Chapter 2
Chapter 2
With the rationale of developing deep understanding and scrutiny of the current study, the
researchers gathered and accumulated related literature and studies from online media related to
A number of studies have examined the role of personality factors, comorbidity factors,
and biological factors, and their association with online gaming addiction. In relation to
personality traits, gaming addiction has been shown to be associated with neuroticism,
aggression and hostility, avoidant and schizoid interpersonal tendencies, loneliness and
diminished self-control and narcissistic personally traits, low self-esteem, state and trait anxiety,
biological factors, it is hard to assess the etiological significance of these associations with online
gaming addiction as they may not be unique to the disorder and further research is needed.
Research has also shown online gaming addiction to be associated with a variety of comorbid
anxiety disorder, panic disorder, depression, social phobia, school phobia, and various
excessive playing of online games resulted in low school grades and that time spent playing was
a predictor of academic performance. They also suggested that video games indirectly lead to
decreased performance through promoting violence. Finally, they noted that playing video games
took time away from school activities, homework, social interaction, etc.
According to Anand, (2017) and Jackson et.al., (2017), the usage of games is casually
related to an increase in visual-spatial skills, which often come in handy in the fields of science,
A study done with Kindergartens by Din & Calao, (2019), showed that students who
played educational online games on the Sony Lightspan, which is a game system similar to the
Sony Playstation One, made significant increases over the control group in the learning of
spelling and reading; however, no significant gain was made over the control group in math. This
suggests a facilitative role of playing online games in developing verbal skills (2019).
Smyth (2018) suggested that complex games may lead to academic success by engaging
Skoric et.al., (2019) found that while game addiction leads to negative academic
setting. They found a positive correlation between game play and English test scores, which
According to Angeles, M. L., (2017), playing computer games may not be that bad for
your children. Palma states that educational games can be effective assisting tools in the
educational areas of management, medicine, and science. If you choose the right educational
computer games, your child may learn better problem-solving skills and eye-hand coordination.
Your child may also get the ability to think fast and think of multiple things all at once. Skills
obtained from playing computer games may help your child learn quickly when it comes to his
studies.
According to the USA Today Network (2018), the World Health Organization says that
compulsively playing video games now qualifies as a new mental health condition; in a movie
that some critics warn may risk stigmatizing too many young players.
In the article of Kimberly Young (2019), excessive gaming has been identified as a
specific subtype of internet addiction (Block, 2018). “Video games may look innocent, but they
can be addictive as gambling or drugs and just as hard to kick.” explained by Keith Bakker,
director of Amsterdam-based Smith and Jones Addiction Consultants and founder of the center.
Another worthy article by The Guardian (Przybyliski and Orben, 2018), video games
played on smart phones, tablets, computers, and consoles have been a popular form of leisure for
some time now. In Europe, recent figures indicate that games are played by more than two thirds
of children and adolescents, and a substantial number of adults now play games – 38% in the
carried out in 2017 and published in 2018 shows that around 20% of Finnish boys between the
ages of 13 and 15 spend more than three hours a day at the computer playing online games. The
figures for “heavy user” girls in the same age group are only between 2% and 3%. In terms of the
large gender difference, Finland was among the most striking examples in the entire study.
Based on the facts of J.A Jacko in 2019, according to empirical evidence, researchers
found out a sense of presence, commonly defined as, “sense of being there” is an important
factor for the online game users. Both studies stated that online games are addictive to anyone
massive multiplayer online role-play games (MMORPGs), have emerged as a threat to public
health – a new epidemic. Although they pose no direct physical danger, they take a toll on the
alcohol. The article also posed that the effect of the gaming is not that bad to be considered as an
addiction.
According in the Pinoy Gamer forum, “As gamers; gaming is form of leisure, a hobby or
an escape from the harsh world we have in the Philippines. We are not saying that this is not a
serious issue, but we feel as gamers that the media is being biased with this. So instead of saying
gaming is an addiction, take a look at why people are getting addicted from the first place”.
While in the article of Center Courses (2017), they listed the top online games: DOTA 2,
LOL, WOW, crossfire, Counterstrike, Hon, Dragon Nest, and Band Master. These games are the
According to (Maslog C. 2017), one social problem that has been observed is that the
internet cafés has become a main game center. About one-half to two-thirds of the computer in a
typical internet café, 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 but centers of
addiction among the youth, mostly boys, including elementary school pupils.
According to one concerned internet café entrepreneur, “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.”
Like any other compulsive disorder, video game addiction can have severe negative
consequences. Though most of the symptoms listed above have short-term effects, they can lead
to more severe long-term repercussions if not addressed properly. For example, someone
addicted to video games will often avoid sleeping or eating proper meals to continue gaming.
