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Chapter I

Introduction

The growth in the use of the internet has changed our lives in many perspectives.

In specific, the growth has also led to the rise of online gaming. Both the internet and online

gaming populations have increased significantly. Online gaming is popular among teenagers

nowadays. Many reports will tell you that the average gamers these days are teenagers. While

they are having fun, online gaming has opened the door to adverse side effects. The purpose of

this study is to see through what are their motivations why they are still playing despite the

adverse impact that these players experiences.

A lot of research was conducted to study the effects of online gaming on lifestyle and

behavior. Though everyone who plays the online game has a different reason for playing and it

has a different result for each. According to some research, playing online games can be

beneficial. It enables the mind of the players to be more active. But despite the benefits, it can

also bring adverse effects, since it requires so much time that they may not leave their school

work unattended.

This topic is important because it will give the readers especially students who play

online games and to the parents of the players the information of what is the impact of being

addicted to online games. Moreover, students will be aware of balancing their time for their

academics. On the other hand, this topic will also help the parents to understand their children

who play the online game. Through this, parents will be informed about what are the reasons

why their children use to play online games more often than focusing on studying their

academics.
Background of the Study

The advancement of science and technology causes a lot of changes in different

fields of our lives. Development in technology brings many things that people didn't have many

years ago, and one of these is online games. According to some research, online gaming becomes

one of the most hobby or playtime of teenagers nowadays (Wan and Chiou, 2006)

Half of the American population and billions of people globally are playing video games,

and it is growing because of the profligate growing of handy devices, e.g., Androids and iOS

devices, social and community networking websites, e.g., Facebook (Liu et al. 2013). According

to Sherry et al. (2006), People play video games for many reasons, e.g., stress relief, challenge

and competition, relaxation, enjoyment, social interaction, and even mentally escaping from the

real world

The encouraging structures of video games have a lot of interactivity, arrangement and

modern computer technologies. Some portion of their educational potential in nature, video

games are lately more and more considered by educators. They have the first-class multi-sensory

version of the environment, from this time students find the chance to experience doing it to

learn from it in the background. However, the critical factor for this aggregate interest is the

method’s success, players’ inspiration, and their deep commitment while playing games (Denis

& Jouvelot, 2005).

According to McFarlane, Sparrwhowk, & Heald (2002), there are some hindrances in

implementing competitions in educational settings. Though there are some study investigates on

making use of profitable games in school locales, the satisfaction and the contentment of such
games commonly do not match with the set of courses (McFarlane, Sparrwhowk, & Heald,

2002).

The educational performance and intellectual consequences of occupying yourself in

video games are becoming an ongoing argument and discussion in both the educational

atmosphere and the community. Even though it is still debatable either playing video games truly

disturbs students’ academic performance, modern studies of many schools have well-thought-out

that online games is an educational tool to foster students’ learning interests and motivation

(Choi et al. 2013) and it distributes diverse points of knowledge more efficiently. According to

the study of Jennifer Henderlong Corpus (2009) studies have presented that motivation is a

critical compound for learning success that is connected with academic achievement.

This study aims to understand what is the impact of online games to the SHS students of

Ateneo de Zamboanag University. The SHS students of ADZU are one of the competitive

organizations in the University.

The researchers want to know what are the motivations of the SHS studetns of ADZU in

playing online games despite of the pressure they yave in their academics. Also, the researcher

wants to know what are the extent of stress experience of the SHS students and what are the

common games they play online.


Statement of the Problem

Online game generation is basically thinking differently from the earlier generations and

their informative needs are dissimilar from the previous generations’ (Prensky, 2001). Online

games have become a very common leisure activity among children and adolescents in recent

years. In fact, based on popularity alone online gaming garners a larger share of ‘favorite’ votes

among young people than physical team sports such as ice hockey and football combined. There

are many benefits of the Internet as it not only acts as an entertainment tool, but also an

important professional resource for work, communication as well as education. However, despite

all of its inherent advantages, the Internet also has its drawbacks.

