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Chapter 1 THE PROBLEM

Introduction Technological advancement has brought many changes in the human race. As humans strive for a better and more comfortable life, technology as well is continuously changing from time to time. As they say the only permanent thing in the world is change. Same with technology, it has never been stable even for a day. Whats new today may not be new anymore tomorrow. Imagination and ideas brought in reality, gadgets and devices made from pure will of man to live ease and comfort. Technology has become very far and even more popular to the youth of today. Instead of riding bikes, going for walks, getting fresh air and spending time with the family, they would rather go to the computer, in front of the TV or having a phone stuck to their ear. Young people are using new media technology, including cell phones, personal data assistants, and the Internet to communicate with others throughout the world. Approximately 90% of youth use computers, 59% of them are online.1 One of the most wonderful interventions of man is the computer. From a house-like size of the first generation computers up to the modern-day computer which is hundred times smaller than the older versions of the computers, this has evolved as time goes by. Factors were more defined nowadays, with a faster processing time. Computers had brought great impact in the human life for it has made almost everything with just a single click. You can send files, photos, messages, and other more.

Computer game addiction is a worrying aspect of the modern-day technologically able youth. Many children spend hours a day on computers, so much so that computers have become a primary source of entertainment for them, as well as a convenient babysitter for parents.2 There are computer shops near the premises which greatly attracted students to spend their money to play computer games and furthermore distract them from their studies. Most of our youth and students today are fond of going into internet shop to use computer, without knowledge of their parents what they are up to. They will ask money from their parents telling that they have something to search in the internet for their project or assignments, although others do so, but there are some who just make it as an alibi so that they can compete skills with their peers through playing games online like for example war craft, battle realms, Defense of the Ancient (DOTA) etc.3 When a person plays one of these games, he is hooked into a fantasy world which separates the person from the real world: neglecting school, socialization and interaction with other people. Parents have the responsibility in monitoring their childs activity in maintaining the childs commitment to school, while teachers play an external role in developing and nurturing children. Utilizing these new technologies is part of the fast-growing economy; however, these may pose danger if not introduced well to the young children. Instead of producing 21st holistic individual we might produce unproductive children. The structuring of the society, the growth of economy, the building of a strong nation will depend on the youth. With the proper utilization of the modern advances in technology, these young children will be shaped to become the future innovators as catalyst of change.

The researchers finally come up with an idea to assess the prevalence of computer-game addiction among students in selected public schools in Polangui, Albay. They have chosen these as the locale of the study, because of its alarming situation to the researchers. Determining the prevalence of computer game addiction in public schools is a realistic and practical endeavour which would benefit a large number of people. Principally, this study was conceptualized to determine the prevalence of computer-game addiction among students of Polangui Public Schools and to institute measures and/or interventions on the effects of computer-game addiction among students.

Statement of the Problem The present undertaking will generally focus on determining the prevalence of computer games addiction among the students in Polangui public schools. In particular, it will seek to answer the following sub-problems: 1. What is the socio-demographic profile of the respondents in terms of: a. age b. gender c. grade/year level d. daily allowance e. occupation of the parents/guardian f. type of computer games played 2. What are the effects of computer-game addiction among students in Polangui Public Schools, along with: a. cognitive aspect

b. physical-physiological aspect c. psychosocial aspect 3. What interventions can be recommended to heighten the awareness on the effects of computer-games addiction among public school students?

Scope and Delimitation The current study will primarily deal on the prevalence of computer-game addiction among the students in Polangui Public Schools. This will utilize the purposive sampling which is a non-probability sampling since the study will encompass a large population of respondents. The respondents will be chosen according to a set of criteria such as those students who are exposed to computer-games for almost 6 hours and above regardless of their gender as well as those who are officially enrolled from grade 4 until 4th year high school students. The study will be delimited to the public school students in Polangui, Albay. The public school students, as the respondents of the study, will refer to the public elementary and high school students who are officially enrolled in Polangui North Central Elementary School, Polangui South Central Elementary School and Polangui General Comprehensive High School. This study will commence this second semester academic year 2012-2013 and will end on October, 2013. Significance of the Study The result of this intellectual endeavour will be highly valuable to the following benefactors:

