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Thesis Addiction Powerpoint

This document discusses online gaming among teenagers. It notes that while online games provide knowledge and entertainment for some teens, excessive gameplay can negatively impact school performance. Some teens spend most of their time gaming and neglect schoolwork. The number of active online gamers worldwide is over 2.2 billion. The study aims to understand the positive and negative effects of online gaming on teens in Atimonan, Quezon. It will examine issues like gaming addiction, poor school effort, sleep and eating problems, and social isolation. The objectives are to identify why teens prefer gaming and what factors contribute to addiction.

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0% found this document useful (0 votes)
358 views26 pages

Thesis Addiction Powerpoint

This document discusses online gaming among teenagers. It notes that while online games provide knowledge and entertainment for some teens, excessive gameplay can negatively impact school performance. Some teens spend most of their time gaming and neglect schoolwork. The number of active online gamers worldwide is over 2.2 billion. The study aims to understand the positive and negative effects of online gaming on teens in Atimonan, Quezon. It will examine issues like gaming addiction, poor school effort, sleep and eating problems, and social isolation. The objectives are to identify why teens prefer gaming and what factors contribute to addiction.

Uploaded by

Ashitaka 24
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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As the years goes by, we witness the different changes in our environment, from the way

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

of the online games in the following.

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

to what might be the possible effect when a teenagers became addiction

in online games. We should know the reason why they use to spend

their time in this games.

And as our generation grow with the modern technology, we

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.

5 – very satisfied 3 - not satisfied 1- totally not satisfied


4 - satisfied 2 - poor satisfied

► 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?

● they’ll become violent


● They never being satisfied
● They choose to play on line games instead to go to school
● They learned to use bad words in such time
● They can’t sleep properly
6. What are the reason why teenagers being addicted in on line games?

● It became their habit


● They can form another relationship through on line games
● They’ve been curious
● It is the source of their happiness
● Because of the influence of their friends
7. What is your goal when you’re playing on line games?
● to complete missions
● to prove myself to my opponent that I’m better than them
● just to enjoy
●to experience and to pick new knowledge about it
● to escape from reality
8. What are the worst things you’ve than playing online games?
● past eating
● cutting classes
● broke up with my gf/bf
● involved in trouble
● I’d never do anything
9. What are the possible things that you can sacrifice just to play on line games?

● 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

MPS = X 100 Where:


N X = Mean
N = total no. of respondent
The researcher used a checklist questionnaire to conduct this research
paper. Wherein it has been conducted in the province of Quezon, specifically
the town of Atimonan. Where we can be able to know how many
respondent we will needed in this study.
Through this we will also known the difference opinions and details
about online games. What are their difference reasons, why they’ve being
addicted in online games. The researcher put a choices on each question
that their free to choose according to their satisfaction. Therefore we will
have more data to be gathered, which is the main goal in this study, every
data will be shown and computed according in the difference satisfaction
of each respondent.
This part aimed to determine to show to profile
of the teenagers that is involve in this research according
the gender and years of age.

Fig.1 Shows what is the


gender of the respondent.
From the total number of ten
(10) respondent there were
30% female respondent.
While there are seventy
(70%). As we can see male
has the highest percent than
female.
This figure shows that of
the teenagers how responds
on this research. From the
total of ten (10)
respondents, sixty percent
(60%) answered 14—19
years old, fourthy percent
answered 19-24 and
twenty above years old is
zero percent (0%).
Description
5 4 3 2 1
1. What are the most addictive type of online games that you have
planned?
● Mobile Legend 3 2 2 0 2 Very satisfied
● DOTA/DOTA 2 1 1 2 0 2 Not satisfied
● COC 0 3 3 3 0 Satisfied
● LOL 2 3 0 0 2 Satisfied
● ROS 1 3 1 0 3 Satisfied
2. How many hours per day you spent to play online games?
● 1 hour 3 1 0 1 0 Very satisfied
● 2 hours 1 3 1 0 1 Satisfied
● 3 hours 1 2 0 1 2 Satisfied
● 5 hours 2 0 0 1 3 Totally not satisfied
● as long as I want 4 1 0 1 2 Very satisfied
3. What age you started to play online games?

● 6-8 0 0 0 0 2 Totally not satisfied


● 9-11 2 0 1 1 2 Totally not satisfied
● 12-14 3 2 1 1 3 Very satisfied
● 15-18 5 2 0 0 2 Very satisfied
● 20 above 3 0 0 0 1 Very satisfied
4. How does the online games helps you?
● it exercise my mind 3 2 1 0 1 Very satisfied
● I’m learning how multi task 2 2 2 1 1 Satisfied
● I/They can search faster 1 4 0 0 2 Satisfied
● My decision making, become faster 3 1 0 0 3 Very satisfied
● I’m learning how to cooperate 4 1 2 0 2 Very satisfied
5. How does the on line games affects the minds of the teenagers that
play it?
● they’ll become violent 1 5 2 1 0 Satisfied
● They never being satisfied 1 2 4 0 1 Not satisfied
● They choose to play on line games instead to go to school 2 2 2 0 0 Satisfied

● They learned to use bad words in such time 3 1 0 1 0 Very satisfied


● They can’t sleep properly 4 2 0 0 0 Very satisfied
6. What are the reason why teenagers being addicted in on line games?

