Professional Documents
Culture Documents
Introduction
shaped the way people live today. From the way people use
faster. But these aren't the only things those gadgets are
used for.
gadget that is often used all around us. It has many uses
“Computer Games”.
includes the first online game that was created in the 1978
pass their time away on. The addiction to the feeling and
higher.
and hours online and then sell the account to others which
world.
games to make more artistic and exciting games that are both
But then various studies have pointed that online games does
performance.
at high levels.
1997).
of students.
academic performance.
negatively.
heightened.
academic success.
things that they are learning rather than simply being told
in particular ways.
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adults.
online gaming.
gaming.
2007)
learners.
18
in school.
gaming.
Data Gathering
In conducting this research study, the
researchers will use the non-probability
sampling, specifically the purposive or
judgemental sampling. In this technique the
researchers will select the respondents if they
have a background of playing online games.
Responses from the questionnaire were analyzed
using the descriptive statistics of frequency
counts and percentage,Pearson’s r Correlation
and inferential statistics of T-test.
of:
1.1 Sex;
1.2 Age;
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in terms of:
2.1 Salience;
2.2 Tolerance;
2.4 Relapse;
2.5 Withdrawal;
2.7 Problems
Hypothesis
the following:
their children about the effects of too much playing online games
online games.
reference and basis for the future researches that they will
gaming.
Definition of Terms
excessive gaming.
alternative possibilities.
available.
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the internet.
spent on games.