Public-School Students. As the respondents of the study, they are the primary benefactors of the current investigation. This study will serve as a birds-eye view among the students not only in public elementary and secondary schools but also among private schools regarding the detrimental effects of computer-games on health and studies. Parents. This study is an awakening call to monitor the activities of their children especially the peers whom their children go with, their commitment and responsibilities to the school. Hence, their children will be guided to walk on the right path to finish their studies and be an asset to the society. Polangui. This is a first class municipality in the Province of Albay, Philippines. According to the 2007 census, it has a total population of 78,572 people with 13,773 households. This is the main locale of the present study. School Administrators. This will serve as a tool in analyzing the outcomes of learning that are being adapted by the students in the school, the values, motivation and encouragement of the administration in developing the morale of the students. Also, the teachers must understand the nature of the attitudes and learning process of every student, their perception as well towards students performance in school and serve as a counselor and second parent to the students to listen and guide them as they are going through. Department of Education (DepEd) Officials. This will serve as a basis on designing a necessary policy on computer-games being catered by the business establishment congruent to DepEd policy that no students should be allowed to play games at the net caf during school hours and those students who are in school uniform. This would also raise their level of awareness regarding the effects of computer-game addiction to the students; thus, strict implementation of policy will be imposed.

Local Government Unit (LGU) Officials. This will guide them to collaborate with the DepEd in the implementation of the policy and impose higher penalty on the business establishment that violates on the policy. Thus, this policy should be strictly implemented with corresponding punishment to serve as a lesson not to disregard the policy. Community. This will help the community to reduce, if not prevent the incidence of the students being addicted to computer-games. This will also make the general public aware of their responsibility to report whenever there are cases that the owners of the shop allow the students to play computer games especially during class hours and stay up to late at night. Future Researchers. This will serve as their background to conduct and continue what was started by the researchers. To be more aware as well of what is happening as of today especially to the students who are addicted to computer-games and further contribute data that can help for the improvement of the study.

Notes
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http://www.studymode.com/essays/The-Impact-Of-Technology-On-Youth-388744.html Hubpages.com/hub/Computer-Game-Addiction---ParentsPrevention-and-Solutions

http://www.studymode.com/essays/Related-Literature-Of-Computer-Exposure628746.html

Chapter 2 Review of Related Literature and Studies The researchers incorporate a review of literature and studies relevant to the present study that has been gathered through books, magazines, journals, articles and unpublished thesis by local and foreign authorities. Various materials that discuss concepts and issues analogous and significant to the current investigations are highlighted below. The synthesis of the related literature and studies, and the gaps to be bridged by the study are included in this section. Also, the theoretical and conceptual frameworks and paradigms were discussed to lay down the foundation of the study and to clearly establish relationships among variables. Likewise, the key terms used in the study were conceptually and operationally defined in order for the readers to appreciate and understand the complexity and explicitness of the research.

Related Literature Video games were first introduced in the 1970s and have now become an invariable source of fun and entertainment for children. This virtual world has become a place of fantasy, where they are rewarded for every game they win. Nowadays, they can be seen in almost all homes, with kids having their own individual video game consoles and play stations. There are basically five varieties including sports, general entertainment, fantasy violence, educational games and human violence. Extensive research has been conducted since the time of its inception to study the effects of these games on kids. The results of

these studies have shown that there are both good as well as bad consequences on children, depending on type of game they play and their level of exposure.1 Nowadays, the use of internet is prevalent in our world, thus increasing the use of online games to the young generation. At the same time, this internet or computer online games gives satisfaction to an individual either it can cause negative or positive effects to the users of internet of online games. Several studies have been published that explore these impacts on today's children or an individual. Video games or online games have been available to consumers for the last 30 years. They are a unique form of entertainment, because they encourage players to become a part of the game's script. Today's sophisticated video games require players to pay constant attention to the game, rather than passively watching a movie.2 Through this, it may cause an impact to an individual either negative or positive effects. In order to adequately define the terms, online game has first to be broken down into its basic components: online and game. At its very basic situation the term online can be referred to any activity that is taking place via use of the Internet. Game on the other hand according to the Oxford dictionaries (2012) is defined as an activity or pastime that generates amusement. As an amusement, online game generates activity that is played over some form of connection or computer network.3 According to the Entertainment Software Association, 20% of video game players are boys under the age of 17, 26% are men and women over the age of 50. The average game player is 37 years old. In a survey of 1,102 teenagers, aged 12 to 17, 97% of them said that they play video games; moreover, half of the survey respondents said that they had played a video game in the last day. As of 2011, over 40% of players are female.4

