THE EFFECT OF ONLINE GAME ADDICTION TO THE
GRADE 11 SENIOR HIGH STUDENT AT VALENCAI NATIONAL HIGH SCHOOL
1.Introduction
Video game is clarify impulse control disorder, and not involved apply
of alcoholic drink or a drug similar to pathological gambling. Its also referred to video
game overuse, pathological or compulsive use of computer games and video games
(Greenfield & Young, 2009) because of uncontrolled use of computer games there is
effect are the symtoms that a person is under the expansion of gaming addiction like
feeling of restlessness and/ or iiritability when unable to play, lying to friends and family
regarding the amount of time spent playing, poor of personal hygiene, and Anxiety.
(Mehroof,M et al. 2010). Brain is also effected in computer addiction; area of the brain
connected with a strong or uncontrollable desire in substance abuse also appear to be
activated in gaming addicts when they scene 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 dissimilar from each other; the difference between
“excessive gaming and “addictive gaming” is both gamers may play for an similar
number of hours each day, but their psychological stimulation 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 older age, lower self-estee, and lower dissatisfaction with daily life.
This relationship did not hold true for 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 platforms and puzzle games. (Chie 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.
Statement of the problem
This study will aim to obtain relevant information in the involvement of Grade 11
students at Valencia national high school that are addicted to online games:
1. What are the effects of online games addiction in their Academic
performance.
1.1 get low grades in their academic performance
1.2 lost interest and motivation to study
1.3 Learning lecture gap
2. What are the effects of online games addiction in their physical health
2.1 Anxiety
2.2 sleeplessness
2.3 Neuroticism
3. what are the method to balance their gaming habit if there is, in term of the
following:
3.1 Concentration of study
3.2 Self-control
3.3 Time management
4. What is the profile of the respondents in terms of the following factors:
4.1 Hobby of playing
4.2 Interest in computer games.
Objectives of the study
The popular objective of this research is to determine the effects of the online
games addiction of the students to their academics and the effects of online
games to their health and to inform humankind that addiction of computer
games is not easy to letting go.
Significance of the study
As vital information, results of the study will help make the students aware of their
involvement in computer games, and become their habits and to concentrate
more on their studies future researcher
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 student.
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 to know if their
children are addicted to online games.
Future researcher. It would help the future researcher that are interested in this
study. It will serve as their, basis and their background about their research.
Definition of terms
The following terms are operationally defined for the purpose of the study.
What is addiction?
- Addiction is a complex disease, often chronic in nature, which affects the
functioning if the brain and body. It also causes serious damage to families,
relationships, schools, workplace, and neighborhoods. The most common
symptoms of addiction are sereve loss of control, continued use despite serious
consequences, preoccupation with using, failed attempts to quit, tolerance and
withdrawal. Addiction can be effectively prevented, treated and managed by
healthcare professionals in combination with family or peer support.
https://www.centeronaddiction.org/addiction
Anxiety
- is an emotion characterized by feelings of tension, worried thoughs and physical
changes like increased blood pressure. People with anxiety disorders usually have
recurring intrusive thoughts or concerns. They may avoid certain situations out of worry.
https://www.medicalnewstoday.com/articles/322396.php
Neurotism
- is one of the Big Five higher-order personality traits in the study of psychology.
Invividuals who score high on neuroticism are more likely than average to be
moody and to experience such feeling as Anxiety, worry, fear, frustration, envy,
jealousy, guilt, depressed mood, and loneliness.
Physical health
- is defined as the condition of your body, taking into consideration everything
from the absence of disease tofitness level. Physical health is critical for overall
well-being, and can be affected by: Lifestyle: diet, level, of physical activity,
and behavior.
Online games
- Online games refer to games that are played over some form of computer
network most often Internet Online games can range from simple test-based
games to games incorporating complex graphics and virtual worlds populated
by many players simultaneously.
Scope and delimatations of the study
This study was conducted during the second semester of the school year 2019-
2020 to identify the factors that affect the involvement to Online game
addiction to the Valencia national high school students and to determine how it
would affect their study habits. Respondent of the study is limited to the Senior
high student of the 4 different strand namely: Humanities and Social Science
(HUMSS). Accountancy, Business and Management (ABM). General Academic
(GA) Technical-Vocational-Livelihood (TVL) Track. There are ten randomly
selected respondents of each of the 4 Strand.