You are on page 1of 8

THE IMPACT OF ONLINE GAMES ON HEALTH AND BEHAVIOR OF PLAYERS

Introduction

In this fast-paced modern world, technology becomes naturally part of people’s daily

lives. Many of the current technologies are the source of entertainment and have become

indispensable (Quwaider, Alabed & Duwairi, 2019). Technology, specifically computers and

mobile phones with its developed online games, are mostly the source of entertainment. Online

games have become more effective source of entertainment because the games are more active

compared to watching televisions (TV) (Zamani, Chashmi & Hedayati, 2018). The development

of online games has brought more interaction and interest among the players.

On the other hand, there are studies made which emphasizes the negative impact of

online games on players’ health and behavior. Negative effects of online games such as

stimulating anger and violence, costing a lot of money, and physical and mental health problems

are much higher than the positive effects of the game such as increasing the coordination of eyes

and hands (Zamani, Chashmi & Hedayati, 2018).

The researcher made this study to identify and better understand the impact of online

games to behavior and health on players of senior high school students of Bagac National High

School (BNHS)-Parang. Also, once negative impacts are identified, there will be an increase of

possibility to develop ways to minimize if not totally eradicate its negative effects. This study is

participated with 50 senior high school students, 25 of which are males and 25 are females and

age ranging from 16-19 years old. It is conducted around the vicinity of BNHS.

To conduct the study, researcher made the student-participants read the informed consent and

affix their signatures if they agree to the terms and leave it blank if they do not. A cover story
will be created to remove any suspicion from the participants. In the cover story, participants will

be asked to report on their mood throughout the experiment because mood had previously been

found to influence memory. After this, they will answer the pre-test measure consisted of online-

games-addiction-related questions to remove the outliers through cut score. Students who get

high scores from the first questionnaire will be the sample of the study and will proceed

throughout the process. The sample will answer the second questionnaire to predict and identify

the impact of online games to their health and behavior. In keeping up with the cover story,

participants will also be informed to answer a short memory task on the test paper in order to

match the cover story. The memory task will contain a list of 30 words which is not related to

online games. This brief task will be shown for 1 minute and they will be asked to jot down as

many words that they could possibly remember from the 30-word list. Finally, the participants

will be debriefed after completion of the study.

The researcher will answer the research problems: (1) What are the effects of online

games to players’ behavior? (2) What are the effects of online games to players’ health? (3) Why

do players spend time on online games? And (4) What online game(s) are/is mostly played?

The research study has four null hypotheses: (1) Online games does not have an effect to

players’ behavior? (2) Online games does not have an effect to players’ health? (3) Players does

not spent much time on online games, and (4) No online game is mostly played.
Methodology

This descriptive correlation study aims to determine the impact of online games on

behavior and health of players of Bagac National High School (BNHS)- Parang.

The sample population are senior high school students of BNHS-Parang, both male and

female, ages between 16-19 years old. The researcher made this study to identify and better

understand the impact of online games to behavior and health on players of senior high school

students of Bagac National High School (BNHS)-Parang. Also, once negative impacts are

identified, there will be increase of possibility to develop ways to minimize if not totally

eradicate its negative effects. This study is participated with 50 senior high school students, 25 of

which are males and 25 are females and age ranging from 16-19 years old. It is conducted around

the vicinity of BNHS.

To conduct the study, researcher made the student-participants read the informed consent and

affix their signatures if they agree to the terms and leave it blank if they do not. A cover story

will be created to remove any suspicion from the participants. In the cover story, participants will

be asked to report on their mood throughout the experiment because mood had previously been

found to influence memory. After this, they will answer the pre-test measure consisted of online-

games-addiction-related questions to remove the outliers through cut score. Students who get

high scores from the first questionnaire will be the sample of the study and will proceed

throughout the process. The sample will answer the second questionnaire to predict and identify

the impact of online games to their health and behavior. In keeping up with the cover story,

participants will also be informed to answer a short memory task on the test paper in order to

match the cover story. The memory task will contain a list of 30 words which is not related to

online games. This brief task will be shown for 1 minute and they will be asked to jot down as
many words that they could possibly remember from the 30-word list. Finally, the participants

will be debriefed after completion of the study.

