Documente Academic
Documente Profesional
Documente Cultură
Researchers:
Cleuvan
Orcine
Ramirez
Santos
Tartado
ARELLANO UNIVERSITY PASIG BRANCH
Andres Bonifacio Pasig Campus 2
Pag-asa St. Caniogan Pasig City
INTRODUCTION
Game is one of the most greatets technology industry right now. Developer
can get so many advantages, for example Destiny. Destiny has already smashed
analyst’s expectations for first-week sales with a $500 million launch. From this, we
can conclude that game industry is on of the greatest industry. But now, gaming could
make parents worry about their child. Game addiction certainly is a bad addict. This
Stopping video games for any reason has a long-lasting negative impact on
when he is unable to play. Child has stolen video games from stores or friends, or
stolen money from others in order to buy video games, more than once. He frequently
Gaming addiction is still the mysterious problem, more terrifying than alcohol
or drugs addiction. Like the expert from Amsterdam say, they are powerless over their
addiction. But these addicts aren't hooked on drugs or alcohol. They are going
cold turkey to break their dependence on video games. The lure of a fantasy world is
especially pertinent to online role-playing games. These are games in which a player
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assumes the role of a fictional character and interacts with other players in a virtual
world.
To collect data to support this research, I will make the survey that will be
answered by the children that likes playing video game, the parents, and the game
developer. Maybe GameTech college students and game makers can be the
informants to get their opinions and the information about video game. We can use
their opinions to underlie the problems and find some solutions that we can use, both
that players play for more reasons than fun alone. Ryan, a motivational psychologist at
Rochester, saysthat many video games satisfy basic psychological needs, abd players
players.
Gaming addiction has become a topic of increasing research interest. The last
examining various aspects of problematic video game play and video game addiction.
This paper begins with a brief past history of how research into video game addiction
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has changed over the last three decades (i.e., the 1980s, 1990s and 2000s). It then
prevalence of problematic video game use and video game addiction, negative
video game use and video game addiction, and the treatment of problematic video
game use and video game addiction. The paper concludes by looking at the trends in
the field and a somewhat theoretical examination of what the future of video game
addiction on a relatively small sample of 127 people (almost all teenage or young adult
males) who described themselves as ‘‘hooked’’ on home video games for at least five
years. Shotton’s conceptualization of game addiction was more positive than negative,
and she reported that her ‘addicts’ were on the whole highly intelligent, motivated, and
addiction, the main problem with the study was that no standardized measure of
addiction was actually used. The only criterion for being ‘addicted’ was the individual’s
own admission that they were ‘hooked’ on computer games. Despite this major
person’s self-diagnosis of whether they were addicted to the Internet or not correlated
Pasig City.
Theoretical Framework
of playing computer games. Rather than engaging in the real world, an addicted user
devotes the majority of his or her time to gaming (Conrad, 2011). The issue of game
mysterious problem which is still difficult to treated, more terrifying than alcohol or
drugs addiction.
ARELLANO UNIVERSITY PASIG BRANCH
Andres Bonifacio Pasig Campus 6
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said popular online video games warned players not to overuse their products.These
warning messagesalso suggest that the online video game industry mightknow how
high the percentage of over-users is, how much time gamers spend playingand what
specific features make a particular game more engrossing and addictive thanothers
(Yousafzai, 2009). In other hand, Cyber psychologist Dr Zaheer Hussain, from the
University of Derby, said warning messages were not enough. As a first step
onlinegame developers and publishers need to look into the structural features of the
gamedesign, for example the character development, rapid absorption rate, and multi-
playerfeatures which could make them addictive and or problematic for some gamers
Hussain, 2008).
