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our teacher Mr. Michael Casil Millanes for also guiding us to do this research
paper and lastly to our parents thank you so much for providing us money,to
Thank you everyone who help us to finish this given task.We will
Condar , Ishmael E.
Nicolas , Gilbert J.
Toreta , Jendalyn
ii
CHAPTER 1
Introduction
because of computer you can play online games and do Facebook, Instagram,
twitter and also YouTube. In the other countries there are also people have
been addicted to computer, indeed the Seattle Tacoma area is the nation’s
13th largest media market and has the highest level of computer used in the
country; According to a recent study more than 45% of the adults in the area
regularly play video games. Although extreme cases of internet and video
game addiction have not been widely publicized in the U.S, it is a different
story in Europe and East Asia where game playing has even been linked to a
player death. In 2006 an in-patient addiction facility for internet and video
games abuse was open in Amsterdam and there are several similar programs
operating in China. Internet is one of the most powerful; it is not only use as a
people find computer games as a great way to escape from the stressful reality
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This fact predisposes the risk of game addiction, as people get addicted to
computer
Games they will prefer staying in front of the computer. As computers became
more popular, some students overused it and became a bad leisure for them
where the child needs frequent access to electronic devices to feel normal,
often becoming irritable or depressed when the access is restricted for any
reason. The potential effect can also include an impaired ability to focus deeply
discouraging a child from facing the reality or real world challenges, while
online communication through social media can make a child feel persistent
impulsive outburst.
between games and social skill of 258 male students of first grade of high
school. The results showed a significant relationship between the game type
and presence of others in the game location with social skill of adolescents.
2
Selecting home as the place of using computer had a significance negative
with social skills and those adolescents who were playing at home had less
social skill.
adolescents of the city of Isfahan. The aim of his study was to find out if
computer games have social effects, The results showed that violence and
aggression in students who played these games was higher than those who
did not play. Also social participation of students who were playing computer
the disorder in general health of players. Various studies show that playing too
increases anxiety, and depression in players. Many studies shows that most
adolescents who are addicted to computer have high heartbeat and blood
pressure due to too much excitement and stress. Most of those who are
involved in these games do not notice the time passing and even forget to eat.
health cause people to get attracted to computer games. Third is that both
addiction to computer and social media can lead to serious affection about
academic performance.
3
According to Klein and Keepers in their research reports in 2000,
playing video games and computer games by adolescents and their game
prioritize on 535 students adolescents in age 15-20 in the West USA found that
reasons for playing these games among boys were excitements and
challenges and they insisted to win, moreover sport and violent games were
japan about the computer games played by children and adolescents and it’s
and social dysfunction was significance and inverse. The results showed that
playing more computer games cause adolescents to stay home, which lead to
negative relationship with mental health of adolescents and have a direct effect
4
According to Daria J. Kuss and Mark D. Griffitchs in the past decade, research
has accumulated suggesting that excessive internet use can lead to the
as a serious threat to mental health and the excessive use of the computer has
this review is to identify all empirical studies to date that used neuro imaging
techniques to shed light upon the emerging mental health problem of internet
distinguish particular brain areas that are involved in the development and
level of neural circuitry, internet and gaming addiction was led to neuro
5
According to Payne et al (2002) studied the role of computer games on social
isolation, low self - esteem and violence. The results showed no relationship
between playing computer games and self - esteem in girls, but there was a
negative relationship between the two in boys. Also the score in violence had a
games was no evidence that computer games cause social isolation. Since in
computer games, players can form to the characters in the game in creating
the new situations that occur in the game. The theory of participatory modelling
and active condition can be used in explaining data on violent behaviors and
(2007)on online game addiction, the physical symptoms of internet and online
position for hours playing computer games. On the other hand, Neurasthenia
results from when players engage in hours and hours playing computer games
with no virtual sleep intervals in between. This causes sleep sensitivity and
disorders which induce addicted players to wake up several times during the
night and as such this leads them suffering from insomnia which can cause
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According to research by Newman (2013) there is indeed a specific
This research is more important due to the fact that distance learning is totally
concerned with the respondents psychology towards using technology for the
virtual and real classes. The review has consulted almost every popular
research database around the world to make this rich in terms of covering
higher education class. This research finds that Facebook is the most popular
another SNS which started in 2003 and got popular among people around
2009.However,it is not that popular among educational set ups. Linked in with
more than 35,000,000 users has been reported as the third most popular
social network site but mostly used for professional networking. In addition,
7
According to Rouis,Limayem and Salehi -Sangari (2011)investigate the effects
The proposed research model tests how Facebook usage effects performance
research tries to justify the relationship among the three I.e Facebook usage,
data reveals very significant results. This research establishes that using
greatly reduces this negative impact as they high level of effective self-control
while using social media platforms. Cognitive absorption, which defines extent
while undertaking this research. Rouis, Limayem and Salehi Sangeri (2011)
determines the frequency and duration during social media usage. However,
they add that level of cognitive absorption in turn defined by self-control and
frequency and use of social media among students, they moderate the effects
8
Statement of the Problem
2.) What are the level of the impact of the computer utilization to the academic
a) Test Score’s
b) Quarter Grade’s
c.) Attendance
d.) Attitude
Hypothesis
addiction.
performance.
The expected result of this research endeavour will benefit the following :
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the study will help make the student’s become aware of their involvement in
computer games and become develop their study habits and to concentrate
Future Researcher’s . The results of this study can serve as a baseline data