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Humanistic needs theory

Similar to self-determination theory, humanistic needs theory is concerned with the

fulfillment of psychological needs. The theory is perhaps best outlined in Maslow’s

(1943) hierarchy of needs. The hierarchy summarises the needs that individuals want

met in order to experience high levels of well-being. The hierarchy includes the basic

physiological needs that all organisms need to pursue to survive as well as other higher

order needs such as esteem and self-actualization. Studies into video gaming addiction

based on humanistic needs theory mainly concentrate on two of the needs categories in

Maslow’s hierarchy, namely esteem and belongingness (Wan & Chiou, 2006). These

categories are prioritised as they appear to contain the needs that video games are

most capable of fulfilling. Additionally these needs are not necessarily as easy to meet

as the more basic physiological and safety needs.


Conceptual Framework

The system approach (Input – Process – Output was used as the conceptual

Framework of the study.

Input
Research of the Study

1. What are the purpose of this study?

2. Who will benefit to this study?

3. How they will benefit to the study

4. What are the reasons of the teenagers for getting easily irritable?

Process

Output
Scope, Limitations, and Delimitation

This research was conducted to determine how the Effects of Online Games to

the behavioral development of an adolescent During Pandemic in Payatas A, Quezon

City, Philippines. The respondents include of 50 adolescents.

Definition of Terms

Adolescent - It is a transitional phase of growth and development between childhood

and adulthood

Lockdown - a state of isolation or restricted access instituted as a security measure.

Outdoor Activities - refers to recreation engaged in out of doors, most commonly in

natural settings

CHAPTER 2

REVIEW OF RELATED LITERATURE

This chapter provides an overview of Foreign and Local Literature about the study

presenting the Effect of Online games to the behavioral development of an adolescent

during Pandemic in Payatas A, Quezon City, Philippines.

Foreign Literature
Lepper, M. R. & Gurtner, J (2000), states that prolonged and excessive use of
these games can cause, mainly upon children, a number of physical and psychological
problems which may include obsessive, addictive behaviour, dehumanization of the
player, desensitizing of feelings, personality changes, hyperactivity learning disorders,
premature maturing of children, psychomotor disorders, health problems (due to lack of
exercise & tendonitis), Development of anti-social behaviour and loss of free thinking
and will.

Anderson and Bushman (2001), found that across 54 independent tests of the relation
between video game violence and aggression, involving 4262 participants, there appear
to be five consistent results of playing games with violent contents.

Playing violent games increase aggressive behaviours, increases aggressive


cognitions, increases aggressive emotions, increases physiological arousal, and
decreases pro-social behaviours. Since most electronic games are violent, children
below legal ages are emotionally disturbed and caused several changes on their
behaviour.

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