The researchers want to investigate the impact of online gaming to the senior high students of

Ateneo de Zamboanga University. In order to achieve this purpose, we came up with these three

research questions:

1. How does online gaming does affect the interest of a senior high school student of

Ateneo de Zamboanga University in attending his/her classes?

2. What are the challenges they encounter in their academic performance in playing online

games?

3. How did the online gamers cope up with these challenges they experience even though it

will give more pressure to their academics?


Significance of the study

Although the Internet could be very productive, it can have a drastically opposing effect.

For some people who play online games, the Internet acts as an enabler. It is used to feed an

addiction, which by its very definition interferes with daily life, work and personal relationships.

According to a report of Syracuse University on the Science Daily website (2007), online games

may have significantly negative consequences, especially in the lives of students, through

causing distraction and interfering with important reaction of out-game life actions, such as

academic performance, health and social life

In this research, the researchers want to give more information to other people, most

especially to the parents and students of Ateneo de Zamboanga University about what are the

possible impact, effects and challenge a student- online gamer experience, and what are their

motivations and coping strategies in coping up the challenges they encounter.

It will also give the Government of Zamboanga City, an idea to impose such ordinance

that there will be no online gaming café around near the school campuses in the City. In this

case, it will be hard for the students to go and students will not be tempted to cut-classes during

school hours.
It will also give Ateneo de Zamboanga University staffs and faculties the idea to be

stricter in terms of attendance and checking the students’ performance in school. In line with

this, the teachers can call the attention of the parents’ if their academic records are already at

stake. Under these circumstances, the standard of education in Ateneo de Zamboanga University

will remain high standard in terms of educational system.


Chapter II

Review of Related Literature

This study attempts to discuss and implying of previous studies and theories regarding the

mentioned topic, as well as the different variables this study incorporates, to provide a detailed

and complete elaboration of each concept and to establish their connection to this study.

I- Definition of online gaming or electronic sports (eSports).

In the study of Jenny, Manning, Keiper and Olrich (2016) they mentioned that in

appreciating eSports is multifaceted because of the uniqueness of the industry because of this,

the culture, technology, sport, and business are coming together. Unlike traditional sports such as

hockey, baseball, and soccer, eSports is an interconnection of numerous stages. eSports, which is

also synonymous with gaming, is also computing, a game, media, and a sports event that is

enfolded up into one. As a result, defining eSports is equally difficult (Jenny., et al. 2016).

In the study of Jenny., et al(2016) they cited one of the study of Wagner(2006) where in it was

mentioned that he established a definition for eSports as one of an area of sport activities in

which people are being develop and trained their mental or physical abilities with the use of

figures and communication technologies.

The definition of Wagner’s cited in the study of Jenny., et al (2016) give a vagueness in how

eSports are engage in recreation. The testimonial that people develop and train with the use of

figures and communication technologies in eSports will give out the characteristic of

competition. He stated that competition is very important description to comprise in the

definition because the basis of the eSports industry is involved on competition.


In order to determine whether eSports can be labeled sport, one must first define sport. (Jenny., et

al, 2016).it was discussed in the study of Jenny about the definition of sports. A sport must have

played voluntarily, fundamentally motivated activity. A sport must have organized or governed

by rules, there is competition included where there is an outcome of a winner and loser,

comprised of skill, include physical skills which to be skillfully and strategic in using of one’s

body and have accomplished organized stability where social institutions have rules which

regulate it, stabilizing it as an important social practice return back to their work if the game has

been intense.

Computer games are sufficient problem that many businesses block Web sites or pay for

software that will prevent their employee’s from accessing game sites. (Anastasia and Chaplin,

2005)

Time Management

Young (1990) claimed that students who engaged with excessive use of the Internet have less

motivation in study habits, faced significant drop in academic results, and missed many classes

and being placed on probation. . The sleep patterns of online game players are disrupted due to

late night online. Online game players generally stay up surfing the Internet until late morning

with reality of having to wake up early for work or classes (Young, 2004). Researchers from

Stanford University explored the social dynamic of MMOG said that, guilt is one of the factor

that influence players to spend lot of time on game. Players believe that if they leave the game,

their teammates might not win the game. Hence, they tend to spend more time just to finish few

sets of session (Duchneaut, Yee, Nickell & Moore, 2006).

