Академический Документы
Профессиональный Документы
Культура Документы
In Partial Fulfillment
By
Peralta
Faciol
Babor
Calderon
Inocillas
Marques
Sarani
Sahisan
Sumalinog
December 2018
CHAPTER 1
Introduction
Online game addiction is defined as impulse control disorder, which does not involve use
of an intoxicating drug and is similar to pathological gambling. Also, it is also referred to video game
overuse, pathological or compulsive use of 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 person is under the
development of gaming addiction (Mehroof, M et al. 2010). Brain is also affected in computer
addiction; regions of the brain associated with cravings in substance abuse also appear to be
activated in gaming addicts when they view images of video games (Ko, C et al. 2010).
There are two types of gaming, “excessive gaming” and “addictive gaming” these two types
of gaming is different from each other; the difference between “excessive gaming and “addictive
gaming” is that two gamers may play for an identical number of hours each day, but their
psychological motivation and the meaning that gaming has within their lives can be very different.
Gaming addiction should be defined by how much the negatively impacts other areas of life,
not by how much time is spent playing (Griffiths, M et al. 2010). In a volunteer sample, 41% of online
gamers acknowledged that they use gaming as an escape. In the same sample, 7% were viewed as
“dependent”.
These gamers possessed several behavioural attributes that are related to more well
established forms of addiction (e.g., mood modification, tolerance, & relapse) (Hussain et al. 2009).
Most online gamers are male.
Among male gamers, more severe online gaming addiction is correlated with older age, lower
self-esteem, and lower dissatisfaction with daily life. This relationship did not hold true for female
gamers (Ko et al. 2005). Excessive use of technology is relatively rare.
Compared to females, males are more likely to develop a gaming addiction. Boys are more
likely to play aggressive or violent games while girls are more likely to play platform and puzzle
games (Griffiths, 2008). In Germany, 1.5 – 3.5% of teenage internet users show signs of gaming
addiction.
Gaming addiction is associated with higher rates of anxiety and depression, and poorer
academic performance (Peukert et al. 2010).
several determinants of school performance in the primary and secondary levels were identified.
Income, foregone income, school quality, and health are the factors that affect the demand for education
(Angeles 2004, 28-29)
In a sample of German teens, 6.3% of subjects fulfilled the authors’ diagnostic criteria for
gaming addiction. These adolescents were mostly male and had low educational backgrounds
(Klaus et al. 2008). Gaming addiction is negatively 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 high school
students are addicted to online games.
General Objective:
This study aimed to determine the Arena of Online Gaming and the Roots of Computer
Addiction to a number of students in F. Bustamante National High School – Senior High School
Department, Tibungco, Davao City. The purpose of this study is to discover the causes of online
game addiction among students in senior high school. The overall goal is to determine what causes
students to become addicted to computer games, while trying to understand more about the social
norms and daily habits of computer game addicts.
Specific Objectives:
4. To know how the students manage their time between their studies and online gaming.
The findings of this study will provide significant contributions to the following group:
Students. This study may give information to the students about how online gaming affects
the life of a students.
Teachers. This study may serve as the way to the teachers to determine the students who
are addicted to online games so they can help the students to avoid being addicted to online
games.
Family. This study is significant to the family because it may help them to know if their
children are addicted to online games.
Future researchers. It would help the future researchers that are interested in this study. It
will serve as their basis and their background about their research.
This study was mainly concerned and limited only with the root causes of online gaming
among Senior High School students of F. Bustamante National High School, Tibungco, Davao City.
The study is descriptive in nature and focused on senior high school students belonging to low to
middle class family. The research sample is composed of senior high school students residing in
Tibungco and its neighbouring barangays in Davao City.
The primary data gathering method used was interview to determine the respondents
‘perspectives pertaining to online gaming and its roots of addiction based on their experiences and
through their interactions with other online gaming addicts. This research used purposive and
convenience sampling in which an equal representation for gender among the respondents was
applied. The gathered data will be analyzed using frequency distribution and coding. Verbatim quotes
from the respondents were used.
The research data will be based on interview based on their experiences and interaction with
other online gaming addicts. It focused on interpreting their perspectives of online gaming.
Definition of Terms
Online Games. 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.
Massive Multiplayer Online Games (MMOG) are multiple player online games. The games
are differences from regular online games as they have the technological capacity to host hundreds
of thousands of players on the same game in one persistent world (ChanandVorderer,2006,p.90).
Computer Addiction. In the research of Ahn and Randall (2008) on computer game
addiction, they define game addiction on the basis of the definition used by the Center for Addiction
and Mental Health based in the US. The center defines addiction as “a psychological or a physical
dependence on something”. Individual with game addiction can thus be said to have a psychological
dependence on Massive Multiplayer Online Games or to exhibit excessive or compulsive use of
computer and video games.
