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Chapter 1

This chapter introduces the background, problem statement, theoretical framework, and significance of the study. The study aims to understand the perceived effects of online gaming on students' health. Specifically, it will examine the impacts of gaming on students, addictive game types, reasons for addiction, ways to control gaming, and effects on physical and psychological health. The theoretical framework discusses theories around human motivation and the optimal experience of gaming. The significance is that the study will create awareness for students and parents on the health impacts of online gaming.
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0% found this document useful (0 votes)
1K views11 pages

Chapter 1

This chapter introduces the background, problem statement, theoretical framework, and significance of the study. The study aims to understand the perceived effects of online gaming on students' health. Specifically, it will examine the impacts of gaming on students, addictive game types, reasons for addiction, ways to control gaming, and effects on physical and psychological health. The theoretical framework discusses theories around human motivation and the optimal experience of gaming. The significance is that the study will create awareness for students and parents on the health impacts of online gaming.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Chapter I

THE PROBLEM AND ITS SCOPE

This chapter exposes the Background of the Study, Statement of the

Problem, Theoretical and Conceptual Framework and its Schematic Diagram,

Significance of the Study, Scope and Limitations, and Definition of Terms.

Rationale

The use of internet is rising rapidly nowadays which led to many

changes in our lives. Particularly, this rise led to the increasing number of

people playing online games. Online games can be played on modern gaming

platforms like personal computers (PC’s) and mobile devices. Furthermore,

online games refer to the games that are played over internet. It is where

multiple players around the world can be able to connect each other while

playing. Most of the students in teenage years find it more fun and

entertaining that is why they keep focusing their selves to it.

Addiction to online games is becoming more widespread among

vulnerable young people (Bowcott, 2009). Online gaming is growing in

popularity for variety of reasons like gamers can now easily and effortlessly

find opponents when playing online games over an internet that made it more

interesting to play especially when they have similar skill level and not just

that, they can also compete in massive multiplayer games in a virtual world

(Tolentino). Mu (2006) stated out that some of the main symptoms of online

gaming addiction include the decrease of friend and face-to-face interactions

with others become infrequent while the member of friends in the virtual world
are rapidly increasing. The more a person exposed to online games, the more

it can affect them.

A lot of research was conducted to study the impacts of online games

especially to health. According to Louqiyu (2015), he points out that playing

online games can affect health directly both physically and psychologically

that really brings big influence on their lives. In 2009, during a speech to

American Medical Association, former US President Barack Obama

recognized online games as a health concern, stating that online games are

key factors in unhealthy lifestyle. It is a concern to make awareness from

these risks caused by playing online games. Online games may have bad

effects on the physical health of the students causing obesity, video induces

seizures and postural, muscular and skeletal disorders (Tumbokon, 2017).

Besides from physical health risks, online games have bad effects also to

psychological health of the students. It can cause higher rates of depression

and anxiety. Note that these are possible risk factors in online game addiction

(Peukart, 2010).

The impact of online gaming on a person’s health is still an on-going

discussions and debates among researchers. The proper use of playing

online games can make students relaxed and gain many useful skills but the

sad fact is almost all of the gamers are out of control while playing which can

lead to addiction and they may suffer from physical and psychological health

risks.

It is important for the gamers especially students to have awareness

about this certain issue. We have to take an action in order for them to know
that virtual world is different from real world. They must not waste time by only

playing online games well but they should also focus on what’s more

important and that is to make their lives wonderful in reality. They can only be

able to benefit from the internet if they have a sensible use on it.

Therefore, it was hoped that with the result of this study, it can help the

students on how to control their selves while playing online games with the

knowledge that they may have about its health risks in which this study makes

awareness of.

Statement of the Problem

This study aims to know the perceived effects of online game to

the health of the students.

The research wanted to answer the following statements.

1. The impacts of online games to the students:

1.1. Absent minded; and

1.2. Irritable

2. Kinds of games that are addictive:

2.1. Mobile Legend Bang Bang;

2.2. Defence of the Ancients; and

2.3. Clash of Clans

3. Reason why online games are addictive:

3.1. Fun; and

3.2. Competing to other country.


4. Ways to control students playing online games;

4.1. Time Management;

4.2. Divert your attention to other things; and

4.3. Focus more on important matter.

5. Online gaming impacts particularly on physical and psychological:

5.1. Obesity

5.2. Anxiety and Depression

5.3. Video-induced seizures; and

5.4. Postural, muscular and skeletal disorder.

Theoretical Framework

This study is adhered on various theories relating to online games.

These previous theories suggested have presented regarding how online

games affects the behavioural factors of the players.

The first theory is Maslow’s Hierarchy of Needs (Maslow, 1943). This

theory is a key foundation in understanding human behaviour. The original

hierarchy, since it has been revised over time, states that a lower level must

be completely fulfilled and satisfied before moving into a higher pursuit. That

is, the absence of playing online games which has become the need of

addicted players is more likely to generate sense of dissatisfaction; the

addicts compulsive use of online games seems to stem from the relief of

dissatisfaction rather that the pursuit of satisfaction.