Emotions and Behavior


LaRose et al. (2003) describe deficient self-regulation as diminishing consciousness of self-

control because of lacking awareness and attention to behaviors. Khang et al. (2013) found that

self-control affected users’ flow and addiction in mobile phones, Internet, and even video games.

Csikszentmihalyi (1991) proposed that playing games can give rise to a state of flow which led

to the loss of self-consciousness and sense of time (Csíkszentmihályi 1975; Liu et al. 2013). The

association between flow and video-game playing has been studied in nascent studies with

different findings. For example, it was found that the flow was not related to the amount of time

spent on playing video games (Lee et al. 2007) and to online game addiction (Wan et al. 2006).

II- CAUSE AND EFFECT OF ONLINE GAMES TO THE STUDENTS

According to the study of Anastasia and Chaplin (2005) Studies that are related to online games

and their effect on growth and development has remained around for some time and there be

present evidence that computer games develop reflexes and eye-hand coordination. It was

mentioned in their study that computer games is made up of a powerful immersive element, that

usually measured as the reason why computer games can stimulate violent behavior to the

children. However, this same immersion element is involving and it take part the player’s

attention, causing in high level of concentration and focus.

If this element is helping the students for learning, possibly it will maintain a relief attention and

focus during the student’s free time or breaks such that going back to a work schedule is a bit

difficult (Anastasia and Chaplin, 2005). Their study claims that this engagement can cause

problems as workers heavily occupied in a game might not easily for them to

However, According to the study “Causes and Effects of Online Video Game Playing

among Junior-Senior High School Students in Malang East Java” of Eskasasnanda (2017)
students play video games online because of peers pressure and online video games are adored

because they are considered to be more modern, practical, convincing and varied. He mentioned

that at the start, students play online video games to release their stress in studying at school, but

consequently, they are becoming habituated, addicted and reach a circumstance that they find it

hard and tough to stop playing games. The author conclude that this kind of condition, it will

directly affect the student’s performance and achievement in school.

In the study of Rujataronjai and Varma (2016) wherein they inspect and survey the direct

and indirect influences of video game addiction to the Thai adolescents’ levels of depression,

anxiety, and stress, being mediated by self-regulation and social support. The Authors was able

to analyse the results and concluded to their study that the respondents’ level of video game

addiction directly influenced the levels of depression, anxiety, and stress that the higher the level

of video game addiction, the higher is their level of depression, anxiety, and stress. Moreover,

they mentioned that Video game addiction has indirect influences on the levels of depression,

anxiety, and stress when mediated by self-regulation. However, video game addiction has no

indirect influence on anxiety and stress when mediated by social support. Even so, video game

addiction was starting to have a positive influence on social care, such that the higher the level of

addiction, the higher is the level of social care the adolescent’s received. Among the three

dependent variables of depression, anxiety, and stress, it was found that only depression

decreases in level when the mediator social support is increased, even when the level of video

game addiction is high.

Klimnt et al. (2008) said that violence game are enjoyable especially for human male

because the culture is idealized hypermasculine gender ideal. Violence is perceived as manly.

The negative thing will occur if a player apply violent experience in virtual world to the reality.
In this case Klimnt suggests that heavy users of violent video games should posses a higher

cognitive ‘preparedness’ for over riding moral concerns as well as for avoiding violent

behaviours in real life. On line video games provide space for children to interact with others. In

dense urban population that prone to criminality, playing online video games indoor at home or

internet cafe is relatively safer than letting them playing outside. Indoor playing will protect

children from the danger of traffic, sun heat, and air pollution.

