Online Game As Addiction Among Senior Hi

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The document discusses a study on online game addiction among senior high school students in the Philippines. It aims to understand the causes and effects of online game addiction on students' daily lives and academics.

The study aims to understand the reasons why young people get addicted to online games and how playing such games affects their daily activities and life. It seeks to determine the advantages and disadvantages of playing video games and how to control addiction among senior high school students.

The study uses a qualitative research design and surveys 100 senior high school students using a 5-point Likert scale questionnaire. It employs systematic random sampling and subjects the questionnaire to validity and reliability testing before data collection and analysis.

Online Game as Addiction among Senior High School Students

of Southern City Colleges

Practical research 1

Present to

The faculty of senior high school of

Southern City Colleges

In Partial fulfillment of the requirement for

Practical research 1

By:

Hassan A. Montong

Michelle C. Aripal

Christy Joy C. Aripal

Jenelyn B. Cristobal

Elisa Jane C. Barrera

Reyniezel B. Francisco

April 05, 2017


Chapter 1

Introduction

Background of the study

According to Denbert 2016, video game addiction is described as an

impulse control disorder, which similar to pathological gambling. Video game

addiction has also been referred to us video game overuse, pathological or

compulsive excessive use of computer or video game.

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.

Computer games have a popular leisure activity among children and

adolescent in recent year. In fact, based on popularity alone online game

games a large share on favorite vote among young people than physical

activity such as ice hocking, and football combined. There are many benefits

of the internet as it not only act as an entertainment tool, but also an

important professional resource for work and communication as well.


As education however, despite those inherent advantages, the

internet also has its draw backs. Although the internet could be very

productive it can have drastically opposing effects from some people who

play online games the internet act as an enabler.

Statement of the problem

The study was intended to determine the senior high school of

Southern City Colleges in analyzing the addiction of online games.

Specifically, this study sought to answer the following questions:

1. What are the advantages and disadvantages of playing video games

among senior high school students?

2. How to control the addiction of Senior High School Student in playing

video games?

3. How these video games affect the study of Senior High?

Significant of the study

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

administration, student and future researchers.


School Administrator

The outcome of this study would encourage the administrator to

support any improvement in the senior high school curriculum.

The administration could be support in the form of approval or the

conduct of any training, seminars, for the enhancement of Senior High

School Student. In terms of Video games.

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

the secondary data in conceptualizing their study.

Scope and Delimitation

Due to the limited resources of the researchers, the study was

delimited in terms of the variables used and numbers of the respondents and

the instrument used. There were 100 respondent students in Senior High

School Department 50 from the girls and 50 from the boys.


Chapter 2

Review of Related Literature and Studies

This chapter presents the related literature and studies in relation to

the variable involved in the study. It also strengthens the theoretical and

conceptual framework of this study.

Conceptual Literature

Computer Game Addiction

There are five aspects of internet addiction noted by Shaw and

Black (2008): Cyber sexual addiction, cyber-relational addiction, net

compulsions, information overload, and computer addiction. The main

subtype we will be looking at is computer addiction, as it is described as

“Many computers come equipped with pre-programmed games and people

become addicted to playing them at the cost of work performance or family

obligations. There is a lot of controversy over the overlap of devices in

gaming, which has resulted in an ambiguous definition for computer games

and computer game addiction.

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

to include all computer games playable on a web-enabled device that is not


a video-game console, as computer games are recreational activities that

are meant to be enjoyed, and outside of educational games have little

productive value. The following are in depth examinations of computer-game

addiction symptoms as studied by researchers as well as real life-examples.

Addiction has only recently gained volume due to the rise of computer

gaming in the past two decades as well as the availability of computers to

the general public. Assessments for Problematic Gambling are often used to

create tests for Computer/Internet Addiction due to similarities between

the two; both are behavioral based addiction. For instance, Thomas and

Martin (2010) note that their assessment for computer game and Internet

addiction were adapted from pathological gambling as “no empirically tested

measure for behavior addiction was available in 2004 at the time of data

collection.