The researcher will answer the research problems: (1) What are the effects of online

games to players’ behavior? (2) What are the effects of online games to players’ health? (3) Why

do players spend time on online games? And (4) What online game(s) are/is mostly played?

Statement of the Problem

A) What are the effects of online games to players’ behavior?

B) What are the effects of online games to players’ health?

C) Why do players spend time on online games?

D) What online game are/is mostly played?

References:

World Health Organization (2018) What is gaming disorder? Link: https://goo.gl/XvfDAw

Shoja MM, Tubbs RS, Malekian A, JafariRouhi AH, Barzgar M, et al. (2007) Video game
epilepsy in the twentieth century: a review. Childs Nerv Syst 23: 265–267.
Link: https://goo.gl/x6GvSM

Gillespie RM (2002) The physical impact of computers and electronic game use on children and
adolescents, a review of current literature. Work. 18: 249–259.
Link: https://goo.gl/VyyZja

Green CS, Bravelier D (2006) Effect of action video games on the spatial distribution of
visuospatial attention. J Exp Psychol Hum Percept Perform 32: 1465–1478.
Link: https://goo.gl/jjbz5j

Li RW, Ngo C, Nguyen J, Levi DM (2011) Video-game play induces plasticity in the visual
system of adults with amblyopia. PLoS Biol 9: 34-40. Link: https://goo.gl/1x2tJS

Zapata AL, Moraes AJ, Leone C, Doria- Filho U, Silva CA (2006) Pain and musculoskeletal
pain syndromes related to computer and video game use in adolescents. Eur. J. Pediatr
165: 408–414. Link: https://goo.gl/KuTi7P
Burke A, Peper E (2002) Cumulative trauma disorder risk for children using computer products:
results of a pilot investigation with a student convenience sample. Public Health Rep 117:
350–357. Link: https://goo.gl/xVzRyR

Karim SA (2005) Playstation thumb--a new epidemic in children (PDF). S Afr Med J 95: 412.
Link: https://goo.gl/8KbbRz

Bakos RM, Bakos L (2006) Use of dermoscopy to visualize punctate hemorrhages and
onycholysis in playstation thumb. Arch Dermatol 142: 1664–1665.
Link: https://goo.gl/kQkyhz

Macgregor DM (2000) Nintendonitis? A case report of repetitive strain injury in a child as a


result of playing computer games. Scott Med J 45: 150. Link: https://goo.gl/UNMW1M

Eley KA (2010) A Wii Fracture. N Engl J Med 362: 473–474. Link: https://goo.gl/FMJ1ia

Ramos EM, James CA, Bear-Lehman J (2005) Children's computer usage: are they at risk of
developing repetitive strain injury? Work 25: 143–154. Link: https://goo.gl/iCN9h1

Carvalhal MM, PadezMC, Moreira PA, Rosado VM (2006) Overweight and obesity related to
activities in Portuguese children, 7-9 years. Eur J Public Health 17: 42–46.
Link: https://goo.gl/XYMntc

Rehbein F, Kleimann M, Mössle T (2010) Prevalence and risk factors of video game dependency
in adolescence: results of a German nationwide survey. Cyberpsychol Behav Soc Netw
13: 269–277. Link: https://goo.gl/jRyjsA

Chaput JP, Visby T, Nyby S, Klingenberg L, Gregersen NT, et al. (2011) Video game playing
increases food intake in adolescents: a randomized crossover study. Am J Clin Nutr 93:
1196–1203. Link: https://goo.gl/5Y7SJd

Maddison R, Foley L, Ni Mhurchu C, Jiang Y, Jull A, et al. (2011) Effects of active video games
on body composition: a randomized controlled trial. Am J Clin Nut 94: 156–163.
Link: https://goo.gl/9S1rJk

