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An Action Research on the Effects of Online Game Addiction among LCC-N Grade 11

Male Students

GROUP 6: League of Researchers

Leader:

Delos Santos,NerieInee

Secretary:

Ayaso, Abegiel

Members:

DelaCruz,Elicia

Gloriana, Danica

Soliva,Nicole Joy

Gacias,Ramil

Gutierrez,John Mark
1 . INTRODUCTION

The technological era offers new innovation in terms of technological advancement. One of

the 20th century innovations provides us the use of computers that helps an individual to ease

up daily activity. However, this advancement also provides negative impacts towards the

individuals. One of the evident impacts of this advancement is the excessive use of

computers as a gaming tool. These activitiesfor male students are very rampant today.

Excessive playing on these different online games can cause addiction. As the online games
rise up and become a hit, most of the online game users are become addicted to it,which can

lead them t

o different unusual habit that may affect their physical and mental health..Addiction is

considered as one of the negative impacts ofin using computers. Addiction is a complex

disease, often chronic in nature, which affects the functioning of the brain and body. It also

causes serious damage to families, relationships, schools, workplaces and neighbourhoods.

The most common symptoms of addiction are severe loss of control, continued use despite

serious consequences, preoccupation with using something, failed attempts to quit, tolerance

and withdrawal. Addiction can be effectively prevented, treated and managed by healthcare

professionals in combination with family or peer support.

One of the most popular issues related to addiction is the extreme fondness of youth, among

the LCC-N grade 11 male students to online games.

This study gave awareness on gamers of LCC-N grade 11 male students to prevent the

possible effects of the addiction in them by gathering data from the respondents to gain

knowledge on how to find a solution to these rampant problem.

Problem related to online game addiction is needed to be solved due to the possible outcome

of addiction that can lead them to different unusual habit that may affect their physical and

mental health.

The importance of this research is to contribute solutions on the problem of online addiction

and its possible effects among LCC-N grade 11 male student gamers.
1.1 STATEMENT OF THE PROBLEM

An action research on the effects of online game addiction among LCC-N grade 11

male students:

1.2 Review of Related Literature

Foreign Literature

Development in the technology has a great impact on the lives of people especially that it

entertains a various things and one of these things is online gaming that is provided by the

internet. Online games is one of the most exciting and rapidly evolving media of our time

(Carr, et al., 2006) and it can be seen from the Internet where online games are one of the

fastest growing areas it where allows people to play the same game in a session that makes so

appealing to the users. It is one of the widely used leisure activities by many people.

Teenagers play online games for fun without knowing that there are a lot of effects of playing

these games that are more than what they think. Online games become popular and the

reason that makes it popular among students especially to male is because these games are

sophisticatedly designed to amaze and evoke the player’s curiosity. Online game usually

presents attractive game plays, realistic images and sounds. Virtual worlds in video games

are created by inspiration of real life location. This is intended to provide sensation as if the

player is visiting a real site location so they are not easy to get bored. Also, their storyline are

based on actual events and for the company to hit the games. Creators make their players

enable to imagine becoming the main character or feel that they have a central role in an

important world event.


According to stone, online games make players eliminate their physical identity {Stone

1991). In the game, players become a new individual with new behavior. Stone and Turkle

call this phenomenon multiple selves (Turkle 2011; Stone 1991). A person’s identity in the

real world is formed by his or her interaction with other people and the identity is highly

fluid, allowing player to rewrite their identity beyond traditional boundaries in the virtual

world. Also, they used online games as a means for them to be accepted by their peers. Peer

pressures according to Erikson have great impact on the life of adolescence.

Erikson point that in adolescence phase, person is required to seek self-identity and

independence (Erikson 1968). When they try to get free from all adult influence they become

closer and more dependent on peer acceptance. Peer acceptance brings out pressure that in

turn can make the adolescence vulnerable to youth behavioral problem (Allen et al. 2006;

Van Rooij et al. 2011; Porter et al. 2010). A new study by an international research team

including an Iowa State University psychologist found further evidence that video game

"addiction" exists globally and that greater amounts of gaming, lower social competence and

greater impulsivity were risk factors for becoming pathological gamers. Gaming addiction is

peculiarly modern phenomena and most of the gamers making them seriously ill and have

mental health issue problem like malnutrition or dehydration because of non-stop playing in

online games.

An addiction doesn’t have to involve drugs. An addiction is a chronic disease of brain

reward, motivation, memory, and related circuitry. Basically, any activity that starts to trigger

your brain’s reward centers then the bits that release hormones that make us feel good in a

way that makes you pathologically pursue relief is addicting. Online gaming addiction is not

that far from drug addiction. They both search for a way to make they feel better. The lure of
a fantasy world is especially pertinent to online role-playing games in which a player

assumes the role of a fictional character and interacts with other players in a virtual world.

