ADVANTAGES AND DISADVANTAGE OF ONLINE GAMES ADDICTION ON
SELECTED SENIOR HIGH SCHOOL STUDENTS AT OSIAS COLLEGES, INC.
A Research Paper
Presented to the
Faculty of the Senior High School
Osias Colleges, Inc.
San Nicolas, Tarlac City
In Partial Fulfilment
Of the requirement for the course
Practical Research 1
By:
Aguas, Renzo D.
Bautista, Michaella M.
Bildan, Ma. Theresa D.
Dizon, Rose Dyan D.
Modelo, Alen M.
Santillan, Armie Jane E.
Torio, Shiela Mae P.
January 2018
Chapter 1
THE PROBLEM AND ITS BACKGROUND
Introduction
Video 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. 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). Computer gaming addiction is positively
correlated with achievement motivation, sensation-seeking, a positive evaluation of one’s
intelligence, and a negative evaluation of one’s skills in interpersonal relationship (Zheng
et al. 2006). 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).
There are two major types of video games and therefore two major types of video
game addictions. Standard video games are generally designed to be played by a single
player and involve a clear goal or mission, such as rescuing a princess. The addiction in
these games is often related to completing that mission or beating a high score or preset
standard.
The other type of video game addiction is associated with online multiplayer games.
These games are played online with other people and are especially addictive because
they generally have no ending. Gamers with this type of addiction enjoy creating and
temporarily becoming an online character. They often build relationships with other
online players as an escape from reality. For some, this community may be the place
where they feel they’re the most accepted.
As with any other addiction, video game addiction has warning signs. It is
important to know how to recognize these signs if you or someone you care about is an
avid gamer. According to the Illinois Institute for Addiction Recovery, these symptoms
can be both emotional and physical.
Many video games, particularly massively multiplayer online role-playing
games and social network and mobile games, rely on a "compulsion loop" or "core loop",
a cycle of activities that involve rewarding the player and driving them to continue
through another cycle, retaining them in the game. The anticipation of such rewards can
create a neurological reaction that releases dopamine into the body, so that once the
reward is obtained, the person will remember it as a pleasurable feeling. This has been
found similar to the same neurological reaction believed to be associated with gambling
addiction. In reference to gamers such as one suicide in China, the head of one software
association was quoted, "In the hypothetical world created by such games, they become
confident and gain satisfaction, which they cannot get in the real world."
Griffiths has also proposed that another reason why online video games are potentially
addictive is because they "can be played all day every day". The fact that there is no end
to the game can feel rewarding for some, and hence players are further engaged in the
game.
Ferguson, Coulson and Barnett in a meta-analytic review of the research, concluded that
the evidence suggests that video game addiction arises out of other mental health
problems, rather than causing them.Thus it is unclear whether video game addiction
should be considered a unique diagnosis.
Researchers at the University of Rochester and Immersyve, Inc. (a Celebration, Florida,
computer gaming think-tank) investigated what motivates gamers to continue playing
video games. According to lead investigator Richard Ryan, they believe that players play
for more reasons than fun alone. Ryan, a motivational psychologist at Rochester, says
that many video games satisfy basic psychological needs, and players often continue to
play because of rewards, freedom, and a connection to other players.
Michael Brody, M.D., head of the TV and Media Committee of the American Academy
of Child and Adolescent Psychiatry, stated in a 2007 press release that "... there is not
enough research on whether or not video games are addictive". However, Brody also
cautioned that for some children and adolescents, "... it displaces physical activity and
time spent on studies, with friends, and even with family".
In view of this, the researchers choose to study the advantages and disadvantages
of online gaming addiction to selected students of Senior High of Osias Colleges, Inc.
additionally, one of the goals of this research is to awaken the mind of the parents,
teenagers, teachers, computer shop’s owner, and the community who misunderstand the
addiction of most of the teenagers. Being addicted to online game is not bad as anyone
else think, that they must guide and also, to understand why others are influenced and
being addiccted to it.
Statement of the Problem
The researchers attempt to determine the advantage and disadvantage of online
games to selected students of Senior High of Osias Colleges, Inc.
Specifically, the researchers seek to answer the following questions:
1. What are the advantages of online games in terms of:
1.1 entertainment;
1.2 mental agility;
1.3 Confidence;
1.4 decrease stress; and
1.5 popularity?
2. What are the disadvantages of online games in terms of:
2.1 Stake money;
2.2 Isolation
2.3 Ignore classes;
2.4 poor academics; and
2.5 time-consuming?
Significance of the Study
The result of the study will benefit the following:
To the parents, this study will let the parents know the reason behind their
children’s addiction in online games. That it is not simply wasting money or wasting time
in playing. Your child might be an addict for several reasons, it is either positive or
negative, depends on your child’s behavior.
To the gamers, this study will let the gamers realize that being addicted to online
games are not as good as they think. But it will also make them feel good because this
study talks about the advantage and disadvantage of online games addiction.
To the teachers, this study will widen their knowledge about the teenagers who
are choosing to stay in computer shops rather than going to their classes during
weekdays. That not all addict in online games are simply addicted to it, aside from fun,
they also have their own reasons. Additionally, some young teachers also tend to play
online games to decrease their stress.
To the owner of the computer shops, this study will let them know that even
though their profit will increase, some teenagers are being addict and they tend to ignore
their studies.
To the future researchers, who will conduct a similar study, this study could
provide additional informations, and serve as a reference.
Scope and Delimination
The focus of this study is the advantage and disadvantage of onlie games
addiction to selected respondents of Senior High of Osias Colleges, Inc. The study focus
on the addiction of online games like the advantages such as: entertainment, mental
agility, confidence, decrease stress and popularity, and like the disadvantages such as:
staking money, isolation, ignore classes, poor academics, and time-consuming. This case
analysis presents the things that satisfy everyone who will benefit from the study.
Moreover, the list of subjects was handled with proper confidentiality to protect and
conceal their identity and most especially, their dignity.
Definition of Terms
The following terms where defined is the study in order to provide a common
reference
Entertainment. Many scholars look on entertainment as too trivial for study.
(Shusterman 291)
Mental agility.
Confidence.
Decrease stress.
Popularity.
Stake money.
Isolation.
Poor academics.
Time consuming.