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Effect of Reading

This document provides background information and rationale for a study on the effects of online game addiction on student behavior. The research aims to determine consequences of excessive online gaming, evaluate the causes and effects on playing habits, and examine personal behavioral changes. A hypothesis is proposed that time spent playing online games can impact student behavior. The significance of the study is outlined for students, teachers, families and future researchers. Key terms are also defined related to online gaming addiction and potential psychological and health effects.

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0% found this document useful (0 votes)
144 views9 pages

Effect of Reading

This document provides background information and rationale for a study on the effects of online game addiction on student behavior. The research aims to determine consequences of excessive online gaming, evaluate the causes and effects on playing habits, and examine personal behavioral changes. A hypothesis is proposed that time spent playing online games can impact student behavior. The significance of the study is outlined for students, teachers, families and future researchers. Key terms are also defined related to online gaming addiction and potential psychological and health effects.

Uploaded by

Cherry Bon
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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CHAPTER 1

Rationale

The behavioral aspect it cover the responses of individual to adapt the

environment. Playing online games is the most popular habit that happened

now. It not normally got a good rap, when it comes to the health of young

people. This habit can affect the behavior of a student\gamer. Online game is a

risky games, it will destroy the future of a gamer as long as their behavior.

In addition, there are two types of gaming, excessive gaming and addictive

gaming, that play for an identical number of hour per day.

A non- player person they can manage their self as well as their time. The good

condition of their mind and behavior to their surrounding

In this study the player must manage their time through playing. It gains a lot

of good thing like having a good relationship to their family, friend, their

healthy lifestyle.

Research Objective

The general adjective of this study is to determine the effect of the online games

addiction of the student of the academic and to their health.

 To determine the consequence of much playing

 To evaluate the cause and effect of playing online games

 To examine their personal behavior

Review Related Literature

These researches we study about the psychological factors, whether that is

factor to the online game addiction among students. Unlike with substance

abuse, the biological aspect of videogame addiction is uncertain. Research


suggests gambling elevates dopamine, but there’s more to addiction than brain

chemistry. The addict suffers from a psychological component to the addiction.

Online gaming allows a person to escape the real world and change the

perception of self-worth (Rooij, Online video games addiction: identification of

addicted, 2010).

An online games addiction is not that far from drug addiction. Both are

searching for a way to make they feel better. The lure of a fantasy world is

especially pertinent to online role-playing games. These are games in which a

player assumes the role of a fictional character and interacts with other players

in a virtual world. An intelligent child who is unpopular at school can feel

dominant is the game. The virtual life becomes more appealing than real life.

Too much gaming may seem relatively harmless compared with the dangers of

a drug overdose, but experts say video game addiction can ruin lives. Children

who play 4 to 5 hours per day have no time for socializing, doing homework, or

playing sports leaving little time for normal social development.

According to Lan Ying Huang (2003), by playing the online game features

online gamer participants may view the games as source of providing diversion

and filling time. “The biggest risk factor for pathological video game use seems

to be playing games to escape from daily life,” said Joe Hilgard, lead author of

the study and a doctoral candidate in the Department of Psychological Sciences

at Missouri. Individual who play games to get away from their lives or to

pretend to be other people seem to be those most at-risk for becoming part of a

vicious cycle. These gamers avoid their problems by playing games, which in

turn interferes with their lives because they’re so busy playing games (Peters 7

et al, 2007).

Internet addiction gives the gamer to the unique psychological properties

which is the users increase their use of these internet services, the utility they
gain from each usage does not diminish, leading not only to self-destructive

addiction but also to social ills. When a problem playing video games can

interfere with real-life obligations such as work, and players can end up lying

about playing video games. The study found that “problematic” video game use

can have similar effects has other addictive activities, such as abusing alcohol

(Inwon Kang, 2011).

Games addiction shows the bad effect among the people nowadays. Addiction

to the internet shares some of negative aspects of substance addiction and has

been shown to lead to consequences such as failing school, family and

relationship problem (Brian. D. NG, M.S & Peter. W. H, 2005). It can make the

people who has addicted will feel that the games can provide opportunities for

achievement, freedom and even a connection to the players. Those benefits

trumped a shallow sense of fun, which doesn’t keep gamers as interested

(online gamers anonymous, 2008). The role of media in advertising the games

also make more cause why the games addicted will be more interested with

those games.

Internet addiction is a relatively new phenomenon in which social workers and

psychologists are unaware of and are thus unprepared to treat at present. Mu

(2006) points out that some of the main symptoms of internet and online game

addictions, including the decrease in friend and face-to-face interactions with

others, become infrequent while the member of friends in the virtual world

exponentially increases. Ultimately, the psychokinesis becomes weaker and

weaker and weaker over time. This means that after a long time of playing

online games, the players begin to realize the dangers of online gaming. At this

point players generally try to play less as they try to orient themselves back to

the demands of society.


According to Zhang (2007) and Zhou (2007), who also researched on the same

topic, reported different results on the online games addiction and the finding

supported the same symptoms. With regards to undergraduate students who

were addicted to the internet or online games Zhang (2007) indicated that most

of these students had bad grades in their universities. Moreover, Zhou (2007)

stated that physical symptoms of internet and online game addiction were

cervical spondylitis, neurasthenia and insomnia.

It is widely that game players who spend playing too many hours (above 10

hours a day) are at higher risk of being addicted to video games ( Anand,2007).

Previous studies have shown that video game addiction among adolescents

gamers is highly correlated with psychosocial problems, life satisfaction,

loneliness, social competence, and aggression (Lemmens et al.,2009).