The virtual life becomes more appealing than real life. Too much gaming may seem

relatively harmless compared with the dangers of a drug overdose but experts say video game

addiction can ruin lives. Children who play four to five hours per day have no time for

socializing, doing their homework or playing sports leaving little time for normal social

development. According to Lan Ying Huang (2003), by playing the online game features

online gamer participants may view the games as source of providing diversion and filling

time.

Lowa State University conducted a study where at the age of eight to eighteen show sign of

addiction in online games if gaming addiction is to be taken seriously then it needs to pay

attention. We don’t just need to focus on the problem, but we need to find ways on how to

prevent and treat it. Dr. Jerald Block outlined four symptoms of incorrigible addiction which

included forgetting to eat and sleep, craving more advanced technology, leaving a computer

results in genuine withdrawal and becoming argumentative, fatigued or isolated from society

this is just one of the symptoms of addiction made by Dr. Jerald Block.

The addict suffers from a psychological component to the addiction. Online gaming allows a

person to escape the real world and change the perception of self-worth (Rooij, Online video

game addiction: identification of addicted, 2010).

Internet addiction gives the gamer to the unique psychological properties which is the users

increase their use of these internet services, the utility they gain from each usage does not

diminish, leading not only to self-destructive addiction but also to social ills. Playing video

games can interfere with real-life obligations such as work, and players can end up lying
about playing video games. The study found that “problematic” video game use can have

similar effects as other addictive activities (Inwon Kang, 2011).It shows the bad effect

among the people nowadays.

Addiction to the internet shares some of negative aspects of substance addiction and has been

shown to lead to consequences such as failing school, family and relationship problem

(Brian. D. NG, M.S & Peter. W. H, 2005).

According to the Australasian Journal of Educational Technology, “Gaming frequency and

Academic Performance”, individuals who spend two or more hours playing games got a

lower score in every subject. By spending high percentage of time on online games there is

not enough time left to spend in studying.

In contrast, playing online games can give some positive benefits, such as improved hand-

eye coordination and the potential for improved academic skills (Charles, 2011) Keith

Bakker hypothesized gaming compulsion is not a psychological problem, but a social one

and he believe those who classify as addict to online games need the guide and give an

enough attention of their parents and school teachers. 80% of the patient have been bullied at

school and feel isolated or socially excluded that’s why they find online games as accompany

to feel their self-worth. Too much gaming can be a genuine and serious problem. Social

anxieties see gamers turning to games to escape the real world, placing the onus to individual

to create a more stable social environment.

Local Literature

According to an article entitled “WHO: Addictive gaming to be recognized as disease”

published under Philippine Star on January 07, 2018, “Gaming disorder” will be recognized
as a disease later this year following expert consensus over the addictive risks associated with

playing electronic games” World Health Organization explained.

World Health Organization officially considerate Addiction In Online Game as a disease.

The disorder will be listed in the 11th edition of the International Classification of Diseases

(ICD), to be published in June, WHO spokesman TarikJasarevic told reporters in Geneva.

Anecdotal evidence suggests that the condition disproportionately affects younger people

more connected to the ever-expanding online gaming world. World Health Organization give

some reminders for those who are addicted.

According to an article entitled “Video gaming addiction to be recognized by WHO as a

mental health disorder” published under Inquirer last January 04 2018, (WHO) will already

be considering gaming addiction as a mental health disorder.

WHO Department of Mental Health and Substance Abuse Member Vladimir Ponzyak said

that most people who play games do not have a disorder, but in certain circumstances

overuse can lead to adverse effects. Mental health disorder may trigger after being addicted

to online games.

As a result of online game addiction, personal, family, social educational,

occupational or other important areas of functioning may impair.

According to the study on the effects of playing online video games to the academic

performance of the first year college students conducted in Manila Tytana College last

academic year 2013-2014, academic performance of freshman students are affected when

they are fond of playing online games.


The research study gives a hint on the possible effects of online game addiction

among students. This means that excessive use of online games may have a negative

outcome that an individual may suffer in the future.

1.3 Scope and Limitation

The scope of this research will include the effects of online game addiction. The study will

be conducted on a particular time of January 2019 - February 2019. The target respondents of

this research are students from La Consolacion College of Novaliches grade 11 male

students.

The respondents of this research are specifically students who play online games, are the

subject in this investigation. This action research focused mainly on the effects of online

games on students. These online games can be a serious impediment to the students which

can lead them to different effects.

1.4 Definition of Terms

Rapidly - very quickly ; at a great rate.

Games - a form of play or sport, especially a competitive one played according to rules and

decided by skill, strength, or luck.

Impediment - a hindrance or obstruction in doing something.


