CHAPTER 1
Rationale
The behavioral aspect it cover the responses of individual to adapt the
environment. Playing online games is the most popular habit that happened
now. It not normally got a good rap, when it comes to the health of young
people. This habit can affect the behavior of a student\gamer. Online game is a
risky games, it will destroy the future of a gamer as long as their behavior.
In addition, there are two types of gaming, excessive gaming and addictive
gaming, that play for an identical number of hour per day.
A non- player person they can manage their self as well as their time. The good
condition of their mind and behavior to their surrounding
In this study the player must manage their time through playing. It gains a lot
of good thing like having a good relationship to their family, friend, their
healthy lifestyle.
Research Objective
The general adjective of this study is to determine the effect of the online games
addiction of the student of the academic and to their health.
To determine the consequence of much playing
To evaluate the cause and effect of playing online games
To examine their personal behavior
Review Related Literature
These researches we study about the psychological factors, whether that is
factor to the online game addiction among students. Unlike with substance
abuse, the biological aspect of videogame addiction is uncertain. Research
suggests gambling elevates dopamine, but there’s more to addiction than brain
chemistry. The addict suffers from a psychological component to the addiction.
Online gaming allows a person to escape the real world and change the
perception of self-worth (Rooij, Online video games addiction: identification of
addicted, 2010).
An online games addiction is not that far from drug addiction. Both are
searching for a way to make they feel better. The lure of a fantasy world is
especially pertinent to online role-playing games. These are games in which a
player assumes the role of a fictional character and interacts with other players
in a virtual world. An intelligent child who is unpopular at school can feel
dominant is the game. The virtual life becomes more appealing than real life.
Too much gaming may seem relatively harmless compared with the dangers of
a drug overdose, but experts say video game addiction can ruin lives. Children
who play 4 to 5 hours per day have no time for socializing, doing homework, or
playing sports leaving little time for normal social development.
According to Lan Ying Huang (2003), by playing the online game features
online gamer participants may view the games as source of providing diversion
and filling time. “The biggest risk factor for pathological video game use seems
to be playing games to escape from daily life,” said Joe Hilgard, lead author of
the study and a doctoral candidate in the Department of Psychological Sciences
at Missouri. Individual who play games to get away from their lives or to
pretend to be other people seem to be those most at-risk for becoming part of a
vicious cycle. These gamers avoid their problems by playing games, which in
turn interferes with their lives because they’re so busy playing games (Peters 7
et al, 2007).
Internet addiction gives the gamer to the unique psychological properties
which is the users increase their use of these internet services, the utility they
gain from each usage does not diminish, leading not only to self-destructive
addiction but also to social ills. When a problem playing video games can
interfere with real-life obligations such as work, and players can end up lying
about playing video games. The study found that “problematic” video game use
can have similar effects has other addictive activities, such as abusing alcohol
(Inwon Kang, 2011).
Games addiction shows the bad effect among the people nowadays. Addiction
to the internet shares some of negative aspects of substance addiction and has
been shown to lead to consequences such as failing school, family and
relationship problem (Brian. D. NG, M.S & Peter. W. H, 2005). It can make the
people who has addicted will feel that the games can provide opportunities for
achievement, freedom and even a connection to the players. Those benefits
trumped a shallow sense of fun, which doesn’t keep gamers as interested
(online gamers anonymous, 2008). The role of media in advertising the games
also make more cause why the games addicted will be more interested with
those games.
Internet addiction is a relatively new phenomenon in which social workers and
psychologists are unaware of and are thus unprepared to treat at present. Mu
(2006) points out that some of the main symptoms of internet and online game
addictions, including the decrease in friend and face-to-face interactions with
others, become infrequent while the member of friends in the virtual world
exponentially increases. Ultimately, the psychokinesis becomes weaker and
weaker and weaker over time. This means that after a long time of playing
online games, the players begin to realize the dangers of online gaming. At this
point players generally try to play less as they try to orient themselves back to
the demands of society.
