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