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In a list produced by Media Family entitled, Effects of Video Game Playing on Children roughly 97 percent of kids played video games in 2008. In 2006, 45 percent of kids were regular gamers, which mean that they played for two or more hours on a daily basis. The high number of kids shows the importance of learning to choose games that will help strengthen and push the intellect of the child playing.5 According to Robert Palmer, everyone needs to take time off from work sometimes and just do something fun. Although everyone has their own version of fun, most people will agree that there is at least what type of game that they like to play. Whether it is simple card game, a board game, or one of the many online games at your disposal today, everyone has that one thing that they enjoy doing on a relaxed, leisurely afternoon.6 Moreover, playing online games and surfing the internet may serve as a catharsis of an individual to relieve stress and bad emotions that he encounter daily. Mr. C. Shawn Green, a psychologist from University of Wisconsin, believed that "Video games change your brain". Playing video games change the brains physical structure the same way as do learning to read, playing the piano, or navigating using a map. Much like exercise can build muscle, the powerful combination of concentration and rewarding surges of neurotransmitters like dopamine strengthen neural circuits that can build the brain.7 This influx of the internet into mainstream society has really altered the way people spend their leisure time. Oftentimes, people are resorting to playing their favorite board game on the computer using an online version. Many people of todays generation are indulging in this kind of activity especially the teenagers. At first theyre not interested because of unfamiliarity of the game, but as time goes by that they know how

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to play the game, they tend to enjoy with it resulting to a habit that it becomes part of their activities of daily living; hence, leading to addiction which hinders their studies.8 According to Diao (2003), everyone needs to express their feelings and thoughts. As such, when a person cannot express himself adequately, he may get depressed. Therefore, one way to release depression is by playing online games, which enables gamers to chat and play with their friends. Avoidance to the societal pressure was also seen to be as another reason for addiction to internet among young population. In addition to the study conducted by Diao, some young people are naturally reluctant to talk to strangers face to face, but when surfing the internet or playing online games, they can be whoever they want to be. As such, they can chat with the people they meet online without feeling any social pressure that come along with physical meetings.9 Normally, man experiences bad things in life unexpectedly. As young

adolescents grow, they are faced with multitude challenges which would hone them as they embark their journey in life. It is essential to widen their perspectives with the guidance of their parents because they usually seek assistance from their peers .who greatly influence them to engage in harmful activities such as playing online computer games. Playing online games could affect the academic status of the students. Because gaming is an entertaining activity, it can lead to addiction among students especially if it becomes part of the daily activities. Corollary to this, their time to be spent for studies, co-curricular activities and doing school paper works are lessened. Computer games could also be a detriment to the health of an individual. First, prolonged periods of exposure in front of the computer may result to eye problems.

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Secondly, it may deter other important activities of daily living such as exercise and a well-balanced diet. Hence, the individual may have a sedentary lifestyle which could predispose him from acquiring chronic or lifestyle-related diseases such as obesity and Diabetes Mellitus (DM). Dorman and Emes found out that frequent gaming maybe associated with health problems. This includes tendinitis, repetitive strain injuries, several changes in blood pressure, and cardiac problems. Hence, computer games may trigger epileptic seizures in susceptible persons.10 There is also the so-called Repetitive Strain Injury (RSI) wherein this is triggered by prolonged periods of sitting due to playing online games. For gamers or heavy computer users, it is common to experience RSI in the wrist. This results from the tendons in the arm and wrist being overworked; causing the tendons and the tissue covering the tendons to become inflamed and sore.11 The client with RSI manifests pain while moving. Moreover, it can lead blurring of vision and headaches. Conversely, playing computer games may also bring about beneficial effects to the individual. These online games can help to test individual brains since several games that we play require a good coordination of the eye as well as a problem solving. These skills cannot only be developed in a purely academic setting but also in playing computer online games.12 By playing online games, their abilities and skills can be discovered and enhanced. Multi-tasking could be developed in an individual. Gaming can also equip your kids with analytical and math abilities that one wouldn't normally associate games with.13 Almost all the online games require these skills to be successful. Playing video/online games can also help make the individual to learn the importance of patience

