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1.

Background of Study

According to Rideout et al. (2010) this video game has become a very popular
entertainment in the 21st century, especially young people who are easily influenced by
the addictive culture of playing video games. Video games use has increased steadily
overtime. ( Merriam Webster ) define of video games is are electronic games that involve
a response with the user interface to produce visual feedback on a video device or an
electronic game in which players control images on a video screen. Today, as we can
see, the impact of technological advancement has led to the formation of culture, among
which one is addicted to playing video games. The scope of learning emphasizes the
effects of video game addiction among students.

2. Problem Statement

Issues related to this topic are the addiction of young people, especially students to video
games. The effect that comes from playing this video play is more to form the culture and
the negative behavior of the students. The rising popularity of video games has brought
about an explosion of research on video game effects ( Barlett,Anderson,&Swing,2009),
in which it shows the increasing number of people playing video games everday.
Researchers want to identify the addictive effects of this game among students either
better or worse.

3. Significant of Study

The purpose of this research is to find out the impact of the effect that is caused by the
addiction to playing video games. This culture is increasingly infectious as most young
people prefer spending time playing video games rather than doing things like sport or
anything.
4. Research Objective

Focusing on young people, especially student who spend more time playing video games.

5. Research Question

What are impact on the addiction playing video games it is good or bad if playing on
extreme.

6. Expected Constribution

Expectation for this topic to know how this addiction playing video games on extreme give
impact to culture behavior among student who spend more time playing video and games
Concerns have been expressed in the public media that video game playing is addictive
for youngsters and leads to excessive expenditures of time and money, poorer school
performance, reduced involvement in sports, and less opportunity to develop social skills
( Lawrence S. Meyers,1984 ). Findings from experimental studies, correlational studies,
longitudinal studies, as well as a number of meta analyses confirm that violent video
gameplay can increase aggressive cognitions, affect, and behavior both in immediate and
long term contexts ( Anderson& Dill 2000; Anderson, Gentile, & Buckley, 2007; Anderson
Gentile & Buckley, 2010). There was a significant positive correlation between students'
computer games addiction and their physical and mental health in dimensions of physical
health, anxiety and sleeplessness There was a significant negative relationship between
addictions to computer games and impaired social functioning ( Addict Health. 2009 ).

7. Conclusion

For the conclusion, we find effect of playing video games is more negative than a positive
among student. They more like spend more time to playing games than spend time to
sport if they have time. For those student have addiction playing games they spend more
time because playing games have become their habits and are hard to prevent.
8. Reference

V.J. Rideout, U.G. Foehr, D.F. Roberts. Generation M2: Media in the lives of 8- to
18-year-olds. The Henry J. Kaiser Family Foundation, Menlo Park, CA (2010).

Lawrence S. Meyers, 1984, Bulletin of the Psychonomic Society, Volume 22, Issue
4, pp 309–312

Addict Health, 2009, Fall; 1(2): 98–104, US National Library of Medicine


National Institutes of Health

Anderson, C. A., Gentile, D. A., & Buckley, K. E. (2007). Violent Video Game
effects on children and adole scents: Theory, Research, and Public Policy.
NewYork, NY: Oxford University Press.

Bibi Eshrat Zamani, ( 2009 ), Effect of Addiction to Computer Games on Physical


and Mental Health of Female and Male Students of Guidance School in City of
Isfahan, Page 8, University of Isfahan, Iran.

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