A STUDY ABOUT COMPUTER GAME ADDICTION CHAPTER 1: THE PROBLEM AND ITS BACKGROUND Introduction It is known that we are living in technological era. The computers becameirreplaceable tool in everyday life of almost each person. The adult users generally useit for business purposes while youngsters for computer games. Computers became thepart of our life and very important component in many spheres of modern life. So it issomehow influences on people. One of the spheres of the life is leisure. Technology hasdeveloped so much that it is almost crucial to have electronic devices at home.Our life has gotten so used to having technology around us that we can¶t imagineour lives without them. However, while having electronic devices at home could becomfortable and handy at times, it could also have negative effect on children,especially on teenagers. Parents usually buy computers for their children¶s educationalresource. But teenagers, who always seek fun activities around them, use computer toplay games, chat with friends and to catch up with the latest gossip on celebrities. Andbefore they know it, they are addicted to computer. Computer can cause teenagers tobe physically, and mentally ill, and the more the child spends more time on computer,the more he/she loses time to focus on academics, and to talk to their family. Background of the Study In modern society, it is very common playing computer games. Even thoughcomputer games are common in our life, they have not only good effects, but also badeffects, especially to teenagers. Moreover, even though parents know that teenagersplay computer games too much, they do not know that why teenagers are widelyexcited at computer games, and what the bad effects of computer games are. Addictions are an imbalance in a persons¶ life. They have severe negativeconsequences for the addict and those close to them. One of these addictions iscomputer gaming. In modern society, it is very common playing computer games. Eventhough computer games are

Computer games¶ aims focus on to relievestress. Objectives of the Study The objectives of the study is sought to answer the following questions:1.common in our life. Moreover. and even some adults. character development. dealing with life problems and it affectsthose around them.There are two main causes that teenagers play computer games too much. Therefore. Computer games have become one of the favorite time-spending of young people all ages. Nowadays majority of young people spend their leisure playingcomputer games. and what the bad effects of computer games are. they do not know that why teenagers are . VILLANUEVA Page 2 widely excited at computer games. Withpermanent development of computer technology the quantity of people using computer either for working purposes or entertainment purposes is in creasing speedily. even though parents know thatteenagers play computer games too much.because computer games are very fun. computer games are very splendid violent content. One of which is the reason that teenagers play computer games too much is very simple. There has longbeen the brief that violent content may teach violent behavior´ Statement of the Problem Game Addiction is a serious problem because it somehow adversely affects theperson in their maturity. surfing through the internet. they have not only good effects. Thefocus of the study is to determine why students in De La Salle University Dasmarinasare hooked up with computer gaming and to determine its causes and effects to thestudents. butalso bad effects. Why do majority of young people are hooked up with . especially to teenagers.

Other indicators for pathological gaming were ignoring schoolworkto play games and if playing games allowed them to escape from problems or badfeelings in their games?2. In order toestablish a threshold for what is considered excessive gaming. What are the solutions for computer gaming addiction? 4. The researcher would also thenrecommend some ways to avoid computer game addiction for the benefit of the peopleespecially to the students. What are the causes and effects of computer gaming addiction? A STUDY ABOUT COMPUTER GAME ADDICTION . . Is Game Addiction a problem? Significance of the Study The significance of the study is to determine what are the causes of computer gaming addiction and its effect to the people especially to the students. the students in the studywere evaluated to determine if they thought they were becoming preoccupied with videogames and whether or not did they lied about the amount of time spent they actuallyspent playing games. Scope and Delimitation of the Study The study is concentrated mainly on Computer Game Addiction as theresearcher would determine some causes and effects of computer gaming particularlyon the students of De La Salle University Dasmarinas.

hyperactivity learning disorders. This Chapter presents a brief review of literature and studies. and 40% said they ³always´ or ³often´ check the video game rating beforeallowing their children to buy or rent computer or video games. wherein 55% of parents said that ³always´ or ³often´ shouldparents put limits on the amount of the time their children may play computer and videogames. states that prolonged and excessive use of thesegames can cause. children below legal ages areemotionally disturbed and caused several changes on their behaviour. a number of physical and psychologicalproblems which may include obsessive. &Gurtner. involving 4262 participants.CHAPTER 2: REVIEW OF RELATED STUDIES AND LITERATURE The fast growing trend and innovation in technologies today prompts researchers toconduct studies about the computer gaming addiction of people particularly studentswhich affects both them physically and mentally. Development of anti-social behaviour and loss of free thinkingand will. Foreign Literature Lepper. there appear to be five consistent results of playing games with violent contents. increasesaggressive emotions. dehumanization of theplayer. quoted that ³parental meditation is correlated withbetter academic performance.and to decrease fear.Gentile & Walsh (2002). R. psychomotor disorders. Anderson and Bushman (2001). addictive behaviour. Even through thesenumbers are not particularly high. Since most electronic games are violent. Austin. increases aggressive cognitions. And has been shown to increase beliefs in social norms. health problems (due to lack of exercise & tendonitis). Playing violentgames increase aggressive behaviours. J (2000). and decreases pro-socialbehaviours. they . increases physiological arousal. desensitizing of feelings. found that across 54 independent tests of the relationbetween video game violence and aggression. Pinkleton& Fujioka (2000). M. personality changes.premature maturing of children. both local and foreign that is related to these studies.´Which refers to the parental consent of the player as they play a violent-oriented game. mainly upon children.

