Online Game As Addiction Among Senior Hi
Online Game As Addiction Among Senior Hi
Online Game As Addiction Among Senior Hi
Practical research 1
Present to
Practical research 1
By:
Hassan A. Montong
Michelle C. Aripal
Jenelyn B. Cristobal
Reyniezel B. Francisco
Introduction
Now a day more and more people are starting to use the internet at
the same time online game have become more extremely popular among
the young of our generation thus leading to the proliferation of online game
addiction on global plot form (lova state university 2011) according to the
new research, online game has become the most addictive internet activities
today. (Wan and chiu 2016). Base on establishes researchers, the thesis is
interested in discover the reason behind why young people started online
games as well how playing such game effects daily life and activity of them.
games a large share on favorite vote among young people than physical
activity such as ice hocking, and football combined. There are many benefits
internet also has its draw backs. Although the internet could be very
productive it can have drastically opposing effects from some people who
video games?
This study was intended to determine the Senior High School in Video
games addiction. Used by the Senior High School Students of Southern City
Colleges. This result of the said study would be beneficial for the school
Student
The outcome of the study would help the student to become aware of
controlling their habit on playing Video games. And eventually help them to
appreciate enough.
Future researchers
This study would give them information and knowledge about student
video games addiction. In line with this, this research also can be served as
delimited in terms of the variables used and numbers of the respondents and
the instrument used. There were 100 respondent students in Senior High
the variable involved in the study. It also strengthens the theoretical and
Conceptual Literature
For instance, a game that was made for a video game console now
has an internet version, a computer game has moved onto the tablet,
gambling has also moved to the internet, etc. We will extend their definition
Addiction has only recently gained volume due to the rise of computer
the general public. Assessments for Problematic Gambling are often used to
the two; both are behavioral based addiction. For instance, Thomas and
Martin (2010) note that their assessment for computer game and Internet
measure for behavior addiction was available in 2004 at the time of data
collection.
computer game. According to the DSM-IV (the current manual for classifying
been calls from some mental health professionals (and parents) to recognize
computer game addiction as a "real" disorder, it has not been granted official
addiction.
may get depress. Therefore one way to release this depression or pressure
would be though playing online game, which enables gamers to chat or play
internet was proposed in that they were trying to avoid societal pressure.
Some young people are naturally too shy to talk to strangers face to face in
reality, but when surfing the internet or playing online games, they can be
whoever they want to be. As, such they can chat with the people, online
without feeling of the regular social pressure that come with physical
meeting.
Rutger (2014) The Benefits of playing video games, video games are
because behavioral changes arise from brain changes and the performance
neurological remodeling.
Teenagers react towards frustration and stresses for example
problematic gamers will indeed show off emotions like anger, depression and
frustration. But it’s not all bad, problematic gamers can show positive
problematic because those teenagers who play online games excessively are
family.
impaired. The consistent blocking out of and passive coping with stressful
from a long-term perspective, it may not work quite as well and could have
deadly consequences. In this case, it appears more likely that once new
coping mechanisms.
adhere to education and lack of future job prospects has no strong solid
evidence to indicate this is a true thus have no findings about the matter.
Other than that, social networking sites like Facebook have a good
other educational idea’s and games that have some underlying educational
traits that may or may not be meant to be viewed like that but me
say that what you could give to a young person in that time wouldn’t be
WoW is designed to gives a very vast gaming experience but at the same
time making sure the gamer has continuous content to take part in to keep
Research Literature
and happiness.
In the Psychological effects of videogames on young people: A review
by Lavinia McLean and Mark Griffiths (2013), the study sought to determine
(a) the role and impact of video games in the lives of young people within a
technological society, and how this impact can occur (b) The exposure of
young people to violent video games may viewed within the context of risk
Gupta (2004), online gaming can be addictive. The research has tended to
spending their hours on studying and doing their homework, children spend their time
on playing computer games. Online games can be addictive and that some online
games have been associated with aggressive behavior. However these studies have
been relatively controversial as they examine these factors using self-report methods
This type of research is fraught with problems and criticism. Stated the
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. Associated with the computers
is the internet where we can find online games. Online game has a big impact to
children especially to teenagers. They tend to be hook by the computer. On the other
hand, online gamers can also benefit on playing online games. A great variety of forms
have been developed and put into practice to enhance learning, offer solace, to drive
away boredom, and/or to persuade players to adopt certain actions and opinions.
The game play improve various thinking skills but that it can also boost
cognitive speed for those who play action games and can also improve cognitive
Bushman (2013) The more you play, the more aggressive you
increase aggression.
female adults with the mean age 22, with no prior experience of playing
video games, were asked to fill in the Buss Perry Aggression Questionnaire
before and after playing violent video game, last stand and non-violent video
game tetris.
school students. The results of her study disclosed that to maintain the
often and how long their child is allowed to play video games. T h e e f f e c t s
levels. This means that the computer games played by the pupils before
going to sleep, after taking lunch or supper, and during recess significantly
students.
Theoretical Framework
This study tells what are the causes and the possible effect of online
games. The first cause is the designers make character look and act like
humans.
And the effect is sometimes people or the player feels this action like
they are going to do it, or the players act like the character on the game.
Next cause is when you soak at the computer you couldn’t even stand to
eat. And for the effect is hunger, not in mood, get sick, getting tired of
studying.
effect for this is when they talk to someone that is elder to them like they
are talking to a child. In other word they disrespect elders especially to their
parents.
takes you to another world where you can make friends without seeing each
other or having mutual friends. You can play games using it, communicate
with others through it or even watch movies on it. Over the years, online
gaming is very popular in people of all ages around the world. It served as a
More people are engaged in online gaming without knowing how it affects
them.
Many of us spend long hours playing games online which greatly affect our
amount of playing computer games. Rather than engaging in the real world,
an addicted user devotes the majority of his or her time to gaming (Conrad,
popular online video games warned players not to overuse their products.
These warning messages also suggest that the online video game industry
might know how high the percentage of over-users is, how much time
gamers spend playing and what specific features make a particular game
more engrossing and addictive than others (Yousafzai, 2009). In other hand,
into the structural features of the game design, for example the character
about their son online gaming habits. They are sure that there is a problem
but counselors unfamiliar with online gaming addiction don’t understand how
Fraser (2012) mentions that kids are among the most vulnerable to
video game addiction, experts said, and may become violent when their
relationships.
Resman 2010 says, not only are children, teenagers, and college
are becoming hooked to online gaming. While such cases are rare, mental
health professionals say the fantasy worlds offered by computer and video
games can become the stuff of very real addictions that destroy marriages
and careers. People of all ages are quickly becoming immersed in this virtual
fantasy world whereby they can easily escape problems in their lives. As in
any treatment program, the primary step to take in the path, according to
defense mechanism that addicts frequently employ and that effectively stops
Conceptual Framework
Male students
Video Game
Addiction
Female students
representing the variables including in the study. The first box show the
video game addiction for the male students and the second box shows the
between the male students video game addiction and the female students
Definition of Term
Video Game
Online Game
network (now usually the internet); especially one enabling two or more
Male students
Female students
Computer Game
Chapter 3
METHODOLOGY
Research Design
This study made use of the Qualitative design. First, the study
Preparation of Instrument
Data Gathering
The study had a population of more than 1000 senior high students
who were enrolled in southern city colleges during the first and second
semester of 2016-2017. Out of the 1000 students, the study selected 100
Research Instrument
A. Validation
Procedure, the study conduct began requesting permission from the Senior
High School.
After the answered questionnaires had been retrieved , the data were
To score the test on analyzing the scoring procedure was based on the