Effect of Reading
Effect of Reading
Rationale
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
A non- player person they can manage their self as well as their time. The good
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
factor to the online game addiction among students. Unlike with substance
Online gaming allows a person to escape the real world and change the
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
player assumes the role of a fictional character and interacts with other players
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
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
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).
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
Games addiction shows the bad effect among the people nowadays. Addiction
to the internet shares some of negative aspects of substance addiction and has
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
(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.
(2006) points out that some of the main symptoms of internet and online game
others, become infrequent while the member of friends in the virtual world
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
topic, reported different results on the online games addiction and the finding
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
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
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
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
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.
Recognizing of rating for a specific online game speak not to its effect.
Conceptual Framework
Playing online
Theoretical games
Framework Behavior of the
student
Game theory is the study of human conflict and cooperation within a
The result of this study is significant of following group in the Matiao National
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.
between.
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,
The survey research design fit to these study, aimed to discuss more about the
The study was conducted in Matiao National High School, one of the Public
The respondent of this study were the Grade 12- student of Senior High School
method was used in determine the respondent of the study. In Grade 12 Senior
Truthfulness 14 24 38
Responsibility 14 24 38
76
Research Instrument
Data Collection
This study will use stratified survey method because it will only determine the
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