Thesis Addiction Powerpoint
Thesis Addiction Powerpoint
we dressed-up, to speak, to talk, to socialize and in technology uses. Which talks about computer.
Our are now living in modern society, therefore we use computer most of the time for our daily
lives. It has a great cost in every individual, particularly in the teenagers.
It gives them a lot of knowledge that helps them for their activities and assignment in school.
And sometimes they use to play online games. This is a video game that played over the
computer network, where the evolution of this games, parallel the evolution of computer and
network with new technologies improving. The essential functionality are needed for playing
video games on a remote server, it is where we play and having an online component that
allowing players to play against or cooperatively with other players across a network around the
world. In other world it is where they can found another family, homes and friends at the same
time.
However, playing online games doesn’t always give a positive effect for some teenagers. It
could be the gateway through failing grades. For they use to waste their time and money for
computer games, without considering that it might take away their better future. They doesn’t
care if it is having a distribution to them being a student of the thing that had been set in their
mind is to enjoy playing online games.
And if we will take a look in the continuous increasing of the rate of the active games
all over the world with the number of 2.2 billion. And then we couldn’t say that it has a good
influence for our teenagers even it has a good or bad reason why they use to play online
games.
This study will help us to know what is the possible positive and negative effect
For some teenagers, help themselves to control of using gadgets and playing online
games. Of course it will help on some teenagers to not be abuse and wasting their time to play
online games. Because some teens that are playing online games have a greater likelihood to
also struggle with depression and anxiety. They need a guide for their parents. That is
parents must discuss the problem before setting new rules and expectation for the child.
The objectives of the study refers on addiction knowledge for us
in online games. We should know the reason why they use to spend
must consider cause why does they choose to play online games.
This study was focused on the teenagers that addiction to computer games
perceive by some student and teenagers in Atimonan, Quezon. This study will
guide us to know the positive and negative effect of online games.
Using this study, we will know how many teenagers can encounter the positive
and negative effect of the online games in our society. Although research is still
in its early stages, there is growing evidence that teens who are addicted to
computer games can experience a host of social emotional and behavioral
problem.
This is the common problem if the teenagers had no limitation of
playing online games, are poor effort in school, failing to do homework,
irregular sleep habits, poor eating habits, loss of non-gamers friend, social
isolation and anger or physical aggression when asked to stop playing. And
parent commonly disagree on how video games should be limited and what
are the consequence should be if rules are not followed.
Online Games – is a video game that is either partially or primarily played through the
internet or any other computer available.
Teenagers – is someone who is between thirteen and nineteen years old.
Computer Network – is a set of computer connection together for the purpose of sharing
resources.
Players/Online Players – refers to a video game in which gamers compete against the games
Artificial Intelligence (AI) rather than other games.
Gadgets – a small mechanical or electronic device or tool, especially than other gamers.
Internet – a global computer network providing a variety of information and communication
facilities consisting of interconnection network.
Addiction – the fact or condition of being addicted to a particular substance, thing or activity.
Games – play video or computer games.
Computer – an electronic device for storing and processing data, typically in binary form
according to instructions given to it’s in a variable program.
Gamer – a person who plays video games or participates in role-playing games.
Research Problem is a statement about an area of concern, a
condition to be improved, a difficulty to be eliminated, or a troubling
question that exists in scholarly literature, in theory, or in practice that
points to the need for meaningful understanding and deliberate
investigation.
Research Paradigm it is based on specific concepts and proposition,
derived from empirical observation and intuition. Used in research to
outline possible courses of action or to present a preferred approach to an
idea or thought.
Conceptual Framework is the researcher's understanding of how the
particular variables in his study connect with each other. Thus, it identifies
the variables required in the research investigation.
In the research of Randall (2008) on computer games addiction, they define game addiction on
the basis of the definition used by the center for addiction and mental health based in the U.S. the center
defines addiction as “A psychological or a physical dependence on something.” Individual with games
addiction can be said to have a psychological dependence on massive multiplayer online games or do
exhibit excessive or compulsively isolating themselves from social contact and focusing almost entirely on
in-game achievement rather than out-game life event such as academia, socializing with, family and
friends or sports.
Out games life should spent times on academia communicate with family members and sport.
But game life as more important than out-game life this means they spent almost all of the time. Randall
(2008) discovered the MMOG affected both social and academic lifestyle of students involved of the
surveyed data approximately 50% of MMOG addicted students were reported as actively engaged in a
physical alternation.
