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These researches we study about the psychological factor, whether that is factor to the
online game addiction among students. Unlike with substance abuse, the biological
dopamine, but there’s more to addiction than brain chemistry (Rooij, Online video game
component to the addiction. Online gaming allows a person to escape the real world and
change the perception of self-worth (Rooij, Online video game addiction: identification of
addicted, 2010). An online gaming 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 in 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 four to five 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 useseems 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. “Individuals 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 as other addictive activities, such
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.
In 2005, advertiser spent $80 million to reach game players, this spending is expected to
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 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
almost always ends up failing. Zhang (2007) and Zhou (2007), who also researched on
the same topic, reported different results on the online game 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 the
physical symptoms of Internet and online game addiction were cervical spondylitis,
MMOG players, is essentially a spinal injury which results from keeping the same sitting
position for hours while playing games. This situation is more often than not leads to
injuries to the cervical vertebra on the spinal cord. Neurasthenia on the other hand is a
neurological disorder that results from when players engage in hours and hours of game
playing with no virtually sleep intervals in between. Even though players may end up
playing games for a long time before going to sleep, their brains still keep running and
experiencing phantom excitement from playing games even when they are asleep. This
causes sleep sensitivity and disorders which induce addicted players to wake up several
times during the night and as such this leads them suffering from insomnia which can
cause mental anxiety and eventually result in nervous breakdowns and general tiredness.
Once the nature of physical and mental symptoms that manifest in MMOG addicts had
been determined, we perused in various literatures on this topic to discover the ways
through these addiction could be evaluated. One of the useful information sources was
obtained from Young (1999), who conducted a study aimed at enabling social workers to
better understand, detect and treat Internet addiction. The research by Young focused on
the complications that precede an Internet addiction diagnosis. With regards to this
online games or not. To create a more holistic point of view this thesis also aims to identify
the negative consequences associated with using the Internet and the ways to assess
and identify the reasons causing the onset of pathological Internet use.
It is widely believed that game players who spend playing too many hours (above 10
hours a day) are at high 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 such as time spent on games (i.e., usage), life
satisfaction, loneliness, social competence , and aggression (Lemmens et al., 2009). For
example, Peters and Malesky (2008) further support the relationship between addiction
of World of Warcraft players to the game and the time they spend playing online, the
relationship that is also supported among adolescents who are addicted to online games
in general (Gentile, 2009; Xu et al., 2012). However, due to the lack of research on the
causal relationship among game addiction and these psychosocial variables, the authors
avoid making conclusions regarding the direction of the relationships. Gentile (2009),
show that pathological gamers are twice as likely as non-pathological gamers to have
attention problems such as attention deficit disorder. However, the author avoids making
attention problems. In a study on a large sample of adolescents (13-16 years olds) in the
Netherlands, van Rooij et al. (2011) show that compared to non-addicts, video game
addicts have significantly higher levels of depressive moods, loneliness and significantly
lower levels of self-esteem. In this study, the results of this comparison for social anxiety
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 trivialised. 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. Previous treatments had failed so
the boy was given a hand held video game to keep his hands occupied. After two weeks
the affected area had healed. Controlled studies using both randomised controlled trials
and comparison with patient’s own baseline measures show that video games can
provide cognitive distraction for children during chemotherapy for cancer and treatment
for sickle cell disease. All these studies reported that distracted patients had less nausea
and lower systolic blood pressure than controls (who were simply asked to rest) after
treatment and needed fewer analgesics. Video games have been used as a form of
focus attention away from potential discomfort and, unlike more traditional therapeutic
activities; they do not rely on passive movements and sometimes painful manipulation of
the limbs. Video games have been used as a form of physiotherapy for arm injuries, in
training the movements of a 13 year old child with Erb’s palsy, and as a form of
occupational therapy to increase hand strength. Therapeutic benefits have also been
reported for a variety of adult populations including wheelchair users with spinal cord
injuries, people with severe burns, and people with muscular dystrophy. Video games
have also been used in comprehensive programmes to help develop social and spatial
ability skills in children and adolescents with severe learning disability or other