III- Impacts

The study of Cortes, Alcalde and Camacho(20012) examined the effects of computer games on

school performance of high school students in Los Baños, Laguna, Philippines. According to

their study, one of the positives factors are allowance, gender, peer group and year level will

affect their decision to play while time spent on studying, year level, previous grade, number of

books and time spent playing computer games .they found out that these are significant reasons

that affect student’s performance. Their study conclude that the possibility of a computer gamer

to fail is 39%, given the student that has more lesser hours on studying, living near a computer

shop, and spends more hours playing computer games. Moreover, 60% of the students’ daily

allowance is spent on playing computer games.

The study of Lumbay, Larisma, and Centillas (2017) Their study was conducted in order to

provide a point of reference information on the academic performance of computer gamer

students of PIT-Tabango Campus in Leyte. Based on their findings, they discovered that being a

computer gamer may affect the students’ academic performance negatively if; a gamer plays too

much more than four hours a day, a gamer plays too often more than four times a week, and a

gamer plays until late night 10 to 12 midnight.


CHAPTER III

METHODOLOGY

Research Design

This study is a quantitative; descriptive research design to identify and determine the

characteristics of a population (senior high school students) using the observational method with

the help of a structured questionnaire. In this study, the phenomenon of interest will focus on the

stress, motivation, and coping strategies used by the online game players to balance the demands

of their academic requirements.

According to Hopkins (2000) the aim of a quantitative research is to determine the

connection between an independent variable and another dependent variable in a population. In

quantitative research, designs are either descriptive or experimental. Descriptive are subjects that

is usually measured once and Experimental are subjects measured before and after a treatment. A

descriptive study begins in associating the variables.

 To determine the accurate estimation of the connection between variables, a descriptive

study commonly needs a sample of hundreds of subjects (Hopkins, 2000). The estimate of the

connection is not as much of to be biased if you have a high participation rate in a sample

selected randomly from a population(SportScience, 2008).

Participant and Design

The study will utilize the probability sampling technique by selecting the Señior High

Students of Ateneo De Zamboanga University who will be the respondents of the study. This

method is that all participants are given equal opportunity to participate in the study.
Research Instrument

The research questionnaire will be divided into three parts. The first part of the structured

questionnaire will focus on gathering information on the profile of the students. The 2nd part will

adapt from Student Stress Index (Jones & Johnston, 1999) and will be revised for this study to fit

in the objectives of the study. This part will determine the level of stress experiencing by the

students in and off the classroom. The last part was adapted from Adolescent Coping Orientation

for Problem Experiences developed by Patterson & Mc- Cubbin (1987) focusing on the coping

capabilities of the education students.

Data Gathering Procedure

The questionnaires will be distributed to answer by the senior high students of ADZU.

The researchers will carefully explain, facilitate and answer questions of the respondents to avoid

misconception or misinterpretation.

Ethical Consideration

Students who do not want to be surveyed will not be forced to accept the survey

questionnaire. The name of the students will be kept for the anonymity and will remain where it

was and will not scatter around. Students will be asked politely to answer the questionnaire to

prevent unnecessary delay in their classes or unscheduled time.


Online Gaming

It is not expected that our affection for games has walked into borders of the computer-

generated world, for people always tried to make a game out of anything people do. At the

beginning of online games, there are a lot of forces pushing the industries to innovate, creating

advanced technology, where gamers come together as one to make video games a reality (Chad,

2014).

An online game is collaborating entertainment running on computers, game consoles or some

electronic devices, such as mobile phones and PDAs (Li, 2006). It was mentioned in Li's study

that online games accept different types of inputs from the game players. Like through keyboard,

mouse, joystick, and other types of game regulators to let gamer control, manage and interact

with game entities. On the other hand, and online game deals with the game players that have

different forms of responses, together with visual, audio, and tactile, which are exposed through

computer or TV monitor, speaker, force feedback game controller.

According to Li (2006) in developing a computer game is very stimulating and challenging

as it contains not only remarkable furnished artworks from creators or artists, but analytically,

demands the structural supports from different disciplines of computer science to address various

technical issues.

