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Effects of Online Game: A Study On Online Game Addiction Among AISAT College Dasamriñas Campus SHS Students

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318 views15 pages

Effects of Online Game: A Study On Online Game Addiction Among AISAT College Dasamriñas Campus SHS Students

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J VIDS
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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AISAT-COLLEGE DASMARIÑAS

Bldg.Emilio Aguinaldo Highway, Dasmariñas Cavite

Practical Research

Effects of Online Game: A study on Online Game Addiction among


AISAT College Dasamriñas Campus SHS Students

Mark Louie Nato

Mark Joshua Jaingue

Carlos Miguel Tobiaso

Jomari Roco

GP2MB

Mrs.Jinky Capongcol
INTRODUCTION

Oxford dictionary (2014) defined effect as a change that is a result or consequence of an


action or other cause while Cambridge dictionary (2014) defined effect as the result of a
particular influence. The definition of addiction according to the Oxford dictionary (2014) is the
fact or condition of being addicted to a particular substance or activity. Other definition defined
addiction as the state of being enslaved to a habit or practice or to something that is
psychologically or physically habit-forming, as narcotics, to such an extent that its cessation
causes severe trauma.

Online video game is defined as a video game played over some form of computer network.
This network is usually the internet or equivalent technology, but games have always used
whatever technology was current for example modems before the Internet, and hard wired
terminals before modems. Online gaming is also a technology rather than a genre that it is a
mechanism for connecting players together rather than a particular pattern of gameplay

In this new era of technology, online gaming has become more popular amongteenager as it
can be played whether on smartphone, tablet or computer. As it becomeaccessible almost
anywhere at any time, all range of age are now possible to be addictedinto playing online video
game which at the end of the day they become less care aboutthemselves, their performance
at school or workplace and their social life. In addition to that,player can also now access their
game progress anywhere they went as most of the onlinegaming nowadays enable player to
store and save their data on cloud storage.Several types of online gaming are massively
multiplayer online games (MMOGs) andmassively multiplayer online role-playing game
(MMORPGs) which

involves millions playerplaying the game at the same time. Online game are now also come in
many genre such asaction, adventure, simulator and many more. Some of the online gaming
that are popular

among teenagers nowadays is Dota, Clash of Clan and Hay Day. The total of daily active
player in Dota 2 is 800, 000 concurrent users
and almost 8.5 million users have registered in Clash of Clan and also Hay Day combined.
There are actually several cases involve a teen die while playing online game in China and as
a result their government has built a facility where parent can send their children to overcome
online gaming addiction.

Some claimed that playing online gaming is one way to release stress and fill your free time.
While some said that too much game can affect one's mind and attitude. For example, people
who play games are constantly feeling tired. When someone is more likely to spend more time
in playing online game, some of them may end up with being addicted to it. Friends and
surrounding environment plays a big part in influencing us towards playing online game as the
city with better internet connection and easy access to computer will make it easier for the
people to gain the access to online game. In addition to that, some of the games developers
today try to gain profit by create a system where the players must use their real money to help
them doing mission, gain specialty and advantage in these games. In London recently, there
was cases reported where the mother of a 12-year-old boy is facing a £7,000 or RM36, 666
bills after he inadvertently spent the money playing a popular online game on his phone.

In Malaysia, more and more people are now lead to spend money in online gaming as they
can get debit card easier and some of the young player tend to steal their parent money using
their credit card.
The independent variable for this research is the age of the respondent, the gender, the course
they are taking and also the university they study. The age of the respondent is set from the
age of 18 until 24 years old. The resplendent will be those who are from Faculty of
Communication and Media, Universiti Selangor. The dependent variable in this research
STATEMENT OF THE PROBLEM
The internet is now possible to be accessed in throughout the world and it has opens up a
whole other world, the world that most of us spend hours and hours browsing whether weekly
or daily. Using internet, it gives us access to network that provide faster services such as
email, chat rooms, webs and also playing video game is now possible via online. From the
rapid growth of internet connection, there are some of the problem that exists and some of
them are:

• It became a phenomenon in our surrounding which people nowadays are too focusing with
their gadget playing online games rather than chatting with others.
• It can be neither men nor female students can be affected with the existence of online
video game.
• With the advance technology nowadays, people are getting easy to do anything such as
playing video game via online.

• To recognize the potential online video game addiction symptoms among the students
based on the data collected from the study.

