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CHAPTER I
Introduction
The first reason that teenagers play computer games too much is very simple,
because computer games are very fun. Computer games’ aims focus on to relieve stress.
Therefore, computer games are very splendid violent content. There has long been the
brief that violent content may teach violent behavior” “Mind and Media”. Moreover,
Barrie Gunter asserted, “Extrapolating … from playing computer or video games with
violent themes, such as heightening of perceptions risk or danger in the real world,” “The
effects of video games on children”, Also he declared in same book, “The power of video
or computer games may also derive form the feeling of control which they stimulate in
young players”. Thus, computer games drive teenagers more violent. Besides, teenagers
could misunderstand that they are computer games character.
Marinduque State College
School of Information and Computing Science
Society and Culture
CHAPTER II
Review Related Study
This chapter presents pertinent review of related literature which is relevant to the
research.
Computers, video games, and the internet have become entrenched features of
our daily lives. Computer use has reached beyond work and is now a major source of fun
and entertainment for many people. For most people, computer use and video game play
integrated into their lives in a balanced healthy manner. For other time spent on the
computer or video game is out of balance, and has displaced work, school, friends, and
even family. (www.mediafamily.org/facts/facts_gameaddiction.shtml)
According to Gentile (2004), video games are natural teachers. Children find
them highly motivating by virtue of their interactive nature. Children are actively
engaged, provide repeated practice, and include rewards for skillful play. These facts
make it likely that video games could have large effects, some of which are intended by
game designers, and some of which may not be intended. The data about children's video
game habits are correlated with risk factors for health and with poorer academic
performance. When video game play is analyzed for violent content, additional risk
Marinduque State College
School of Information and Computing Science
Society and Culture
factors are observed for aggressive behavior.
(http://findarticles.com/p/articles/mi_m0816/is_6_21/ai_n9772319/)
Fisher (2006) stated that, there's also another type of computer addiction that's
been identified, which has been labeled "positive addiction." It may sound like a
contradiction of terms, but having a positive addiction is defined as obsessive behavior in
which the benefits received outweigh the cost of the addiction. There are many ways in
which immersing oneself into the computer can actually help make a person a better,
healthier, more aware human being. Not all the stuff on the Internet is bad, by any means.
There's an incredible wealth of valuable, enriching material available in an endless
variety in cyberspace, as well.
In addition, there are a growing number of researchers who argues that meeting
someone online may actually be a more intimate and revealing experience than face to
face contact, because you're communicating your thoughts, feelings, and emotions in a
more real way, free of the game playing and posturing that often accompanies real world
dating. You get to know the inner person in a more direct, spontaneous way without
worrying about facial expressions or inflections of the other person's voice. In a very real
way, couples who made their first contact online often know each other in a deeper, more
intimate way than couples who meet in the outside world.
On the other hand, Portal (2007) stated that, compulsive gaming is already
considered a psychological disorder. The growing number of students suffering from
Marinduque State College
School of Information and Computing Science
Society and Culture
computer game addiction and video game addiction can be puzzling for many people.
What the people don’t realize is that any form of addiction roots from things that used to
be harmless. Just like in gambling, virtual games bring a sense of fun, thrill and
excitement when played, these feelings actually make the game more appealing and
engaging and addictive. The seriousness of video game addiction and computer game
addiction has gone unnoticed. It managed to sneak from a good thing that turns out bad
due to abuse and bad usage.(http://hubpages.com/hub/Computer-Gaming-Addiction).
Moreover, Kranz (2008) stated that the seriousness of the issues caused by
computer game addiction and video game addiction was even claimed to have created a
new face of addiction in modern-day societies. Since this kind of addiction roots from
seemingly harmless sources, what leads to addiction is the people's abuse to the effects or
benefits that they bring. Since no one will ever prevent using computer these days, at
work or in school, theorists predict that this kind of disorder will be much harder to
manage.(http://www.artipot.com/articles/208460/video-games-the-modern-day-
addiction.htm).
When time spent on the computer, playing computer games or cruising the
internet reaches a point that is harm a child’s or adult’s family and social relationships, or
disrupt school or work life, that person may be caught in a circle of addiction. Like other
addiction, the computer or video game has replaced friends and family as a source of
person’s emotional life. Increasingly, to feel good, the addicted person spends more time
playing video games or searching the internet. Time away from the computer or game
causes moodiness or withdrawal. (www.asiafinest.com/forum/index.php?
showtopic=19726)
Marinduque State College
School of Information and Computing Science
Society and Culture
CHAPTER III
Methodology
Research Design
This study used descriptive method of research, according to Sevilla et. Al (1997)
the descriptive methods is designed for the investigator to gather information, about
present existing conditions. Accordingly it evolves collection of data in order to test or to
answer questions concerning the current status of the subject under study which measures
the existing phenomenon the students; hence the aforementioned research method was
adopted.
Research Population
The respondents involve in this study, were the 30 students from Boac, Marinduque.
Thus those students are a user of computer games.
Research Instrument
The instrument used to gather the most essential data and information in this
study was researcher – made questionnaire.
Questionnaire
The questionnaire is the primary source of data was conduted administered and
after it was answered by the respondents, it was collected, analyzed and evaluated by the
researcher.