While the short-term effects of this may include hunger and fatigue, it could eventually lead to a
sleep-disorder or diet-related health issues. Similarly, those who isolate themselves from others
to play video games, may miss out family events, outings with friends, or other events. If this
continues to be a pattern for a long period of time, however, addicts might find themselves
Other long-term effects of video game addiction to consider according to Lim, (2018) are
the financial, academic, and occupational consequences involved. Video games and video game
equipment can be very expensive, especially when factoring in recurring costs such as the high-
speed internet connection required for online multiplayer gamers. These games can also be very
time-consuming, leaving addicted gamers with less time to focus on their education or career.
According to the study of Ko, Yen, et. al. (2018), “Adolescents’ response to Online
Gaming”. Adolescents in Taiwan have been encouraged to use the internet to increase academic
competitiveness. However, Lin and Tsai (2017) reported that 11.7% of high school students have
developed addiction to Internet use, which can impair academic performance, psychological
well-being, and interaction with peers and family members (Whang et. al., 2020). Adolescent’s
Also, in the study of Wittek, Finseras, et. al. (2019) “Video Gaming: One of the most
Popular Contemporary Recreational Activities. It has been shown that 59% of all Americans play
video games (Ipsos MediaCT 2017). An average of 48% of Europeans has played video games
(Ipsos MediaCT 2018), and that 6% of young adult Norwegians (aged 16-40 years) play video
games regularly (Mentzoni et. al. 2019). Among adolescents, proportion of players is even
higher, as demonstrated in survey showing that 97% of Americans aged 12-17 years play video
online gaming”. Users who tried to cutback the time they spent on the internet to avoid these
addiction-related problems could not. Young concluded that users do become addicted and that
there is a potential for more addictive applications in the future. With the ability of three-
dimensional (3D) graphics in games, it became possible to build 3D visual representations of the
once text-only MUDS. Now, users are able to see and interact with others in visual world. These
“Ultima Online”, have been categorized as “heroinware” by many of its users, as they contain all
the addictive elements of IRC and MUDS. MMORPGs, which are run continuously in real time,
feature social and competitive aspects, makig devotion to the game mandatory. While traditional
video games end at some point or become repetitive and boring, MMORPGs are endless,
because the main feature of MMORPGs is its system of goals and achievement.
As of today, most people relate online games to low academic performance. Through the
years, studies have yielded different results. Some of them say that they are co-related when
According to Anderson and Dill (2019), there is a negative correlation between the two.
Thus meaning, that there is no relation between the number of hours played by a player and his
grades.
In the Philippines, a study by Rayo (2017), “Frequently played Online Games”. Majority
of the gamers of the country are playing DOTA and regarding it as their specialty compared to
playing games like Ragnarok, Tantra, etc. These factors make playing DOTA to become a
‘booming’ culture here in the country, and it continues to flourish since 2003.
In the study of Lumbay et. al. (2017), “When did players engaged themselves in Online
Gaming?”. Majority of the computer gamers had already been playing computer games while
they were still a junior high school student, and most of them plays DOTA. This result strongly
suggests that computer gaming exists not only among college students but also amongst high
school students. Most of the gamers were good performers in the academe, this supports the
belief of Prensky (2018), that video and computer game playing, done appropriately, is actually
very beneficial to today’s “Digital Native” kids, who use them to prepare for life in the 21 st
century. The rest of the results compliments with the results of the previous studies cited in the
review of related studies in this study (e.g., all the gamers were males, most the gamers were
adolescents).
Also, according in the study of Cortes et. al. (2019), “Positive effects of Online Gaming”.
Studies indicate that children who play computer games can improve visual intelligence skills.
Parents believed that computer use is related to better academic performance of the children. It
was found that high school students who used educational software at home scored significantly
higher on computer literacy tests than other students. Computer use at home is also associated
with improvements in general academic performance. Other studies also found that students who
own computers at home had higher over-all grades, particularly in Math and English, than those
Based on “Online Gaming: Why is it hard to resist?” of Justin Visda, Heinson Tan and
Bryan Yaranon. Online games are hard to resist, particularly if it’s only around our environment.
Students find it happy and enjoyable and they eventually forget their tasks and problems, but it
does a bad effect to them, which is called addiction. According to them, addiction is too much
playing, and it cannot be resisted because most of the youth tells that they are bored with their
everyday lives, especially to their studies. That’s why online games are addictive, and it gives
them enjoyment.
At times, the students defend the games they are playing by saying that they do learn
something from it. A paper from Ginintuang Pahina backs these students up by suggesting that
the faculty learn and know about these games so as to help students in class learning experience
(Duncano, 2018).
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Ray, J.F. (n.d). The Culture of DOTA in the Philippines (revised). Retrieved
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centrecources.blogspot.com/2016/03/kids-on-computer-game-addiction- in.html?m=1
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