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- a much needed virtue.14 In most games, when the individual is a beginner, the player does not usually succeed on the first attempt, but as the time passes by, the player becomes accustomed with the game until he eventually succeeds every time he plays computer games. It can help teach your kid that they shouldn't give up the first time, but try again and again - much the same as in real life.15 In other words, teach them that they must be patient in order to be successful. In that sense, playing online games can help teach them good lessons about life. Most importantly, playing games and being exposed to technology can equip the individual to adapt to new technologies more easily, and in a technology-driven society. It can give your kid an advantage over other kids who are not as exposed to technology or as technologically savvy.16 Nowadays, it is almost impossible for a person to avoid getting engaged in online games. That's why helping your child to develop healthy habits at a young age in order for them to emerge unscathed is important.17

Related Studies In the study conducted by Prof. Ryuta Kawashima entitled, Computer Games make Children Anti-Social, it was revealed that the process required by computer games were too simple to stimulate crucial areas of the brain leading to underdevelopment and consequent behavior problem such as violence. He said that the greatest threat from computer games was not in their tendency to arouse aggression, as previously thought, but lack of mental stimulation they provide.18

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Prof Kawashima and his team measured the brain activity of hundreds of teenagers while playing a Nintendo game and compared it to another group doing simple arithmetic. The result showed that, unlike the math exercise, the computer game did not stimulate the brains frontal lobe, an area which plays an important role in the repression of antisocial impulses and is associated with memory, learning and emotion. A lack of stimulation in this area before the age of 20 prevented the neurons from the thickening and connecting, thus impairing the brains ability to control impulses such as violence and aggression.19 In terms of academic performance, twenty students got low results in exam at school. Out of forty, eighteen had ineffective study habits and five had improved in problem solving. Out of forty, ten became distant to other members of the family; nine became open to parents and tell stories about their experiences when playing computer games. While one takes money from parents without permission. Ranking first, eighteen out of forty children were preoccupied with the desire to have fun. They prioritized playing than doing tasks ranked second, while the least effect was that they learned how to prioritize task with a frequency of six children.20 Williams and Skoric, who conducted the research entitled, Internet fantasy violence: A Test of Aggression in an Online Game 2005, aimed to determine the effects of engaging in a violent massive multiplayer online computer role-playing game. They found out that there was no effect on levels of aggressiveness on belief and behaviors of the gamers. They wrote, Research on violent video games with a control group tested for changes in aggressive cognitions and behaviors. The findings did not support the assertion that a violent game will cause substantial increase in real-world aggression.

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The result determined that. game play controlling for gender, age, and time on aggression scores was not a significant predictor of aggressive cognitions. Compared to the control group, participants after the experiment were not statistically different in their normative beliefs on aggression than they were before playing game.21 Cheryl K. Olson, professor of Psychiatry at the Harvard University Schools Center for Mental Health and Media, conducted a study entitled, Media Violence Research and Youth Violence Data: Why Do They Conflict?. In her study, she examined the relationship between violent video games and real-life violence in a 2004 article in the journal Academic Psychiatry First. Dr. Olson noted that there is no evidence that targeted violence has increased in schools in America. While such attacks have occurred in the past, they were and extremely rare events. She goes on to write that there is no indication that violence rose in lockstep with the spread of violent games. Dr. Olson then details the limitations of current studies on games and youth violence, including vague definitions; failure to put use and family poverty; results which are difficult to generalized to the real world; small, non-random, non-representative sample; and lack of consideration of moderating factors such as the subjects age or development stage. Dr. Olson concluded that its very difficult to document whether and how violent video and computer games contribute to serious violence such as criminal assault and murder. She writes, Its tome move beyond blanket condemnations and frightening anecdotes and focus on develop on developing targeted educational and policy intervention based on solid data. As with the entertainment or earlier generation, we

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might look back on some of todays games with nostalgia and our grandchildren may wonder was the fuss was about.22 Tazama study about Media Violence Research and Youth Violence Data: Why Do They Conflict? found various materials on the impact of frequent gaming to young peoples health. Players have complained of eyestrain, headaches, chest pain, fatigue and mood swings. It is compatible with their findings that game play causes sleep deprivation.23 Wiemer-Hastings study about Online Gaming Dependency: A Preliminary Study in China found that online game players encountered more usage problems than offline video game players. This includes playing for more than 8 continuous hours, and losing sleep. These video game players were told that they spend much time in playing, spending less time with offline friends, and valuing offline social relationships less. In the foregoing study, the researcher chiefly dealt on the three most frequent types of problems resulting from online gaming based on previous research. This was classified into physical problems (i.e., fatigue, physical pain, reducing sleep time, skipping meals), personal life problems (i.e., conicts with friends or family, lower social engagement, decreased time management skills), and academic problems (i.e., missing work or school, deteriorated grades).24 Davis study Online Gaming Dependency: A Preliminary Study in China proposed that psychosocial problems, such as depression, might render an individual especially vulnerable to dependency on the Internet.25 This was further explained by Caplan that people with psychosocial problems tend to perceive online social interaction to be less threatening than similar face-to-face communication and thus develop a