● It became their habit 5 1 0 0 1 Very satisfied


● They can form another relationship through on line games 2 3 0 2 1 Satisfied

● They’ve been curious 2 2 3 0 0 Not satisfied


● It is the source of their happiness 4 3 0 0 0 Very satisfied
● Because of the influence of their friends 2 5 1 2 0 Satisfied
7. What is your goal when you’re playing on line games?
● to complete missions 4 3 0 0 1 Very satisfied
● to prove myself to my opponent that I’m better than them 2 3 0 1 1 Satisfied
● just to enjoy 8 1 0 0 0 Very satisfied
●to experience and to pick new knowledge about it 2 2 2 0 0 Satisfied
● to escape from reality 2 3 0 1 0 Satisfied
8. What are the worst things you’ve than playing online games?
● past eating 2 1 3 1 2 Not satisfied
● cutting classes 1 2 0 1 4 Totally not satisfied
● broke up with my gf/bf 2 1 2 0 2 Not satisfied
● involved in trouble 3 1 0 2 2 Very satisfied
● I’d never do anything 2 2 1 1 1 Satisfied
9. What are the possible things that you can sacrifice just to play on line games?
● food 3 1 1 2 2 Very satisfied
● study 1 0 0 1 5 Totally not satisfied
● gf/bf 0 1 1 0 4 Totally no satisfied
● Parents anger 0 0 0 2 4 Totally not satisfied
● a lot of money 3 1 1 0 2 Very satisfied
10. Why do the boys are the most active gamer in on line games?
● because girls are too busy to play 3 1 1 0 4 Totally not satisfied
● girls doesn’t have an interest of it 3 2 1 0 1 Very satisfied
● it is too violence for girls 2 0 2 2 1 Not satisfied
●for girls it is bad habit 3 2 1 0 2 Very satisfied
Based in our research study we found the results, in the question what is the of the
respondent 70% of male that answered while 30% in female, in the next question what is the age
of the respondent, the highest percent is the fourteen to eighteen years old.
In the first question what are the most addictive type of online game that you have
planned, “mobile legend” and “Clash of Clan” has the high percent of respondent. In the
question how many hours you spent to play online games, each possible answer are the same
percent. In the third question what age you started to play online games, the highest
percentage is in between the age of nine to eighteen years old. In the fourth question how
does the online games helps you, there’s a lot of them answered it exercise our mind and I’m
learning to multi task. In the fifth question how does the online games affects the mind of the
teenagers that play it, and possible answer that has the highest percent is they can’t sleep
properly. In the sixth question what are the reason why teenagers being addicted in online
games, the highest percent is because of the influence of friends. In our seventh question
what is your goal when you’re playing online games, the highest percent is just to enjoy.
In eight question what are the worst thing you’ve done playing online games, past eating
has the highest percent among the possible option. In ninth question what are the possible
things that you can sacrifice just to play online games, the possible answer that has the
highest percent are, food, study and parents anger For the last question why do the boys
are the most active gamer in online games, highest percent is, because girls are too busy to
play.
For the teachers that having an active gamer and being addicted in online
games student, we suggesting you to try to get closer to them and know their
reason why they used to waste their time, rather than to go to school. For the
owner of computer shop, you can declared that there will be hour limitation for
those who were going to play online games especially to the students, you must
un allowed them particularly in school days. For the girlfriend/boyfriend of the
active gamer, we hope that you were being a good influence to them, you must’ve
not letting them to be addicted in online game. For our parents, we suggesting
you to guard them in a way that they won’t fell harm, give time for them, hang
on with them, build a happy relationship with them so that they do not have to
look for care from other through online game.
And finally for the active gamer of any type of online games that suffer in
addiction we suggesting you to consider your limitation and responsibilities being
a student or a son/daughter who had a parents that worried about you, try to
discipline yourself, go out with your visible friend or family, find another things
that you can spend your time valuable rather than playing online games.
The researcher conclude that the possible reasons why teenagers get
addicted in online games because, sometimes it becomes their habit and it
gives them joy and happiness. Through this they forgot their studies and
became violent cause of the influence of other people.
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 researcher conclude that the (7) male respondents and (3) female
respondents have the total of (10) respondent.
The researcher had (6) respondents have the age 14-18, (4) respondents
have the age of 19-20, (0) respondents have the age of 24 above.
Now we all know the reasons of some teenagers get addicted in online
games.

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