Leisure - free time.

Sophisticated - having, revealing, or proceeding from a great deal of worldly experience and

knowledge of fashion and culture.

Evoke - bring or recall to the conscious mind.

Virtual - almost or nearly as described, but not completely or according to strict definition.

Character - a person in a novel, play, or movie.

Eliminate - completely remove or get rid of something.

Phenomenon - a fact or situation that is observed to exist or happen, especially one whose

cause or explanation is in question.

Peer - look keenly or with difficulty at someone or something.

Vulnerable - susceptible to physical emotional attack

Peculiarly - more than usually ; especially.

Malnutrition - lack of proper nutrition, caused by not having enough to eat, not eating enough

of the right things, or being unable to use the food that one does eat.

Lure - tempt a person or animal to do something or to go somewhere, especially by offering

some form of reward.

1.5 Hypothesis and Conceptual Framework

Researchers hypothesized that addiction in online games may lead to psychological

and physical problem mostly to youth students. This action research will help LCC-N grade
11 male student to have a proper knowledge to the various health issue regarding on

addiction to online games and recommend a solution to their psychological problem.

1.6 GENERAL OBJECTIVE

To determine whether LCC-N grade 11 male students is addicted to online games and

how it affects their responsibility in life.

1.7 SPECIFIC OBJECTIVES

1.To determine the profile of the LCC-N grade 11 male students;

2. To identify the factors that caused LCC-N grade 11 male students to become addict to

online games;

3. To assess the symptoms that relate to online games addiction among LCC-N grade 11

male student gamers; and

4. To recommend solutions on the problem of online game addiction among LCC-N grade 11

male student gamers.

2Methodology

As this research purpose is to understand the attitude of LCC-N grade11 male student, the

researchers have decided to use qualitative research method to gather 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 researchers wanted to perceive the behavior of the students who are

addicted to online games. The researchers did not use a quantitative research method because

this action research is not to find out how many but focus on what, why, and how the

phenomena occur.

2.1Methodology

As this research purpose is to understand the attitude of LCCN grade11 male student, the

researchers have decided to use qualitative research method to gather 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 researchers wanted to perceive the behavior of the students who are

addicted to online game. The researcher did not use a quantitative research method because

this action research is not to find out how many but focus on what, why, and how the

phenomena occur.

2.1 Participants

The respondents of this action research are the grade 11 male students of La Consolacion

College of Novaliches (LCC-N) who play online games.

2.2 Research Design, Materials and Resources


The researchers used an action research to conduct this study on the effects of online

game addiction among LCC-N grade 11 male students.

The questionnaire containing questions about the respondent demography, experience in

playing online games and several other features are being asked in order to achieve the goals

ofthis research. The data gathered will be primarily for those LCC-N grade 11 male students

who are playing online games only as this research is to find out the effect of online games in

students quotidian life.

The instrument that will be used by the researchers is surveypaper or questionnaire and also

observation. Due to the fact that students may be more likely to fill in paper surveys

thanonline surveys,the researchers choose survey paper thanonline survey.

2.3Procedures

In this study the researchers used descriptive- correlation method by utilizing a

questionnaire to get the needed data information for this study. The researchers arbitrarily

decided that the scopes of participants are only LCC-N grade 11 male students who play

online games. Due to the reason that male students have a higher possibility to become

addicted in playing online games, it considered that some of them can be representative on

the research and observed to be addicted in playing online games. They will answer the

questions that the researchers provided for them to determine the respondents who are

addicted to online games and the effects of this to them. The questionnaire was constructed

based on the interview to student players own perspective regarding on the effects of online

games.
After gathering the data, the researchers will assess the factors, symptoms, and effect of

online game addiction among LCC-N grade 11 male students. As a result, solutions and

recommendations together with the action plan will be form to address this growing problem

to students, especially to men to demote their addiction to online games and to at least help

this occurring phenomenon not to deteriorate.

2.4 Analysis

Given the fact that the researcher's endeavor is to seek information from the respondents,

qualitative evaluation and research methods were selected. Instead of utilize "logical

positivism, which uses quantitative experimental methods to trust hypothetical deductive

generalization", a "phenomenological inquiry, using qualitative and naturalistic approach to

inductively and holistically understand human experience in context specific settings" Patton

(1990) was chosen, as it was established the goals of the study.

The researchers will conduct a survey which can give them information on the possible

effects of online game addiction among LCC-N grade 11 male students. The researchers will

observe, analyze and interpret or evaluate the information from the result of the survey. The

data that is been observed, analyzed, and interpreted, will lead the researchers to the different

effects of online game addiction among LCC-N grade 11 male students.

The possible that researchers found are either negative or positive. The possible effects of

online game addiction are physical and psychological illness which can be a huge problem on

every student.

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