CHAPTER II
The research is about the roots of computer gaming addiction. Unlike with substance abuse,
the biological aspect of videogame addiction is uncertain. Research suggests gambling elevates
dopamine, but there’s more to addiction than brain chemistry (Rooij, Online video game addiction:
identification of addicted,2010). The addict suffers from a psychological component to the addiction.
Online gaming allows a person to escape the real world and change the perception of self-worth
(Rooij, Online video game addiction: identification of addicted, 2010).
An online gaming addiction is not that far from drug addiction. Both are searching for a way
to make they feel better. The lure of a fantasy world is especially pertinent to online role-playing
games. These are games in which a player assumes the role of a fictional character and interacts
with other players in a virtual world. An intelligent child who is unpopular at school can feel dominant
in the game. The virtual life becomes more appealing than real life.
Too much gaming may seem relatively harmless compared with the dangers of a drug
overdose, but experts say video game addiction can ruin lives. Children who play four to five hours
per day have no time for socializing, doing homework, or playing sports leaving little time for normal
social development.
According to Lan Ying Huang (2003), by playing the online game features online gamer
participants may view the games as source of providing diversion and filling time. “The biggest risk
factor for pathological video game use seems to be playing games to escape from daily life,” said
Joe Hilgard, lead author of the study and a doctoral candidate in the Department of Psychological
Sciences at Missouri. “Individuals who play games to get away from their lives or to pretend to be
other people seem to be those most at-risk for becoming part of a vicious cycle. 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 other addictive
activities, such as abusing alcohol (Inwon Kang,2011).
Games addiction shows the bad effect among the people nowadays. Addiction to the internet
shares some of negative aspects of substance addiction 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 achievement, freedom and even a connection to the players. Those benefits
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 expected to top $400 by 2009 (Park Associate 2006).
Internet addiction is a relatively new phenomenon in which social workers and psychologists
are unaware of and are thus unprepared to treat at present. Mu (2006) points out that some of the
main symptoms of Internet and online game addictions, including the decrease in friend 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 and weaker over time. This means that after
a long time of playing online games, the players begin to realize the dangers of online gaming. 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. Zhang (2007) and
Zhou (2007), who also researched on the same topic, reported different results on the online game
addiction and the finding supported the same symptoms.
With regards to undergraduate students who were addicted to the Internet or online games,
Zhang (2007) indicated that most of these students had bad grades in their universities. Moreover,
Zhou (2007) stated that the physical symptoms of Internet and online game addiction were cervical
spondylitis, neurasthenia and insomnia. Cervical spondylitis, a fairly common symptom of many
MMOG players, is essentially a spinal injury which results from keeping the same sitting position for
hours while playing games. This situation is more often than not leads to injuries to the cervical
vertebra on the spinal cord. Neurasthenia on the other hand is a neurological disorder that results
from when players engage in hours and hours of game playing with no virtually sleep intervals in
between.
Even though players may end up playing 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.
It is widely believed that game 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 adolescents gamers is highly correlated with psychosocial
problems such as time spent on games (i.e., usage), life satisfaction, loneliness, social competence
, and aggression (Lemmens et al., 2009).
For example, Peters and Malesky (2008) further support the relationship between addiction
of World of Warcraft players to the game and the time they spend playing online, the relationship that
is also supported among adolescents who are addicted to online games in general (Gentile, 2009;
Xu et al., 2012). However, due to the lack of research on the causal relationship among game
addiction and these psychosocial variables, the authors avoid making conclusions regarding the
direction of the relationships. Gentile (2009), compare pathological gamers versus non-pathological
gamers among 1,178 American adolescents (aged between 8 and 18) regarding their psychosocial
behaviour. The results show that pathological gamers are twice as likely as non-pathological gamers
to have attention problems such as attention deficit disorder.
However, the author avoids making conclusion regarding the direction of causality between
pathological gameplay and attention problems.
In a study on a large sample of adolescents (13-16 years olds) in the Netherlands, van Rooij
et al. (2011) show that compared to non-addicts, video game addicts have significantly higher levels
of depressive moods, loneliness and significantly lower levels of self-esteem. In this study, the results
of this comparison for social anxiety level is not significant
Although 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 game playing has implications for
health. One innovative application of video games in health care is their use in pain management.
The degree of attention needed to play such a game can distract the player from the sensation of
pain, a strategy that has been reported and evaluated among paediatric patients.
One case study reported the use of a handheld video game to stop an 8 year old boy picking at his
face. The child had neuro dermatitis and scarring due to continual picking at his upper lip. Previous
treatments had failed so the boy was given a hand held video game to keep his hands occupied.
After two weeks the affected area had healed. Controlled studies using both randomised controlled
trials and comparison with patient’s own baseline measures show that video games can provide
cognitive distraction for children during chemotherapy for cancer and treatment for sickle cell
disease. All these studies reported that distracted patients had less nausea and lower systolic blood
pressure than controls (who were simply asked to rest) after treatment and needed fewer analgesics.
