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TEEN AGERS’ ADDITION ONLINE VIDEO GAMS: PARENTS’

AWARWNESS, ATTITUDES AND RESPONSIBILITIES

INTRODUCTION
Video game addiction is described as an impulse control disorder, which does not

involve use of an intoxicating drug and is very similar to pathological gambling. This

addiction has also been referred to as video game overuse, pathological or compulsive and

excessive use of computer games and video games. Statistics show that men and boys are

more likely to become addicted to video games than women and girls. Recent research has

found that nearly one in 10 youth gamers in the age group of 8 years to 18 years can be

classified as pathological gamers or addicted to video-gaming. Gaming addictions result in

personal, family, academic, financial, and occupational problems that are characteristic of

other addictions. Impairments of real life relationships are disrupted as a result of excessive

use of the Game. As gaming addiction has officially been recognised by the World Health

Organisation as a mental health condition, The parents should get experts to provide guidance

on what it is and what steps parents can take to protect children from developing the

condition. Now a day the world is in our hand. Smart Phones and Computer play a vital role

to increase knowledge and most of times decrease character. Both smart phones and internet

have positive and negative side. In the negative side the children suffers a lot compared to

others. Up to marriage the parents have the responsibility to their children to become a good

citizen.

STATEMENT OF THE PROBLEM

Parents are the prime care taker than others. The children are under the full control

over the children. They provide proper and timely safe food, education, discipline and other

welfare activities of their children. They take full attention and 24 hours watchman of their

child. They are not expecting any monetary reward. They are rendering priceless and reward
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less services. They expect only good character and good citizen of the country. Even though
the parents take care 24 hours, the children at the teen age level, they are addicted to mobile

phone and computer internet connection. At the teen age level, they are addicted to online

video games. The parents also know this activity. They could not able to do nothing. They do

not know how to solve the problems of child. There is no one study to solve the problem.

Then a question arises why the teen age children additectedaddicted to the on line video

games. There is a gap. Hence, the researcher has made an attempt to find out the gap and how

to solve the problems of addiction of online games.

OBJECTIVES OF THE RESEARCH

The prime objectives of the research are to find out the Parents responsibility,

attitudes and awareness of the teen age children. On the basis of the main objectives, the

following other objectives are framed for analysis.

1. To examine the awareness, attitudes and responsibilities of the parents in


preventing on line video games.

2. To understand the positive and negative relationship with parents and time spend
with children.

3. To study the socio economic states of the parents and its impct on child care.

4. To examine the environmental factors of friends, relatives and neighbor.

5. Parents habits, attitudes, spending of time with family, character and their social
activities and social status.

HYPOTHESIS

The null hypotheses are to be analysed to give additional strength to the main

objective of the research problem. Based on the research work the null hypothesis are framed

to give extra proof of the objectives.

1. The parents’ attitudes and character do not influence the children character and
attitudes in playing on line video games.
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2. The socio economic factors of the family has no impact on the children physical and
mental character of the children and not related with on line games
.
3. The environmental factors of place, neighbours, friends and relatives have no impact
on the character of the children and their video game activities.

4. Parents control and caring of children do not influence the children attitude in
playing video games.

5. The school environments also do not influence the individual character of the
children. This environment does influence the addiction in playing on line video
games.

METHODOLOGY

RESEARCH DESIGN

Since the present research work has pre-determined objectives and methodology, it is

an empirical and analytical in nature. Apart from this, it is an attempt made to examine the

parent’s awareness, attitude, characters, behaviour and family responsibility.

SAMPLING PROCEDURE

The research work will conduct among the parents and children of residing in the

Southern Districts of Tamil Nadu. Four districts are select from Tamil Nadu, namely

Thoothukudi, Tirunelveli, Ramanathapuram and Kanyakumari. We use Purposive sampling

method to select the sample. In total, 200 respondents per district (approximately) will select

for the study. The total sample size comes to 1000 respondents. The respondents of this study

are only mothers and children. The age of the mothers ranged between 18 – 46 years and the

age group of children in between 8 to 19 years. Quantitative data (using interview schedule)

will be collect from the respondents. Pilot test will conduct among the 100 mothers and 100

children to confirm the questionnaire clarity and adoptability. Based on the feedback on the

pilot study, certain modifications will be carried out for the final collection of the data.

DATA SOURCES
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The present study is based on the primary data collected from the parents and children

in the Southern Districts of Tamil Nadu. Literature survey consists of different literatures like

books, published articles, journals and websites.

DATA COLLECTION

A well-structured interview schedule will prepare to collect the primary data from the

respondents. The interview schedule consisted of four important parts. The first part of the

schedule included the reasons for addiction in online Video Games, the second part dealt

with the Socio- Economic Status of the Parents and its impact in addiction of online Video

Games and the third part of the schedule covered the parents awareness ,attitudes and

character with good behaviour to take us role model of their child. The fourth part consists of

the environmental factors of friends relatives, school and school mates and surrounded place

of the children. The objective of the study is briefly explain to the parents and children . To

guarantee anonymity of responses and easy identification of questionnaires by individuals,

identification numbers will be randomly assigned to each questionnaire.

FRAMEWORK OF ANALYSIS

Statistical tool SPSS (20.0) will use to classify and analyse the data collect in the

surveys undertaken. The tools used in the study are ANOVA, t-test, Chi-square test,

Regression, Correlation and Factor Analysis.

1. INFERENTIAL STATISTICS

The frequency infers the respondents’ occurrence level on the Addiction of Online

Video Games and their level of addiction. The t-test use to infer the association level of the

respondents’ awareness and responsibility in the family on the basis of Online Video Game

addiction.

2. CHI-SQUARE ANALYSIS 4
The chi-square analysis use to analyse the association between the profile of the

respondents and their Children in online Video Games and psychological Behaviour of

Parents.

3. ONE WAY ANALYSIS OF VARIANCE

The one way analysis of variance use to find out the association between demographic

characteristics of the respondents and their attitude, behaviour and character.

4. CORRELATION

The Correlation analysis use to identify the relationship between the parents and

children in sharing their experience each other.

5. MULTIPLE REGRESSION

Multiple Regression analysis use to find out the impact level of environmental factors,

relationship with friends, School mates and relatives among respondents of parents and

children based on their overall knowledge and practices in online games addiction.

6. FACTOR ANALYSIS

Factor analysis will use to narrate the key factor indicators of respondents’ online

game addiction on their function rotated into three factors namely, addiction, physical and

mental health of the children.

CHAPTER SCHEMES

1. The first chapter deals with Introduction, Statement of the problem, hypothesis,
objectives and methodology.

2. The second chapter deals with the literature review and compare other studies relevant
the current research work

3. The third chapter analyse Teen Agers addiction in online video games and its impact
on their sports, study time, friends and relatives.
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4. The fourth chapter discuss socio economic status of their parents and its impact on the
children aggressive addiction in online computer games.

5. The fifth chapter deals with parents’ attitudes, character, behaviour and their
responsibilities.

6. The sixth chapter indicates findings, suggestion conclusion and recommendation.

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