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preference for the former. Depressed people may be especially attentive to media content that can lessen their dysphoria. Because online games are typically entertaining, providing players with unlimited chances of interacting with others and having new experiences different from those in reality, online games seem to be especially appealing to depressed individuals. Once they use online games as a major means to relieve depression, dependent online game usage is likely to take place. In addition, research shows that depression may also interact with self-regulation, which may lead to problematic or dependent use of online games.26 Allison, et.al., (2006) The Development of the Self in the Era of the Internet researched on social effects of online games and found that video games are similar to addictions such as gambling which create negative social effects. Other studies have noted positive aspects of the games such as the ability to experiment with aspects of individual identity which do not come out in public. Students can become obsessed with these games and become disengaged from schools, friends, and life in general. 27 Gentile, et al., study about The effects of Prosocial Video Games on Prosocial Behaviors: International Evidence form Correlational, Longitudinal, and Experimental studies focused specifically on the effects of prosocial games on undergraduate students. It was revealed that playing prosocial video games significantly impacted the immediate helpfulness of the player.28 Anderson, et al., study about The Influence of Media Violence on Youth found that violent video games are significantly associated with increased aggressive behavior, thoughts, and affect; increased physiological arousal; and decreased pro-social behavior. In another study which considers available research on media violence, several relevant

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conclusions were reached. It was found that there are sufficient studies with sufficient consistency to back up several important findings.29 Internet and online games is relatively a new phenomenon today. Mu (2006) points out that some of the main symptoms of internet and online game addictions includes: decrease in social friend network and face-to-face interactions with others, become infrequent while the member of friends in the virtual world exponentially increases. Ultimately, the psychokinesis becomes weaker over time. This means that after a long time of playing online games, the players begin to realize the dangers of playing online games. At this point, players generally try to play less as they try to orient themselves back to the demands of society. However, this is mostly unsuccessful as it almost always ends up failing.30 Zhang (2007) and Zhuo (2007), who also investigated on the same topic, reported different results on the online game addiction and the findings supported the same symptoms. With regards to undergraduate students who were addicted to the Internet or online games, Zhang indicated that most of these students got poor grades in their universities. Moreover, Zhuo stated that the physical symptoms of Internet and online game addiction were cervical spondylosis, neurasthenia and insomnia. Cervical spondylosis, a fairly common symptom of many Massive Multiplayer Online Games (MMOG) players, is essentially a spinal injury which results from keeping the same sitting position for hours while playing games. This situation often leads to injuries to the cervical vertebra on the spinal cord. Neurasthenia, on the other hand, is a neurological disorder that results from longer periods of playing online computer games with no virtually sleep intervals in between. Even though players may end up playing

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games for a long time before going to sleep, their brains still keep running and experiencing phantom excitement from playing games even when they are asleep. This causes sleep sensitivity and disorders which induce addicted players to wake up several times during the night and as such this leads them suffering from insomnia which can cause mental anxiety and eventually result in nervous breakdowns and general tiredness.31 Ahn and Randall (2008) conducted another study on computer game addiction. They define game addiction in conformity with the definition used by the Center for Addiction and Mental Health based in the United States. The agency defines addiction as a psychological or a physical dependence on something. Thus, individuals who are addicted to games are said to have a psychological dependence on MMOG and exhibits excessive or compulsive use of computer and video games.32 The aim of the study by Wan and Chiou (2006) on why adolescents are addicted to playing online games was to investigate the psychological problems of addicts among adolescents in Taiwan and to discover the motivation, both conscious and unconscious, of online game addicts. During the research process, they discovered that most of the adolescents they interviewed stated that online gaming had become the main focus on their lives, and that life would become dark and bleak without these games. From this point of view, they found out that they can channel their investigation on identifying the reason for computer game addiction among young people.33 From the perspectives of Wan and Chiou, the researchers concluded that they can investigate on the impact of computer online games. Some says that online games may help to forget bad memories in life. For instance, in the case of boys, they displace their