Kimberli Young (2009, p.12) says, not only are children, teenagers, and
college students effected by online gaming addiction, but a growing number of adults
are becoming hooked to online gaming. While such cases are rare, mental-health
professionals say the fantasy worlds offered by computer and video games can
become the stuff of very real addictions that destroy marriages and
careers. People of all ages are quickly becoming immersed in this virtual fantasy world
“denial,” a defense mechanism that addicts frequently employ and that effectively
stops them from accepting treatment.Once this obstacle is conquered, treatment can
be performed more effectively than it would otherwise. Tracy Miller (2013) add
world of mental health, treatments are not as well established as those for depression,
anxiety, anger.
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Conceptual Framework
Focus in the study? Survey on the student class and not eating
Big difference.
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Andres Bonifacio Pasig Campus 9
Pag-asa St. Caniogan Pasig City
The statement of the problem of this study is the Grade 12 SHS students
at Arellano University Andres Bonifacio Campus Pasig City that are addicted in Online
Game.
This research about gaming addiction will be useful because from this research
- The reason why are computer games addictiveand maybe for the parents, you will
The scope and limitation of our study is Grade 12 SHS student’s at Arellano
University Andres Bonifacio Campus Pasig City. There are around 29.9 Million active
gamers in the Philippines according to a 2017 study with 38% of them being cross-
platform gamers.
Definition of Terms
harm.
Online Game - refer to games that are played over some form of computer network,
most often the Internet. Online games can range from simple text
based games to games incorporating complex graphics and virtual worlds populated
displayed on a screen for the sake of entertainment. A video game is essentially the
Technology - refers to methods, systems, and devices which are the result of
scientific knowledge being used for practical purposes. Technology is changing fast.
This chapter presents the related works of a number of local and foreignauthors,
other researchers, developers and studies derived from the books, article, and other
references such as internet which are all necessary inframing of the concept of the
study.
Video game addiction has always been the main topic of controversies recently
due to its impact on the young generation. In spite of the fact that it helps us to enjoy
ourselves during recess and economically contributes to several countries’ income, its
negative affects towards children and teenagers and so on, need our consideration.
Foreign Literature
Through the years, studies have yielded different results. Some ofthem say that they
are co-related when some say that they are not.According to Anderson and Dill
(2000), there is a negative correlation between the two. Thus, meaning that there is no
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relation between the number ofhours played by a player and his grades. At times, the
students defend the games they are playing by saying thatthey do learn something
from it. A paper from EDUCAUSE backs these studentsup by suggesting that the
faculty learn and know about these games so as tohelp students in in class learning
experience (Hitch and Duncan, 2005). Furthermore, another paper claims that these
games are not just forentertainment (Shaffer, Squire, Halverson, & Gee, 2005). They
claim that these games may be used to learn and experience different things and
Online games have both positive and negative effects on people especially
students. One of the negatives is this. Many cases among students are addiction.And
this addiction may lead to worse problems. The students might steal money.9They
may become lazy when it comes to studying and prefer playing the wholeday long.
Some may even skip school in order to have more playing time. (SujatAli Hamzah)
Addicted gamers spend so much time playing that their personalrelationships get
Addicted gamers also neglect theresponsibilities of everyday life such as school and
work. (UNC-OASIS).In the world of today, there are different genres of online games.
First arethe console games. Console games are more commonly referred to as
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videogames. They are played on a device specially made for game play called a
videogame console. The player interacts with the game through a controller, a hand-
held device with buttons and joysticks or pads. Video and sound are received bythe
gamer though a television. Examples of consoles include the Microsoft Xbox, Sony,
Playstation, Nintendo GameCube, and Nintendo Wii. Second are the real-time
strategy games. This is a type of video game inwhich players exercise strategy along
the way, typically to conquer enemies andreach a final destination without being
eradicated. For example, to win, playersdecide which routes to take, what needs to be
Lepper, M. R. & Gurtner, J (2000), states that prolonged and excessive use of
these games can cause, mainly upon children, a number of physical and
disorders, health problems (due to lack of exercise & tendonitis), Development of anti-
Anderson and Bushman (2001), found that across 54 independent tests of the
relation between video game violence and aggression, involving 4262 participants,
there appear to be five consistent results of playing games with violent contents.
decreases pro-social behaviours. Since most electronic games are violent, children
below legal ages are emotionally disturbed and caused several changes on their
behaviour.