. which leads to addiction (Lee &LaRose. the addict finds himself torn between two worlds: reality and thevirtual world. The notion of escaping reality thenbecomes a habit. However. team goals and organizations (Chin & Wen-Bin 2007). At a social science perspective. Foreign Literature Computer game addiction has become a major problem in our society. Manychildren and teenagers play an excessive amount of hours of computer games a daythat they develop countless problems such as violent behavior. Computer game addiction has in fact become a troublesome concept for many individuals. These are but few of many examples of problems young teenagers face whenthey have gotten to the point of addiction. one must define itfirst: Online games can create a separate and unique world that helps identify the user of his preferences.2004). in order to fully understand this concept. settings.may overestimate the amount of parentalmonitoring of children¶s video game play.. computer game addiction is provento be associated with academic achievements and social skills as well. Accordingly. As described by Young (1996). This split is identified to cause behavioral differences such as the fluctuations previously mentioned and certain states of aggressiveness (Chin & Wen-Bin 2007). hostility and socialisolation. but the specific applications used to achieve certain goals that benefit the user in some ways. the internet itself is not addictive. goals. These so called fluctuations in behaviors do not manifest on their ownhowever. Computer games are in fact applications that people can identifythemselves with. computer game addiction can lead to troubles incommunication and self representation. (Chui et al. Though. Many addicts have actually become hooked on gaming simply because itprovides them of a method to escape reality. dislikes. 2007). and therefore can incite levels of addiction. This could also deeply effect the gamer psychologically. Gaming addicts experience huge fluctuations in behavior as stated by Chin &Wen-Bin (2007).

Using computer. thesaurus and dictionaryinstalled in the computer that will be helpful for students in doing their assignments andresearches. huge percentage of them is male. Typing is much faster than writing on paper. Hienson Tan and Bryan Yaranon. and experience in anyfield.The research goal is to inform the students about what computer can really do to them. Another application you can find in the internet is the email. a user remain connected to the world through can cut and paste and make necessary changes.In that research they conclude many students spent more time playing rather thanresearching and doing other academic works. This is a method of communication used .Local Studies Based on the previous research. and print and store them so that they can beretrieved later. This shows that male students aremore prone to be affected by computer disadvantages. overall a computer allowsthe user to create documents. the computer has also disadvantages aside from thefact that it provides the students information¶s and other features. There are tools like spelling and grammar checker. Thus. Foreign Studies It is said in this article that computer nowadays has become an important can it affects them and what it is that affects them. Fromthese students. Thus. it will takes less time to make written documents and there is no needto open up the dictionary book to look for the meaning of words. The researchers proved that theresearch made is really true and precise because they are also once addicted in usingthese so called computers (Justin Vista. This is result to computer addiction. The internetallows people from around the world to share knowledge. If there is a need of reorganizing the sentence and paragraphs. 2009). ideas. edit.

including theUnited States (8. associate professor of psychological studies at theNational Institute of Education in Singapore and principal investigator of the overallproject. Foreign StudiesOne in 10 gaming youths addicted The researchers report that the percentage of pathological youth gamers in Singaporeis similar to other recent video game addiction studies in other countries.and Asia -.globally and is provided with a system of creating. or whether pathologicalgaming was a separate problem or simply a symptom of some other problem -.percent).such asdepression. andforwarding mails.S.their school. The study had a 99 percent response rate. Germany(11.0 percent). psychological Europe. occupational.9 percent of the student sample could be defined as pathologicalgamers over the two-year period. To be considered pathological. who published the first national American study on pathologicalvideo game addiction in youths in the May 2009 issue of the journal PsychologicalScience. "And we define that as damage to actual functioning -. Eighty-four percent of those subjects who were .The researchers gathered data from students attending 12 Singapore schools.5 percent). China (10percent)." said Angeline Khoo.and they're all showing that somewhere around 7 to 11 percent of gamersseem to be having real problems to the point that they're considered pathologicalgamers. includingfive boys' schools." "This study is important because we didn't know until this research whether some typesof children are at greater risk. The subjects were surveyed annually on their video game play andbehavior between 2007 and 2009. the researchers foundbetween 7.6 and 9. Australia (8. how long the problem lasts.9 percent) and Taiwan (7. Surveys were conducted in classrooms by teacherswho had been trained by the research team.Using the American Psychiatric Association's "Diagnostic and Statistical Manual of Mental Disorders" as a guide to define the addictive condition."We're starting to see a number of studies from different cultures -. the U." said Gentile. social. etc. must be damaging multiple areas of their lives.