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negative emotions by means of playing computer games to make them feel better instead of expressing them. Some of the potential harm that computer games may cause is that it promotes increased tolerance to violence among kids which leads to becoming insensitive and cold towards other kids and adults. Likewise, it would become hard for them to differentiate between what's reality and what's not. This can be considered a valid concern since many video games contain graphic/inappropriate content and provide incentives for users too. For example, kill as many characters as possible by rewarding them with points and increased levels.34 Another negative effect of online gaming for an individual is that they inadvertently become a socially reclusive individual. They stay indoors and play games, rather than mingling with other kids and play outdoor games. Also, they may fail to develop and learn the much-needed social skills to help them interact with other children/adults around them.35 Escobar, et.al., Media and Risky Behaviors considers the correlation between increasing interactive digital media usage and unhealthful behaviors. The researchers looked at five major areas of risky behavior. These include obesity, smoking, drinking, violence, and early sexual activity. These categories were chosen because the Center for Disease Control and Prevention (CDC) has identified these areas among the activities that contribute to the leading causes of death and disability in the United States among adults and youth.36 The study found that, in general, there is at least a modest link between electronic media consumption and obesity, smoking, drinking, and violence. The study focused

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largely on TV and movies as the basis for the first three, but specifically mentioned the effect of videogame violence as increasing the risks of violence in teens. The research in this study concluded that brief exposure to violent video games increases aggressive thoughts, feelings, and behavior.37

Synthesis of the Reviewed Literature and Studies And the Gap Bridged by the Study The importance that man places in the existence of life can be best measured on how man acts on the issues and concerns that affects his being. Through the years, issues about computer games that can affect the mans health tremendously increased. Awareness on all the issues at hand regarding this places a vital role in optimizing results fruitful to mankind. In view of the above, the related literatures and studies presented tackled the importance of this aspect. From the discussions presented, it pointed out mainly the effects of computer games. The impact given by these triggered many research-oriented individuals to undertake studies along this line. Williams and Skoric studied on online games whether this causes aggressive behavior among players. On the other hand, Zhou and Escobar focused on the effects of computer games to health. Tazawa investigated on the impact of computer games to young peoples health. While, Davis, Caplan and Allison et.al., studies were about psychosocial problems that tend to perceive social interaction. Furthermore, both foreign and local studies reviewed by the researcher all touches the topic of computer online games. Thus, they have a significant bearing to the study of the researcher.

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Presented also in the review of literature and studies are the deleterious effects of none or less awareness on the issue at hand. It could lead unhealthful effects to mankind, specially the high school students populace. Life is vital, and so all must be done in order to protect it. Although the previously cited studies in one way or another dealt on the subject under investigation, yet none of them could actually be parallel to this study. Using the scientific approach, the researcher started with an assessment of the current situation, then went on to the process of identifying the problem and objectively presenting mechanisms for improvement of the existing scenario. This study approximates a conglomeration of several studies done individually. The researcher had not come across any finished study of this nature. No study as comprehensive and encompassing as the present one has been found. This is the gap which this present study intends to bridge.

Theoretical Framework The theory that will support the study is the B.F Skinner`s Operant Conditioning Theory. The theory of B.F. Skinner is based upon the idea that learning is a function of change in overt behavior. Changes in behavior are the result of an individual's response to events (stimuli) that occur in the environment. A response produces a consequence such as defining a word, hitting a ball, or solving a math problem. The organism, while going about its everyday activities, is in the process of operating on the environment.38 In the course of its activities, the organism encounters a special kind of stimulus, called a reinforcing stimulus, or simply a reinforcer. The reinforcing stimulus has the

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effect of increasing the behavior occurring just before the reinforcer. This is operant conditioning: the behavior is followed by a consequence, and the nature of the consequence modifies the organism's tendency to repeat the behavior in the future. A behavior followed by a reinforcing stimulus results in an increased probability of that behavior occurring in the future.39 This theory of learning teaches humans that for every action there is a consequent, good or bad. For example, a child who does well on a test may get a star from the teacher and this star is a reward and an acknowledgment for work well done. On the other hand, if the child does not hand in a homework assignment, the punishment might be staying in after school to complete the work. Either way the theory is, the child will learn that actions result in some kind of consequence.40 Skinner and all behaviorist did not feel internal biological processes had anything to do with learning. He believed learning was a function of our experiences received from our environment.41 Another example is that, if when you were younger you tried smoking at school, and the chief consequence was that you got in with the crowd you always wanted to hang out with, you would have been positively reinforced (i.e. rewarded) and would be likely to repeat the behavior. If, however, the main consequence was that you were caught, caned, suspended from school and your parents became involved you would most certainly have been punished, and you would consequently be much less likely to smoke now.42 This operant conditioning theory is connected to the study it is because of the effects of the stimulus to a student either it can be negative or positive effects. This stimulus depends upon the environment. These effects also can be social, cognitive or