Although playing video games is one of the most popular leisure activities in

the world, research into its effects on players, both positive and negative, is

often trivialized. Some of this research deserves to be taken seriously, not least

because video game playing has implications for health. One innovative

application of video games in health care is their use in pain management. The

degree of attention needed to play such a game can distract the player from the

sensation of pain, a strategy that has been reported and evaluated among

paediatric patients. One case study reported the use of a handheld video game

to stop an 8 year old boy picking at his face. The child had neuro dermatitis

and scarring due to continual picking at his upper lip. Furthermore, case

reports and case series cannot provide firm evidence of cause and effect or rule

out other confounding factors. On balance, given that video game playing is

highly prevalent among children and adolescents in industrialised countries,

there is little evidence that moderate frequency of play has serious acute

adverse effects from moderate play. Adverse effects, when they occur, tend to
be relatively minor and temporary, resolving spontaneously with decreased

frequency of play. More evidence is needed on defining what constitutes excess

in the first place. There should also be long term studies of the course of video

game addiction.

Hypothesis

This study will tested by simple hypothesis about the relation of two variables.

Playing online games, behavioral aspect of student.

 Recognizing of rating for a specific online game speak not to its effect.

 Time manifested on its possible consequences effect.

Conceptual Framework

Playing online
Theoretical games
Framework Behavior of the
student
Game theory is the study of human conflict and cooperation within a

competitive situation. In some respect, game theory is the science of strategy,

or at least the optimal decision making of independent and competing actors in

strategic setting (Neuman,J. and John Nash, 2007).

Significant of the study

The result of this study is significant of following group in the Matiao National

High School SHS department:

Student – to give information to the student about how online gaming affect to

their health.

Teachers – to serve the way to the teacher to determine who are addicted to

online games so that they can help to avoid the student from addicted.

Family – may help them to know if their children are addicted to online game.
Future researcher - help the future researcher that are interested in this study.

It will serve as their basis and their background about their research.

Definition of terms

Online games- is a game that be run from an internet browser and requires the

I-net connection.

Anxiety disorder- lead to excessive nervousness, fear, apprehension, and worry.

Cervical spondylitis- is essentially a spinal injury which results from keeping

the same sitting position for hours while playing games.

Neurasthenia- is a neurological disorder that result from when players engage

in hours and hours of game playing with no virtually sleep intervals in

between.

Insomnia- can cause mental anxiety and eventually result in nervous

breakdown and general tiredness.

CHAPTER 2

Research Design

The quantitative, descriptive design of research using a survey was used in this

study. Survey is securing their opinion about the effect at playing online games

to the behavioral aspect of the student. In survey studies; the researchers want

to know the effect of computer game about to their personal trait like anxiety,

sensation, seeking, neuroticism, and aggression. Which are symptoms that a

person is under the development of gaming addiction (Mehroot. M et al. 2010).

The survey research design fit to these study, aimed to discuss more about the

effect of playing online games.


Research locale

The study was conducted in Matiao National High School, one of the Public

School of Mati City, Davao Oriental.

Population and Sample

The respondent of this study were the Grade 12- student of Senior High School

in Matiao National High School (2019-2020). Stratified Random sampling

method was used in determine the respondent of the study. In Grade 12 Senior

High student, there are 38 from truthfulness and 38 from responsibility.

Boys Girls Total

Truthfulness 14 24 38

Responsibility 14 24 38

76

Research Instrument

This study will use stratified procedure

Data Collection

This study will use stratified survey method because it will only determine the

respondents that who are addicted to online games.

References

 Anand V. CyberPsychology & Behavior. August 2007, 10(4):552-559

 Brian D. Ng and Peter Wiemer-Hastings.CyberPsychology & Behavior.

June 2005, 8(2):110-113.doi:10.1089\cpb.2005.8.110.


 Chui et al.(2004). Video game addiction in children and teenager in

Taiwan. Cyber psychology & Behaviour,7,571-581.

 Gentile D., Pathological Video game Use Among Youth Ages 8 to 18 A

National study, May 1, 2009, http:journals.sagepud.com\doi

\abs\10.1111\j.1467-9280.2009.02340.x

 Greenfield & Young _(2010)., center for internet Aaddiction Recovery,

American Psychiatric Association, Online Gamers Anonymous (http://

www.olganon.org)

 Hussain et al. (2009). Excessive use of massively multi-player online

role-playing games:A Pilot study. International Journal of Mental Health

and Addiction,7,563-571

 Inwon Kang, Investigation of online community voluntary behavior

volume 23, Issue 1, January 2007,pages 111-126

 Ko, C. et al. (2009). Brain activities associated with gaming urge of online

gaming addiction. Journal or Psychiatric Research,43, 739-747

 Lemmens et al., Development and Validation of a game addiction scale

for adolescents pages 77-95|Received 07 Nov 2007, published online: 05

Mar 2009

 Mehroot, M et al. (2010). Online gaming addiction: The role of sensation

seeking, self-control, neuroticism, aggression, state anxiety, and trait

anxiety. Cyberpsychology, Behavior, and social Networking, 13, 313-316.

 Peter et al. The effects of interactive brand placements in online games

on children’s cognitive, affective ,and conative brand response

Computers in Human Behaviour Volume 26, issue 6 nov. 2010, page

1787-1794

 Rooij et al. Online video game addiction: identification of addicted

adolescent gamers 15 september 2010


http://onlinelibrary.wiley.com\doi\10.111\j.1360-

0443.2010.03104.x\abstract

 Zhang, Impact of Online Consumer reviews on sales: The Moderating

Role of product and consumer characteristic. Journal of Marketing :

march 2010, vol.74, No. 2, pp.133-148.

 Zhou, (2011) “Understanding Online Community User

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