According to Zhang (2007) and Zhou (2007), who also researched on the same
topic, reported different results on the online games addiction and the finding
supported the same symptoms. With regards to undergraduate students who
were addicted to the internet or online games Zhang (2007) indicated that most
of these students had bad grades in their universities. Moreover, Zhou (2007)
stated that physical symptoms of internet and online game addiction were
cervical spondylitis, neurasthenia and insomnia.
It is widely that game players who spend playing too many hours (above 10
hours a day) are at higher risk of being addicted to video games ( Anand,2007).
Previous studies have shown that video game addiction among adolescents
gamers is highly correlated with psychosocial problems, life satisfaction,
loneliness, social competence, and aggression (Lemmens et al.,2009).
Although playing video games is one of the most popular leisure activities in
the world, research into its effects on players, both positive and negative, is
often trivialized. Some of this research deserves to be taken seriously, not least
because video game playing has implications for health. One innovative
application of video games in health care is their use in pain management. The
degree of attention needed to play such a game can distract the player from the
sensation of pain, a strategy that has been reported and evaluated among
paediatric patients. One case study reported the use of a handheld video game
to stop an 8 year old boy picking at his face. The child had neuro dermatitis
and scarring due to continual picking at his upper lip. Furthermore, case
reports and case series cannot provide firm evidence of cause and effect or rule
out other confounding factors. On balance, given that video game playing is
highly prevalent among children and adolescents in industrialised countries,
there is little evidence that moderate frequency of play has serious acute
adverse effects from moderate play. Adverse effects, when they occur, tend to
be relatively minor and temporary, resolving spontaneously with decreased
frequency of play. More evidence is needed on defining what constitutes excess
in the first place. There should also be long term studies of the course of video
game addiction.
Hypothesis
This study will tested by simple hypothesis about the relation of two variables.
Playing online games, behavioral aspect of student.
Recognizing of rating for a specific online game speak not to its effect.
Time manifested on its possible consequences effect.
Conceptual Framework
Playing online
Theoretical games
Framework Behavior of the
student
Game theory is the study of human conflict and cooperation within a
competitive situation. In some respect, game theory is the science of strategy,
or at least the optimal decision making of independent and competing actors in
strategic setting (Neuman,J. and John Nash, 2007).
Significant of the study
The result of this study is significant of following group in the Matiao National
High School SHS department:
Student – to give information to the student about how online gaming affect to
their health.
Teachers – to serve the way to the teacher to determine who are addicted to
online games so that they can help to avoid the student from addicted.
Family – may help them to know if their children are addicted to online game.
Future researcher - 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
Online games- is a game that be run from an internet browser and requires the
I-net connection.
Anxiety disorder- lead to excessive nervousness, fear, apprehension, and worry.
Cervical spondylitis- is essentially a spinal injury which results from keeping
the same sitting position for hours while playing games.
Neurasthenia- is a neurological disorder that result from when players engage
in hours and hours of game playing with no virtually sleep intervals in
between.
Insomnia- can cause mental anxiety and eventually result in nervous
breakdown and general tiredness.
CHAPTER 2
Research Design
The quantitative, descriptive design of research using a survey was used in this
study. Survey is securing their opinion about the effect at playing online games
to the behavioral aspect of the student. In survey studies; the researchers want
to know the effect of computer game about to their personal trait like anxiety,
sensation, seeking, neuroticism, and aggression. Which are symptoms that a
person is under the development of gaming addiction (Mehroot. M et al. 2010).
The survey research design fit to these study, aimed to discuss more about the
effect of playing online games.
Research locale
The study was conducted in Matiao National High School, one of the Public
School of Mati City, Davao Oriental.
Population and Sample
The respondent of this study were the Grade 12- student of Senior High School
in Matiao National High School (2019-2020). Stratified Random sampling
method was used in determine the respondent of the study. In Grade 12 Senior
High student, there are 38 from truthfulness and 38 from responsibility.
Boys Girls Total
Truthfulness 14 24 38
Responsibility 14 24 38
76
Research Instrument
This study will use stratified procedure
Data Collection
This study will use stratified survey method because it will only determine the
respondents that who are addicted to online games.
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