Baranowski T, Abdelsamad D, Baranowski J, O'Connor TM, Thompson D, et al. (2012) Impact


of an active video game on healthy children's physical activity. Pediatrics 129: 636–642.
Link: https://goo.gl/hWrvio

Langenbucher J, McCrady B, Brick J, Esterly R (1993) Socioeconomic Evaluations of


Addictions Treatment, The White House- President's Commission on Model State Drug
Laws, Washington D.C. Link: https://goo.gl/h44mJB
M. J. P. Wolf, “Genre and the Video Game,” 09-Nov-2000. [Online]. Available:
http://www.robinlionheart.com/gamedev/genres.xhtml. [Accessed: 17-Jan-2019].

J. J. Arnett, “The psychology of globalization.,” Am. Psychol., vol. 57, no. 10, p. 774, 2002.
N. Heni and H. Hamam, “Design of emotional educational system mobile games for autistic
children,” in 2016 2nd International Conference on Advanced Technologies for Signal
and Image Processing (ATSIP), 2016, pp. 631–637.

S. de Castell, N. Taylor, J. Jenson, and M. Weiler, “Theoretical and Methodological Challenges


(and Opportunities) in Virtual Worlds Research,” in Proceedings of the International
Conference on the Foundations of Digital Games, New York, NY, USA, 2012, pp. 134–
140.

J. J. Shaughnessy, E. B. Z. Professor, and J. S. Zechmeister, Research Methods in Psychology,


10 edition. Dubuque: McGraw-Hill Education, 2014.

P. Holtz and M. Appel, “Internet use and video gaming predict problem behavior in early
adolescence,” J. Adolesc., vol. 34, no. 1, pp. 49– 58, Feb. 2011.

B. Harrison and D. L. Roberts, “Using Sequential Observations to Model and Predict Player
Behavior,” in Proceedings of the 6th International Conference on Foundations of Digital
Games, New York, NY, USA, 2011, pp. 91–98.

N. Yee, “The psychology of MMORPGs: Emotional investment, motivations, relationship


formation, and problematic usage,” Avatars Work Play Collab. Interact. Shar. Virtual
Environ., vol. 34, pp. 187–207, 2006.

L. A. Barnett, “Accounting for Leisure Preferences from Within: The Relative Contributions of
Gender, Race or Ethnicity, Personality, Affective Style, and Motivational Orientation,” J.
Leis. Res., vol. 38, no. 4, pp. 445–474, Dec. 2006.

L. A. Jensen, “Coming of age in a multicultural world: Globalization and adolescent cultural


identity formation,” Appl. Dev. Sci., vol. 7, no. 3, pp. 189–196, 2003.

L. Steinberg, “Cognitive and affective development in adolescence,” Trends Cogn. Sci., vol. 9,
no. 2, pp. 69–74, 2005.

F. Bayraktar and H. Amca, “Interrelations between virtual-world and real-world activities:


comparison of genders, age groups, and pathological and nonpathological Internet users,”
Cyberpsychology Behav. Soc. Netw., vol. 15, no. 5, pp. 263–269, May 2012

V. C. Strasburger et al., “Children, adolescents, and the media,” Pediatrics, vol. 132, no. 5, pp.
958–961, 2013.
C. Barlett, C. D. Rodeheffer, R. Baldassaro, M. P. Hinkin, and R. J. Harris, “The Effect of
Advances in Video Game Technology and Content on Aggressive Cognitions, Hostility,
and Heart Rate,” Media Psychol., vol. 11, no. 4, pp. 540–565, Dec. 2008.

“The effects of video game realism on attention, retention and aggressive outcomes -
ScienceDirect.” [Online]. Available:
https://www.sciencedirect.com/science/article/pii/S0747563210002803. [Accessed: 17-
Jan-2019]. [16] I. Granic, A. Lobel, and R. C. M. E. Engels, “The benefits of playing
video games,” Am. Psychol., vol. 69, no. 1, pp. 66–78, 2014.

