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Chapter 1

The Problem and Its Background

In this chapter, we will elucidate the significance of computer games to Filipino youths ages 16-
19 years old and the good/bad causes and effects of it to them.

Introduction

Modern technology has arrived in our time. Because of this, most of our daily routines and works
are easier than the previous eras. That is why many people around the globe defines technology
as an advantage. And in our country we can also see the major improvements of everyone
because of technology. We can now easily socialize with other people around the globe with the
use of our gadgets and the internet. Messages and calls are now one tap away unlike in our
previous time. The way of studying has also become easier for students because of the use of
modern technology. But in our country, many youths are being enthusiasts of using computers
not only for study purposes but also for online gaming. And these habits are being prohibited by
the parents and schools because this causes distraction to the studies of the youths.

One of the most recognized services of computers are online games. Online games are games
that played through internet. It starts from 1970 up to the present times. Most online games are
offered in computer shops situated near universities or schools wherein many youths and
majority of them are students are being tempted to play. But these online games are criticized by
other people especially by parents because these games might promote cyberbullying, violence
and xenophobia because of some issues like graphic violence, sex themes and profanity that
happens in game. Some are also concerned about gaming addiction of these youths or social
stigma. Online games have attracted players from a variety of ages but majorities of them are
youths that are still studying. Online games content can also be studied in scientific field,
especially gamers interactions within virtual societies in relation to the behavior and social
phenomena of everyday life. And to some parents, they see online games as a distraction to the
studies of their child and they also discern bad behaviors and attitudes of their child due to
virtual or graphic violence in online games.

According to a study, internet gaming addiction is a behavioral problem that has been classified
and explained in numerous ways. According to Griffiths(2010), a physicist and educator,
biopsychosocial processes lead to the development of addictions, such as Internet gaming
addiction, which include the following components. First, the behavior is salient (the individual
is preoccupied with gaming). Second, the individual uses the behavior in order to modify their
mood (ie, gaming is used to escape reality or create the feeling of euphoria). Third, tolerance
develops (the individual needs increasingly more time to feel the same effect). Fourth,
withdrawal symptoms occur upon discontinuation of the behavior (the individual feels anxious,
depressed, and irritable if they are prevented from playing). Fifth, interpersonal and intra-
personal conflict develops as a consequence of the behavior (the individual has problems with
their relationship, job, and hobbies, and lack of success in abstinence). Finally, upon
discontinuation of the behavior, the individual experiences relapse (they reinitiate gaming).

Despite that players make friends and finds entertainment from online games, it also brings bad
effects on the players. Players sometimes didnt notice the time because of too much time of
playing online games thats why they skip their meals and classes because they enjoy the game.
And because computer shops are located nearby the universities or schools, the students are more
exposed to play online games instead of attending their classes. This concludes that even though
games might be entertaining, it still has negative effects on them.

Statement of the Problem

We come up with this study to know the causes and effects of online games and the significance
of playing to Filipino youths ages 16-19 years old.

1. What is the sociodemographic profile of the respondents in terms of:


1.1. Age
1.2. Gender
1.3. Online games commonly played
1.4.Length of time the respondents play online games (hours)

2. What are the effects of playing online games in terms of:


2.1. Physical Aggressiveness
2.2. Studies
2.3. Violent behavior or bad habits

3. What are the causes of playing online games in terms of:


3.1. Peer pressure
3.2. Family Problems
3.3. School Pressure

Significance of the Study

The significance of this study is that we can predict the causes or reasons of Filipino youths ages
16-19 years old to play online games. It can help to interpret the good and bad effects of online
gaming to the Filipino youths. We can describe the main causes and effects of playing online
games after gathering information from our respondents. We can also help the Filipino youths
and their parents to understand the advantage and disadvantages of playing online games. We
manipulate the information to the youths so they will have knowledge about the effects of online
games to them.

Scope and delimitation

Setting the boundary or limitations of the study could lessen the obscurity that could arise from
the readers. The study was concerned about the causes and effects of playing online games to
Filipino youths ages 16-19 years old especially to students.

Definition of Terms

The following terms are defined by its operational and technical definition.

Abstinence- the practice of not doing or having something that is wanted or enjoyable.
(Merriam Webster, 2016). Restraining from doing something. (Operational definition)

Anxious- characterized by extreme uneasiness of mind or brooding fear about some


contingency. (Merriam Webster, 2016). The act of feeling nervous. (Operational definition)

Biopsychosocial- of, relating to, or concerned with the biological, psychological, and
social aspects in contrast to the strictly biomedical aspects of disease. (Merriam Webster,
2016)

Elucidate- to give a clarifying explanation. (Operational definition)

Euphoria- a feeling of well-being or elation (Merriam Webster, 2016)

Profanity- offensive language (Merriam Webster, 2016). To say bad words or curse words
(Operational definition)

Salient- standing out conspicuously (Merriam Webster, 2016)

Xenophobia- fear of hatred of strangers (Merriam Webster, 2016)


CAUSE AND EFFECT OF ONLINE GAMING

A Research Proposal

Presented to the Basic Education Department Accountancy Business Management Track

Our Lady of Fatima University

In partial fulfillment of the

Requirements for

Practical Research 1

By:

Leal, Julie Rose V.

Moniset, Andrea Alecsa G.

Pia, Kris

Sunga, Chatrick C.

March 6, 2017
.

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