particularly in American children."Gentile is visiting Singapore to meet with his research colleagues and present their findings during the final two weeks of January. however. pathological gamers started with an average of 1 hours of play per week. that playing a lot is not the same as being a pathologicalgamer -. H. We do know."Once they become addicted."In general. D. when children stoppedbeing addicted. it looks like pathological gaming isnot simply a symptom of depression.S. those problemsseem to increase as children become more addicted. Sim. D.Li. T. And they received poorer grades in school. only one percent of the sample became newpathological gamers. ( D. compared with 19 hours per week for those who never became pathologicalgamers." he said. Singaporean children spend more time playing video games than Americanchildren. depression. In fact. Pathological Video Game Use Among Youths: A TwoYear Longitudinal Study .the gaming must be causing problems for it to be considered pathological. and increased anxiety. A. the researchers conclude that video game addiction is a seriousbehavioral problem that is separate from other afflictions. Liau. pathological gamers were more likely to becomedepressed. so we don't knowwhere that threshold is across each culture or if there is a certain amount that is toomuch. "Therefore. Yet in that same two-year window. Foreign Studies ." Among this sample. A. "In the U. A. But Gentile says those thresholds don't necessarily translate across allcultures.firstclassified as pathological gamers were found to still be classified that way two yearslater. Gentile. we didn't follow the kids across time. Fung. In addition. Choo. A serious behavioral problem Through their analyses. social phobia or anxiety. have increased social phobias. anxiety and social phobias decreased as well." Gentile said.. Khoo.

Sports areimportant." says Ungerleider. Maria Klavee feels computer video games. thisnews is no surprise. it becomes one if computer games are"taking a youngster away too much from other activities. yet wants to know more and apply new skills. not just theones that have the most action or are addictive. Also aim for a balance in your child's life.What makes computer games so addictive? Media literacy specialist. Just think of computer games as one more component ina child's exploration of what's out there in society. strategic and criticalthinking"." While wanting toimprove their game isn't a problem in itself.Studies show that the excitement of computer games makes playing them addictive. Klavee says parents should "provide a selection of activities. can "offer some real opportunities for puzzle solving.Parents of preteens and teens hardly find the realities of computer game addictionsurprising. if not tooviolent.For any parent who has seen the fervor by which some kids play computer games."Professor of Computer Science. it's less likely to occur. in essence. addictive. But why do they love them so? Is computer gameaddiction real? According to some studies it would appear that the excitement of computer games causes the brain to release a chemical that is. Ungerleider remind parents that "if a youngster becomes addicted to computer games it can be a problem and the parent does . and chances are you'llget an earful about computer games. CharlesUngerleider explains that "they're very compelling with increasing complexity." As for computer game addiction?Ungerleider believes that "a parent can preventyoungsters from becoming addicted to too much TV or too many computer games byestablishing a pattern of selective viewing or by using computer game material early in achild's life so that by the time a youngster gets to be an adolescent and there's very littlesurveillance or control. Dr. reading's important. But she adds that it's important that computer games are played inmoderation. Choose some that involve problemsolving or good story lines."Finally. so a childbecomes more facile. "Then the parent has to intervene and limit the amount of time the youngster spends with thecomputer game. Ask any preteen or teen how they love to spend their spare time.

