions in tight situation, especially those adventure games that keep the players to be alert, active and strategic. An online game affects the management of the students. Students with addiction to it give more time on online gaming that studying. For the minors, it can affect their behavior. They might imitate that characters on the games which can make them think of violent actions. Because sometimes character on online game are violent. Chapter I Background a) GLOBALAccording to the latest research from Japan, prolonged periods playing with game consoles can lead to decreased brain activity and cause users to suffer form severe emotional and behavioral problems. The study, conducted at Tokyo’s Nihon University, has revealed that people who spend long periods playing video games demonstrate less activity in the prefrontal region of their brain which governs emotion and creativity that their peers. Researchers claim that side effects can include loss of concentrations, an inability to control temper and problems socializing or associating with others.Some of the physical effects of online games are â€Å"Social isolation†, players often play alone and the games have little real-world application. They may spend less time in other activities such as sports, reading, interacting with family, or doing homework. Increased aggressive behavior, despite the limitation of the studies, most experts agree on the basic link between games and increased aggression. Desensitization to gender issues, women are often portrayed as weak, ineffective, or having exaggerated chests.Rewarding violent behavior, in violent online games, the winners are usually the ones who have more violent options at their command, and use them. † Some students are more prone to flashes of light when they occur at certain frequencies† says Walsh, a scientist. Recent data from UCLA’s Higher Education Research Institute provides useful information about online game usage on high school campuses. The data show that most high school students have played video games, many played online games, many play them regularly, and a small percentage use them as a primary means of entertainment and leisure.In the 2009 Freshmen Survey, around 1% of respondents admitted to playing over 20 hours of online games per week. Over 35% of the respondents stated that they play at least one hour per week. The trend toward increased online game and other interactive digital media usage does not appear to be going away. The upcoming high school students are even more likely to be tightly tried to their technology than students are today. The current generation is exceedingly comfortable with technology and electronic entertainment.One study noted that the average American youngster now spend one-third of each day with some form of electronic media. (Escobar-Chaves and Anderson, 2008) Some studies have yielded no significant online game effects, just as some smoking studies failed to find a significant link to lung cancer. But when one combines all relevant empirical studies using meta-analytic techniques, five separate effects emerge with considerable consistency. Violent online games are significantly associated with: increased aggressive behavior, thoughts and affect: increased physiological arousal; and decreased prosocial behavior. Anders on, 2003, Myths and Facts, para. 1) In another study which considers available research on media violence, several relevant conclusions were reached (Anderson, et al. , 2003). It was found that there are â€Å"sufficient studies with sufficient consistency† to back up several important finding (Anderson, et al. , 2003, p. 93). Online games violence is linked to aggression in the short term. Cross-sectional studies have been able to how a correlation between long term exposures to online games violence and real world violence.A few longitudinal studies are also able to suggest that online game exposure has long term effects on aggression. It should be noted that Craig Anderson, on of the author of this study has been criticized for overstating the data on online games and its link to aggression and violent behavior. (Block and Crain, 2007) b) NATIONAL Online game it has an effect t on the students here in the Philippines as well as their lifestyle, job, health and school perfo rmance. One of the online games here in Philippines that students are really addicted with it, is World of Warcraft also known as DOTA.Playing this game also triggers the player to lose his/her temper and values, it is because of the different languages used during the game or what we called â€Å"trash talks†. Trash talks such as foul languages can really lose their temper and values. As a result, the both sides will fight against each other. Online game is an outlet for the player to be who they really are inside unlike in the real world; we are expected to act a certain way or do thing a certain way. In online game, a player can be anything and everything they’ve ever imagine or believed.This can be extremely harmful because players have said they forget about what’s going on around them or dealing with real life situation or problems. When gamer starts to play the online game more often and longer, it can have some lasting effects on their life. Students hav e reported relationships failures to their parents and low school performance due to their online game addiction. Some of them have become addicted, they’ve actually lost their concentration in