Austin, Pinkleton & Fujioka (2000), quoted that “parental meditation is correlated
with better academic performance. And has been shown to increase beliefs in social
norms, and to decrease fear.” Which refers to the parental consent of the player as
Gentile & Walsh (2002), wherein 55% of parents said that “always” or “often”
should parents put limits on the amount of the time their children may play computer
and video games, and 40% said they “always” or “often” check the video game rating
before allowing their children to buy or rent computer or video games. Even through
these numbers are not particularly high, they may overestimate the amount of parental
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Andres Bonifacio Pasig Campus 15
Pag-asa St. Caniogan Pasig City
Local Literature
In Cebu, online game addiction is also becoming an issue. In one of the episode of
I-Wtiness, Kara David was able to interview youngsters namely Doc, Mark and Ice
who resort to illegal activities just to fund their addiction to online gaming. Doc, Mark
and Ice are part of a young generation spending a lot of their time on computer
games. Some of them undergo illegal activities to fund their vices and they can go on
gaming for 24-hours without any sleep. 22-year-old Doc is a scavenger and vagrant,
but once he gets his money out of collecting garbage, he goes to his favorite Internet
shop to play. Mark, 20, is an out of school youth. He lost his investment money and
stole from his mother to pay for his Internet rentals. Fourteen-year-old Ice says he
In one of the article of PhilStar which is “Battle on Vs Kids’ online games addiction”,
Samuel Pagdilao (Police Criminal Investigation and Detection Group (CIDG) director
Chief Superintendent) stressed the need for measures to protect children from being
hooked on online computer games. He said many children spend hours in a computer
continuos invasion of the world are inevitable. The package of computer technology
comes with a lot of feautures that influence many aspects of life in a variety of ways.
Time and again, computer technology has exposed to us experience its positive and
negative effects. In this article, we are going to examin the good and the bad effects
computer technology. Computer games offer their patrons with a new dimension of
virtual entertainment. The youth especially, college students are the usual patrons of
onlines gamers in the Philppines rose from 21 million in 2012 to 28.72 million in
2014. Mean while, statistics from Juha Sompinmaki of tech in asia show that about
409, of the gaming population of the Philippines is aged 18-24 years old.
achievement may be negatively related to over-all time spent playing video games.
Studies have shown that the more time a kid spends playing video games, the poorer
on Professional Psychology found that video game addicts argue a lot with their
teachers, fight a lot with their friends, and score lower grades than others who play
video games less often. Other studies show that many game players routinely skip
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their homework to play games, and many students admitted that their video game
Foreign Studies
Since the early 2000s there has been a significant increase in the number of
empirical studies examining various aspects of problematic online gaming and online
exists and/or whether the term “addiction” is the most appropriate to use. Some
harmful use of video games. Terminology for what appears to be the same disorder
and/or its consequences includes problem video game playing, problematic online
game use, video game addiction, online gaming addiction, internet gaming addiction,
and compulsive internet use. This entry uses the term “gaming addiction” to describe
empirical evidence that such behavior can include all the core components of
The 1990s saw a small but significant increase of research into gaming addiction
with almost all of these studies being carried out in the United Kingdom and on
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studies were self‐report surveys and relatively small scale. The main problem was that
all of them assessed gaming addiction using adapted versions of the criteria for
Statistical Manual of Mental Disorders (DSM). Although there are clearly many
similarities between gambling and gaming, they are different behaviors and specific
video gaming screening instruments could have been developed. Based on further
analysis of the adapted DSM criteria used in these studies, this work was later
criticized for being more likely to be assessing gaming preoccupation than gaming
gaming and gaming addiction from 1994 to 2012. The studies they selected were
based on samples of at least 300 participants and used some kind of screening
that prevalence rates of problematic gaming ranged from 1.7% to over 10% among
general samples. Prevalence rates among gamers were, in some cases, much higher
(some as high as 17% to 34%). These studies indicated that, in general, males are
significantly more likely than females to report problems relating to their gaming. The
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Andres Bonifacio Pasig Campus 19
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differences in prevalence rates (King, Delfabbro, & Griffiths, 2012; King et al., 2013).