it appears to be a question of age. Anderson and colleagues have shown that playing a lot of violent videogames is related to having more aggressive thoughts. For example. beyond theremembrance of today's youth. 2001). Moreover. Since these art forms have beenaround longer. Because video games involve kidsin practicing repeated acts of violence. or profanity in some games. politicians. Advergaming (a form of advertising in games).theparentreport. including TV. the backlash against them occurred farther in the past. organizedreligion groups. sexualthemes." (http://www. and behaviors(Anderson & Bushman. and often reward them for it. playing violent games is also related tochildren being less willing to be caring and helpful towards their peers.consumption of alcohol or tobacco. computer and video games have been the subject of frequent controversy and censorship.need to intervene and provide attractivealternatives. the APA said.research has shown that these effects happen just as much for non-aggressive childrenas they do for children who already have aggressive tendenciesOne study found that kids who spend more time playing violent video games aremore hostile and more likely to argue than other teens. due to the depiction of graphic violence. the games makethe violence more realistic and intensify the kids' . and that violence does affect Foreign Studies Like related forms of media. even though all of these can be foundin all forms of entertainment and media. Furthermore.Wehave lots of violence in multiple media. There¶s a tendencyto discount that as significant.Dr. critics of video games sometimes include parents' groups. Another study showed that kidswho play violent games for less than 10 minutes tended to act aggressively shortly after playing. video games and music. Various games have been accused of causingaddiction to such and even violent behavior. there¶s some evidence that some of thesevideo games actually teach kids weapon-related skills. consumption of illegal drugs. and other special interest groups. propaganda.The research also showed that playing violent video games may be more harmfulfor kids than watching violence on TV. Amongothers. Importantly.movies. feelings.

"It's our contention that the psychological 'pull' of games is largely due to their capacity to engender feelings of autonomy. games --which are capable of supporting hundreds of thousands of players simultaneously -. which doesn't keep gamers as interested." Video games do have ratings to indicate when they have violence. The researchersused the questionnaires to look at the underlying motives and satisfactions that canspark players' interests and sustain them during play. or MMO. and other content that may be inappropriate for your child.Moreover.The researchers found that the games can provide opportunities for achievement. stronglanguage. "those that do may be the best at keeping players coming back.learning of violentbehavior.Ryan pointed out that while not all video games are able to satisfy basic psychologicalneeds. Researchers say they've found another reason why video games are so hard to give up:They may help fulfill basic psychological needs. The ratings."We think there's a deeper theory than the fun of playing. game enjoyment and an intention for future play. Those benefits trumpeda shallow sense of fun." said Ryan. freedom and even a connection to other players.The gamers were divided into four groups. looked at what motivated 1. a motivational psychologist at Rochester.Middle school students who spend their after-school hours watchingcable TV programs and playing video games could see their school performance suffer.In a study. at least short-term. established for the . Theyanswered questionnaires both before and after playing the games.about the issue of Motivation and Emotion." the researchers found. mature sexual themes.He believes that video games not only motivate further play but "also can beexperienced as enhancing psychological wellness. said in a prepared statement. Players reportedfeeling the best when the games produced positive experiences and challenges thatconnected to what they knew in the real world. investigators from the Universityof Rochester and Immersyve Inc." lead investigator RichardRyan.000 gamers to keepplaying video games.theneed for relatedness emerged "as an important satisfaction that promotes a sense of presence."For the participants who played massively multiplayer online. each asked to play different games. competence and relatedness.

you can help your child identify less withthe aggressive characters and reduce the negative effects that the violent video gamescan have. If your child seems moreaggressive after spending time playing a certain game. and restricting access toadult media ² including cable movie channels and R-rated movies and videos ² tosupport better school performance. range fromEC (meaning Early Childhood) . By doing that. video games they play or theamount of computer time they have is really an important part of the parents'responsibility to get their kids moving.which indicates that violent or graphicsexual content makes it appropriate only for adults.´ CHAPTER 3: RESEARCH METHODOLOGY To comprehensively achieve the objectives which are beneficial to broadenobjectives of the agency and organizations in the study of Computer Game Addictionand to efficiently or successfully obtain the desired outcome of this architectural thesis.results such as recommendations for its cause and effects which will incorporateinterpretative. Gathering of Data .One of the easiest ways to get the family moving is to encourage playing outsideduring the day. according to the AAP(The American Academy of Pediatrics) .which indicates that the game is appropriate for kidsages 3 and older . AAP recommends that kids older than 2 years spend no more than 2 hourswatching TV or movies or playing video games daily. are the different processes or steps in conducting this study.Entertainment Software Review Board. quantitative and qualitative methods of research AO (for Adults Only) . it's a good idea to discuss thegame and help your child understand how the violence that's portrayed is different fromwhat occurs in the real world. P resented systematically. The authors further suggestlimiting media use to no more than 1 hour on school nights. ³Limiting the amount of TV children watch. A.Monitor how the games are affecting your child.

