You are on page 1of 3

EFFECTS OF ONLINE GAME ADDICTION TO THE STUDENTS OF THE SENIOR

HIGH SCHOOL STUDENTS IN LMNHS

CHAPTER 1

INTRODUCTION
Video game addiction is defined as impulse control disorder, which does not involve
use of an intoxicating drug and is similar to pathological gambling. Also, it is also referred to
video game overuse, pathological or compulsive use of computer games and videogames
(Greenfield & Young, 2009). Due to excessive use of computer games there is effect in their
personal traits like anxiety, sensation seeking, neuroticism, and aggression which are the
symptoms that a person is under the development of gaming addiction (Mehroof, M et al.
2010). Brain is also affected in computer addiction; regions of the brain associated with
cravings in substance abuse also appear to be activated in gaming addicts when they view
images of video games (Ko, C et al. 2010). There are two types of gaming, “excessive
gaming” and “addictive gaming” these two types of gaming is different from each other; the
difference between “excessive gaming and “addictive gaming” is that two gamers may play
for an identical number of hours each day, but their psychological motivation and the
meaning that gaming has within their lives can be very different. Gaming addiction should be
defined by how much the negatively impacts other areas of life, not by how much time is
spent playing (Griffiths, M et al. 2010). In a volunteer sample, 41% of online gamers
acknowledged that they use gaming as an escape. In the same sample, 7% were viewed as
“dependent”. These gamers possessed several behavioural attributes that are related to more
well established forms of addiction (e.g., mood modification, tolerance, & relapse) (Hussain
et al. 2009). Most online gamers are male. Among male gamers, more severe online gaming
addiction is correlated with older age, lower self-esteem, and lower dissatisfaction with daily
life. This relationship did not hold true for female gamers(Ko et al. 2005). Excessive use of
technology is relatively rare. Compared to females, males are more likely to develop a
gaming addiction. Boys are more likely to play aggressive or violent games while girls are
more likely to play platform and puzzle games (Griffiths, 2008). In Germany, 1.5 – 3.5% of
teenage internet users show signs of gaming addiction. Gaming addiction is associated with
higher rates of anxiety and depression, and poorer academic performance (Peukert et al.
2010). Computer gaming addiction is positively correlated with achievement motivation,
sensation-seeking, a positive evaluation of one’s intelligence, and a negative evaluation of
one’s skills in interpersonal relationship (Zheng et al. 2006). In a sample of German teens,
6.3% of subjects fulfilled the authors’ diagnostic criteria for gaming addiction. These
adolescents were mostly male and had low educational backgrounds (Klaus et al. 2008).
Gaming addiction is negatively associated with academic achievement (Chiu et al. 2004).  So
far there are no studies conducted as to the percentage of senior high school students who are
hooked to online games, thus, this study would like to find out factors why senior high school
students are addicted to online games.
BACKGROUND OF THE STUDY
The dawn of the new age has brought so much ease and convenience to every living
person here on earth.  One example of which is the creation of computers. Computers in the
past were used as a large calculator to help solve mathematical problems and they were so
large enough that people wouldn’t want to own one. International Business Machines or IBM
was the largest computer company in the world. IBM started in 1911 as a producer of punch
card tabulating machines. In 1953, it introduced its first computer, the 701. While Anderson
CA stated in his study in the year 2000, that computer games started in 1972 with Pang, a
computer tennis game, and then developed in hardware and software systems. Improvement
of quality and variety of games increasingly spread it in the society especially adolescences.

Computers of that age were very large and very inconvenient to own because they
were just likened to a big calculator, so computer industries like Apple, Microsoft and IBM
had to look for ways to market these machines. One of their biggest ideas to lure consumers
was to put games into these computers as to attract more people to buying them. And true
enough computers become selling like hotcakes.
Since then computers had evolved into a very sophisticated and versatile machine, wherein it
can connect a person to another person at any part of the world at different time zones. Also
the gaming industry has evolved to be at par with the connection.

A study done by Morrision M andKrugman DM, saying that computer games are the
most popular entertainments in modern societies and they target a variety of people in
different ages. The addiction to the rivalry and excitements of the games make them the most
common recreational programs for today’s teenagers, so that they do anything to reach a
higher level of the game, they immerse in the game so much that they completely separate
from their surroundings. Challenging with the obstacles and reaching a higher level in the
game, make the players excited and losing the game make them anxious.

Through this, computer gaming has made man very lazy from doing physical
exercises and has become very complacent with their work. It usually distracts them from
finishing tasks that are given. Aside from that, people nowadays are becoming more morbidly
obese and are experiencing anxiety attacks.

Our study focuses on the effects of computer games to the studying habits of the
students.

STATEMENT OF THE PROBLEM


This study will determine the number of students of LUCIANO MILLAN
NATIONAL HIGH SCHOOL SENIOR HIGH SCHOOL level that are addicted to online
games.

1. What are the effects of online game addiction in their


2. Academic performance
3. Physical Health
SCOPE AND DELIMITATION
The general objective of this study is to determine the effects of the online game
addiction of the student to their academics and the effects of online games to their health.

The responders of the study included senior high school(SHS)students in the public
school under the Division of Asingan,Pangasinan,namely Luciano Millan National High
School.The researchers aims for a total of twenty(20)SHS students as respondents for the
reduces social media.Futhermore,the study will be conducted through online survey that will
be created in Google Forms and will be sent to Facebook Messenger.

SIGNIFICANCE OF THE STUDY


The result of this study is significant to the following group
Students. This study may give information to the students about how online gaming affects
the life of a students.
Teachers. This study may serve as the way to the teachers to determine the students who are
addicted to online games so they can help the students to avoid being addicted to online
games.
Family. This study is significant to the family because it may help them to know if their
children are addicted to online games.
Future researchers. It would help the future researchers that are interested in this study. It
will serve as their basis and their background about their research.

REFERENCES
Background of the Study – Online Game Addiction (wordpress.com)
EFFECTS OF ONLINE GAME ADDICTION TO THE STUDENTS OF THE SENIOR
HIGH SCHOOL STUDENTS OF SOUTHERN CHRISTIAN COLLEGE – Site Title
(wordpress.com)

You might also like