Next, is the Self-Determination Theory (Deci, et al, 1975). It states that

humans consist of three innate psychological needs: a need to fell competent,

a need to feel related and a need to feel autonomous. Gamers feel competent

when their opponent has the same or higher level of mastery as they have.

They also fell related since they are on trend like other player. And when they

got the victory, they feel autonomous and satisfied.

Followed by the theory of Intrinsic Motivation (Malone, 1981), this

theory suggests that intrinsic motivation is an instructional gaming context is

incorporated with an optimal relationship between fantasy, challenge,

curiosity, and control. This theory is the dominant source of support for

instructional gaming. Research has provided that instructional gaming has the

intrinsic ability to develop the learner’s confidence in determining their own

density.

Lastly, the Flow Theory (Sikszentmihalyi, 1975), this theory is based

around having an optimal experience while involved in some activity.

Commonly, in order for the players to have the best experience while they are

engaged in the virtual world so they come up with optimal strategies. In order

to achieve “flow state” there are number of things that the experience must

provide. It must have clear objectives, provide immediate feedback on

performance, be challenging but not so much to overcome the individual

skills, immerse the individual skills, immerse the individual and of course in

interesting in general.

This presentation is shown in figure 1.


Theory of Intrinsic
Motivation (Malone, 1981)
Flow Theory (Sikszentmihalyi,
1975) It is an instructional gaming

It is based around having an context which is incorporated with

optimal experience while involved an optimal relationship between

in some activity. fantasy, challenge, curiosity and

control.

Online Gaming

Self-Determination Theory
(Deci, et al, 1975)
Maslow’s Hierarchy of Needs
(Maslow, 1943) It stated that humans are

It stated that the lower level of consisting of three innate

hierarchy of needs must be psychological needs: a need to

completely fulfilled and satisfied feel competent, a need to feel

before moving into higher pursuit. related and a need to feel

autonomous.
Figure 1.
Conceptual Framework

The conceptual framework shows the relationship of different

variables. It shows that the online gaming is caused by peer influence for

a reason to be on trend. Online gaming has various effects on physical

and psychological health of the students. It can affect physical health that

can lead to obesity, video-induced seizures and postural, muscular and

skeletal disorders. It can also leads to depression and anxiety affecting

psychological health. Through Interview Question Technique, the

researchers will somehow get the result that will be a guide in conducting

Online Game Addiction Awareness Program.


Interview
Peer Influence Online Gaming
Question Guide

Peer Influence

Online Game Addiction

Awareness Program (OGAAP)

Figure 2.
Significance of the Study

The results of this study will be of great benefit to the following:

Students. This study is primarily crucial to the students for this will give

awareness for them to know the impacts of online gaming to their

health.

Parents. This study will give enough knowledge for the parents about the

impacts of online gaming to the health of their children, and for them to

focus more from guiding their children to avoid getting addicted to online

games.

Teachers. This study will help the teachers have the understanding

about the impacts of playing online games to the student’s health. As a

second parents of the students, it will help them in taking action to

prevent students getting totally involved in online gaming.

Future Researcher. This study may serve as basis for future references

if they conduct a study related to this topic.

Statement of the Problem

This study aims to know the perceived effects of online game to

the health of the students.

The research wanted to answer the following statements.

6. The impacts of online games to the students:

6.1. Absent minded; and


6.2. Irritable

7. Kinds of games that are addictive:

7.1. Mobile Legend Bang Bang;

7.2. Defence of the Ancients; and

7.3. Clash of Clans

8. Reason why online games are addictive:

8.1. Fun; and

8.2. Competing to other country.

9. Ways to control students playing online games;

9.1. Time Management;

9.2. Divert your attention to other things; and

9.3. Focus more on important matter.

10. Online gaming impacts particularly on physical and psychological:

10.1. Obesity

10.2. Anxiety and Depression

10.3. Video-induced seizures; and

10.4. Postural, muscular and skeletal disorder.

Scope and Limitations

This study focuses only on the impacts of playing online games to

the health of the students. This only centers on the experiences of the

students that were addicted to online games in conducting data through

interview questionnaires as the bases in this study. This will not go

beyond forcing them to stop playing online games because it can affect

their health.
Definition of Terms

Addiction - the fact or condition of being addicted to a particular

substance, thing, or activity.

Anxiety - a feeling of worry, nervousness, or unease, typically about an

imminent event or something with an uncertain outcome.

Depression - is a common and serious medical illness that negatively affects

how you feel, the way you think and how you act.

Impacts - have a strong effect on someone or something

Innate - If a characteristic or ability is already present in a person or animal

when they are born, it is innate

Internet - is the intercontinental global network of computers to enable

sharing of information and resources

Obesity - the condition of being grossly fat or overweight.

Online games - is a video game that is either partially or primarily played

through the Internet or any other computer network available.

Physical – relating to the body

Psychological – affecting or arising in the mind; related to the mental and

emotional state of a person

Seizures - the action of capturing someone or something uses force.

Virtual - existing in essence or effect though not in actual fact

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