developmental problems, including autism; children with multiple handicaps (for example
severely limited acquisition of speech) and children with impulsive and attention deficit
disorders. However, there has been no long term follow-up and no robust randomised
controlled trials of such interventions. Whether patients eventually tire of such games is
also unclear. Furthermore, it is not known whether any distracting effect depends simply
important factor as there have been no controlled trials comparing video games with other
distractors. Further research should examine factors within games such as novelty, users’
preferences, and relative levels of challenge and should compare video games with other
potentially distracting activities. While playing video games have some benefits in certain
clinical settings, a growing body of evidence highlighting the more negative aspects of
play—particularly on children and adolescents. These include the risk of video game
addiction, (although the prevalence of true addiction, rather than excessive use, is very
low) and increased aggressiveness. There have been numerous case reports of other
adverse medical and psychosocial effects. For instance, the risk of epileptic seizures
established. (Graf et al 1994) report that seizures are most likely to occur during rapid
scene changes and when games include patterns of highly intense repetition and
flickering. Seizures and excessive or addictive play do not seem to be linked directly,
however, as occasional players seem to be just as susceptible. Other case studies have
neuropathy, and obesity. Some of these adverse effects seem to be rare and many
resolve when the patients no longer play the games. 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
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 excessive play and on defining
what constitutes excess in the first place. There should also be long term studies of the
children playing games continue to be younger and internet usage among children
becomes more popular. Moreover, the internet access has become widespread since
1990s, which impacted people’s working, socializing and behaviors (Dindar & Akbulut,
2014). The Internet become an important media role in information age especially for
children and youth who are a group that influences by internet use (Makesrithongkum,
2009). The internet also has a great impact on marketing concepts especially in the game
sectors in terms of alerting relationship marketing activities with customers (Maklan &
Klaus, 2011).
Online games become interactive because they allow game players around the world to
interact with each other in one single platform. Eventually, online games began to
becoming the important factor of our social culture (Nuangjumnonga & Mitomo, 2012)
and (Williams et al., 2008). Online games also bring people together to form society which
players interact with each other in virtual world that are always on. These worlds, called
As the computers and online games market grew rapidly many people especially
teenager spend great amounts of time playing online games (Boyle, Connolly, & Hainey,
interaction with a game become critical since it is an important key for company
sustainability (Tony, Richard, & Paul, 2009). Moreover, there is a few knowledge about
how customer experiences on online game that would be from their consumption which
might be interpreted into customer value perception (Iyanna, Bosangit, & Mohd-Any,
2012).
In cebu, online game addiction is also becoming an issue. In one of the episode of I-
Wtiness, Kara David was able to interview youngsters namely Doc, Mark and Ice who
resort to illegal activities just to fund their addiction to online gaming. Doc, Mark and Ice
are part of a young generation spending a lot of their time on computer games. Some of
them undergo illegal activities to fund their vices and they can go on gaming for 24-hours
without any sleep. 22-year-old Doc is a scavenger and vagrant, but once he gets his
money out of collecting garbage, he goes to his favorite Internet shop to play. Mark, 20,
is an out of school youth. He lost his investment money and stole from his mother to pay
for his Internet rentals. Fourteen-year-old Ice says he gets his money from homosexuals
in exchange for sexual favors. In one of the article of PhilStar which is “Battle on Vs Kids’
online games addiction”, Samuel Pagdilao (Police Criminal Investigation and Detection
Group (CIDG) director Chief Superintendent) stressed the need for measures to protect
children from being hooked on online computer games. He said many children spend
According to Bachhuber and Saulnier (2012), playing online games is an effective way of
enhancing a student’s reading comprehension. Through formative testing, they found out
that online games can help a student improve his/her grammar, vocabulary and
comprehension because they can have an interactive way to learn English or any other
language.
In the research conducted by Ahn and Randall (2008), they were able to discover that
lifestyles of students. Based on their surveyed data, students who are addicted in online
corresponds with the amount of playing time of addicted students on the MMOGs. Their
surveyed data also shows that approximately 50% of MMOG addicted students were also
According to the research conducted by Zhang (2007) and Zhuo (2007) on online game
addiction, the physical symptoms of Internet and online game addiction were were
caused by having the same sitting position for hours while playing games. On the other
results from when players engage in hours and hours of game playing with no virtually
sleep intervals in between. This causes sleep sensitivity and disorders which induce
addicted players to wake up several times during the night and as such this leads them
suffering from insomnia which can cause mental anxiety and eventually result in nervous