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depends on the usage of the Internet. After the invention of the Internet, gaming
sites and mobile gaming became more popular to the people, especially to the
younger generation. For this, the excessive time for playing video games is
Based on the USA Today Network (2018), the World Health Organization says
that compulsively playing video games now qualifies as a new mental health
condition; in a move that some critics warn may risk stigmatizing too many young
players.
Also, in the article of Kimberly Young (2009), excessive gaming has been
may look innocent, but they can be addictive as gambling or drugs and just as hard
games played on smart phones, tablets, computers and consoles have been a
popular form of leisure for some time now. In Europe, recent figures indicate that
games are played by more than two thirds of children and adolescents, and a
substantial number of adults now play games – 38% in the UK, 64% in France,
According in the Pinoy Gamer forum, “As gamers; gaming is a form of leisure, a
hobby or an escape from the harsh world we have in Philippines. We are not saying
this is not serious issue, but we feel as gamers that the media is being biased with
this. So instead saying gaming is an addiction takes a look why people are getting
direct physical danger, they take a toll on the mental wellbeing of players. This
also posed that the effects of the gaming is not that bad to be considered as an
addiction.
According to the study of Ko, Yen, et.al. (2005), Adolescents in Taiwan have
However, Lin and Tsai (2002) reported that 11.7% of high school students have
Also, in the study of Wittek, Finseras, et. al. (2015), Video gaming is one of the
Europeans has played video games (Ipsos MediaCT 2012), and that 56 % of
young adult Norwegians (aged 16–40 years) play video games regularly (Mentzoni
tried to cutback the time they spent on the Internet to avoid these addiction-related
problems could not. Young concluded that users do become addicted and that
there is a potential for more addictive applications in the future. With the availability
representations of the once text-only MUDS. Now, users are able to see and
interact with others in virtual worlds. These massively multiplayer online role-
playing games (MMORPGs), such as "Everquest" and "Ultima Online," have been
addictive elements of IRC and MUDS. MMORPGs, which are run continuously in
real time, feature social and competitive aspects, making devotion to the game
In the Philippines, a study by Rayo (2012), majority of the gamers of the country
are playing DOTA and regarding it as their specialty compared to playing games
like Ragnarok, Tantra, Clash of Clans, etc. These factors make playing DOTA to
become a ‘booming’ culture here in the country, and it continues to flourish since
2003.
In the study of Lumbay et. Al (2017), majority of the computer gamers had
already been playing computer games while they were still a junior high school
student, and most of them plays Mobile Legends, this result strongly suggests that
computer gaming exists not only among college students but also amongst high
school students. Most of the gamers were good performers in the academe, this
supports the belief of Prensky (2006), that video and computer game playing, done
appropriately, is actually very beneficial to today's "Digital Native" kids, who use
them to prepare for life in the 21st century. The rest of the results compliments with
the results of the previous studies cited in the review of related studies in this study
(e.g. all of the gamers were males, most the gamers were adolescents).
Also, according in the study of Cortes et. al (2012), studies indicate that children
who play computer games can improve visual intelligence skills. Parents believed
that computer use is related to better academic performance of the children. It was
found that high school students who used educational software at home scored
significantly higher on computer literacy tests than other students. Computer use
Other studies also found that students who own computers at home had higher
over-all grades, particularly in Math and English, than those without home
computers.