In the world of online gaming, there is an essential component of variation of virtual behaviors:

children, adolescents, and mostly young adults have been dealing a long time of periods to play

online games. Players often join club-like online groups, and they enjoy the combination of

competitive gaming and computer-mediated encounters (Voiskounsky, Mitina, and Avetisova,

2004).
Addiction among Teenage Filipinos

According to Maslog in 1998, the youth of today no longer seem to spend their leisure

activities like in the olden days; outdoor games or playing with toys, instead, they spend their

free time in their homes, internet cafés or computer shops merely to satisfy their hunger, and that

hunger is Online Gaming. Online gaming has such a profound impact on not only the young but

dynamically every age group as well. So far, virtually anyone can go on a computer and punch

through the keys and mouse to get a high score, chat with players, get the rarest items, and level

up as fast as possible. Yes, there seems to be no restriction as to whom, how or what online

gaming can extend to. As in any situation where new technology is introduced, the social impact

of the Internet is being looked at. One social problem that has been observed is that Internet café

has become mainly game centers. About one-half to two-thirds of the computers in a typical

Internet café, according to one study, are devoted to games (violent and gory games). The use of

the remaining computers was roughly split between browsing, email, online chat, word

processing and research. Internet cafés have become not just game centers. They are becoming

centers off addiction among the youth, mostly boys, including elementary school pupils.

According to one concerned Internet café entrepreneur, "Internet cafés are seducing youths to a

new form of addiction, one which may not destroy their bodies as drugs do, but which is

certainly twisting their minds. To the young play is reality and reality is play." (Maslog C. (1998)

Destacamento in 2012 of the Philippine Star said that as the advancement in information

technology continues to gleam over the country, another part of our culture—one that our youth

are tasked to espouse and keep—slowly veers away from the light, creeping into the cavities of
complete disremember. The advent of computers and internet cafeterias may have compressed

the universe in a nutshell, but in the process, it has also eaten up some of the Filipino youth's

prominent identity. Entertainment for the youth now comes in the form of a computer set and

online games, most of which seem to promote and uphold violence. Least likely nowadays he

said to see kids playing bato - lata, Dr. Wakwak or siyatong and any other traditional Pinoy

games and sports. When in fact, these traditional games and sports characterize the kind of youth

our nation has— springing with enthusiasm and power, gregarious but never oblivious to the

basic tenets of humility in both defeat and victory, and most of all, glowing with some sense of

resourcefulness that always comes inalienable to their being Filipino.

Filipino kids are much rampantly found in any ordinary internet café in the behaviors and

there you will find students, others still in their school uniform, clashing in pairs and groups as

they try to outplay others in what seems to be a battle of who clicks on the mouse faster. They

are like being dragged into their magical world that only they understand. They then, in a

boisterous and loud way, utter words that are rather displeasing to the ears of those who are in

the café to do a more meaningful business of researching or encoding, for instance. Sometime in

their playing, they can even get extremely profane. Almost everywhere, this seems to be the

culture among youths engaged in online gaming. According to an online how-to guide, many

studies indicate that violent computer games can have very adverse effects on children. New

studies suggest that even the non-violent games may have adverse impact on a child. Games can

have some positive results in helping children deal with stress and to learn difficult school

subjects such as math and reading. These same decisive games can cause problems for the child

in other ways. (Destacamento, 2012)


An article of the PinoyGaming.Net in 2008 discussed why the Filipino youth is hooked to

online gaming. A father caught his son playing an online game during the times he should be in

class. His son said: "I played the game for three years now because this is where I found friends

who share the same level of interest as I do. Friends that cannot be seen in-real or at close range

like classmates, but friends who can offer a relationship that could stand the test of time." One of

the main advantages of having an internet connection is the opportunity to reach out to other

people, wherever they are or whatever time zone they are in. As long as you are online, the

possibilities are endless. In all honesty, online games consist of just a small slice of those

possible options out there. And in comparison to other choices, games could be the lightest of all.

