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Rationale and TB Sample X Quantitative
Rationale and TB Sample X Quantitative
JOHNY SINGS
BRANDON INGRAM
MANNY PAQUE
JAMES JONES
HARLEY DAVIDSON
JOHNY JOHNSON
LIAM PAYNE
STEM 1A
SEPTEMBER 2022
CHAPTER I
INTRODUCTION
Rationale
can be observed that more and more people are immersing themselves in video
games. Seah and Caims (2008) stated that immersion is a term used by gamers
understood as the sense of being lost in the game where players lose awareness
addiction. Indeed, addiction clinics are being established to deal with videogames
and in extreme cases, people have died because of obsessively playing games.
concerning addiction.
recent years, it can be greatly observed that it has caused negative impacts
is defined as the grades achieved by students in the different courses, they are
enrolled in. According to Lemmens and Valkenburg (2015), gaming has come to
functional neuroimaging shows that similar areas of the brain are activated.
Governments and health agencies worldwide are seeking for the effects of online
developed.
Philippines, with 29.9 million gamers recorded in the country (Labana et al,
2020). It was further proved in the study conducted by Ferrer (2019) which
problems that also resulted failing grades and very poor academic performance
Education (2019) had urged parents to monitor students’ activities outside school
especially on the number of hours that these students spend in computer and
gaming shops as they report that 65% Filipino Students have worsen GPA as
observed that there are more and more students addicted to video games with an
conducted survey in 2019 revealing that Cebu is one of the provinces that has
most number of students with computer game addiction or has gaming disorder.
performance, there are only very few studies that focuses on students from
senior high school. Also, most of the recent conducted studies only focused on
students’ level and their experiences in online game addiction but not really on
especially now that they are no longer required to report to school and are now
on how online game addiction can cause myriads of negative impacts not only to
their academic performance but also to their mental and emotional function. Also,
the researchers are hopeful that the results of the study can be of help to
to increased levels of anxiety. That anxiety can lead to an attempt to avoid the
potential threat (escape). Per Gray’s theory, the Behavioral Inhibition System
(BIS) is activated when a potential threat is detected, which can in turn activate
the fight-or-flight system (Gray, 1990; Gray & McNaughton, 2018). When,
approach behaviors.
Subsequently, this theory posits that the more one sees games as
rewards and satisfaction, the more they are reinforced to be spend more time
and efforts to play the game. When motivational systems are activated and too
dominant, the students may focus on improving and winning the game as the
satisfaction from winning the game serves as their reward while their loss is their
punishment. Eventually, since games already are the primary reinforces of the
students, they may already lack interest and will lose interest in any other
state” there are a number of things that the experience must provide. It must
challenging but not so much as to overcome the individual’s skills, immerse the
individual and of course be interesting in general. These are all things that video
games can provide (Wan & Chiou, 2006). The objectives of games are clear.
They provide immediate feedback through levelling and other reward systems.
They can provide desired challenge but generally allow the player to match their
immersive. It is believed that most individuals play video games to achieve this
flow state as it makes the experience much more enjoyable. Consequently, one
would assume that individuals who often achieve this flow state in a particular
game would be more prone to becoming addicted. However, Wan and Chiou
(2006) found that the frequency of this flow state was actually negatively
correlated with addictive tendencies. On the other hand, Hull, Williams and
Griffiths (2013) found in their study that certain factors in the flow
experience, namely the perceptions of time being altered during play was in fact
This theory supports explains why students who are addicted to video
games choose to play online games instead of working on their school tasks.
This theory supports the study as it gives clearer understanding and explanations
theory posits that one of the possible reasons why students neglect school tasks
and responsibilities over online game is because they find flow and optimal
meaningful and societally valued goals, and the ability to resist or redirect
impulses that might pose risks to health, growth, and life satisfaction. Following
leisure time physical activity, reflecting on purpose in life, parenting, and therapy.
This theory supports the study as it discusses natural tendencies of a
meaningful for them, it can be understood in this theory that adolescents who
may pursue personal and societally valued goals, such as playing online games,
but must also develop the ability to redirect and regulate one’s self for them not to
Thus, all of these theories give light to the reasons behind students’ online
game addiction and how this affects their school performances. These theories
also comprehensively discuss the process of how online game can be really
addicting.