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The Effects of Online Game: A study on Online Game

Addiction in many Students.

Introduction:
Online video game is defined as a video game played over some form of computer network.
This network is usually the internet or equivalent technology, but games have always used
whatever technology was Current for example modems before the Internet, and hard wired
terminals before modems. Online gaming is also a technology rather than genre that it is a
mechanism for connecting players together rather than a particular pattern of gameplay.

Need for the Study:


As the world nowadays is developing with advanced technology, the old school thing was
forgotten by the new generation. There are several improper habits and behavior with this
development which thee researcher finds in a study on online game towards the doer. The
study is to show how even an online video game can effects someone through various aspect.
Its purpose is to explore and identify online game addiction among students. The aspects
explored are the experience and commitment to playing online video game, the gamers health
issues, the inconsistent emotional reaction during playing online video games and reality versus
fantasy realization that is shown due to reduction of social interaction which eventually affect
the gamers relationship with others.
In order to study this matter, the researcher had conduct two methods which are based on
questionnaire and observation in terms of their demographic, experience, health, emotional
reaction, surrounding relationship, and their commitment in life. The finding will help others to
reduce their addiction towards the online game and become a normal person. It also can be
used to find the problem occurring among online video game addiction and possibly creating a
solution to overcome this phenomenon whilst discovering new outcomes.

Background:
In this new era or technology, online gaming has become more popular among teenager as it
can be played whether on smartphone, tablet or computer. As it become accessible almost
anywhere at any time, all range of age are now possible to be addicted into playing online video
game which at the end of the day they become less care about themselves, their performance
at school or workplace and their social life. In addition to that, player can also now access their
game progress anywhere they went as most of the online gaming nowadays enable player to
store and save their data on cloud storage.
Several types of online gaming are massively multiplayer online games and massively
multiplayer online role-playing game which involves millions player playing the game at the
same time. Online game are now also come in many genre such as action, adventure, simulator
and many more. Some online gaming that are popular among teenagers nowadays is Mobile
Legends, Clash of Clan and Call of Duty. There are actually several cases involve a teen die while
playing online game.
Some claimed that playing online gaming is one way to release stress and fill your free time.
While some said that too much game can affect one's mind and attitude. For example, people
who play games are constantly feeling tired. When someone is more likely to spend more time
in playing online game, some of them may end up with being addicted to it. Friends and
surrounding environment plays a big part in influencing us towards playing online game as the
city with better internet connection and easy access to computer will make it easier for the
people to gain the access to online game.
In addition to that, some of the games developers today try to gain profit by create a system
where the players must use their real money to help them doing mission, gain specialty and
advantage in these games. More and more people are now lead to spend money in online
gaming as they can get debit card easier and some of the young player tend to steal their
parent money using their credit card.

Objectives:
The research paper seeks to achieve its general objective of effect of online game that have
been conducted which is to overcome all the problem that arise among the gamers from
becoming more worst in the future;

 To control the attitude and behavior of the online gamers.


 To avoid them from influence.
 To make them be more responsible in their life.
 To improve their social interaction in surrounding.
 To reduce their obsession towards the online games.
 To improve their healthy lifestyle.

Research Questions and/or Hypothesis:


 How often do they play online games?
 How is there sleeping pattern and to find out whether is any way that their health
condition could be affected by playing online games?
 Are they communicating between one another?
 When choosing a game, are they certain factors to look at and the platform to use when
online gaming?
Research Methodology:
As this research purpose is to understand the behavior and attitude of the students towards
online game, the researcher have decided to use qualitative research method to collect and
analyze the data received. Qualitative research is designed to reveal the respondent's range of
behavior and the perceptions that drive it with reference to specific topics or issues. Thus by
using qualitative research method, the researcher wanted to find out the attitude and behavior
of the students who are playing online video game. The reason why the researcher not using
quantitative research method is because this research is not to find out how many but to know
what, why and how the phenomena occur.

Research Timeline:
This project is expected to be completed in 1 month with the following indicates as the
activities duration for every section of the research paper:

Research Section: Duration:


1. Title 2 days
2. Introduction 2 days
3. Need for this Study 3 days
4. Background 5 days
5. Objectives 3 days
6. Research Questions and or Hypothesis 2 days
7. Research Methodology 3 days
8. Data analysis interpretations and discussion 3 days
9. Summary conclusion and recommendations 3 days
10. Reviewing work for final submission 5 days

References:
Clark, N., & Scott, P. (2009). Game addiction: The experience and the effects.
De Mheen, D. (2011). Online video game addiction: identification of addicted
adolescentgamers. Addiction, 106(1), 205-212.
Grüsser, S. M., Thalemann, R., & Griffiths, M. D. (2006). Excessive computer
gameplaying: evidence for addiction and aggression?. CyberPsychology &
Behavior, 10(2),290-292.
Wiemer-Hastings, P. (2005). Addiction to the internet and online gaming.
CyberPsychology & Behavior, 8(2), 110-11315.
Southwell, B. G., & Doyle, K. O. (2004). The good, the bad, or the ugly? A
multilevelperspective on electronic game effects. American Behavioral
Scientist, 48(4), 391-401.

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