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Dumrique
Jennifer G. Castillo
Abstract
This study was conducted to assess and find out the impact of on-line gaming on
the academic performance and social behavior of the students in the Polytechnic
University of the Philippines-Laboratory High School. Furthermore, this study
sought answers on the significant relationship between playing on-line games
and academic performance and to social behavior of the students.
The study revealed that boys are more of a player compared to girls who often
play games that require three or more players like League of Legends, Clash of
Clans, Crossfire and many more to mention. It is also stated that those who play
online games are around 14-15 years old who are believed to be in the Grade 8
level. These students who often play games have an average weekly allowance
of 101 pesos to 500 pesos. Playing online games do not affect their grades badly
for they know how to limit themselves. They know that they need to control
themselves in order to function well in their class that is why they only play
games during vacation and weekends with a lot of time compared when they
have classes.
Even though they play online games; they know how to socialize well and they
can perform very well when it comes to academic performance. However, it is
inevitable not to play even for half an hour especially when they are accustomed
to it. Therefore, it is just a matter of discipline.
PETER DOCKRILL
RESEARCH ORGANIZATION
Scientists have collected and summarized studies looking at how video
games can shape our brains and behavior. Research to date suggests that
playing video games can change the brain regions responsible for
attention and visuospatial skills and make them more efficient. The
researchers also looked at studies exploring brain regions associated with
the reward system, and how these are related to video game addiction.
Andreassen
Over the last decade, research into "addictive technological behaviors" has substantially
increased. Research has also demonstrated strong associations between addictive use of
technology and comorbid psychiatric disorders. In the present study, 23,533 adults (mean
age 35.8 years, ranging from 16 to 88 years) participated in an online cross-sectional survey
examining whether demographic variables, symptoms of attention-deficit/hyperactivity
disorder (ADHD), obsessive-compulsive disorder (OCD), anxiety, and depression could
explain variance in addictive use (i.e., compulsive and excessive use associated with
negative outcomes) of two types of modern online technologies: social media and video
games. Correlations between symptoms of addictive technology use and mental disorder
symptoms were all positive and significant, including the weak interrelationship between the
two addictive technological behaviors. Age appeared to be inversely related to the addictive
use of these technologies. Being male was significantly associated with addictive use of
video games, whereas being female was significantly associated with addictive use of social
media. Being single was positively related to both addictive social networking and video
gaming. Hierarchical regression analyses showed that demographic factors explained
between 11 and 12% of the variance in addictive technology use. The mental health
variables explained between 7 and 15% of the variance. The study significantly adds to our
understanding of mental health symptoms and their role in addictive use of modern
technology, and suggests that the concept of Internet use disorder (i.e., "Internet addiction")
as a unified construct is not warranted. (PsycINFO Database Record
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Talabis dale
This research determined which among the risk factors is associated with the time spent playing online
games among the respondents, and which among the associated risk factors predicts time spent online
gaming the most. The respondents that participated in this study are female, plays online games for the
last 6 months, and lives in BF Homes Parañaque City, Philippines. A total number of 200 respondents
were selected through the use of purposive sampling. The results showed that the respondents have low
levels of aggression and narcissism and average levels of self-esteem and life-satisfaction. Of all the four
risk factors, narcissism is the only risk factor that significantly associates with time spent playing online
games among the respondents, having a moderate strength of association, and it is the risk factor that
significantly predicts time spent playing online games among the respondents the most. This study
implied that narcissism is a risk factor among the respondents that can affect their time spent playing
online games.