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Montelibano
kinds of online games, and that online gaming has made a huge impact on today’s society Online
games have evolved during the years, the very first video game was invented during (1960) and
now the latest play station 4 console in the newest statistic of (2017) they have confirmed an
estimated 1.8 billion online gamers and 1.2 are playing on P.C. Since everything is mostly online
now some people especially teens communicate in social media and even from games online. It
is fast graving industry where gaming companies and developers like value which own Steam
that also bought world of warcraft (DOTA Austors) In this chapter of my research I trying to find
the effects of the addiction of online games to the students to today but during deep exploration I
have found similar and coherent information on its negative effects in particular. I trying to
explain a brief representation of different from literatures, articles, and past researches or studies
about online gaming addiction. There researches I study about the psychological factor, whether
that is the factor to the online game addiction among students unlike with substance abuse, the
biological aspect of video game addiction in uncertain. Research suggests gambling elevates
dopamine, but there’s more to addiction than brain chemistry according to (Raaiji 2010). The
addict suffers from a psychological component to the addiction. Online gaming allows a person
to escape to real world and change the perception of self-worth. 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 According to (Lan Ying
Huang 2002) by playing the online game features online gamer participants may view the game
as source of providing diversion and filling time. These gamers avoid their problems by playing
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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.
Internet addiction is relatively new phenomenon in which social workers and psychologists are
unaware of and are these unprepared to treat at present MU (2006) points out that some of the
internet and online games addiction, including the decrease in friend and face to face interactions
with others, become infrequent while the member of friends in the virtual world exponentially
becomes weaker and weaker overtime. 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 the demands of society. However this
mostly unsuccessful as it almost always ends up failing Zhang (2007) and Zhou (2007), who also
researched on the online game addiction reported different results and the finding supported the
same symptom. With regards to undergraduate students who were addicted to the internet or
online games, Zhang (2007) indicated the most of these students had bad grades in their
universities. 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 online games (Anand 2007). Previous
studies have shown that online game addiction among adolescent gamers is highly correlated
with psychological problems such as time spent on games life satisfaction, loneliness, social
competence, and aggression (Lemmens et al 2009). For example, Peter and Malesky (2009)
further support the relationship between the addiction of DOTA players to the game among the
adolescents who are addicted to online games in general (Gentile, 2009; XU et al, 2012).
However, due to the lack of research on the casual relationship among gaming addiction and
these psychological variable, the authors avoid making conclusions regarding the direction of the
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relationship. Playing video games is often associated in our society with poor academic
performance. This anecdotal idea is supported by some research. A 2000 study found a negative
correlation between GPA and time spent playing video games (Anderson and Dill 2001). The
correlation was relatively small. Time alone accounted for a 4% variance in GPA yet the findings
are significant. However, several older studies contend that the results of research have been
mixed. A 2002 study suggests that there is no clear casual relationship between video game
playing and academic performance (Emes, 2003, p 413). It goes on to say that the research is
sparse and contradictory. The effect that interactive digital media has on the learning process is
not completely negative. It is not that the medium itself is inherently flawed, but much of the
information that gets transmitted through it may be. As was noted in a 2002 study on media
attention and cognitive abilities, content appears to be crucial ( Schmidt and Vanderwater, 2009).
If the content being consumed is positive, then positive results can be expected. The study
examined research from may sources in arriving at this conclusion. Research on the social video
games is also mixed (Allison, Wahlde, Shockley, and Gabbard, 2006). Some studies have found
that video games are similar to addiction such as gambling which create negative social effects.
There are so many online games in the Internet but most popular and played by most Junior High
and Senior High School Students they played Clash of clans, League of Legends, and Dota. One
example of Online Games is Clash of Clans or what we called “COC”, According to Koueidder,
A (2013), this can be downloaded in Google Play Store and popular in App Store that is also hot
seat as an entertainment in Android. This game is said to free mobile MMO strategy video game
which develop and published by supercell. Through this game, the players are planning to build
their own village and train troops. This is also a strategical game because it includes battle with
the opponent online player (Kouedir, A. 2013). Another most known online game is League of
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Zerge A. Montelibano
Legends (LoL). According to GAudiosi, J. (2012), roit games produced and issued the video
game League of Legends for Microsoft Windows and Os X. This game is a multiplayer online
battle arena derived from Warcraft lll. To win, the player should make a great plan and strategies
to destroy the opposing team’s “NEXUS” which is the heart center of base and surrounded by
defensive towers. All of the League of Legends matches is connected with each other. Each
game/match always starts at the weak state purchasing of items and gaining of battle experiences
that can boost the gamer’s “champion” and help it to grow strong. As of now, this game was
widely accepted as its release and boosts its popularity worldwide. (GAdious, J. 2012). Defense
of Ancients or most of the gamer simply called it DOTA is also an example of Online games.
This game is hugely popular since 1900. Many young people played this game because instead
of playing an army with an important leader, you simply play the important leader while the
computer takes care of the army. Just like the other two games, this game has also its objective
and that is to destroy the ancient on each side. Each of the gamer has it strategies to destroy the
ancient on each side. Earth of the gamer has its strategies to destroy the ancients of the
opponents. One of the reason why players continue in playing online games is that they apply
what they learn in real life situations. At last, even though there are many new online games
existing right now, this game is still hugely played by most of the gamers. (Defense of the
Ancients, n.d). According to Craton, J. (2009), the physical consequences of Online gaming
addiction includes the Carpel tunnel syndrome in which the main nerve between the forearm and
hand is squeezed or pressed. Migraine headaches that normally begins in small spot and slowly
spreads and giving you more pain can cause you to vomit. Sleep disturbance which includes
insomnia, narcolepsy and etc. Backache , because the gamer stays on one position for a long
period of time. Lack of movement that can cause stiffness and soreness, worse, it can cause
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chronic back problems. Eating irregularities, the addicted gamers cannot exert time to eat or
they will eat improperly. The physical consequences of a gamer depend on the physical
condition or status of the gamer. Yet the rigidness of the physical consequences is frequently
parallel to the level of addiction but this is not the constant instance.(Craton, J.2009). According
proactive and self-reflecting agent rather than a reactive organism that is shaped solely by
external events and circumstances. At, first, if the gamer is already an online game addict, then
he/she feels good because it brings happiness and entertainment for them. For them, Life without
online game is boring so they do not mind what others say. But as the gamer continue to surf of
about more than 4 hours a day then the gamer will realize that it brings bad impacts on them.
With this, they feel sad and lonely because of the reasons that the gamer were isolated from their
family and friends. One can deny the fact that in what we do, there is always an emotional
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