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Chapter 1

Introduction
1.1 Background of the Study
This study is about the effects of playing computer games on grade 12 students at STI
College Angeles. It is divided into a theoretical and an investigative part. The theoretical part is
dedicated to historical development of technologies and principals of game systems in
relationship to technical progress. It shows positive and negative effects of this activity. The
work analyses typical pathological events in the area of computer games, which defines
excessive playing as an addiction as well as describes the area of internet and its specific
communication. It refers to the importance of computer communication for educational purposes
and opportunities it offers. The investigative part is based on elaborating of a self-made research,
that investigates the player' s personality based on the questionnaire of own construction. It tries
to answer the questions regarding the typology of the students personality, particularly with
regard to education gained from playing computer games.

1.2 Theoretical and Conceptual Framework


1.3 Research Hypothesis
This study aims to know how computer games affect the study of grade 12 students at
STI College Angeles.

1.4 Statement of the Problem


1.5 Definition of Terms
1.6 Importance of the Study
1.7 Scope and Limitation/Delimitations of the Study
Chapter 2
Review of Related Literature and Studies

1.1 Effect of Addiction to Computer Games on Physical and Mental Health


of Female and Male Students of Guidance School in City of Isfahan

Background:
This study aimed to investigate the effects of addiction to computer games on physical and
mental health of students.

Methods:
The study population includes all students in the second year of public guidance schools in the
city of Isfahan in the educational year of 2009-2010. The sample size includes 564 students
selected by multiple steps stratified sampling. Dependent variables include general health in
dimensions of physical health, anxiety and sleeplessness and impaired social functioning. Data
were collected using General Health Questionnaire (GHQ-28) scale and a questionnaire on
addiction to computer games. Pearson's correlation coefficient and structural model were used
for data analysis.

Findings:
There was a significant positive correlation between students' computer games addiction and
their physical and mental health in dimensions of physical health, anxiety and sleeplessness
There was a significant negative relationship between addictions to computer games and
impaired social functioning.

Conclusion:
The results of this study are in agreement with the findings of other studies around the world. As
the results show, addiction to computer games affects various dimensions of health and increases
physical problems, anxiety and depression, while decreases social functioning disorder.
Chapter 3
Methodology
1.1 Research Design
1.2 Population
1.3 Sampling Method
1.4 Data Collection Procedure
1.5 Statistical Treatment of Data
1.6 Data Analysis
Chapter 4
Results and Discussions
References

https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3905489/
https://cyberpsychology.eu/article/view/4221/3263

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