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physical aspects. Once the individual is addicted to the computer games, it will have an effect to the students. For example in the physical aspect, once the students always play computer games, the negative effect of this is that the students will skip to his or her meal and there will be a tendency also that the health of the students will be affected. This all depends upon the reinforcement or the environment. Conceptual Framework The conceptual framework shows the essential features of the present study. This framework has three concepts, the input, process and output which are shown in Figure 2.0, the conceptual paradigm. The input consists of the demographic profile of the respondents in terms of age, gender, grade/year level, daily allowance, occupation of the parents and types of computer games played. It also includes the effects of computer game addiction among students of polangui, public schools along with the cognitive, physical-physiological and psychological aspects. The process includes the analysis and interpretation of the data. The output will be based form the researchers study conducted. It includes the interventions that can be recommended to increase the awareness on the effects of computer-game addiction among polangui, public school students.

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Definition of Terms In order for the readers to appreciate and realize the complexity and explicitness of the current undertaking, the researchers defined the important variables in the study in accordance to their conceptual and operational contexts. Prevalence. This refers to the quality or state of being prevalent.43 In this study, prevalence is the number of occurrences of computer game addiction among public school students. Computer game. This refers to any of various games, recorded on cassette or disc for use in a home computer, that are played by manipulating a mouse, joystick, or the keys on the keyboard of a computer in response to the graphics on the screen.44 Computer-game addiction. This refers to excessive or compulsive use of computer and video games that interferes with daily life.45 Instances have been reported in which users play compulsively, isolating themselves from, or from other forms of social contact and focusing almost entirely on in-game achievements rather than broader life events. This is the primary subject matter of the current investigation. Public schools. This are educational institutions run and funded by the government, usually through taxes.46 It is being governed by the government wherein the students pay only few amount of money in order to be educated. Students in selected public schools are the main respondents of the study whom the researchers will extract essential data.

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Violent. This is the expression of physical force against one or more people, compelling action against one's will on pain of being hurt.47 In the study, games were classified into two (2) forms: violent and non-violent games. Violent games are games which depicts violence in an individual and that may instill harm especially to the young minds. Non-violent. This is a philosophy and strategy for social change that rejects the use of violence.48 Thus, non-violence is an alternative to passive acceptance of oppression or of armed struggle against it. In the study, non-violent games are those which do not depict violence in an individual; however, these may still pose a great influence to the individual. Cognitive aspects. This refers to the scientific term for "the process of thought".49 Usage of the term varies in different disciplines. In the study, the effects of computer game addiction towards cognitive aspects will be examined. Physical-physiological aspects. This is the science of the function of living systems. It is a subcategory of biology. In physiology, the scientific method is applied to determine how organisms, organ systems, organs, cells and biomolecules carry out the chemical or physical function that they have in a living system.50 In the study, the physical-physiological aspects of an individual will be examined if computer game addiction has an effect on it or none. Psychosocial aspects. It refers to one's psychological development in and interaction with a social environment.51 The individual is not necessarily fully aware of this relationship with his or her environment. In the study, this will be one of the

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components which will be examined by the researchers regarding computer game addiction.

Notes
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http://www.buzzle.com/articles/effects-of-video-games-on-children.html http://www.pamf.org/preteen/parents/videogames.html [Online] 5th

Oxford dictionaries, 2012. Definition of game. <http://oxforddictionaries.com/definition/english/game?q=game>[Accessed September 2012]


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Chapter 3 Research Design This chapter presents the research methodology including the specific steps and procedures in completing the study. It also covers the sources of data, data gathering procedures and statistical treatment in order to interpret the data gathered.