• Online gaming is popular among teenager now days and people often get addicted when
playing online video game
SIGNIFICANCE OF THE STUDY
There is several significance from the research that have been conducted which is to
overcome all the problem that arise among the gamers from becoming more worst in the
future;
•To control the attitude and behavior of the online gamers.
•To avoid them from influence.
•To make them be more responsible in their life.
•To improve their social interaction in surrounding.
•To reduce their obsession towards the online games.
•To improve their healthy lifestyle.
REFERENCES
1. https://www.scribd.com/doc/251501796/The-Effects-of-Online- Game-A-study-on-
Online-Game-Addiction-among-UNISEL-s-Shah-Alam-Campus-Students
2. Rollings, Andrew; Adams, Ernest (2006). Fundamentals of Game Design.
http://wps.prenhall.com/bp_gamedev_1/54/14053/3597646.cw/index.html Prentice
Hall. Retrieved September 12, 2014.
3. Hing, David (June 2, 2014). "DOTA 2 prize pool passes $8m". http://www.bit-
tech.net/news/gaming/2014/06/02/dota-2-prize-pool-passes-8m/1 Bit-tech. Retrieved
on September 10, 2014
4. Warner, Bernhard (May 2, 2013). "Finland's Supercell mobile games with
megaprofits". http://www.businessweek.com/articles/2013-05-02/finlands-supercell-
mobile-games-with-megaprofitsbBloomberg Businessweek.
5. Van Rooij, A. J., Schoenmakers, T. M., Vermulst, A. A., Van Den Eijnden, R. J., &
Van De Mheen, D. (2011). Online video game addiction: identification of addicted
adolescent gamers. Addiction, 106(1), 205-212
6. Video gaming addiction can control your thoughts, recommendation for further study.
(2012, November 26). Retrieved November 25, 2014, from
http://medicalxpress.com/news/2012-11-video-gaming-addiction-thoughts.html
7. Chin-Sheng Wan, M.S. , Wen-Bin Chiou. Why Are Adolescents Addicted to Online
Gaming? An Interview Study in Taiwan. Cyber Psychology & Behavior. Volume 9,
Number 6, 2006. Mary Ann Liebert, Inc
RESEARCH QUESTION

Based from the observation, the effect of online gaming will be the core of the researchers’
research. The researchers would like to monitor the behavior of the respondent which is the students
of AISAT College Dasmariñas. For example, how often do they play online games and how is their
sleeping pattern and to find out whether is there any way that their health condition could be affected
by playing online video game

Their relationship with family and friends is another thing to could look at. Are they communicating
between one another? Just what drove them to online gaming and the financial they put into it. When
choosing a game, are they certain factors to look at and the platform to use when online gaming.
These will our guide in the research.
HYPOTHESIS

There are many theories that can be related with this research. One of the theories that can be
used to help us on learning the behaviour of students in AISAT College Dasmariñas towards online
video game is behavioural change theories which used to explain why the humans’ behaviours
change. These theories claimed that personal, behavioural characteristics and environmental as the
main factors in behavioural determination. The interest of these theories has been increased in the
application in daily life such as in the areas of health, education, criminology, energy and international
development. This theory is important in this research to prove whether people change their
behaviour is because of their environment, their education level or other factor? This theory is also
expected to explain the effect of online video games had towards the life of the students in AISAT
College Dasmariñas

John B. Watson (1913) said that behaviours can be measured, trained, and changed.
Behaviourism, also known as behavioural psychology, is a theory of learning based upon the idea
that all behaviours are acquired through conditioning. Conditioning occurs through interaction with the
environment. Behaviourists believe that our responses to environmental stimuli shape our
behaviours. The researcher can relate this phenomenon with the respondent background such as
from where they come from whether from rural area or from urban area. This is important in this
research because the researcher want to find out whether respondents environment will affect their
behaviour toward online game.
SCOPE OF STUDY

The scope of this study will include addiction and effect of online game. The study will be
conducted through a specific time of Febuary 12, 2019. The targeted respondents of this research are
the Campus student from the age of 16 to 21 years old. The respondents of this research are
specifically student that only play online game. They are the students of AISAT College Dasmariñas
CHAPTER 2

REVIEW OF RELATED LITERATURE

Some of us may make a statement that addiction of playing video game is one of the modern-
day psychological disorders and some of us are disagree with that statement. Based on the research
done by the America Psychiatrist Association (APA) in May 2003 conclude that addiction of playing
video game is not mental disorder due to the insufficient evidence to include it as an official mental
disorder. However, proposed criteria for "Internet Gaming Disorder" are included in Section 3,
Conditions for Further Study.