their studies and resulting into school life failures and worst of all they always have final grades which are so badly and cause for them to retain.Long term online game addiction can have lasting bad effects on the gamer’s health. Gamers become depressed because the virtual world and genuine line between real world and virtual world. They tend not to ask out for help because their ashamed. They are hesitating that the game has so ashamed their life is out of their control due to an online games. Aside from addiction, gambling is also one of the results of online games to the students here in the Philippines. The country’s President Ninoy Aquino said that â€Å"Online games is another source of gambling here in our country†.Aquino sited a particular place where ga mbling in online games is rampant. â€Å"Parents should watch out for their children because most common participants in internet gambling are student form High Secondary have and College even Elementary pupils (â€Å"Television†, 2012) It can very difficult for someone, who had not playing an online game, to understand how someone becomes addicted. Addicted gamers change their way of thinking about reality. Everything in the real world starts to look fake but the game becomes reality. Addicted gamers sometimes lose everything and have to begin their lives over in a sense.They have to start getting back the basics and work back into life. For some with help that thinking can go back to normal. While others need a lot more help. There is online gamers anonymous which is a 12 step self help group. They have a 24 hours meeting place online in a forum setup. In some communities, there’s place a gamer can go to work through and addiction. As in any situation where new tech nology is introduced, the social impact of the Internet is being looked at. One social problem that has been observed is that the Internet cafe has become mainly game centers.About one-half to two-thirds of the computers in a typical Internet cafe, according to one study, are devoted to games (violent and gory games). The use of the remaining computers was roughly split between browsing, email, online chat, word processing and research. The Internet cafes have become not just game centers. They are becoming centers off addiction among the youth, mostly boys, including elementary school pupils. According to one concerned Internet cafe entrepreneur, â€Å"Internet cafes are seducing youths to a new form of addiction, one which may not destroy their bodies as drugs do, but which is certainly twisting their minds.To the young play is reality and reality is play. † (Maslog C. , 1998) Chapter II REVIEW OF RELATED LITERATURE Computer had its own origin in the late 1940s. Originally, computers were considered as machines meant exclusively for doing calculations. The name computer was derived from the word Compute based on the fact that the machine was meant for doing computation. I course of time, computers were being used for a number of wide and varied applications ranging from playing games, downloading application and documents, communicating with remote methods of using computers also took a new direction during the past years.Initially computers were used as single standalone machines kept isolated from other computers. Gradually, computers were interconnected to from computer networks. This networking provides several advantages. Networking allows sharing data as well as resources between the networked computers. Soon the number of networks began to grow. More and more networks were formed in different areas. Later, the various small computer networks located in different places were interconnected to form large networks. Finally, a large network several computer networks, spreading across the world, was formed.This network came to be known as the Internet. Thus, the Internet is a worldwide, publicly accessible interconnected computer network that transmits data based on the standard protocols. Due to the large availability of information, the Internet is sometimes referred to as a Information Superhighway. The Internet influences our day-to-day lives indifferent ways. We will see and experience this technology benefits us in different activities. Perhaps this is the only technology that has affected the people irrespective of their location, language or profession.In the modern age, computers have become a part of man’s life. Almost all the things around us were made by computers with the aid of modern machines. Form the edited books, design, special effects in the movies and televisions etc. , were all made by computers. In the past few decades, interactive electronic media has grown form virtual non-existence t one of the primary means of entertainment for the learners. In more recent years, the Internet has completely changed the landscape of electronic media from something individual and static into something with potential to be interactive and social.This research examines the effects of increased student usage of traditional video games as well as online games. The demographics of the typical game player will be examined along with effects on the individual development and sociological perceptions. This research will also look at the potential education utility of online games and the effect of games on student engagement and social development. References (Maslog C. (1998) Internet and Social Issues, Philippine Communication Today, Quezon City: New Day Publishers).