Video games have been used as a form of physiotherapy or occupational therapy in many different
groups of people. Such games focus attention away from potential discomfort and, unlike more
traditional therapeutic activities; they do not rely on passive movements and sometimes painful
manipulation of the limbs. V
Video games have been used as a form of physiotherapy for arm injuries, in training the
movements of a 13 year old child with Erb’s palsy, and as a form of occupational therapy to increase
hand strength. Therapeutic benefits have also been reported for a variety of adult populations
including wheelchair users with spinal cord injuries, people with severe burns, and people with
muscular dystrophy. Video games have also been used in comprehensive programmes to help
develop social and spatial ability skills in children and adolescents with severe learning disability or
other developmental problems, including autism; children with multiple handicaps (for example
severely limited acquisition of speech) and children with impulsive and attention deficit disorders.
However, there has been no long term follow-up and no robust randomised controlled trials of such
interventions. Whether patients eventually tire of such games is also unclear.
Furthermore, it is not known whether any distracting effect depends simply on concentrating
on an interactive task or whether the content of games is also an important factor as there have been
no controlled trials comparing video games with other distractors. Further research should examine
factors within games such as novelty, users’ preferences, and relative levels of challenge and should
compare video games with other potentially distracting activities.
While playing video games have some benefits in certain clinical settings, a growing body of
evidence highlighting the more negative aspects of play—particularly on children and adolescents.
These include the risk of video game addiction, (although the prevalence of true addiction, rather
than excessive use, is very low) and increased aggressiveness. There have been numerous case
reports of other adverse medical and psychosocial effects.
For instance, the risk of epileptic seizures while playing video games in photosensitive
individuals with epilepsy is well established. (Graf et al 1994) report that seizures are most likely to
occur during rapid scene changes and when games include patterns of highly intense repetition and
flickering. Seizures and excessive or addictive play do not seem to be linked directly, however, as
occasional players seem to be just as susceptible.
Other case studies have reported adverse effects of playing video games, including auditory
hallucinations, enuresis, encopresis, wrist pain, neck pain, elbow pain, tenosynovitis, hand-arm
vibration syndrome, repetitive strain injuries, peripheral neuropathy, and obesity. Some of these
adverse effects seem to be rare and many resolve when the patients no longer play the games.
Furthermore, case reports and case series cannot provide firm evidence of cause and effect or rule
out other confounding factors.
On balance, given that online gaming is highly prevalent among children and adolescents in
industrialised countries, there is little evidence that moderate frequency of play has serious acute
adverse effects from moderate play. Adverse effects, when they occur, tend to be relatively minor
and temporary, resolving spontaneously with decreased frequency of play. More evidence is needed
on excessive play and on defining what constitutes excess in the first place. There should also be
long term studies of the course of video game addiction.
Theoretical Lens
Discovery of the
Interview among impacts and roots
selected Senior
High Students on of Computer
his/her computer Addiction
addiction
CHAPTER III
Research Design
The research design for this study is the basin interpretative qualitative study since the
researchers aim to understand the root causes of online gaming among Senior High School students
of F. Bustamante National High School, Tibungco, Davao City. The main purpose of this study is to
The researchers used non-probability sampling specifically purposive sampling because the
target respondents solely chosen by the researchers for the purpose of a substantial study outcomes.
A total of five (5) respondents were interviewed to achieve the needed data for the objectives.
The researchers used survey questionnaires that contain the questions that are essentials to
be accomplished/answered by the respondents. These questions were solely about knowing the
reasons why they engage to computer games and consequently to online addiction. Most preferably,
their answers have to be detailed and comprehensive to clear cobwebs pertaining to the study. The
questions are not multiple choice for it focuses more on narratives of respondents based on personal
experiences.
The researchers’ survey questionnaire that has been approved by their research adviser and
has been carefully scrutinized then approved before it was used in the actual gathering of data. All
the answers of the respondents were through interview with its permission to record the whole
Presentation of Data
R4 1. What are your This becomes my past time Past time Social
personal reason/s on and hobby as I entertain and hobby
engaging to online myself.
games?
1.1 Do you have Yes. They are always happy Happy Beha
friends who are also and laughing, feeling and vioral
inclined on online contented. always
games? Are they laughing
sociable and good in
interpersonal dealings?
2. Approximately, on Average of 4 to 5 hours in a 4-5 hr
an average basis in a day. usage
week, how many
hour/s you spent on
online games?
3. Whom do you ask Parents.
for money in order to
play computer games?
Average expenses on
games in a week?
4. On spending too I become thinner and I Thinner, Physi
much time on always experience being sleepy cal
computer games, do sleepy and tired. and tires
you have observable
change of your body
(physically)? {Have
you lose
weight/problem on eye
sight/fatigue/impatient/i
ntolerant/easily get
irritated?}
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privacy aligned with the standing ethical standard of the researchers.