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THE INFLUENCE OF ONLINE GAMING ON ACADEMIC INTEREST AMONG THE

SENIOR HIGH SCHOOL STUDENTS

DAYONDON JHERAMIL

CLARION ROLITA

SANCHEZ APRIL KEI

VILLANUEVA JOVINAL

UNABIA JAMES

CANOY ALJUN

LARROBIS ANNICETO

BALDERAS GENERICO
CHAPTER 1

INTRODUCTION

Rationale

Being a technology-dependent country, the rise of the internet use has led to many changes in our

daily lives. And this rise has not been made up only through the social networking sites such as Facebook,

Twitter, Instagram, Youtube or any other but mostly, of online games. Online game refers to any game that

a person plays through the use of internet over a computer network; this is played by multiple players in

different scopes around the world. Particularly, online games are computer software programs that can be

used without the limit of time and is free. And these games often written in Java languages because they

play up simpler than games that aquire downloading.

The popularity of online gaming has spread at an increasing rate since its introduction. However, given the

increasing number of studies on the phenomenon of problematic gaming, there have been growing

concerns about negative consequences for a small minority. These gamers spend more time with gaming

than planned while ignoring other important activities causing negative effects on their performance, social

relationships, and withdrawal symptoms. There are different names present regarding this phenomenon in

scientific literature. The phenomenon is reffered to as addictions. The present authors propose to use the

name problematic gaming. This term describes both the epitome of the phenomenon [i.e., that the

behavioral is not only excessive but gaming-related problems are also expected to be present], while

avoiding the notion of dependency [as the exact definition and diagnostic criteria have not yet been clarified

or agreed].

The aim of our study was therefore twofold. Firstly, to explore what components span problematic online

gaming and how it affects the interest of a child towards academic countenance. Secondly, to make these
dimensions measurable, to develop such a scale on which the identified extent can be assessed. The

objective here was to create a questionnaire suitable for students playing online games. A further intention

was to carry out an empirical base analysis to ensure that all components of problematic gaming as a factor

to loss of academic interest remain in focus.

Nowadays, people see online games having a good impact for students and kids considering it as an

effective mind exercise. This also shapes a student’s ability to think and react faster as they do in gaming.

A research shows that a child playing online games becomes more active and can changes your brain to

be smarter [ C. Shawn Green, University of Wisconsin ]. Online gaming plays a major role for a teen’s

involvement to modernization and preparation for the 21st century. However, we should not lose sight of the

negative impacts it may bring to us. Online gaming is one of the most blamed issues by the media why

teenagers today becomes violent and commit extreme anti-social behaviour which they probably adapt

from the things happening on the virtual world.

The concerns appear to be grounded as a growing number of studies indicate the internet gaming addiction

is associated with various negative consequences. The psychological consequences include the following:

sacrificing real-life relationships, other pastime activities, sleep work, education, socializing, and

relationships, obsession with gaming and lack of of real-life relationships, lack of attention, aggression and

hostility, stress, dysfunctional, coping, worse academic achievement, problems with verbal memory, and

low well-being, and high loneliness. Moreover, psychosomatic consequences have been found in a number

of studies. These included problems with sleeping, seizures, and psychosomatic challenges. This long list

indicates the internet gaming problems must be taken seriously as they can affect the individual negatively

in a variety of ways.
In addition to this, the following gaming motivations were found to be the most commonly associated with

gaming addiction: coping with daily stressors and encapism, online relationships, and mastery, control,

recognition, completion, excitement, and challenge. This indicates that the reason for game may be an

important indicator of potential risk for internet gaming addiction. For instance, elements of exposure

therapy may be used for the socially fearful in order to decrease discomfort and reintroduce clients to real-

life social environment.

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