In online games, you can be you the way you want yourself to be. You can stand Out the

way you want it, evolving into options that are not socially acceptable in real life. Filipinos are

conservative by nature, but online they can be as liberated as other countries. Just like coming

out of its secure shell, they now have access to express themselves. Online games became the

breathing space of Filipinos, not just the youth but everyone who gains internet access. Boredom

may play a small role in the reasons, but it could still count. The sun is up, rather than playing

basketball, you engage yourself into battle with other players with awesome sword fights and

spell casting. This boredom almost made our "national street games" like piko, tumbang preso,

and shato extinct. It also opened the occurrences of ailments that should be experienced by office

workers like Carpal-Tunnel Syndrome or Juvenile Diabetes. But those conditions are avoidable,

know your body's limitations and potentials and balance them out.

Disadvantages of Online Gaming


Destacamento in 2012 mentioned the General Aggression Model (GAM), developed by

Craig Anderson and Douglas Gentile. It indicated that violent computer games could cause short

term aggression. The computer games can be more prone to exciting aggression than other

entertainment because of the interactive nature of computer games. Children will have a lack of

problem-solving. Violent computer games teach children that problems can be solved with little

or no personal investment or by violence. These games indicate that rather than talking through

and taking responsibility for problems, shooting or other acts of violence can elicit correct

responses and make problems go away. They are also prone to weight gain. Computer games

frequently do not require any additional movements beyond the hands. This coupled with a

child's tendency to eat and drink while playing computer games can result in weight gain. Weight

gain has been linked to various diseases including diabetes, high blood pressure, and heart

disease. Children also develop antisocial behaviors. A child who is conditioned to play computer

games may find it difficult to socialize with other children. This anti-social behavior can extend

through adulthood, making it more difficult for the adult to respond to co-workers adequately.

This can also negatively affect relationships and friendships, causing a sense of loneliness. While

new technology contributes something useful to humanity, it can also have disturbing impacts.

Our youth with never ending attitude of curiosity can be most vulnerable to any behaviors

bearing technology may bring. Of course, they can get entertainment for themselves, but the

process should not compromise the other important pieces of our nationhood. They can always

choose to become DoTA masters, but they should first become Dr. Wakwak. (Destacamento,

2012) become DoTA masters, but they should first become Dr. Wakwak. (Destacamento, 2012)

Behavior
Cancio (2014) made mention of a study regarding violent computer games that lead to aggressive

behavior. The title of the study is "A longitudinal study of risk-glorifying games and behaviors

deviance" from researchers of Dartmouth College. They suggested that MRRG (mature-rated,

risk-glorifying games) gameplay can have consequences for deviant behaviors broadly defines

by affecting the personality, attitudes, and values of the player. Video games may lead teens to

drive recklessly and experience increases in automobile accidents, police stops, and a willingness

to drink and drive. The study further disclosed playing such kinds of games could increase a

person's "behavioral deviance," or actions or behaviors that violate social norms. It also said the

said effects "part of consequences of the effects of such gameplay on sensation seeking and

rebelliousness, attitudes toward deviant behavior in oneself and others, and affiliation with

deviant peers.

A survey conducted by Lenhart, Kahne, Middaugh, Macgill, Evans, and Vitak in 2008

provided the first nationally representative study of teen video game play and teen video gaming

and civic engagement in America. The survey looked at which teens are playing games, the

games, and equipment they are using, the social context of their play, and the role of parents and

parental monitoring. Gaming is often a social experience for teens. For most teens, gaming is a

social activity and a significant component of their overall social experience. Teens play games

in a variety of ways, including with others in person, with others online, and by themselves.

Although most teens play games by themselves at least occasionally, just one-quarter (24%) of

teens only play games alone, and the remaining three-quarters of teens play games with others at

least some of the time.