While Internet Gaming Disorder is proposed as a disorder, it is still discussed how much this
disorder is caused by the gaming activity itself, or whether it is to some extent an effect of other
disorders. Research suggests that excessive online gaming may in extreme cases lead to symptoms
commonly experienced by substance addicts, namely salience, mood modification, craving, and
tolerance (Wolfling, Grusser and Thalemann, 2008; Young, 2009; Hsu, Wen and Wu, 2009; Ko et al.,
2009; Mehroof and Griffiths, 2010)

Based on the study done by Chin-Sheng Wan, M.S. and Wen-Bin Chiou (2006)majority of their
respondent that is teenagers in Taiwan showed strong interests in role- playing of online game, in
which they often do things that they dare not to do in real life. This is believed due to the fact that in
an anonymous environment, online game players tend to use their nickname rather than their real. In
their paper, they also conclude that those who are addicted to the Internet might attempt to escape
from the limitations brought by real life in order to obtain the space for survival and security.

In addition to that, their research also indicates that online gaming brings an anonymous
environment with lower public self-awareness, and allows players to stop concentrating on the self-
consciousness in order to prevent becoming overly- worried about what other people would judge the
way they act in front of others. At the conscious level addicted players might seek self- presentation in
an anonymous, relaxing, and secure space

but unconsciously, they might actually have an unsatisfied need for self-presentation due to
their poor self-image in real life. In research done to understand the Generations Online in 2009 by
Sydney Jones and Susannah Fox (2009) they explained that generation Y is a young adults generally
18- 32 years old who grew up in the Information Age and they also be dubbed as the ‘Net
Generation’. But, while these “digital natives” may be savvier with their gadgets and more keen on
new uses of technology, their elders in Generation X, the Baby Boomers and older generations tend
to dominate internet use in other areas

In their research they claimed that the most groups of age to use the internet for entertainment
and for communicating with friends and family is the teens and generation Y. They are more likely to
seek entertainment through online videos, online games and many more. These groups of age are
also more likely than older users to read other people’s blogs and to write their own, as they like to
use social networking sites and to create profiles on those sites. Younger internet users are often to
use personal blogs to update friends on their lives, and they use social networking sites to keep track
of and communicate with friends

From the survey they make, they conclude that teen internet users’ favorite online activity is
game playing which is 78% of 12- 17 year old internet users play games online, compared with 73%
of online teens who email, the second most popular activity for this age group. Online teens are also
significantly more likely to play games than any other generation, including Generation Y, only half
(50%) of whom play online games. This research shows that most of the internet user nowadays
spends their time online with playing online video game

CHAPTER 3
METHDOLOGY

RESEARCH METHOD THAT WILL BE USED TO ACQUIRE DATA

As this research purpose is to understand the behavior and attitude of


the students in AISAT COLLEGE towards online game, the researcher have
decided to use qualitative research method to collect and analyze the data
received. According to the Qualitative Research Consultants Association
(QRCA) website, qualitative research is designed to reveal the respondent’s
range of behavior and the perceptions that drive it with reference to specific
topics or issues. Thus by using qualitative research method, the researcher
wanted to find out the attitude and behavior of the students who are playing
online video game. The reason why the researcher not using quantitative
research method is because this research is not to find out how many but to
know what, why and how the phenomena occur

TECHNIQUE USED TO OBTAIN DATA


Questionnaire containing questions about the respondent
demography, experience in playing online video game and several other
aspects are being asked in order to achieve the goal of this research. The
data collected will be primarily for those who are playing online video game
only as this research is to find out the effect of online video game in
students daily life. As the population sample for the whole population in
AISAT COLLEGE, a total of 40 students of AISAT COLLEGE will be picked
randomly by the researcher to answer the questionnaire. A total of 40
questionnaires will be distributed from November 6, 2014 until November
13, 2014. The research instrument that will be used by the researcher is
survey paper or questionnaire and also observation. The researcher
chooses survey paper than online survey due to the fact that people may be
more likely to fill in paper surveys than online surveys. The data collection is
estimated to be done on October 30, 201
FINDINGS

On November 6, 2014 until November 13, 2014, located in AISAT


COLLEGE DASMARÑAS campus area, the researcher has distributed a
total of 40 questionnaires to 40 respondents. The respondent was picked
anonymously and they were asked to answer all the question in the
questionnaire that was gave to them. Out of 40 respondents, 6 of them are
admitted that they never played an online video game. Thus the researchers
only choose to use the data collected from 34 respondents

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