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A Research Paper
Presented to the Research Department
AMA Computer College
123 Gen. Malvar St., Davao city
Muslimin B. Ontong
Jeffrey L. Dinampo
Stephene V. Caputol
Date of Submission
CHAPTER 1
INTRODUCTION
Problematic Issues
Video game addiction is defined as impulse control disorder, which does not
computer games and videogames (Greenfield & Young, 2009). Due to excessive
use of computer games there is effect in their personal traits like anxiety,
sensation seeking, neuroticism, and aggression which are the symptoms that a
Brain is also affected in computer addiction; regions of the brain associated with
they view images of video games (Ko, C et al. 2010). Gaming addiction should be
defined by how much the negatively impacts other areas of life, not by how much
sample of German teens, 6.3% of subjects fulfilled the authors’ diagnostic criteria
for gaming addiction. These adolescents were mostly male and had low
associated with academic achievement (Chiu et al. 2004). So far there are no
studies conducted as to the percentage of senior high school students who are
hooked to online games, thus, this study would like to find out factors why senior
computer gaming. This is in spite of the fact that the government’s Department of
Education (DepEd) values how online computer gaming also helps sharpen the
young generation into highly proficient individuals in new technologies and digital
wellbeing are the components that influence the interest for instruction. These
that higher/better estimations of the variables lead to higher interest for training.
Then again, factors that influence the supply of training are vicinity to class,
execution. (Oliveros and Sapio, 2007, 17-18). Apparently, computer game critics Commented [MO1]: Cite the source please.
Commented [MO2R1]: I hope u like maam 😊
are clamoring that many internet and computer shop owners could not care less
since it meant more income for the business. The effects of computer games on
In Sto. Tomas, Davao Del Norte, scholastic organizations here have raised a
warning after they announced that the quantity of minors—of which larger part are
Thursday held at the metropolitan exercise center, school chairmen of both open
and tuition-based schools reverberated a similar quandary, saying that "an ever
remain in different web bistros to play web based diversions. "The web has had
innovation," Ramon Lanzaderas, (Sun. Star Davao 2013) Commented [MO3]: Copied or rephrase…. You should
rephrase this one to avoid plagiarism
Research Question
This study will determine the number of students in AMA Computer College of
Davao that are addicted to online games. Specifically, the following questions will
be answered:
1. What are the effects of Playing Video game to your Physical Health?
2. What are the reasons why students kept playing video games?
3. How does playing video game effect the academic performance of the
students?
Theoretical Lens
developed a lot in the field of Information Technology (IT), Computer Science and
Media entertainment. Video games are also the most popular form of media
entertainment and gaming environment. It has been popular long before the new
generation video games idea was ever thought by the video game designers.
Through our research we tried to investigate the positive and negative effects of
video games on youth and children. (Ahmed Usman and Ullah Inam,2013). In the
21st century saw a substantial growth in the number of studies on video game Commented [MO5]: ????? Sorry cant understand
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addiction particularly as gaming expanded into the new online medium where
made about the demographic characteristics of gamers and problem gamers. The
literature, to date, suggests that adolescent males and young male adults appear
course and severity of these problems is not well known (King DL, Delfabbro PH,
Griffiths MD,2010). In addition to the reported negative psychosocial
consequences, there are also many reported health and medical consequences
that may result from excessive video game playing. These include epileptic
seizures.
Our own empirical work has focused primarily on the effects of violent video
games on those who play them (e.g., Anderson et al., 2004; Anderson & Dill,
2000). In schools, too, computer games have been effectively used to teach
Concept Map
dependent variables are effect on SHS students, reasons and effect on the
academic. The conceptual paradigm is referring to effect on addiction on playing Commented [MO7]:
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video games and especially to SHS students that how the video games effect on computing???????????????????
These researches they study about the psychological factor, whether that is
factor to the online game addiction among students. Unlike with substance abuse,
gambling elevates dopamine, but there’s more to addiction than brain chemistry
person to escape the real world and change the perception of self-worth (Rooij,
Ying Huang (2003), by playing the online game features online gamer participants
may view the games as source of providing diversion and filling time.
These gamers avoid their problems by playing games, which in turn interferes
with their lives because they’re so busy playing games (Peters 7 et al, 2007).
Internet addiction gives the gamer to the unique psychological properties which is
the users increase their use of these internet services, the utility they gain from
each usage does not diminish, leading not only to self-destructive addiction but
also to social ills. When a problem, playing video games can interfere with real-life
obligations such as work, and players can end up lying about playing video games.
The study found that “problematic” video game use can have similar effects as
children how to care for their disease. She found that children enjoyed the game
as much as comparison children enjoyed playing pinball and spent the same
amount of time playing over 6 months. The diabetes video game promoted
was related to positive health behaviors and positive health outcomes. Ultimately,
this video game was able to successfully teach the attitudes, skills, and behaviors
Games addiction shows the bad effect among the people nowadays.
and has been shown to lead to consequences such as failing school, family and
relationship problem (Brian. D. NG, M.S & Peter. W. H, 2005). It can make the
people who has addicted will feel that the games can provide opportunities for
trumped a shallow sense of fun, which doesn’t keep gamers as interested (online
gamers anonymous, 2008). The role of media in advertising the games also make
more cause why the games addicted will be more interested with those games. In
2005, advertiser spent $80 million to reach game players, this spending is
online games, Zhang (2007) indicated that most of these students had bad grades
players who spend playing too many hours (above 10 hours a day) are at high risk
of being addicted to video games (Anand, 2007). Previous studies have shown
that video game addiction among adolescent’s gamers is highly correlated with
psychosocial problems such as time spent on games (i.e., usage), life satisfaction,
playing video games is one of the most popular leisure activities in the world,
research into its effects on players, both positive and negative, is often trivialised.
Some of this research deserves to be taken seriously, not least because video
The results indicate that people continue to play online games if they have
optimal experiences while playing the games. This optimal experience can be
attained if the player has effective personal interaction with the system or pleasant
social interactions with other people connected to the Internet (Dongseong Choi,
role-playing games, are more often associated with video game addiction
Chapter 2
Method
Research Design
implications for mental health professionals who might encounter gaming addicts
and their spouses in their practices. Recommendations are made for future
Research Participants
Data Sources