R. B. Lull and B. J. Bushman, “Immersed in violence: Presence mediates the effect of 3D violent
video gameplay on angry feelings,” Psychol. Pop. Media Cult., vol. 5, no. 2, pp. 133–
144, 2016.

J. S. Lemmens and S. J. F. Hendriks, “Addictive Online Games: Examining the Relationship


Between Game Genres and Internet Gaming Disorder,” Cyberpsychology Behav. Soc.
Netw., vol. 19, no. 4, pp. 270–276, Apr. 2016.

“Effect of Playing Violent Video Games Cooperatively or Competitively on Subsequent


Cooperative Behavior | Cyberpsychology, Behavior, and Social Networking.” [Online].
Available: https://www.liebertpub.com/doi/10.1089/cyber.2011.0308. [Accessed: 17-Jan-
2019].

F. Rehbein, M. Kleimann, and T. Mössle, “Prevalence and risk factors of video game
dependency in adolescence: results of a German nationwide survey,” Cyberpsychology
Behav. Soc. Netw., vol. 13, no. 3, pp. 269–277, Jun. 2010.

F. Jonathan, “Eight Ways Videogames Generate Emotion,” 2007.

N. Yee, “Motivations for play in online games,” Cyberpsychology Behav. Impact Internet
Multimed. Virtual Real. Behav. Soc., vol. 9, no. 6, pp. 772–775, Dec. 2006.

P. Fischer et al., “The racing-game effect: why do video racing games increase risk-taking
inclinations?,” Pers. Soc. Psychol. Bull., vol. 35, no. 10, pp. 1395–1409, Oct. 2009.

M. E. Ballard and J. R. West, “Mortal Kombat (tm): The effects of violent videogame play on
males’ hostility and cardiovascular responding,” J. Appl. Soc. Psychol., vol. 26, no. 8, pp.
717–730, 1996.

A. Gabbiadini and T. Greitemeyer, “Uncovering the association between strategy video games
and self-regulation: A correlational study,” Personal. Individ. Differ., vol. 104, pp. 129–
136, Jan. 2017.
J. Hamari, D. J. Shernoff, E. Rowe, B. Coller, J. Asbell-Clarke, and T. Edwards, “Challenging
games help students learn: An empirical study on engagement, flow and immersion in
game-based learning,” Comput. Hum. Behav., vol. 54, pp. 170–179, Jan. 2016.

D. Zendle, P. Cairns, and D. Kudenko, “Higher Graphical Fidelity Decreases Players’ Access to
Aggressive Concepts in Violent Video Games,” presented at the Proceedings of the 2015
Annual Symposium on Computer-Human Interaction in Play, 2015, pp. 241–251.

K. Cheng and P. A. Cairns, “Behaviour, Realism and Immersion in Games,” in CHI ’05
Extended Abstracts on Human Factors in Computing Systems, New York, NY, USA,
2005, pp. 1272–1275.

“Behavioural realism and the activation of aggressive concepts in violent video games - Google
Search.” [Online]. Available: https://www.google.com/search?client=firefox-
b&q=Behavioural+realism+and+the+activation+of+aggressive+concepts+in+violent+vid
eo+games. [Accessed: 17-Jan-2019].

V. Kovess-Masfety et al., “Is time spent playing video games associated with mental health,
cognitive and social skills in young children?,” Soc. Psychiatry Psychiatr. Epidemiol.,
vol. 51, no. 3, pp. 349–357, Mar. 2016.

G. S. Brunborg, R. A. Mentzoni, and L. R. Frøyland, “Is video gaming, or video game addiction,
associated with depression, academic achievement, heavy episodic drinking, or conduct
problems?,” J. Behav. Addict., vol. 3, no. 1, pp. 27–32, Mar. 2014.

You might also like