Bonald 2010 The addicted gamer often isolates him/herself from

others, ignores more important responsibilities, and is often obsessed with

obtaining higher status / rankings / achievements in his/her favorite

computer game. According to the DSM-IV (the current manual for classifying

emotional, psychological, and mental disorders) no. Although there have

been calls from some mental health professionals (and parents) to recognize

computer game addiction as a "real" disorder, it has not been granted official

diagnostic status. As more research on the effects of excessive gaming is


conducted, many believe that it is only a matter of time before computer

game addiction is classified as a compulsive behavior similar to gambling

addiction.

Diao (2003) everyone needs to express their feelings and though. As

such, when a person cannot express himself or herself adequately he or she

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

with other friends and players on the internet.

Another explanation of why young people become addicted to the

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

controlled training regimens delivered highly motivating behavioral contexts

because behavioral changes arise from brain changes and the performance

improvements are paralleled by enduring physical and functional

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

emotions depending on the outcome of the game. This seems particularly

problematic because those teenagers who play online games excessively are

likely to develop a healthy lifestyle because they are constantly playing

online games instead of occupying themselves with school, friends and

family.

Therefore, their psychosocial development may be significantly

impaired. The consistent blocking out of and passive coping with stressful

experiences is a strategy that may be successful in the short-term. However,

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

stressors appear, teenagers continue to use escapist and media-focused

coping mechanisms.

David (2013) Stated that the addiction in playing online game is

believed to drive someone to extreme circumstances so much so that from

some evidence demonstrated parents tend to believe that their child is in a

position where their health and future is a worry.


While the health could be an issue due to lack of exercise but failing to

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

history of allowing young people to gain information and access to various

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

personally to use a game like Farmville to give any sort of educational

foothold for a young person would not be of importance as could we honestly

say that what you could give to a young person in that time wouldn’t be

better spent giving them a proper foundation for understanding.

Using World of Warcraft (WoW) as an example, David Rudd said that

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

the gamers played their game.

Research Literature

Ivy Shiue (2010) in herself and environment exposure to drinking,

smoking, gambling or video games addiction are associated with adult

hypertension, heart and cerebrovascular diseases, allergy, self-rated health

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

factors for the development of aggression and as such an understanding of

the research within this area.

Gupta (2004), online gaming can be addictive. The research has tended to

concentrate on negative aspects, such as excessive play and addiction. Instead of

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

and artificial scenarios.

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

accuracy for players who solve puzzle and strategy games

Bushman (2013) The more you play, the more aggressive you

become: a long-term experimental study of cumulative violent video game

effects on hostile expectations and aggressive behavior, violent video games

increase aggression.

Violent video games cause aggression in young females that young

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.

Tracy Miller (2013) add because computer game addiction is a new

development in the world of mental health, treatments are not as well

established as those for depression, anxiety, anger, etc. Most interventions

take a cognitive-behavioral approach which involve changing how the addict

thinks about the addiction


Lojo (2008) conducted a study on the effects of playing

computer games on the academic performance and behavior of high

school students. The results of her study disclosed that to maintain the

good academic performance of students, parents should set limits on how

often and how long their child is allowed to play video games. T h e e f f e c t s

of electronic games and other factors in the grade five

p u p i l s ’ academic performance at A. Quezon elementary school, DEPED,

Manila was looked into by Dorol (2009).

Dorol concluded that electronic games were related significantly

to pupils’ academic performance with correlation of .194 significant .o21

levels. This means that the computer games played by the pupils before

going to sleep, after taking lunch or supper, and during recess significantly

related to their performance in school.

Mandanas (2007) conducted a study on the effects of playing

computer games and students’ profile in the socialization and

academic performance of selected students in Kapayapaan National

High School, Canlubang, Calamba City. The study concluded that18 m o s t o f

the students playing computer games and the students’

p r o f i l e b o t h h a v e a significant effect on the socialization on the


students but no significant effect on the academic performance of the

students.

Theoretical Framework

This study presented the related theories which serve as a basis to

strengthen the study.

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

everything especially for the responsibilities, even when it comes to

studying.

The bad words they use as a conversation to their co-players, the

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.

Nowadays, almost everything can be done with just a click. Almost

everyone has their own computers.