Conceptual Framework

INPUT PROCESS

Impacts of Online Gaming

Data gathering through


surveying of ADZU SHS
-Type of games played
Students

In the figure above shows the research paradigm of the study. The two-way arrow shows

how the online gaming attitudes will influence the academic performance of the selected Senior

High School respondents of the survey. The online gaming attitudes (independent variables)

includes the type of games played, number of hours spent, the frequency of playing, and extent

of gaming. The researchers wanted to determine if these online gaming attitudes will influence

the academic performance of the respondents (dependent variable). To determine if there is a

significant relationship between the two variables, a test of correlation will be used.

To perform the above procedures, the researchers will gather the necessary data through a

survey questionnaire that they will develop. The survey questionnaire will collect the

information of the senior high school students' profile background and their online gaming

attitudes at the same time. After the data are fully gathered and completed, it will be carefully

processed for collation and tallying to provide insights for over-all result analysis and

interpretation. After the analysis and interpretation are made, the output of the study can now be
finalized through a summary of the results and drawing of conclusions. The recommendations

for the research will depend on these two aspects of the research.

Theoretical Framework

The theories on attitude formation support this study. According to Cherry (2016), in

psychology, an attitude refers to a set of emotions, beliefs, and behaviors toward a particular

object, person, thing, or event. Opinions are often the result of experience or upbringing, and

they can have a powerful influence over behavior. Psychologists define attitudes as a learned

tendency to evaluate things in a certain way. This can include evaluations of people, issues,

objects or events. Such assessments are often positive or negative, but they can also be uncertain

at times. Researchers also suggest that several different components make up attitudes. The

elements of positions are sometimes referred to as CAB or the ABC's of view. Cognitive

Component: Your thoughts and beliefs about the subject. Affective Component: How the object,

person, issue or event makes you feel. Behavioral Component: How attitude influences your

behavior. (Cherry, 2016)

There are three fundamental theories that describe attitude formation. There are three

founders of attitude formation. Attitude formation theories provide insight into how a person's

attitude takes shape and why a person might have a particular view or how that attitude came to

exist. Positions often direct behavior on the person itself. The three theories used most often to

describe attitude formation are functionalism, learning, and cognitive dissonance theories.

Attitude formation theories suggest that people do what benefits them, hence the

functionalist approach. Daniel Katz, a functional theorist, suggests that attitudes are formed
according to how a particular person or thing meets our needs. To a functionalist, attitudes are

shaped based on the personal benefit they offer. (Study.com, 2016)

To relate this to the study, a person develops their online gaming attitudes because playing

the games meets their needs. At some extent, it supports self-image or existing values.

Learning theory, on the other hand, states that their past experiences have taught them how

to act. Ivan Pavlov, a learning theorist, explains that our attitudes are formed through

conditioning. Pavlov would suggest that as this person grows older, they will likely respond by

favorite classical music. This is called classical conditioning: when a previously neutral stimulus

provokes a conditioned response. Another type of conditioning is called operant conditioning.

This is only when a stimulus produces a reaction. (Study.com, 2016)To relate this to the study,

online gaming attitudes are formed by getting conditioned with the same stimulus. Gamers

repeatedly experience it since they frequently play online games nowadays. Learning theories

suggest that beliefs are from conditioned past experiences that continue at present.

Cognitive dissonance theory states that people have an attempt to restore harmony to two

opposing truths are held. Cognitive dissonance is a phenomenon in which a person experiences

psychological distress due to conflicting thoughts or beliefs. To reduce this tension, people may

change their attitudes to reflect their other beliefs or actual behaviors.(Cherry, 2016)

To relate this to the study, online gamers may be aware that some people say that too much

gaming might not be suitable for them, so they change their belief that "playing" computer

games is just a form of leisure activity and nothing to be worried much.


References

Seth E. Jenny, R. Douglas Manning, Margaret C. Keiper & Tracy W. Olrich (2016): Virtual(ly)

Athletes: Where eSports Fit Within the Definition of “Sport”, Quest. Retrieved from:

http://dx.doi.org/10.1080/00336297.2016.1144517

Michael Anastasia and Jeremiah Chaplin (2005): The Effect of Playing Online Game on

Productivity Levels. Retrieved from: http://web.cs.wpi.edu/~claypool/iqp/games-

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