CHAPTER 1 The Problem and Its Background
CHAPTER 1 The Problem and Its Background
CHAPTER 1 The Problem and Its Background
Life is so meaningful when we are happy and motivated. Every individual have
their ways to relieved their stress and problems. Online games are one of a choice.
It is partially played by the use of strong internet connection in a computer network
or it can be played in mobiles and Xbox. In our world that continuously changing
there are so many components was created and can manipulate every individual’s
life.
Online games are simple and not a tiring game. The players only need to sit,
play and attack their opponents. Players also need to think a strategy and on how
they win and end the battle. It can gibe satisfaction and happiness. It can be play
together whit many players by connecting with many players by connecting with
other player and differentiated based on the game content and player’s experience.
One player need to invite other player that they want to play with, they need to
accept or confirm the request of their opponents so that can start the game.
The culture of online games encounters criticism for an environment that might
promote cyber bullying, violence, and xenophobia. The content and curiosity on how
the online games was it playing can influence the widespread of online games to the
young people. Youth love to engage in indoor activities outside. In previous times
kids were playing with other children, but now they spend more time in playing online
games. Everyone who plays video games has a different purposes and the usage of
the games lead to different effects in each individual including their mental and
physical health.
There are some factors as particularized by the gamers. First the achievement
of advanced using a technology, namely progressing via levelling up and the feeling
of competing including challenging and dominating others. Reputation is another
reason or appreciation from the gaming society or given community. Achievements
and popularity that motivates the players to keep playing online games.
The studies in internet gaming addiction are the new reported prevalence that
may the researchers to determine the effects of these games. This variation
conceptualization can be an instrument to measure the different cut off points used.
Some factors of internet gaming addiction like dependence that the person is being
controlled by someone or something else to play online games.
Online games can caused behavioural problems that will affect your mental
and physical health. Having debilitating disorder for children and adolescents. It can
affect the individual’s emotional functions. People with behavioural problems will
experience poor academic performance, mood, and personality disorder and a
gradual increase in aggressive behaviour.
The prevalence of online games addiction may not only affect the studies of
the participants but also their behavioural in school.
SIGNIFICANCE OF THE STUDY
The researchers conduct the study for the participants to be aware to the
possible effects of being involved in online games addiction. An online games has the
negative impacts that receive much attention as well to their behavioural problems.
This study can also be a guide to balance their time in playing online games and using
technology to their school works. It will also inform about the possible consequences
being concern in this kind of issue.
To the Teachers: This study would benefit to the Labas Senior High School teachers
to have a better understanding behind the condition of the students participating of
online games in order to understand more about their situation. The study may
provide some of the information about the behavioural problems cause by online
games addiction.
To the Guidance Councilor: This study will help the guidance councilor for better
understanding about the situation of the participants who are addicted in online
games. Through this study, the researchers will demonstrate the negative impact
towards the behavioural of the students participating in online games addiction.
To the Parents: The findings of this study will inform the parents for the possible
effects to the behavior of their son or daughter in online games addiction. This will
serve as a guide on how they can address their children to have control using
technology. The awareness of the parents will help to prevent online games addiction.
To the Future Researchers: This study may serve as a reference tool for the future
researchers to gain more knowledge that may related to this study. This research will
show the result for being addicted in online games. This study may also expose the
different reasons behind online games addiction.
Theoretical Framework of the Study
Ahn and Randall (2008) discover the two kinds that can effect of online games.
The two kinds are social and Academic Lifestyle, the first one is through social
relationship because online games has a big influence to lack of interest or they do
not have any other social interaction because they more like to spend their time
inside their house playing online games rather than to engaged with others. The
second one is Academic Lifestyle, playing online games can affect the academics of
the students because players want only to play online games and they do not intend
to do their responsibility in terms of school works. The students who are addicted in
online games got more fail grades than to non-addicted students. Students were also
reported as activity engaged in a person physical altercation. Addicted students are
mostly involved in arguments with their teachers and as well to their friends that can
create a problem in their bahavior.
Scope and Delimitation
This study is focused on the people who are consciously involved in playing online
games as a factor of the behavioural problems of the students of Labas Senior High
School. The coverage of this study is all about what will be the results if they are
continuously playing online games and how it affect the behaviour of the students. It
also provide an information behind the reason to those people who are addicted in
playing online games.
This study is not concerned aside from Labas Senior High School wherein the
researchers would choose their (20) participants according to the information they
could provide. The twenty participants are composed of (10) students from Gas
Boyle, (5) from Gas Archimedes (2) Gas Curie, (2) Gas Darwin and (1) from ABM.