In May 2013, the American Psychiatric Association (APA) declined to include video game
addiction in the 5thedition of the diagnostic and statistical manual of mental disorders, concluding that
there was insufficient evidence to include it as an official mental disorder. However proposed criteria for
“Internet Gaming Disorder” were include in a section called “Conditions for Further Study”. The Word
Health Organization include “Gaming Disorder” within the 11th revision of its international statistical
classification of disease and related health problems as of June 2018.
According to the report, there are 2.2 billion active gamers in the world, of which 47%, or 1.0
billion gamers spend money while playing. These gamers are expected to generate $108.9 billion in the
game revenues in 2017.
In the early 1970s, the PLATO time sharing system, created by the university of Illinois and control data
corporation allowed students at several locations to use online lessons in one of the earliest systems for computer
aided instruction. In 1920, PLATO IV terminals with new graphics capabilities were introduced, and students started
using this system to create multiplayer games. By 1978, PLATO had multiplayer interactive graphical dungeon crawls
air combat (Airfight), tank combat, space battles (Empire and Spanish), with features such as interplayer, messaging,
persistent fame character and team play for at least 32 simultaneous players.
The first video and computer games such as Nimrod(1951), OXO(1952), and Spacewar!(1962), were for one
or two players sitting at a single computer which was being used only to play the game. Later in the 1960s, computer
began to support time- sharing, which allowed multiple users to share use of a computer simultaneously. Systems of
computer terminals were created allowing user to operate the computer from different room than where he computer
was housed. Soon after modem links further expanded this range so that users did not have to be in the same
building as the computer; terminals could connect to their host computer via dial-up or leased telephone lines. With
the increase remote access, “host based” games were created, in which users on remote system connected to a central
computer to play single player, and soon after, multiplayer games.
Unfortunately, parents often find it very difficult to find psychologists who specialize in video game
addiction. Given that child and teenage computer game addiction is fairy new psychological problem, there are
relatively few therapist who have training or experience offering treatment. Yes, more psychologists are starting to
recognize the problem of video game addiction, but traveling across to meet with a specialist is not a realistic option
for most people. In fact, every week I receive messages from desperate parents who have unable to find appropriate
treatment in their city, state, or even in their country.
Researchers and social scientist have been trouble by video game addiction since the phenomenon first
presented itself with the advent of video games in the 1970s and 1980s. Today the term “gaming” has become a
popular term used by people of all ages, not just teens. Ironically, videogame addiction isn’t just for kids, either.
Adults can have just as must trouble turning away from video games as children do.
This shows the Research Design, Source of Data, Data Gathering Procedure, Data
Analysis, Statistical Treatment and Research Instrument.
Research Design shows how the researcher delivered methods and procedures used
in collecting and analyzing measures of the variables specified in the research problem
research. The design of a study defines the study type and sub-types research problem,
hypothesis, independent and dependent variables, experimental design and it applicable,
data collection methods and a statistical analysis plan.
Source of Data is the one in which the data are collected firsthand by the research for
a specific research purposes or project. Primary data can be collected in a number of ways.
Data Gathering Procedure is the process of gathering and measuring information on
variables of interest in an established systematic fashion that enables one to answer stated
research questions, test hypothesis, and evaluate outcomes.
Data Analysis is the process of systematically applying statistical and/or techniques
to describe and illustrate, condense and recap, and evaluate data.
Statistical Treatment can mean a few different things in data analysis applying any
statistical method like regression or calculating.
Research Instrument are measurement tools (for example, questionnaire or scales)
designed to obtain data on topic of interest from research subjects.
The descriptive method will be used in this study. The
descriptive method will use to describe the rate of addiction in
teenagers in Atimonan, Quezon as it exist at the time of the study and
to explore the effect of computer in our daily life.
► What Is the gender of the respondent? ► What is the age of the respondent?
[ ] female [ ] male [ ]14-18 [ ]19-24 [ ]25 above
5 4 3 2 1
1. What are the most addictive type of online games that you have planned?
● Mobile Legend
● DOTA/DOTA 2
● COC
● LOL
● ROS
2. How many hours per day you spent to play online games?
● 1 hour
● 2 hours
● 3 hours
● 5 hours
● as long as I want
3. What age you started to play online games?
● 6-8
● 9-11
● 12-14
● 15-18
● 20 above
4. How does the online games helps you?
● it exercise my mind
● I’m learning how multi task
● I/They can search faster
● My decision making, become faster
● I’m learning how to cooperate
5. How does the on line games affects the minds of the teenagers that play it?
● food
● study
● gf/bf
● Parents anger
● a lot of money
10. Why do the boys are the most active gamer in on line games?
● because girls are too busy to play
● girls doesn’t have an interest of it
● it is too violence for girls
●for girls it is bad habit
Mean = fXm Where:
N f = frequency
Xm = Classmark
N = total no. of respondent