Furthermore, many studies fail to assess prior problems (i.e., lifetime prevalence).
King and colleagues (2012) also noted that some studies did not consider subclinical
cases (i.e., meeting some but not all criteria for problematic use), and the presence of
Furthermore, another paper claims that these games are not just
forentertainment (Shaffer, Squire, Halverson, & Gee, 2005). They claim that
thesegames may be used to learn and experience different things and interact
Local Studies
Computer games are hard to ignore, especially if they are just around the corner.
It's fun and fun to play and we forget about the world of our worries But it also has
some bad consequences for us, like addiction. According to Edmund Kam, addiction is
too much play, and it cannot be ruled out. But why not prevent it? Many young people
say they are bored with their work, especially in school. So playing on the computer
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gives them fun and enjoyment. Many students waste their money on computer games,
sometimes eventheir money is still being used to buy so-called "Virtual Money", this is
money used by some computer games. Playing these games is a waste of time
especially and it takes your time to develop yourself and your education.
change the brain.” Video games change the structure of the brain and can help
release beneficial neurotransmitter surges that can build the brain. Furthermore, many
multiplayer games such as DOTA or Defense of the Ancients and LOL or League of
Legends involve cooperation with other online players in order to win. These games
encourage players to make the most of their individual skills to contribute to the team.
Moreover, a study in United Kingdom found out that students who played online
games almost every day scored 15 points above average in maths and reading tests
In the Philippines, the population of gamers is very huge. Beginning from the simple
cartoon games played by the toddlers up until the riot playing games played by the
college students and the older ones too. An article posted in PhilCare in 2014 pointed
out that researchers found that video games, particularly shooter games, have the
tendency to strengthen the cognitive skills of their test subjects, especially in the areas
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games have on test subjects were not evident on other types of safe video games like
games provided they play in moderation. They should not allow themselves to be
Priority setting and proper guidance by parents, teachers, and other elders can
play a part in this goal. The effects of computer games on gamers are influenced no
only by the game content, but most especially, by the manner on which the gamers
play them. Video gaming is not bad for the health as well as the well-being of the
individual. It may also give some benefits depending on the frequency of the gaming
of the person. In proper moderation and supervision, video gaming might be a tool for
us how we will use technology, while its features to our advantage, and how we will let
it impact of lives. The author is Secondary Teacher II at Arayat National High School.
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Chapter 3:
RESEARCH METHODOLOGY
of research questions and research design. Agitate the participants, the used
Research Method
The research will make use of descriptive design because it tries to reside on a
specific situation about current state. A descriptive study establishes only associations
between variables. The questions are answerable by their own opinion or experiences
and rating scale. This is an objective research, gather facts instead of personal
Research Instrument
The study was particularly use as survey questionnaire. The questionnaire serves
as the primary tool in gathering data about The effect of Game Addiction in Grade 12
The respondents of this study are randomly selected ICT Students of both Grade
12 and Grade 11 students by the researchers. They are randomly selected because
the researchers will want to know different perspectives and perceptions about Game
Addiction from different students in every section and grade level, for a more
effective results.
Sampling Technique
The research will use random sampling, and will be coming from the students of
following questionnaire. In all the sections of Grade 12 students, the researchers will
randomly select 75 persons. The same in Grade 11 students, we will also select 75
The researchers will tell or explain to both Grade 12 and Grade 11 Information
Communcation and Technology students what is the researcher’s topic about and tell
to respondents how the answer the survey questionnaire so they can answer it clear
and easy.
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questioners.
The focus of the study was The Effect of Game Addiction to Grade 12 ICT
Students in Arellano University Pasig. After gathering data, the researchers tallied,
examine, and tabulated it to complete the survey questioners given to the respondents