Research Method This research study will make use of the descriptive survey type method which involves the collection of the factual data through the use of questionnaires. 1 Descriptive type of method is used in order to provide adequate information concerning the present status of the phenomena in describing the conditions in a certain situation. A descriptive type of study contains specific, narrow type of questions and collects numerical data with the help of statistics.2 It needs a sample of hundreds or even thousands of subjects in order to get the accurate data and is said to be less likely to be biased as to select the subject randomly form a certain population.3 Therefore, the researchers used this type of method that primarily aims to determine the prevalence of computer-game addiction among students in selected public schools in Polangui, Albay. It will also look into the analysis of the data gathered and determine the latest status of the subject of the study.

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Sources of Data In this study, the researchers have two sources of data. The data will be taken primarily from the public school students who are addicted to computer games. The respondents must be qualified in accordance with set of criteria formulated by the researchers. The researchers will gather data with the use of checklist that will be administered to the respondents and will serve as the basis of the answers enumerated in the statement of the problem. Secondary sources of data will include books, magazines, journals, articles, retrospective researches, undergraduate theses and dissertations that were gathered from visiting various university libraries, and browsing the internet.

Instrumentation The researchers will utilize a structured-questionnaire checklist as the main tool in extracting significant data from the respondents. This was formulated based on the objectives of the study. Questionnaires are said to be the informal type of interview used in gathering supplementary information from the respondents. It focuses mainly on the prevalence of computer-games among students in Polangui public schools. The questionnaires will be consisted of two parts. The first part will gather information on the socio-demographic profile of the respondents such as age, gender, grade/year level, daily allowance, monthly family income, occupation of the parents, and type of computer games played. The second portion will constitute the effects of computer-game addiction among students in Polangui, public schools along with the cognitive, physicalphysiological and psychosocial aspects. The questionnaire will be presented to the thesis

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committee for comment, evaluation and approval. After which, the comments and suggestions will be incorporated into the questionnaire.

Data Gathering Procedure The respondents will be chosen depending on the criteria formulated by the researchers. They must be bonafide residents of Polangui, Albay, and are officially enrolled in Polangui General Comprehensive High School, Polangui South Central Elementary School and Polangui North Central Elementary School starting from grade four to fourth year. The researchers will employ purposive sampling, a non-probability sampling procedure to determine the appropriate respondents for the study. A purposive sampling, also commonly called a judgmental sampling, is one that is selected based on the knowledge of a population and the purpose of the study. The subjects are selected because of some characteristic.4 The researchers will formally start the study as soon as the thesis committee has approved the conduct of the study. To make the information valid, the researchers will secure a letter to be addressed to the owner of the computer shop duly approved and signed by the thesis adviser. Upon approval, the researchers will personally give the letter requesting permission to conduct the study in their respective computer shop. The researchers will secure attendance sheets that will be given to the computer shop owners in order to identify the respondents who are within the scope of the undertaking. This consists of name, age, grade or year level, school, time in, time out and the signature. The attendance sheets will then be consolidated after to determine who will be the respondents of the study.

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A pilot study or pre-testing procedure of the formulated questionnaire will be conducted to other public schools in Polangui prior to the actual data gathering. A letter will be secured to the respective school administrators to allow us to conduct the pretesting procedure. The purpose is to substantiate the validity and reliability of as well as for the effectiveness of the instrument. The questionnaire will then be personally distributed to the respondents. It will also determine the difficulties that might be encountered in accomplishing the questionnaire. A cover letter will be given to the respondents as soon as the respondents receive the questionnaire. Once the respondents are finished in answering the questionnaire given, it will then be collected by the researchers and retrieved to aid in the validation of the data that will be gathered. A short conversation will be initiated by the researchers how they started playing computer-games and how they came up with the addiction and its prevalence of todays youth.

Statistical Treatment The data that to be gathered will be statistically analyzed and interpreted using the appropriate statistical tools. The researchers will make use of the percentage technique, weighted mean and ranking. Percentage technique will be used in obtaining the appropriate number of respondents that answered the particular item. This is employed to determine the percentage of the respondents and in order to interpret the socio-demographic profile of the respondents.5 The formula to be used:

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n P = ---------------- X 100

Where: P = percentage

n = number respondents N total number of respondents 100 = constant

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Notes
1 2

http://www.ehow.com/about_6663890_meaning-descriptive-method-research_.html

http://www.ehow.com/info_8091178_advantages-disadvantages-qualitativequantitative-research.html
3

http://www.sportsci.org/jour/0001/wghdesign.html http://sociology.about.com/od/Types-of-Samples/a/Purposive-Sample.htm

Laurentina Paler-Calmorin and Melchor A. Calmorin. Methods of Research and Thesis Writing. Pg 116

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