It’s like an all-around entertainment machine in one complete

package. The internet is usually referred to as the “cyber space” because it

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

form of enjoyment without the need to go out and do physical activities.

More people are engaged in online gaming without knowing how it affects

them.

Today, experts see online gaming as a possible cause of addiction.

Many of us spend long hours playing games online which greatly affect our

daily lives. It has become a problem especially to student

Computer game addiction generally refers to an excessive, unhealthy

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,

2011). The issue of game addiction is getting spread widely and

uncontrollable. Gaming addiction became a mysterious problem which is still

difficult to treated, more terrifying than alcohol or drugs addiction. Whereas,

in fact, DrShumailaYousafzai (2009) from Cardiff Business School said

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,

Cyber psychologist DrZaheerHussain, from the University of Derby, said

warning messages were not enough.

As a first step online game developers and publishers need to look

into the structural features of the game design, for example the character

development, rapid absorption rate, and multi-player features which could

make them addictive and or problematic for some gamers

Hussain (2008). Parents across the globe are increasingly concerned

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

seductive they can be.

Fraser (2012) mentions that kids are among the most vulnerable to

video game addiction, experts said, and may become violent when their

"drug" is taken away.

Video game and Internet addiction usually point to other mental

problems including anxiety, depression and trouble forming healthy

relationships.
Resman 2010 says, not only are children, teenagers, and college

students effect by online gaming addiction, but a growing number of adults

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

Kimberly (2009), to recovery is to accept and not refute “denial,” a

defense mechanism that addicts frequently employ and that effectively stops

them from accepting treatment. Once this obstacle is conquered, treatment

can be performed more effectively than it would otherwise.

Conceptual Framework

Male students

Video Game
Addiction

Female students

Figure 1.0 the Interplay of the variables


As show the figure 1.0 interplay, there are 2 boxes at the left

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

video game addiction for the female students.

The arrow shows whether or not there is a significant different

between the male students video game addiction and the female students

video game addiction.

Definition of Term

Video Game

Is an electronically manipulating images produce by a computer

programs on a television screen or other display screen.

Online Game

A video game which is or can be played over a computer

network (now usually the internet); especially one enabling two or more

players to participate simultaneously from the different location.


Student

They refer to the senior high students of southern city colleges

who were involved in this study as respondents

 Male students

 Female students

Computer Game

Is a game that you play on a computer or an a small portable

piece of electronic equipment.

Chapter 3

METHODOLOGY

This chapter describes the methods and procedures followed in this

research. Specifically, this includes the research design, research

instrument, data gathering and data analysis procedure.

Research Design

This study made use of the Qualitative design. First, the study

determined as the Online Game Addiction among Senior High School

Students of Southern City Colleges.


This study followed the five phases of the research process as shown

in the work flow chart below.

Conceptualization of the problem and


Formulation of hypothesis

Preparation of Instrument

Data Gathering

Tabulation and interpretation of data

Preparation and Presentation of the


report to a panel o of evaluators

Figure 2.0 the Work Flow Chart of the Study


Population and Sampling Procedure

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

respondents through systematic random sampling .50 (fifty) students are

boys and 50 students (fifty) are girls

Research Instrument

This study made use of the five-point liker to scale survey

questionnaire on addiction of playing games the Senior High School students

being addicted on playing games.

A. Validation

The questionnaire was subjected to a content validity A panel of

four specialist to evaluated whether the statements would

generate data to answer the intended objected of the study

which was to determine the addiction of video games among

Senior High School of Southern City Colleges .


B. Reliability

The 3 item survey instrument was administered to Senior High

School. The result subjected to reliability test.

Data Gathering Procedure

After the instrument had been subjected validity and reliability

Procedure, the study conduct began requesting permission from the Senior

High School.

The copies of questionnaire were distributed to the 100 camped

Students of Southern City Colleges. The respondents were given at least 20

minutes to answer the survey questionnaire

After the answered questionnaires had been retrieved , the data were

collated and tabulated.

Data Analysis Procedure

To score the test on analyzing the scoring procedure was based on the

composition of the statements.

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