the related local and foreign studies and literature shall besourced out. LUBUGUIN. World Wide Web Considering that the internet or worldwide web (www) is the most accessible andthe most widely known as the fastest form of researching because information are allmade available in a click. NARANJO. M . D . C .b. R . V . In particular. theoretical. including national libraries shall be visited tocomprehensively gather the needed information for the study. datafrom the following sources shall be gathered to be able to support the framework as well as the processes of this study. this shall be considered as an alternative source of information. X .To attain the desired objectives for the study of Computer Game Addiction. Libraries Libraries of various universities. 1. Z . Review of Published and Unpublished Material The review of published and unpublished materials shall be done to collectinformation on philosophical. descriptive and procedural aspect of thestudyon Computer Game Addiction. A . The review shall also be performed to be able toexamine the effects of computer games in the process of conducting the questionnaires. EUSEBIO. GUSI. The following possible sources of unpublished and published materials shall be questions and surveys for the students. Unpublished studies such A STUDY ABOUT COMPUTER GAME ADDICTION 2011 K.

Table No.The first set of guide question targets the life story of a computer game player/addict. analysed andinterpreted the data gathered to answer the specificquestions posed in this study. Interview A. The primary instrument used is the interview to relevant resource persons. y Played severalonline games andhad spent a wholeday playing acertain game.Three types of instruments in gathering sets of information are used in this researchstudy. VILLANUEVA Page 16 CHAPTER 4: PRESENTATION. y Fond of playingonlineand LANgames y Canspendhalf aday . and y Startedplaying duringher earlyyears y She is fondof playinggames onfacebook andspends almost10 hours of playing on acomputer y Influenced by afriend.counterstrike. INTERPRETATION AND ANALYSIS OF DATA This part of the study aims is focused on how the researchers presented.The researchers got to interview 5 students one of which is a female. they got hooked up and almost forgoteverything about their studies. Thoserespondents were chosen by the researchers for they were affected by computer gaming in different ways but commonly. Thus. Those college students whom the researchershave interviewed are students who can actually play computer games for more than 8hours. in this chapter data shall bepresented according to the instrumentation used. y Currenlty playingDragona and HON y Learned toplay onlinegames by hisown duringhis first yearsin college. GamersSeveral college students are interviewed by the researchers 2 sets of guide questionsare prepared to obtain more results.I..1 Interview Responses from 5 students Gamer 1 Gamer 2 Gamer 3 Gamer 4 Gamer 5Firstpart y Started playing atan early age andwas influenced byhis friends. y Plays 3 hours a day y Plays dota. Twoother types are survey and immersion/observation. y Have playednumerousonlinegames y Currenltyplaying HON y Startedplayingduring hishigh schoolyears asinfluenced bya friend.


GUSI. V . shethought thatcomputer gaming hasthe tendencyto ruin one¶sfuture. He is just fond of playing andhow it easeboredom. justmeals. y Unlike theothers she donot miss her classes. X . R .. y Similar toothersinsights. A . EUSEBIO. C .ThirdPart y After severalyears. VILLANUEVA Page 17 y Can actuallyplay for onewhole dayragnarok shop. y She alsoplays onlinegamesplayingcomputer gamesSecondPart y There were timesthat he misses hisclasses and mealsfor online gaming. Z . y Answer ssimilar to thefourthgamer. D . he seeshimself still playinggames but with hisfamile (children) y Advice: Managetime properly andprioritize studies . y He thinks that(from hisexperience) beingaddicted to acomputer gamemay ruin astudentsconcentration instudies y He was hooked tocomputer gamingbecause he likedthe fact that he gotto talk to personswhom he doesn¶teven knowpersonally y Similar tothe firstgamer buthe doesn¶tlike theinteractionand thesocial lifethat onlinegaming maygive. NARANJO. LUBUGUIN. y Again similar to the firstgamer butthe thing thathe likes themost andhooked himup is the factthatcomputer gaming killsboredom.

as seen on Table no. The questions were divided into parts. the third part contains their vision on . The Second part relaysthe positive and negative effects of computer gaming. 4 . y Advice:Control oneself and refrainfrom beingaddicted to acomputer game y Similar to gamer no.y After severalyears he donot seehimself stillplayingcomputer games y Advice:Manage timeproperly y In the futurehe will nolonger beaddicted tocomputer gaming for he will bebusy findinga stable job y Advice:Manage timeProperly y She do notsee herself asan adult gamer for she thinkthat she wouldbe too oldenough to playcomputer games. It also delivers their perceptionregarding computer gaming addiction. And finally. 1. The first of which seeksan answer describing their backgrounds in computer gaming.

Sign up to vote on this title
UsefulNot useful